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Messages - Darkflamewolf

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: January 28, 2015, 02:56:33 AM »
Ver 1.4 is out of Revenge of the Fallen! Thanks for all the patience and stuff during this time while we fixed a crapton of bugs and offered you D-Pad support. Finally! No more sliding woes for those who were stuck utilizing joysticks! We also addressed the issue of having the Mega Buster not blast through weak enemies as well as increase the speed of Rush Jet slightly to make it more speed runner savvy. There is a bunch more we did but you can check out the dev log for that on the download page (http://rpgmaker.net/games/2406/downloads/)! This 'should' be the final, definitive version of the game file now!
As for the biggest addition: Hard mode! It is truly sadistic with an increased amount of enemies all placed in the wrong spots to completely screw you. Not to mention you take double damage from everything! So upgrades like the Recover Chip, EX Recover and others will suddenly become quite important to you. I know it can be beaten buster only because I've done it. But I don't think it can be beaten without taking a hit. Good luck to anyone who attempts that challenge!
Enjoy the game again everyone and for those who have yet to play it, enjoy it for the first time!

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Mega Man Discussion / Re: Fanmade robot masters
« on: January 22, 2015, 03:45:24 AM »
Before resorting to reused assets, there were 8 originals. Here are mine.
https://www.youtube.com/watch?v=jloMHHwtb6w

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: December 05, 2014, 01:44:28 AM »
Version 1.3 is released! http://rpgmaker.net/games/2406/downloads/6396/
This is the definitive version of the game now. Barring any other bugs that might crop up, for which we'll release minor updates for, there should be no more drastic changes to the game, levels or its difficulty. You either need to adapt or quit, your choice. I tried to smooth out all the rough patches, but I'm holding firm to my overall difficulty setting.

Finally, in this version, I've released all the maps of the game in all their uncompressed glory. So for those who like to scour over the maps to find every detail and/or secret, you can do so here. I've also included all the completed rooms of the scrapped 100 Room Challenge idea. Unless there is enough interest for the feature, I don't think we'll complete it, but at least see what it could have been! Crazy combinations of obstacles and ideas meant to tax your platforming skills to the limit!

Either way, redownload and enjoy the game anew or for the very first time!

-Darkflamewolf

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: December 02, 2014, 10:14:44 AM »
Good to hear. And with 1.2.1, its even easier in some of those unfair cheap shots. (they've been removed mostly) On top of that, we are working on a 1.3 which will nerf some areas even more (magma man and wily stage 3 come to mind) and will help optimize Toad Man and Tornado Man's stages to alleviate the slowdown some people are experiencing, as well as fix more bugs players have found. I expect a 1.3 release date later this month around Christmas time.

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 30, 2014, 09:32:17 PM »
All wily earned tanks are optional and are not needed for your 100% save file completion. Your total mini-tank count prior to the wily stages are 12 e-tanks, 6 w-tanks, 3 m-tanks giving you a total of 3 permanent e-tanks, 2 permanent w-tanks, and 1 permanent m-tank that always reset for you upon game over. Basically, for the wily fortress stages, you have a choice of having two additional e-tanks or 1 additional e-tank and 1 additional w-tank, but you can't have both in one play session.  The additional m-tank can be collected every playthrough if you wish. Does that make sense?

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 29, 2014, 08:27:08 PM »
Ver 1.2 is out! Alongside a nice collection of fixed bugs! I also altered quite a few level design aspects which should appease those players who cried foul on the unfair aspects of certain design decisions! Hopefully this plays a lot smoother! Thanks everyone for the help on fine tuning this beast! It still is difficult and will require practice and skill to beat however! :D

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 29, 2014, 11:51:26 AM »
Shinryu: Okay, the primary mini-tanks give you a permanent E-tank every 4, a permanent W-tank every 3, and a permanent M-tank for the 3 pieces you collect. Any extra mini-tanks you acquire in the Wily Fortress should also give you permanent tanks at those number intervals for that PLAY SESSION ONLY, and should remain even after a game over. Any extra tanks you receive via your point score value (50,000 intervals get you etanks, 100,000 intervals get you wtanks and the 500,000 interval gets you a mtank) are temporary and go away after a game over. This is normal behavior.

EDIT: Also, we are working on some wonky transition issues as a result of these new checkpoints. But hopefully we will have a release sometime tonight or tomorrow for 1.2! It won't nerf everything, but it will at least remove a lot of those unfair situations you spoke of. (although Knight Man's stage is a special case, its a hidden level that is meant to be harder than most, so I changed little in that stage, but I did change stuff!) With unfair situations removed and bad enemy placements removed along with one or two additional checkpoints as well as permanent boss door checkpoints for Wily, its a step in the right direction, yes?

