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Mega Man X++ (The Ultimate X1-3 Engine / Mega Man X Maker)

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[Image: 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]

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]

Animation editor (create, adjust, import/export) (haven't prettified it yet):
[Image: 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

Mega Man V Color Remake

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Okay, so I've been doing some graphic work for something I've been really aching to see: A full-color remake of the Mega Man V game for game boy.

I've settled on a GBC aesthetic, not conforming exactly to the NES palette but still having an 8-bit aesthetic.

And then I got to thinking about maybe extra stuff. Like have the bosses flinch when hit wit their weakness, a protoman mode...

I made this thread mostly to talk about this idea. I think it has real potential.

Ideas I'm set on so far:
  • Stardroids have reaction frames for their weaknesses
  • Playable Protoman as an unlockable
  • GBC aesthetic
  • Extra attacks for bosses when their health is half gone


And now, some of the graphical stuff:


.png  nesmercury.png (Size: 5.71 KB / Downloads: 120)


.png  nesneptune.png (Size: 5.54 KB / Downloads: 120)


.png  nesjupiter.png (Size: 8.5 KB / Downloads: 120)


.png  nesterra.png (Size: 6.44 KB / Downloads: 120)

Ignore the mega man weapons at the bottom of the sheets. I've reworked them. Like so:


.png  Megaman V weapons color.png (Size: 12.75 KB / Downloads: 121)

Ideas for Mega man Stages

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I had this idea for a fangame once, I never got any farther than some concepts and a few sprite sheets but I still like the idea I thought up for the fortress stages.

In short, the idea was that it wasn't Wily but a crazed fan of his that was behind everything and he took over an abandoned Wily castle.

Like how the Castle from 2 is never seen blowing up or being destroyed, it would evoke a classic MM game but in a state of decay. Everything would be corroded and breaking down or patched up hastily by the new occupants. The enemies would be robots from the early games after years of neglect, so parts would be missing.

And obstacles would come in the form of exposed live wires, missing sections of floor, everything would be built around a general theme of ruin.

Another concept I toyed with was a fire master's stage after it had been taken over by something like Blizzard Man or Ice Man.

The fire shooters iced over, lava pits turned into frozen floors... that sort of reversal.

What sort of ideas do you think would be cool as far as stages go?

MaGMML2 - Bug Reporting Thread

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As we fast approach the release of the Devkit to public testing, it occurs to me, we might want somewhere for people to post bugs they find, and not everyone uses Discord... so here it is!

Any bugs and/or inaccuracies you encounter in the engine, post here!... or in the Discord chat.

MaGMML2 - Asset Request Thread

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Note to Judges - I have no way of making it so you can't look at this thread... so play fair and don't look into spoiler tags in this thread.

Not everyone has graphical, or musical talents, and sometimes you want that little extra push. And not everyone is using Discord, so...
And if there's one thing the Mega Man community is very good at, its helping people out. This is a thread for you to request things for your level. There are a few rules attached to this:

1) One request per user, until your first request is accepted by someone. After that, you may request something else.

2) If you wish to keep things secret from the judges, post a vague reference to what you want: I.e "I want a 5 frame enemy, I can give more details in a private message" or "I'd like someone to cover a 40 second track, and I even have a midi for reference! More details in private message" - and that'll be that.
Alternatively, put it in a spoiler, and the judges will do their best not to look at content in a spoiler. The other moderators will to make sure you're playing fair. Anything outside of spoilers is considered fair game. This contest does not have a rule against not letting the judges see your work, but we'd rather not know whose level is what.

3) Be reasonable. No one will sprite an entire set of enemies, boss, tileset, etc, for one level. No one will make you a 500 frame set of highly animated graphics for a boss for one level. Keep the request, short, simple. For that matter, no one will code you an entire set of enemies either. Use what's in the devkit for pete's sake!

4) Ditto with the music, particularly since this takes a fair bit of effort on the part of the person answering the request. Be reasonable. Certainly don't be requesting 8bit covers of songs like this.

5) Your request may not be answered. Have a backup plan in place. NOT EVERYTHING REQUIRES ORIGINAL ASSETS AND IF YOU CAN DO IT YOURSELF, DO SO. This is not a thread to be lazy, it is honestly a thread for those who cannot complete a certain asset that in an ideal world that they want. But this is not an ideal world. Your request, as stated before, MAY NOT BE ANSWERED.
Live with it, and plan for it accordingly. Have a backup plan!

