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F.A.Q.
Q: What is the engine’s frame rate?
A: The engine runs at 60 frames per second (assuming your PC can handle it, of course)
Q: Where can I view the credits of the engine?
A: The credits can be found here and after finishing the demo.
A: I don't think Mega Engine needed any more updates.
Q: Obviously, we disagree. There are a lot of common features present in more than one Mega Man game that were absent in the original engine (e.g.: gamepad support, teleporters, fortress map, destructible blocks, shop, passwords, saving, Eddie, etc...). Moreover, the code needed a lot of refactoring to become simpler and easier to work with. We follow the DRY, KISS and Convention Over Configuration development principles.
Q: Why saving AND passwords???
A: Because Super Mega Engine, as the name suggests, is not a game, but an engine. Thus, the decision to use save games or passwords should be on the hands of the final game developer. The engine's job is to give him/her all the tools needed to work with either option.
Q: Why don't you add "XYZ" enemy/weapon/tileset?
A: Because every Mega Man game has unique enemies, weapons and tilesets. There is no point adding a lot of those assets to the engine, since an original game won't ever use them. We give priority to reusable features present in more than one Mega Man game.
Q: I ran into a bug! How do I report it?
A: Use the built-in GitHub issue tracker. Be sure to include enough details to reproduce the bug, and clearly state what the correct behavior should be. Also, include information about the version you're using and since when the bug is happening. Including a video or gif also helps a lot.
Q: I have an idea or suggestion for the engine, where do I post it?
A: Read the guidelines and goals. If your request is compatible, use the built-in GitHub issue tracker. Please, verify if it is not already there, though. Or better yet, implement your ideas and send a pull request.
Q: The HTML5 demo is outdated!
A: There is no intention to keep it updated with every code update. The demo is updated only after major code updates.
Q: The HTML5 demo is slow!
A: It depends on your browser (I recommend Google Chrome for better performance) and your hardware. Anyway, you should be fine with the local desktop version.
Q: I'm trying to make an HTML5 version of my game, but the graphics are scrambled!
A: This seems to be a GM bug. I usually fix this by going to Global Game Settings, clicking ok, and running the game again. It seems to force GM to update the HTML5 sprites texture.
Q: What features are planned for future versions?
A: You can find them here.
Q: I want to contribute!
A: Read the Guidelines for Contribution. You may also add help sections to this wiki, teaching how to use the engine.
Q: What's the difference between this project and the original Mega Engine? Why should I use this one?
A: While the original Mega Engine provides an excellent basic structure for starting a new Mega Man game, it lacks many common functionality and its code doesn't follow good programming and software engineering practices, reducing its maintainability, readability, extensibility and ease of use. This project aims to fix those problems, at least to some extent. Here is a list of additional features in relation to the original project:
- More flexibility in adding or changing content in the engine (code is more modular and less coupled; configurations are more accessible)
- Event driven
- Multiple characters system (Proto Man built-in)
- Fortress system
- Game saving / loading system
- Password system
- Modular and event-driven weapons and projectiles system
- Weapon previews
- Animated tiles
- No need to create multiple color versions of weapon icons or items
- Automatic object placement
- Time control weapons support
- Dialog text system
- Support for easy implementation of two-phase bosses
- HTML5 support (if you have the GM exporter, you can generate a browser version of your game, like the HTML5 demo available here)
- Gamepad support (desktop only; no extensions needed)
- Keyboard / Gamepad config (desktop only)
- Friendly to multiple keyboard layouts (multiple keys assigned to each action)
- No FMOD (sound library) dependency
- More built-in example enemies
- More gimmicks and effects, like wind, screen shake and flash and, optionally, allows moving platforms to persist on screen transitions (like MM5/MM9 bubbles)
- Vertical boss doors
- Automatically adds boss names to the stage select screen
- Adds W-Tanks, screws and a fully functional shop (optional) with some built-in items, like the energy balancer, shock guard and guard power up
- Destructible blocks
- More example weapons
- Intro stage support
- More bug fixes, even in relation to the latest versions of the original project
- Maintained by the community (more updates, more people searching for bugs, etc...)
- Cons: GM Studio only.
ME had ~21K lines of code (including GM XML files), while SME has ~55K lines of code. In other words, there is more new code than old code in SME. Also, many of those 21K lines were removed due to redundancy and refactoring in general. So the proportion of new code is much higher.
It is still far from perfect, but we believe to be moving in the right direction. You can always check the full list of additions here.
Q: GameMaker sucks...
A: You're absolutely right.
Q: Where can I discuss the project?