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Author Topic: [EXPANSION] Mega Man Powered Up [Release v1f]  (Read 197101 times)

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May 08, 2013, 05:01:18 PM
Reply #510

Offline NemZ

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
« Reply #510 on: May 08, 2013, 05:01:18 PM »
Quote from: "Messatsu"
The intention is for v2a to be the full re texture using NemZ's textures

Can't wait to see how that works out.  That was the first set where I pretty much had do it all from scratch because I couldn't find a good map pic to go on.   :mrgreen:

May 09, 2013, 12:02:44 PM
Reply #511

Offline Beed28

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #511 on: May 09, 2013, 12:02:44 PM »
The sprite offsets for the MM1 health/ammo could do with being raised up by one, since they look wierd with the very bottom of the sprite clipping into the ground.

July 01, 2013, 05:01:44 PM
Reply #512

Offline Geno

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #512 on: July 01, 2013, 05:01:44 PM »
I know this is a rather large bump, but it appears that this expansion did something to the Laser Buster. The Laser Buster's flashing is unable to be seen on the actual player sprite (the HUD is fine) when this expansion is loaded, so instead of players flashing green in 3rd person view, they stay with the default colours.

This is what I mean.
(click to show/hide)

July 01, 2013, 06:11:45 PM
Reply #513

Offline Messatsu

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #513 on: July 01, 2013, 06:11:45 PM »
Ah crap, you're right.  Apparently I forgot to include
Code: [Select]
#DEFINE LASERCHARGE1 106
#DEFINE LASERCHARGE2 107
in wcolors.  Ah well, v3b is going to require some small rewriting anyway so we'll probably pop out a v1f at that point.

July 15, 2013, 12:53:52 PM
Reply #514

Offline Geno

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #514 on: July 15, 2013, 12:53:52 PM »
Wow, I found another thing.

Attempting to add a custom bot WAD AFTER adding the Powered Up Expansion PK3 causes whatever bots added after it to be unusable.

July 15, 2013, 09:44:56 PM
Reply #515

Offline Messatsu

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #515 on: July 15, 2013, 09:44:56 PM »
Can you go into more detail?

July 16, 2013, 01:22:15 PM
Reply #516

Offline Geno

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1E]
« Reply #516 on: July 16, 2013, 01:22:15 PM »
Well, after I loaded the Powered Up expansion with the launcher, I added several other extra bots (also with the launcher).
When I went to the add bot list in Offline Skirmish, all the bots from the default game, the extra ones inserted BEFORE MMPU, and the MMPU ones appeared on the list, but NOT the ones I added after PU.
I was also unable to use the ADDBOT command to add them.

And after removing MMPU, the extra bots all reappeared.

I`m pretty sure this happens with ALL bots, but the ones I experienced it with were Rokko Chan, my Dalek bot, and geminibro`s Honey Woman.

November 15, 2013, 06:54:00 PM
Reply #517

Offline Myroc

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #517 on: November 15, 2013, 06:54:00 PM »
We just released version v1f.

Changelog for this version:
(click to show/hide)

November 15, 2013, 07:01:14 PM
Reply #518

Offline Beed28

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #518 on: November 15, 2013, 07:01:14 PM »
Quote from: "Myroc"
- New Jump Canceling script from v4a
- Energy Balancer from v4a
Whoa whoa whoa whoa

MM8BDM-v4a adds an official Energy Balancer and a new Jump Canceling script? :shock:

November 15, 2013, 07:12:00 PM
Reply #519

Offline Myroc

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #519 on: November 15, 2013, 07:12:00 PM »
Quote from: "Beed28"
MM8BDM-v4a adds an official Energy Balancer and a new Jump Canceling script? :shock:
Fascinating! How do you manage to get a stable internet connection down in the cave you live in?

November 15, 2013, 07:20:24 PM
Reply #520

Knux

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #520 on: November 15, 2013, 07:20:24 PM »
Beed, look in here:

viewtopic.php?f=34&t=6152&start=10#p266408

Specifically, where Mendez starts talking about Flash Stopper.

Myroc, are there any plans to change the MM1 weapons for this mod somehow? I'm just wondering if it was ever considered, but I really wouldn't mind either way.

November 15, 2013, 07:24:21 PM
Reply #521

Offline Beed28

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #521 on: November 15, 2013, 07:24:21 PM »
Ah, I remember just quickly skimming through that post (I can't remember why), so I must have missed the Energy Balancer.

November 15, 2013, 11:33:01 PM
Reply #522

Offline -Daiki-TheOni

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #522 on: November 15, 2013, 11:33:01 PM »
Reporting for cookies!!

-Wily castle nomber 2 has a "thing" in the skybox, you shold move the textures a bit, maybe reducing a bit the skybox can solve this.

-Also, I noticed some skyboxes are cuadrangular, ¿is that intended?

Anyways, congratulations!!! the new skyboxes make more apealing some levels, like wily castle 1 :3

November 19, 2013, 09:09:00 PM
Reply #523

Offline Messatsu

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #523 on: November 19, 2013, 09:09:00 PM »
Oh, on a related note: Two small changes I forgot to tell Myroc in the changelog

- Weapon energy cannot be picked up if you are full on your current weapon (unless you have the Energy Balancer)
- Gravity Hold and Wind Storm cause a special death animation for the player.

November 24, 2013, 02:25:17 PM
Reply #524

Offline Goomba98

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Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« Reply #524 on: November 24, 2013, 02:25:17 PM »
Also, the inner pits in Bomb Man's stage are still blue instead of using the skybox, which is now mostly black.