(Almost) All My Work on Make a Good Mega Man Level 3
A small showcase of my work on MaGMML3 (Or at least, small relative to the sheer scope of the game).
0:00 Rec Man. The only work done solely as an entrant rather than as a developer. Is a little rough around the edges, but what first work isn't?
1:57 Tier 10. Developed with a focus on music in mind, every channel of the song influences the tier in some way, which was macro-generated through a lua script.
2:59 Sound Man, Tier 10 Boss. Drafted 3 seperate times, the final iteration is somewhat similar to Tier 10 in philosophy, but focusing on the melody rather than an individual channel.
4:33 Deserted Sector G-009 (DSGOOP). A collab with LeafyChiko in Tier X, he focused on the level design, while I focused on coding enemies/gimmicks for the stage, including the AI for the MM-X (The green goop clones).
7:07 Pyre Duo, Tier 9 Boss. Designed with a focus on syncing two bosses together in a way that's easy for a player to parse.
9:18 Alter Weapons Showcase. Shows all weapons I directly coded. These are unlocked with enough tokens in-game, or after maingame completion.
9:24 Propeller Vortex
10:00 Power Line
10:44 Royal Guard
11:35 Bait Bobber
12:38 Banshee Wail
13:36 Rec Can
14:34 Fizzy Lifting Drinks: Uses a specialized liquid physics DLL that runs C# code in parallel processing, in order to get around GMS limitations.
15:23 Screen Shaders: In general, a variety of shaders I either ported, or created myself, for this game, beyond just those shown.
15:45 Custom Arena Menu/Setup: A massive overhaul from the previous custom arena in Episode Zero. Can now save/load custom arenas as well.
16:33 Various cheats I worked on: Showcases L337speak, sprite/sound randomizers, Shine Spark/Queen Spark, Elongtro Cable, Undertale Explosions, and Omni Chip.
17:31 Art Borders/Custom Borders: While various artists worked on the art, I chose the in-game themes, and programmed the system.
17:56 Leaderboards: Run on my own servers this time, with help from the owner of prior MaGMML leaderboards. Also handles game updates.
18:19 Palette Shaders/Treble Boost Showcase: Similar to screen shaders, but shifts/forces the palette to be like the respective palette.
18:44 Discord RTP: Handled by a DLL, showcases the player's current in-game status on Discord.
18:56 Gamepad Rumble/Button Prompts: The latter conforms Nintendo controllers as used in Steam Input with the game.
19:12 Secret to No One's Mic Functionality: Implemented through FMOD, as GMS's own mic functionality is broken in the final versions of 1.4.
19:21 Debug Console: Used during development to test various attributes of objects/UI without recompiling the entire game.
20:03 Stuff I can't easily show/Special Thanks
Also not included are the 7 NEO Pit of Pit levels I worked on, as showcasing each of them would have extended the video by another 5 minutes at least.
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