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Topics - Goomba98

Pages: [1]
1
Rejected / Not a bug report, but a question.
« on: January 07, 2018, 09:03:07 PM »
Is it intentional that the springs in Plant Man's stage don't make the same sound as in the original NES game?

2
Closed / Frost Man's theme loops incorrectly
« on: September 18, 2017, 12:57:18 AM »
I love how you gave loop points to all of the stage themes that deserved them, but I think you overlooked Frost Man. That theme is of decent length (unlike Guts Man) so I'm pretty sure this is a mistake.

3
Rejected / I think you broke the MM7 ending again...
« on: September 18, 2017, 12:36:22 AM »
Isn't the castle supposed to explode when you access the MM7 ending map through defeating Bass? Because that strangely didn't happen for me.

4
Closed / [Improved sprites] Top Man's BG
« on: September 08, 2017, 12:07:13 AM »
I know that Top Man's background is based off this picture:

(click to show/hide)

In this game, those early tiles look like this (image stolen from TCRF because I'm lazy):



However, I've noticed a few tiny errors on the dome tiles. The bottom half of the dome looks thinner than in the screenshot, and the shine is also slightly off.

Here's what I think it should look like:


5
Closed / So, about the usage of the Ballade Cracker sound...
« on: April 17, 2017, 10:13:23 PM »
The Ballade Cracker's explosion sound is used for a lot more things than just the Ballade Cracker in MM8BDM. I bring this up because, if I'm not mistaken, I'm pretty sure that sound is just supposed to be an NES recreation of the explosion sound from the game Boy MM games, so the usage of it with things not from the GB games like the Party Ball doesn't make much sense. I think those things should use mm3expl.wav instead. (The only one that may make sense to keep is when a Count Bomb explodes, since those first appeared in Mega Man III.)

6
Closed / Gamma music suggestion
« on: August 03, 2016, 10:46:20 PM »
Even though proper music loops are in v5, Gamma still uses MM10FB1 and MM10FB2 rather than a more efficient, looped version of FINAMUS.

7
Rejected / More maps that could randomly choose music
« on: August 03, 2016, 10:32:20 PM »
I like how MM8TEN randomly chooses between the PlayStation and Sega Saturn versions of the music, so I think there could be more maps that could have multiple music tracks that it randomly chooses from - not due to different versions of the game, but because such a map represents 2 stages of the original game:

MM4DC1: Cossack Castle stages 1 and 2 (the former is in the game, but it isn't used to my knowledge)
MM8DW1: Wily Castle stages 1 and 2
MMBMUS: The Robot Museum themes from MM7 and MM&B
MMWTDW1: Wily Tower stages 1 and 2 (according to this Tumblr post of Molly's, you even composed the latter for this game!)
MMWTDW2: Wily Tower stages 3 and 4

8
Closed / Little skin sound issue
« on: July 29, 2016, 10:25:57 PM »
All MM9 skins other than Splash Woman and Fake Man use the Mega Man hurt sound instead of the boss hurt sound.

9
Closed / Big Snakey movement wrong
« on: July 27, 2016, 08:41:12 AM »
Sorry if it's too late to fix this for v5, but it always bugged me that the movement of the Big Snakey's body is wrong. In MM8BDM, it goes low, mid, high, low, mid, high, while in MM3, it goes low, mid, high, mid, low, mid, high, mid, and the fact that it sometimes ends up like the former in MM3 after you kill it does not mean it does that while moving.

10
Rejected / Level order in single-player campaign seems wrong
« on: May 26, 2014, 09:02:06 PM »
After beating the first Dr. Wily stage of Mega Man 1, the game sent me straight to the Yellow Devil without going to the second Wily stage. Of note is that it's also possible to unlock a boss without being in first place.

11
Rejected / Crash Bomb misnamed
« on: May 17, 2014, 12:42:07 PM »
It's actually Crash Bomber. 'Nuff said.
If you've got this already, please disregard.

12
Help & Editing / What is with this texture?
« on: September 22, 2013, 12:23:58 AM »


It looks fine in Doom Builder and SLADE, and this is the original Shadow Man.

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