![[Image: oHpwCvL.png]](http://i.imgur.com/oHpwCvL.png)
Mega Man X++ is an open-source Mega Man X engine & game currently being developed in LÖVE and C++ by omegapixel (me). It's both an engine and a game. It's a toolset to make your own Mega Man X adventures, you can make a standalone fan game out of this or you can upload and play levels online, endlessly, like it's Mega Man X Maker.
The end goal is to create a very customizable, easy-to-use yet advanced Mega Man X engine that is more faithful than anything seen thus far, including the Mega Man X Corrupted engine and Game Dragon's dead X Engine. I am doing very extensive research into the inner workings of the Mega Man X games to achieve a high level of accuracy. Right now, the game's physics are using the exact values from the ROM.
Once this project is complete I plan on releasing a huge data dump with every little thing I learned [that you can't find just by simply checking the first page of Google] making the engine.
The project is aimed to be released in at least a very presentable state by Mega Man's 30th anniversary in December 2017, and the very early public beta is scheduled to be released some time in Summer 2017.
Planned features:
- Pixel-perfect 16-bit Mega Man X engine. (Estimated completion date: July 2017)
- Play as X or Zero (in all his Z-Saber glory). (Estimated completion date: June 2017)
- Feature-rich, beautiful, and customizable level editor. (Estimated completion date: August 2017)
- Full SPC emulation for music and sound. (Estimated completion date: N/A)
- Alternative, fast-running, small-size engine favoring pure accuracy e.g. storing tiles as binary data, for extremely advanced users. (Estimated completion date: N/A)
- Script objects/enemies/bosses/weapons/armor in Lua with full documentation. (Estimated completion date: August 2017)
- Pre-made set of enemies, bosses, weapons, songs, and tilesets to choose from. (Estimated completion date: September 2017)
- Create cutscenes and pre-boss dialogue custom for each character. (Estimated completion date: ???)
- Example levels with custom scripted enemies, a boss, and a weapon. (Estimated completion date: September 2017)
- TAS-mode, play the game frame-by-frame and with save-states. (low-priority) (Estimated completion date: November/December 2017)
- Record your runs with a demo system, and upload them for all to view. (Estimated completion date: ???)
- Simple Mega Man X-style music composer, ala Mario Paint Composer. (low-priority) (Estimated completion date: November/December 2017)
- Play on Windows, Mac, or Linux.
- Share creations online via 1 file or download other people's creations and install in seconds.
Here's a video from Monday, it will do this more justice than hundreds of screenshots ever could. This is the result of 10 days of work, though since then I've fixed some small inconsistencies, and yes, I've completely fixed all slowdown:
POW.
https://gfycat.com/DeficientPlayfulBluejay (how do I properly insert gfycats?)
Map editor prototype:
![[Image: eB9bByy.png]](http://i.imgur.com/eB9bByy.png)
The final version of the map editor will look almost exactly like this, as I want to carry on the legacy of Game Dragon's amazing X Engine, which unfortunately died out:
![[Image: jo07q.png]](http://i.imgur.com/jo07q.png)
Animation editor (create, adjust, import/export) (haven't prettified it yet):
![[Image: GcrYzFC.png]](http://i.imgur.com/GcrYzFC.png)
Come visit the Discord server!:
https://discord.gg/uDvUXR3
Or the steam group!:
https://steamcommunity.com/groups/mmxpp
Or follow the weekly dev blog!:
http://megaman.world/news/megamanxplusplus/
Closed beta testing begins in January. If you want to beta test, you could (I'm 99% sure this isn't against the rules, correct me if it is) post here: http://megaman.world/forum/index.php?topic=199.0#msg724