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About Other / Hobbyist Richard DawkinsMale/United States Recent Activity
Deviant for 9 Years
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Text Level Designer - Idea/Concept (Experimental) by N64Mario84 Text Level Designer - Idea/Concept (Experimental) :iconn64mario84:N64Mario84 4 0 RGB Coefficient Colorization Test by N64Mario84 RGB Coefficient Colorization Test :iconn64mario84:N64Mario84 9 0 Silly Little MegaMan Game Engine Prototype Screens by N64Mario84 Silly Little MegaMan Game Engine Prototype Screens :iconn64mario84:N64Mario84 5 2 Archie Comics Casual Rock by N64Mario84 Archie Comics Casual Rock :iconn64mario84:N64Mario84 14 0 Mega Man Improved Pause Menu for a Game Engine by N64Mario84 Mega Man Improved Pause Menu for a Game Engine :iconn64mario84:N64Mario84 10 2 NES Palettes - Mega Man Edition by N64Mario84 NES Palettes - Mega Man Edition :iconn64mario84:N64Mario84 8 1 Mega Man + Friends, in Hungry Robots UPDATE 2/4/15 by N64Mario84 Mega Man + Friends, in Hungry Robots UPDATE 2/4/15 :iconn64mario84:N64Mario84 39 14 Irucan The Dolphin by N64Mario84 Irucan The Dolphin :iconn64mario84:N64Mario84 17 1 Castle Calamity: The Game - MUGEN Edition by N64Mario84 Castle Calamity: The Game - MUGEN Edition :iconn64mario84:N64Mario84 11 6 Dr. Wily with Coat Opened - Artwork Style 8Bit by N64Mario84 Dr. Wily with Coat Opened - Artwork Style 8Bit :iconn64mario84:N64Mario84 11 2 MegaMan Universe Tribute in 8-Bit by N64Mario84 MegaMan Universe Tribute in 8-Bit :iconn64mario84:N64Mario84 28 3 Yoku Man done with Pixel Blocks by N64Mario84 Yoku Man done with Pixel Blocks :iconn64mario84:N64Mario84 10 2 deviantART Pixelated Artwork by N64Mario84 deviantART Pixelated Artwork :iconn64mario84:N64Mario84 11 19 Death of a Father by N64Mario84 Death of a Father :iconn64mario84:N64Mario84 21 6 Big Bertha, Cheep Chomp by N64Mario84 Big Bertha, Cheep Chomp :iconn64mario84:N64Mario84 9 1 Mega Man Style Platform Engine by N64Mario84 Mega Man Style Platform Engine :iconn64mario84:N64Mario84 14 9


Shark (Crash Twinsanity) Model by CRASHARKI Shark (Crash Twinsanity) Model :iconcrasharki:CRASHARKI 12 7 MMU YokuMan Screenshot by MegaPhilX MMU YokuMan Screenshot :iconmegaphilx:MegaPhilX 40 20 Mega Man iPhone wallpaper by DaSuxXa Mega Man iPhone wallpaper :icondasuxxa:DaSuxXa 7 2 YokuMan Master of Illusions 2 by MegaPhilX YokuMan Master of Illusions 2 :iconmegaphilx:MegaPhilX 69 12 MegaMan Unlimited - Cover Art by MegaPhilX MegaMan Unlimited - Cover Art :iconmegaphilx:MegaPhilX 267 94 MegaMan Unlimited Title Screen by MegaPhilX MegaMan Unlimited Title Screen :iconmegaphilx:MegaPhilX 86 21 YokuMan Data Card by MegaPhilX YokuMan Data Card :iconmegaphilx:MegaPhilX 158 58 TrinitroMan Stage 'Screenshot' by MegaPhilX TrinitroMan Stage 'Screenshot' :iconmegaphilx:MegaPhilX 26 30 YokuMan Stage 'Screenshot' by MegaPhilX YokuMan Stage 'Screenshot' :iconmegaphilx:MegaPhilX 28 13 MegaMan Unlimited  Story Intro by MegaPhilX MegaMan Unlimited Story Intro :iconmegaphilx:MegaPhilX 28 26 MMUnlimited RainbowMan Screens by MegaPhilX MMUnlimited RainbowMan Screens :iconmegaphilx:MegaPhilX 18 7 YoYoMan Stage 'Screenshot' by MegaPhilX YoYoMan Stage 'Screenshot' :iconmegaphilx:MegaPhilX 27 19 JetMan Stage 'Screenshot' by MegaPhilX JetMan Stage 'Screenshot' :iconmegaphilx:MegaPhilX 29 25 NailMan Stage 'Screenshot' by MegaPhilX NailMan Stage 'Screenshot' :iconmegaphilx:MegaPhilX 48 51


Text Level Designer - Idea/Concept (Experimental)
This is an idea I had for a way to create/manage different levels for a game without any heavy utilities. A fun way to make levels in the most very basic of possibilities
What's happening here is that the game script reads the level design that is completely written in text using a simple typewriter based engine. Instead of typing out graphic text of the typewriter engine, it writes graphic tile sets built for the level structure instead. The purpose is to use this concept of mine in future game projects. Of course, while the game has its own text editor, the levels can simply be edited/modified using Notepad, or your preferred text editing software, which is also intentional.