6) To be in line with the above, try seeing if someone out there (i.e via Deviant Art or somesuch) has already done what you want asset wise.

7) You can request GML assistance... just again, be reasonable. No one is going to program you Sonic physics, and it needs to have a very definite scope. This would also apply to the one request rule as well! That being said, it is possible for you to either re-skin enemies in GML's creation code, or copy an enemy and replace its sprites and make minor tweaks. And considering the vast number of enemies in the Devkit, well, you don't have an excuse on something that simple. There will likely be minor tutorials on this when the Devkit gets released proper.



That's all. Remember, if you don't want the judges to see something, put it in spoilers or keep it vague enough that we won't guess whose level it is automatically as soon as we play it.

Super Mega Engine - Open Source Mega Man Engine for GameMaker Studio

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Celebrating Mega Man's 29th anniversary, I'm releasing the 1.0 version of Super Mega Engine! (previously known as Open Mega Engine / OME)

[Image: sprLogo_0.png?raw=true]

Super Mega Engine is an Open-source Classic Mega Man engine for Game Maker Studio, built on top of the excelent WreckingPrograms' Mega Engine (with his consent).

The engine has the following features inherited from Mega Engine:

- 60 FPS Classic Mega Man gameplay
- Flexibility in adding or changing content in the engine
- Accurate movement, physics, object interaction and more
- Sliding and buster charging (can be disabled with ease)
- Collision with solids, jumpthrough solids, ladders, spikes and water
- A “section system” as present in the Classic titles, including proper screen transitions
- Several built-in special weapons, with flexibility in adding new ones or changing existing ones
- Built-in enemies, as well as flexibility in adding your own
- Various example gimmicks included in the engine, and flexibility in adding your own
- An example Robot Master with full AI, and flexibility to add your own bosses
- A customizable title screen, stage select, boss introduction screen, weapon get screen, game over screen and pause screen
- E-Tanks, M-Tanks, health drops, weapon drops and extra lives
- Fully functional checkpoints

The following features are exclusive of the Super Mega Engine fork:

- More built-in enemies
- More gimmicks and effects, like wind, screen shake and flash and, optionally, allows moving platforms to persist on screen transitions (like MM5/MM9 bubbles)
- Vertical boss doors
- Automatically adds boss names to the stage select screen
- Adds W-Tanks, screws and a fully functional shop (optional) with some built-in items, like the energy balancer, shock guard and guard power up
- Fortress system
- Game saving / loading system
- Password system
- Intro stage support
- Dialog text system
- HTML5 support (if you have the GM exporter, you can generate a browser version of your game, like the HTML5 demo available here)
- Gamepad support (desktop only)
- Friendly to multiple keyboard layouts (multiple keys assigned to shoot and jump)
- No FMOD (sound library) dependency
- Cons: GM Studio only.

Super Mega Engine page on GitHub

On Facebook

Download

Demo (online)

Enjoy!

PS: the Big Eye bosses are just placeholders while I don't provide an actual Dr. Wily example. If the last boss jumps out of the screen, just press F3 to start over.

Mega Man X Data Dump (for X fan games, ROM hackers or just curiosity)

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I have found this information by scouring the dark corners of Google, old forum posts, several different RAM maps, and also my own research and testing. This is some "technical data" about Mega Man X which should be useful for anyone wanting who is curious, wants to hack/reverse-engineer the game, or wants to make an accurate fan game. Now everything you could want is all in one place. I'm sure this information will be useful to at least a few people.

Here it is:

Physics and Movement (X1) (researched by me) (Click to View)
X's States (X1 & X2) (researched by me) (Click to View)
Info about X's Shots (X1) (researched by me) (Click to View)
Object IDs and subIDs (X1) (not mine) (Click to View)

If you want to add some data you found, or want me to find something, just ask. Please do tell me if anything here is incorrect. I'm going to add more stuff soon, probably related to hitboxes and such.

Mega Man - The Omega Fortress

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This is simply a concept on paper seeing I may never be able to do this due to other obligations, but I wanted to see how well received this idea would be for the community, and anyone is free to use this idea if they wish.

Story -

Dr. Wily time & time again realized his Wily Fortresses are not as strong as he thought seeing that Mega Man always destroyed his mechanical defenses & his copy-bots that was always inferior to the real thing.

