Customizable MMBN: Custom Navi Summoning Screens


Jenin.exe Created by Jace
JewelMan.exe Created by Diamond
SplashWoman.exe Created by Maxcen
Here are some screens from the upcoming Update 11 with the submitted Custom Navis from Jace, Diamond, and Maxcen
Update 11 should be out by tomorrow or Wednesday. I didn’t expect XML integration to take as long as it did so it set me off about a day. However, with that out of the way I can add in damaging and then start working on the Built-In Customizer. This way you’ll be able to easily add in and test your creations on your own.
Edit: Update 11 is out! This is update demonstrates summoning of the Navis. They don’t actually do any attacks, but it just shows the motion and the scripts of how it’d happen. I’m working on the Customizer so you all can be able to add and test your navis yourself this week and the next.


8 Responses to “Customizable MMBN: Custom Navi Summoning Screens”
Great job Nemera! You’re coming along really well with these updates.
http://img120.imageshack.us/img120/4671/jewelman.png
As you can see, I updated him a bit with a shadow and such. But also I’d like to know how hard it’d be to program his newest move; Jewel Sattelite. It’s a re-sprite of the leaf shield animation, that voids all damage and sends out a forward shockwave upon being hit with an attack, basically turning you into Serenade.EXE for a short time without the annoying arealock weakness.
It can only deflect four hits though, one for each gem, before it dissapears. I need to do a few more sprites for it, but I wanted to make sure that it was possible to program first. So that I’m not just wasting my time.
Thanks! Yep, that attack will be possible, and it shouldn’t be that hard as well. Really just needs a Counter Script (counts the number of hits) and a Check Script (To check the counter). The rest of the scripts would be for the deflecting part, which is simple.
Thanks Nemera. Also, if there are any sprites you want for the project, viruses, chip art, etc, just give me a call. I’d be happy to help out.
Will there be any kind of limit on the attacks of navis, I don’t want people with over-powered attacks D:
Also; will there be chips? :3
There aren’t limitations like that on the engine. Just have your own set of rules in your game room, and if a person doesn’t follow them, kick them. Plus, I’ll most likely have an official set of approved attacks and such, and you’d be able to choose whether to allow official, unofficial, or both when you battle. This way it isn’t limiting.
Yes, there will be chips.
heres a slightly updated sprite sheet of my navi. Shading fixed and Navi icon added. http://img10.imageshack.us/my.php?image=netnavisheet.png
… Well, how bloody long has this been here? I like the new improvements to the engine, dude. I don’t suppose that there’s A) A way to import old codes from the txt files I used back in the day, A1) If not, is the coding the same as the txt files? and B) There is a downloadable version to toy around with? I am defiantly bookmarking this, nonetheless.
~Adrian, the artist formerly known as Fox.
Too long
.
A) There isn’t a way to import old codes, since the scripting system is much different (and better).
A1) Nah, much easier to manage now. Things are now stored in XML files, which are a lot easier to handle not only programming wise but editing too.
B) Not at the moment, haven’t found a way to deploy Pulpcore to desktop. I may have to port it to Slickset for desktop distribution, and use Pulpcore for the applet unless there is a way to get the player to run without an IDE.
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