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Mega Man Discussion / Re: Mega Man 1 Stage Hacking
« on: September 14, 2012, 03:33:37 AM »
Thanks guys, I appreciate your suggestions and criticisms. As such, I'll try to give an explanation to all those problems you found.
Yeah, I attempted to not let people use Cut Man as the first robot master which is why those Guts Blocks are blocking the way, but now noticing that there is no way to kill yourself, I suppose that it might get a little annoying. ^^" Next time, I'll probably move the Guts Blocks at the beginning of the level and add a pit to save you and everyone else the trouble.
Yeah I know. I learned that even objects that belong to that stage might glitch out in another section, and I suspect that it might be because the enemy is not compatible with a specific background tile though I haven't really tested that out yet. So I don't know how to fix it so that an enemy or object will be compatible with that background tile if that is even the cause at all.
I guess I can lighten up on that, though it didn't really bother me that much except Ice Man's stage.
Quote from: "Beed28"
Anyway, here's a protip for your hack: Do not put obstructing Guts Blocks at the end of boss corridors. There seemed be be no enemies in them either, forcing the player to reset the game entirely. That kind of stuff wouldn't fly in a good hack.
Yeah, I attempted to not let people use Cut Man as the first robot master which is why those Guts Blocks are blocking the way, but now noticing that there is no way to kill yourself, I suppose that it might get a little annoying. ^^" Next time, I'll probably move the Guts Blocks at the beginning of the level and add a pit to save you and everyone else the trouble.
Quote from: "Beed28"
Also, the final boss room made me facepalm myself so hard.I can't believe you actually made it to the final boss xD. I was experimenting with different tiles in the boss rooms, and I thought having a different background would of been awesome. However, I found out that Yellow Devil and Wily glitched out the background when you fight them, so I guess that only makes them harder considering the spikes I added are glitched out too. Oh the bright side, I found out Wily's boss room does move along with the Wily Machine.
Quote from: "NemZ"
Lots of sprite flicker and enemies just popping out of nowhere right in the middle of the screen
Yeah I know. I learned that even objects that belong to that stage might glitch out in another section, and I suspect that it might be because the enemy is not compatible with a specific background tile though I haven't really tested that out yet. So I don't know how to fix it so that an enemy or object will be compatible with that background tile if that is even the cause at all.
Quote from: "NemZ"
Too much focus on pixel-perfect jumps (often several of the exact same layout in a row, which is either frustrating as hell or boring)
I guess I can lighten up on that, though it didn't really bother me that much except Ice Man's stage.
Quote from: "NemZ"
Many of the altered areas just don't look/feel right because things aren't connected or are just floating in a weird place. Spikes for example should always be rooted on another block.There is only so much I can do on that, since the platforms, walls, spikes, and other stuff are comprised of square background tiles on the editor and the only tiles I have access to are the existing tiles that are already available on the rom or editor. Since side spikes connecting to blocks or free flying spike tiles don't exist in this rom, I can't implement it in the hack unless I found out a way to add tiles into the rom or editor.