In response to this he decided to create a fortress that was sure to be superior than anything else had made in the past called "The Omega Wily Fortress". Instead of sending out his Robot Masters to cause havoc across the world, he instead creates fortress defenses designed for each Robot Master, and allowing Wily to directly interfere in Mega Man's path (Basically there is no world levels in this what if game). Also seeing he was simply wasting resources every time he tried to cause havoc across the world, he concentrated all of his resources into this one gigantic fortress to stop Mega Man this time around!

In order to entice Mega Man, Wily planted hidden devices called Robzerk that causes all Robots to lose control, and attack everything on sight, and these devices can only be detected by his Super Computer deep inside The Omega Wily Fortress.

Dr. Wily makes his announcement to world, and Mega Man soon responds to fight once again.

This time Mega Man will have to directly face Wily & his newest Robot Masters at every turn on their own terms! This is Wily's most deadly Fortress yet!

Robot Masters -

Titan Man:
Weapon: Great Fist
Weakness: Fire Rain

Titan Man was designed to break through mountains to create tunnels, and his bulky, and large size dubbed him the name Titan Man. Wily captured him, and gave him the ability to create mini earthquakes when smashing the ground to immobilize Mega Man & then use his great fists to send Mega Man flying all over the boss room!

Serpent Man:
Weapon: Water Crusher
Weakness: Great Fist

Serpent Man was designed for deep sea exploration, and his body made with the best alloys to allow such a feat to deal with the crushing water pressure of the deep depths. Wily captured him, and gave him water charged attacks where he can send crushing water blasts out of his mouth when his body is fully charged, and send other types of attacks to turn Mega Man into a pancake.

Note-
His boss room is filled with water, and can change the water pressure to smash Mega Man.

Quick Man:
Weapon: Electric Dash
Weakness: Glaive Spinner

Dr. Wily seeing that Quick Man still had more potential decided to rebuild his body, and put back in his memory core. Wily gave Quick Man new abilities to be able to use electrical attacks..something that Wily didn't use the last time when he used Elec Man as a base for Quick Man.

Phoenix Man:
Weapon: Fire Rain
Weakness: Water Crusher

Phoenix Man was a experimental robot created by Dr. Wily to be able to control the most intense fiery properties possible seeing as past Fire Robot Masters never seem to fully use that power properly. Phoenix Man is capable of sending down rain of fire coming from his two large wings, and use his buster to set the floor on fire to melt Mega Man.

Glaive Man:
Weapon: Glaive Spinner
Weakness: Electric Dash

Glaive Man was a security robot to protect artifacts for a medieval museum before Wily captured him. Wily made modifications to make him more agile, and use his glaive in a variety of attacks to cut up Mega Man. His main attack is spinning his glaive all over the room like a out of control boomerang.


Unfortunately, I can't think up what the other 3 could be like, and I could comeback to edit this once I figure something out.

[Fan Game] Shantae: Wrath of the Djinns

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Hello folks. SilentBobX here.
Well, we all know a little title called Shantae: Half Genie Hero is coming out. I've already played and beaten it (Was a backer) aaaand, I gotta say, it was an awesome ride. Shantae is a really fun character, and her games are quite inspiring. So I've been mulling over ideas for weeks on a game I'd like to make based on her series. Not just her, but I also want to do a branching story with Shantae and an original character with different game play mechanics.

The other character I have in mind would play more like Megaman. He's a soldier for the Ammo Baron with a pistol. I've actually been working really hard on creating original sprites, based on Pirates Curse, for almost 2 weeks now. They'll need more editing, but this is what I have for him so far:
[Image: test01_zpstjjlviri.png]
The characters name is Caesar. He's the little brother of Vinegar. He's actually the Janitor at the Ammo Barons base, so he hasn't seen any combat at all. He has practiced with a pistol, but never out in the field (Kind of a good thing really.). Anyway, I still have more sprites to work on, and some editing to do, but I'll get him done.

I'll share a little of the story. The Ammo Baron finds a relic, a jar, and plans on selling it off for funds (Money troubles... go fig.) Some days pass and Risky Boots attacks his base looking for said relic. Though not TOO eager to prove himself, Caesar is encouraged by his sister to help fend off the pirate at the base and stop Risky intrusion.

That's all I have for now. So what I want to shoot for is two story branching campaigns, with about 9 levels, 2 of them being intro stages for Shantae and Casar, with some variety thrown in here and there. I'd be able to draw up some sprites, level idea, and write the story. Also going for a Pirates Curse look.