While I'm not the best graphic artist at this, it's just a concept. Very experimental with a few minor flaws (and limits). But it's kind of neat though for me to have created a tile/color indicator to switch as needed for the option to draw pixel art into your levels. Thought I'd try something like this in case its worth something for a more serious game engine.

The game is being written using Clickteam Fusion 2.5.
RGB Coefficient Colorization Test
This is an experimental script for a fan game I am going to work on, using Clickteam Fusions RGB Coefficient command instead of their "so called old, outdated, expensive" Color Replace feature. As the Clickteam staff moves on to develop Fusion 3 from scratch, a lot of the older features/commands will be absent. RGB Coefficient seems to be the only alternative we have at this point.
This is the result of my experiences of RGB Coefficient colorization for pixel art based classic games.

Created with Clickteam Fusion 2.5 Developer. version.

What is RGB Coefficient?
- The RGB coefficient script works just like a "multiply" effect. Basically, each of the components of the original color is remapped from [0-255] to [0.0-1.0], and then this is multiplied by the corresponding RGB Coefficient value.

Why are the graphics white?
- The sprites are separated into multiple object layers.  These layers are then colored completely white. They act as masks to obtain the most accurate color possible through color manipulation when the game script is running.
White: (R-255,G-255,B-255) = (1.0, 1.0, 1.0). So if you multiply anything by 1.0, it will stay the same.
Black: (R-0,G-0,B-0) = (0.0, 0.0, 0.0). So multiplying anything by 0.0, it will be 0, which means no color change.
- Example: So if we have an object with color R-255,G-255,B-255, we set the RGB coefficient of said object to R-50,G-100,B-200, the object will appear with the exact values we set. In this case, it will be a shade of blue.

So why all the separated sprite layers?
- As stated above, RGB coefficient just multiplies the colors of a single object. If this object already has multiple shades of colors, those colors will be multiplied by the new values defined by the RGB coefficient script. We need to separate these shades of said object into multiple objects to correctly colorize them in game. This gives us a way to perform accurate color matches from source game, and introduce the option of color swapped layers of a character, such as Mega Man when he obtains a new boss weapon.

Mega Man's color layers:
- Outline: 255,255,255 into 0,0,0 = Black.
  Since the black outline is set to white to begin with, we can change this black color to another color when we need to. Examples include when Mega Man uses a charged weapon shot, his outline glows.
- Color 1: 255,255,255 into 0,112,232 = Blue
- Color 2: 255,255,255 into 0,232,216 = Cyan
- Face: 255,255,255 into 248,216,168 = Peach

I am hoping that Clickteam's Fusion 3 software development tool will continue to use RGB Coefficient as their standard for color manipulation. Considering we will no longer have the outdated 'Replace Color' as an option for the same effect.

I would also like to thank WreckingPrograms for the inspiration of this. He is the creator of Mega Man Maker, as well as his famous fan made Mega Engine for Game Maker Studio. He made a similar script in Game Maker that uses white colored mask objects to do the task that Mega Man is known for.

Silly Little MegaMan Game Engine Prototype Screens
So..... This is like, the 4th or 5th iteration of my Mega Man fan game engine to date. All the Mega Man fan game engines I have made in the past have been screwed up, or pretty much unplayable because of Clickteam's software updates that have fixed/added features to their software development tool.

As the title suggests, this is still very early in game development. The game engine is still missing lot of features before I consider a demo. With that said, this game is pretty much private for the time being. I've given a sample to a few friends. But again, there really isn't much to see than what I have shown here.

My plan is to create a simple Mega Man engine using Clickteam Fusion as the software development tool, as I refuse to use Game Maker. Once the engine is more complete, I would like to start on a system similar to Make a Good MegaMan Level Contest (MaGMML) where fans can submit their levels/robot masters to be featured in a new Mega Man fan game. I would also like to include at least 1 Mega Man Unlimited robot master as a bonus as a tribute to MegaPhilX for his game. But first, I must finish adding in all the important stuff the game engine. I was also considering adding back in one of the levels in my earlier engines as a tribute to the progress I have made in the engine through the years of experience.

