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WARNING - THIS BRANCH IS OUTDATED

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

About This Project

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.

Update 12/27/2019

forte-thumbnail.png thumbnail.png thumbnail.png thumbnail.png

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

Wiki

TODO

Controls

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

Contributions to the project

TODO: add contributors list