I'll have more to share later if any interest generates. I apologize if I didn't give better information, so I hope this was an appropriate amount to post.

Make a Good Mega Man Level - Devkit Beta & Contest Trailer

SKULL MAN KILLS 2 - MEGA MAN 2 II GAIDEN - BLOOD VENGEANCE

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[Image: ef792858fd096cc8a8766fb93243519e.png]
Yes, that's the actual title.

I can hear you all screaming already. "Oh no, another W.I.P. Mega Man fangame!? And while you're working on another game!? I can't believe you'd be so cruel!". And you'd be right. I am that cruel, but I needed an excuse to make a Mega Man fangame that isn't an unfinished pile of crap that actually has some genuine progress made in it for once.

SKULLMAN KILLS was a silly boss rush game I made a while back that, despite only lacking the final boss, I never finished. So why am I making a sequel? Because I have nothing better to do. Also, I'm going through a bit of writer's block with GRAND DAD (which was the main reason why the first Skull Man was made, so I thought it was appropriate).

Unlike many of my other attempts at making Mega Man fangames, SKULL MAN KILLS 2 actually has a working engine, complete with screen-scrolling (which I delightfully stole the general concept from TheSkipper1995's excellent Dr. Wily's Final Attack (but I asked permission I promise)), Mega Man X-style Dashing and Wall-Jumping, and lots of the usual Smedis2 love-it-or-hate-it humor/references.

One of the (probably but not really) more controversial aspects about the project is that, while others strive to have fancy home-made graphics and music, a lot of the content within will be re-used and/or edited (similar to the first Skull Man Kills). Since there's been a disturbing trend of fan games that have barely any actual gameplay to show in favor of aesthetics, I've decided that everything in this game will either be re-used or edited with the main gameplay kept more in mind. Sure, I'm not striving to make it look like total arse, but it's certainly not going to be on the top-of-the-list for visual brilliance either.

However, that doesn't mean I haven't been doing crazy shit either. In fact, I actually whipped up an FMV intro sequence to put into the game, and yes, it actually works. Of course, there's also all of the usual coding shenanigans that I enjoy doing as well.

Here's an all-encompassing video showing almost everything that's been finished in the game so far. It's pretty rough, but hopefully it'll interest some of you. There's pretty much no context to anything, but I'll give you the skinny.





In SKULL MAN KILLS 2 (no, i'm not re-writing the whole title again), Dr. Wily seeks revenge after his first (and also unfinished) defeat. Finding that he's low on funds, Dr. Wily decides to recycle (read: edit and rehash) his previous robot masters from his "favorite attempt at domination", Mega Man 2, along with a bunch of his other older robots. (Yes, I deliberately chose Mega Man 2 because I knew it was a polarizing subject)

Skull Man, after returning to Dr. Cossack's lab, finds himself in the midst of doing nothing but busy work for his master. It causes him to grow more lazy and bored to the point where he begins questioning his own sanity and how Cossack perceives his abilities (the dream bit at the beginning). But, before long, Wily returns with a "new" army of robots and tries to take over the world once more, giving Skull Man a chance to do what he does best.

Did I mention that this isn't meant to be taken as canon? Because if the long and ludicrous title wasn't an indication, it really isn't supposed to be.

Also Kalinka, Mega Man and Quint appear somewhere in there, I haven't really thought this whole "plot" thing out yet.

CREDIT WHERE CREDIT IS DUE (the original stuff I didn't make):
Skull Man Expansion - sovietcommando (sorry i didn't use all of the sprites Sad)
Cyber Joe sprites - MegaRed225
First """Boss""" Music - 40Nix
Rushjet1 - Title Theme
Main Engine Concepts - TheSkipper1995, WreckingPrograms, ACE_Spark (I didn't actually use any code since this is a totally different game development engine, but a lot of the concepts were borrowed from your stuff. So thanks, I guess.)

Mega Man Mobile Announced

Pokemon Prism Cancelled 4 Days Before its Christmas Release

Make a Good Mega man Level 2 - Tutorial Series

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Tutorial 1:
Getting started:
* Contains getting started with Game Maker, importing tilesets, placing tiles, using MaGMML's Automated Collision System, Layers and Room Setup.





The next video will have to do with Music setup and tile animation. ... because the one with enemies is taking longer to record than intended... oh well. I'm in the process of uploading the music one and editing together the enemy one.