- As the options suggest, there will be 20+ different styles of NES colors to choose from, including the RockMan 9 palette, as well as YUV, and some custom made ones.

- The bottom of the options screen is a setting that changes whether you want Mega Man's secondary color to be default Cyan, or Rock Man 9 light blue.

- The thing about the color test screen in the side is for show how layered masking could prevent any kind of color loss that would happen when you attempt to replace colors on a single sprite. This is an issue in Clickteam Fusion software, as the dev apparently "hates" the color replace option, as they prefer the creator to use shaders to give the same effect, which only work on machines compatible with higher end DirectX/Direct3D systems.

- Another interesting thing is how I scripted ladders, which you see in the bottom center image. Usually I would see game engines that require tilesets of ladders to form. In this engine, the ladder is all one solid object from top to bottom, that acts as a semi solid object. Holding up or down at the arrow will extend the ladder to proceed to the next room.

- Along with the regular ladders, I have also added the option to add other climbable objects where you can also climb left or right. Something that you normally can't do on ladders, which you can only climb up or down.

I believe this is going to be a very long project. But I believe that this is going to work this time. As usual, comments are appreciated.
Archie Comics Casual Rock
This is pretty much what Rock looked like in the Archie Comics before he transforms into Mega Man. I decided to make some 8-bit style sprites of this version because I really liked the design of his clothes in it. Who knows, I might use it in a fan game, or something.

RockMan / MegaMan Belongs to Capcom.
Mega Man Improved Pause Menu for a Game Engine
So, this is basically a slightly improved version of the current pause menu of one my my old, discontinued Mega Man game engines. It's been over 10 years since I did the original development of those fan game engines. I am hoping some day to get enough motivation to revive those game engine to a point it becomes a full playable Mega Man game. Or at least start one from scratch, and make improvements over my original Mega Man game engine to make sure everything is in working order.

I've seen a lot of Mega Man fan games pop up. and I'm very aware of WreckingPrograms's very own game engine & Mega Man Maker that's all done entirely with Game Maker Studio. Kudos to WreckingPrograms and his wonderful efforts.  Unfortunately, I REFUSE to use Game Maker as my programming language, so I hope I can get off my laziness and write my very own fully functional Mega Man game that I can understand, and hope to give more available options that no other open source Mega Man Engine have. But that will take some time to develop. So let's just start with this simple revision for the time being.

I have had some thoughts on a fan game title that if I do decide to pick this back up again. Though I am not ready to reveal that info until there is actual work from this year to be shown (Ya know, because no point in getting people's hopes up if there is no work to share). Even though I am already gathering some ideas for it.


Richard Dawkins
Artist | Hobbyist | Other
United States
Follow me on Twitch.TV. Live stream game design & gaming!

See all my uploaded videos:

Current Residence: Home
Operating System: My Computer
Favorite cartoon character: GIR (Invader Zim)
Favorite video game character: Mega Man, and Mario

If you want to see what I am currently up to, you can follow me on Twitch.TV.  I have been streaming a few broadcasts of my current W.I.P. in game design. If you would like to help and participate in the development of the game, head on over to the stream.


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FanofSMBX Featured By Owner Jul 13, 2018
I'd recommend to use Godot instead of Clickteam products because Godot is open-source and free for other users to use your stuff with.
N64Mario84 Featured By Owner Jul 15, 2018  Hobbyist Artist
Convince me of all of its features, a better method of color swapping objects at runtime, a multi-platform exporter (Windows, Mac, Flash, HTML, iOS, etc), and I might consider. Otherwise, I don't have any plans to learn any alternate software development tools.
Yes I am aware of other development tools like Game Maker, JumpCraft, Stencyl, Construct, GDevelop. They all have their own unique development tools. But I am pretty sure it just comes down to preference of how you design the game.
hansungkee Featured By Owner Edited Apr 18, 2018  Student Digital Artist
Happy Birthday for 1 day ago!

X and Zero, Ride Armor For you.
mike1967-now Featured By Owner Edited Apr 16, 2018
Happy Birthday, my guy! Hope that Mega Man Improvement thing turns out well for you!
PTG911 Featured By Owner Apr 16, 2018
Happy Birthday! :)
N64Mario84 Featured By Owner Apr 16, 2018  Hobbyist Artist
Thank you everyone for the birthday wishes! I really appreciate it! :D
ScepterDPinoy Featured By Owner Apr 16, 2018  Hobbyist Digital Artist
Happy Birthday. Even if you're not active here I still wish you the best!
N64Mario84 Featured By Owner Apr 16, 2018  Hobbyist Artist
I'm still pretty active. I enjoy your comments! :)
ScepterDPinoy Featured By Owner Apr 16, 2018  Hobbyist Digital Artist
No problem. Hope you make something new in the future.
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