Customizable Megaman Battle Network Engine: Day 1

I’m taking many different approaches this time around.

The first of which is that the Battle System now manages all resources. The first time around, The Battle System just managed the flow of the game, pretty much just switching phases. It held a Chip Menu, Battle Field, Music, and Sound effects. The Battle Field held and managed all of the Battle Panels, Navis/Viruses, and Attacks. It became a problem having to send scripts from the Chip Menu through 2-3 classes just to get to the Navis.

What I’m doing this time is separating the Battle Field from the entities and letting the battle system manage it. The Battle Field will only manage the Battle Panels, telling the system whether an entity can move there or not and sending any scripts a panel may have.

I’ve also strip script handling completely away from Navis/Viruses and Attacks as well. They will pretty much only hold sprite information and information on what to do when a certain action button is pressed.

This will make it much easier to keep track of scripts, which definitely will help when it comes to putting online battling back in.

Fangames to watch for: Megaman Battle Network Project Advent

The project is lead by Careno and the video above shows off some of the new character designs (of Lan, Megaman, Mayl, and Chaud) for this fan game. They have also released a demo, which you can get here. I haven’t been able to try it out yet, but from the looks of the screen shots it seems they’ve got the MMBN engine done well.

If you want more information about their project you can also visit their forum.

Customizable Megaman Battle Network Engine is reviving!

Don’t worry battle network fans, its coming back!  Not only that, but it’ll be much easier to launch and customize than before.

I know that everyone is waiting on a complete fan made battle network project, as there have been plenty of them with high potential that eventually were canned.  I’m not going to let that happen to this project.  Although it won’t be a full game such as Megaman Battle Network 7, it’ll have much replayability with the option to even battle online and save replay files (For those who are into the challenge scene).

At the moment, I am porting this over to the PulpCore engine for better deployment.  I am also redisigning how I have my engine set up, and will be using XML files to hold the customizable info now.  Hopefully later on with this site, I’ll set up an uploading and downloading system so you can easily and quickly add new elements to the engine.

Although I want to do the actual programming myself, I am always accepting of help when it comes to adding and converting  new elements in the game.  If you are interested in converting Navis and Chips from the official game into the necessary XML files fill free to leave a comment!