Make a Good Mega Man Level 2 - Tutorials are starting to be posted!

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I've started posting tutorials on how to use the Make a Good Mega Man Level 2 Devkit for building your stages. Check them out in this thread:
Here

I'm hoping to keep doing this as long as health and my GameMaker knowledge allows until we hit full launch.

As always you can find the current beta Devkit in this thread, and join the Discord here.

Merry Christmas!

Christmas Swag Thread 2016

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Merry Christmas!
[Image: 3CnkImA.png]

Same rules as usual, post what-ever gifts you may have received and gave out this year.

Mega Man's Christmas Thingy - A Stage Built in MaGMML2

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Merry Christmas!
[Image: mnK55aX.png]

Get it here! - 13meg

I said I'd release something when I woke up - here is a quick Christmas Present from me to you.
It's based off what would've been content for Christmas Carol 3, including one of the bosses. The game contains a single stage and one boss battle, against Wishing Star.

It was also an attempt to show just how easy stage building in the MaGMML2 engine is - this was built in a day!

Special thanks to the Beta Testers for pointing out a few quirks this had.
As with all Christmas Carol related things, music by the ever wonderful Joseph Collins.


Any glitches that crop up, please report them into the MaGMML2 bug thread, or the Discord chat room.

Have a good one!

And no this is not my judge level. Not even close.

SilentBobX's sprites - Shantae works

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Hello guys, SilentBobX here.
And first, let me say "SHANTAE SPRITES ARE HARD AS BUCKETS TO DO"! Yeah, behind that cute little bubbly sprite hides torment and agony... And hip-shaking. After studying her sprites, I can fairly say it's hard to replicate the flow-y movement this series has. Which is pretty darn awesome looking BTW. For almost 3 weeks now, I've been trying to create a playable OC to get a Fan Game going (Plug, check Game Idea's section, end plug).
The result so far, I think is not too bad, but not perfect either.
Appropriate to this site, I've been trying to make a Jump and Shoot character that can fit in the Shantae Universe. I call him Caesar, and if you'd like to know a little more, check my topic in the Game Idea's section (More plugging... I know no shame...) As the game would start out, he'll only have Run, Jump, Ducking and Shooting at his disposal. And as he goes through the game he'll gain ability's such as Slide, Wall jump and placing platforms in air (Item 1 from Megaman 2)
I have almost all the essential animations done, and when I animate him together he'll need some touching up here and there. So whenever I get a nice big batch done I'll share it here to seek opinions and change you think Caesar might need. Of course, my time is limited between work and helping out family, so any changes/fixes suggested might not be done right away, though I will try my best.
And, when I get a chance I'll post this in the request thread, but I need help from other sprite artists. Though I will be using assets from Pirates Curse/Risky Revenge, I still want to make some original stage enemy's. Boss's, save for one, will be original. That's it from me for now. ~SBX out.

Sinclair Strange's Random Art Emporium

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Hey so I thought I'd just make a topic sticking up lots of random sprites/tilework art sheets for people to look at. I thought I'd start by showing off sprites from one of my Mega Man-ish fan games, Cathode Raybits 2. Please keep in mid a lot of this was done quickly due to the nature of making the fan game in under a month.

Player:
[Image: raybitsplayer_by_sinclairstrange-dat1zhl.png]

Enemies:
[Image: raybitenemies_by_sinclairstrange-dat1zhh.png]

Mid Bosses:
[Image: raybitmidbossa_by_sinclairstrange-dat1zhf.png]
[Image: raybitmidbossb_by_sinclairstrange-dat1zkl.png]

Tile Sets:

Electro Bot's Stage:
[Image: raybitelectron_by_sinclairstrange-dat1zda.png]

Rocket Bot's Stage:
[Image: raybitrocket_by_sinclairstrange-dat1zd8.png]

Leaf Bot's Stage:
[Image: raybittreetile_by_sinclairstrange-dat1zdd.png]

Flame Bot's Stage:
[Image: raybitfire_by_sinclairstrange-dat1zcz.png]

Gyro Bot's Stage
[Image: raybitgyron_by_sinclairstrange-dat1zhb.png]

Fulp's City 1 Stage:
[Image: raybitcity_by_sinclairstrange-dat1zcr.png]

I think that'll do for now Big Grin Just thought I should at least post something up of me 8-bit work and something a bit Mega Man-ish! I'm sure I'll post much more sprites and tile work to come!

-Joel
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