Please git checkout development
for the latest, greatest, and (maybe) unstable features.
This main branch is over a year old!
New development
branch build steps are now in video form: Watch on YouTube
Follow this project on 🐦 Twitter!
This aims to be an accurate mmbn6 engine that can be used to program custom enemies, chips, navis, or used to make your own mmbn story. It includes a fully playable battle-rush game.
This was originally started to kill some time one summer and I got a little carried away. It's been fun and I hope you have fun with it as I have had making it.
some videos may be a little old
Lots of updates:
- New playable characters
- Customizable forms and form menu
- New enemies
- New chips and
ChipAction
system - New lifecycle callbacks:
OnSpawn
,OnDelete
,OnUpdate
allow more control for custom content - Battle-step routines will have more expected outcomes even with customization
- Less fickle movement system
- Entity & Tile queries
- Hitbox types for sharing damage across multiple targets on the field
- A single entity can also share life cycle events across other entities to create big enemies with multiple parts (like Alpha or Stone man)
- Support chips
- No more 3rd party configuration -> we have an options/ joystick config screen now
- Folder naming, editing, and deleting screens are complete
- Different AI pattern templates
- Bunch of other things
TODO
These are the default bindings. The engine supports 1 joystick.
ARROWS -> Move / UI options
Z -> Shoot (hold to charge) / UI Cancel
X -> Use chip / UI Confirm
A -> Bring up chip select GUI
D -> Scan Left
F -> Scan Right
RETURN -> Pause
SPACE -> Quick Option
TODO: add contributors list