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 28, 2014, 10:37:57 PM »
Bug 1 & 2, those seem to stem from the same bug. I'll count those as one and the same since they both involve the same object: Rush Coil landing on a moveable object.
Bug 3, I thought we fixed this already! I guess not, we'll reattack this.
Bug 4, Don't do that? I checked again and it does show there should be a solid there, but I guess we never considered how megaman reacts when hitting a solid while sliding after coming off a sliding moveable object (the Yamato Spear) on a one-space wide ledge. Its so specific a bug we probably never tested for it! However, what did pull off brilliantly was the failsafe that should the player go outside the bounds at any time, you will die if you go too far off screen, this is to prevent the game hanging and players having to restart. Not sure how this one could be fixed. Not quickly anyhow, the collision system of Game Maker sucks arse, so this might just be left alone. I'm just glad the insta-death failsafe works in rare cases like this.

EDIT: Your tank issue: Are your PRIMARY tanks going down? There are mini-tanks and primary tanks. Which numbers are decreasing? If its primary and its only because of minitanks you've collected throughout the wily stages that have decreased then that is a problem. However, if its because of tanks you've received via points and getting bonuses from performing well, then those do go away and is normal behavior. Does that make sense?

EDIT 2: Bugs 1-3 are fixed, we're not going to officially touch 4 until we know further what we are dealing with. as for your tank issue, without further clarification, we're not sure where that's stemming from. Regardless, I am making a sweeping host of small changes and tweaks. In the GRAND scheme of things, the levels are not changing that much, however instances like you've described and multitudes others will be either gone or modified to be easier. So you may notice an easier time in those specific areas overall. I still like to keep my blistering difficulty, but without all the unfairness involved. And yes, we've figured out how to make more temp midpoints! There will always only be 3 permanent midpoints: beginning middle, and boss room. But we can add a few more temp ones in the middle...at least until a game over! Hopefully this will rectify some of those issues.

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 28, 2014, 09:56:48 PM »
The checkpoints are something that are hard coded in the game unfortunately. We would have to overhaul the entire system to accommodate more which would set back a 1.2 release by quite a few months. We are two folks with busy lives that worked on this off and on, so I can't predict how long it would be to fix something like this. As it stands, there are two temporary midpoints and two permanent midpoints in each level...well at least all the main robot master stages minus Knight Man's stage, but that was intentional. I don't believe the Wily stages have used all the available midpoints, so at the very least I can check to see if I can add another checkpoint at the boss door. That's a quick fix for now until I can confer with Jman (my programmer) to see how rough it would be to overhaul to allow for more checkpoints. So there's that explanation.
The tanks you acquire to add up to permanent tanks in the main robot master stages will never go away. However, the tanks you acquire in the Wily Fortress stages are temporary and aren't saved into your game file. But it looks like it might be an oversight that they disappear on a game over which is probably where your issue of them disappearing comes in. I will again confer with Jman and see if there is anything to be done to rectify this so that tank pieces you get in the Wily stages aren't saved to your game file but are at least saved through your current play session regardless of Game Overs.
Your final concern with unfair deaths. I love your Tornado, Centaur and Knight man examples, (but Knight Man's stage was meant to be harder than most) but without a full laundry list of things I could/should change, I can only hazard a guess as to all the instances I need to fix. But I can at least look into the specific examples you mentioned now. Anything else?

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Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: November 28, 2014, 02:58:40 PM »
Welp, I can't please everyone, esp. with the Megaman community having high expectations. Regardless, maybe I should have been upfront (even though I put out a lot of videos detailing how the gameplay would be like) about this not being a full 1:1 recreation of the core mechanics. My aim was to go for a Megaman & Bass style of difficulty with some Megaman 1 mixed in. Going in with that mentality might have been better.
The best part about fan games however, is that they can be changed and updated! So...Shinryu, since you seem to be the reigning expert here, I would actually like for you to see where I can improve. Where to move spikes, where to remove them. Where to place enemies, where to remove them. The overall structure of the levels and the core mechanics on a base level probably can't be changed at this point, so don't go looking for heavy changes there. HOWEVER, I am more than willing to tweak and edit the levels to a point where you feel it'd be fair or at least not as frustrating. So by all means, I'd love a laundry list to work by. Even Megaman Unlimited met with this criticism and later made up for it with some updates. The same can be applied here. This is a group effort and we can help tune/polish it up to something better/great!

So, yes, I am hearing you. Now what do we propose to do about this instead of gripe? Help me to help you play a better game. ^_^
Note: If you read any sort of negativity in this post, sorry, my humor can come off a bit harsh. But I assure you I'm not troubled in the slightest.

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