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Post by Wade Monroe / MaelstormM on Jul 28, 2015 2:42:08 GMT -5
2015/07/27 Playtest Update ============================ - Changed default frame speed to 32fps from 30fps. Speed range is now 24-40. Haveta make a mental note for future projects to gear around 60 now (given this one started a decade'ish ago lol). - Added a new move to players to allow bosses to psuedo remove control from them for fancy stuff. Expect some wonkiness with it similar to when you're hit (So say Sakugarne would poof for example). - Increased amount of Bolts you can carry to 9999. - More changes to shot handling in the ongoing attempt to milk horsepower out and hopefully not break other stuff >.> Menu's - Redid pause menu's to move more stuff to the 1st page so no more 2nd page. Still pondering what or how to treat adapters (may even just outright allow them from the start). Ultimately think I want to try and collapse all 4 players menu's into the same one to try and get more pony-power out of it. - Started tweaking options menu to make room for more possible ones. - After selecting New Game, it will go to options menu automatically. Key Customize is moved into Options menu. Shop - All items beyond L-Tanks and E-Tanks removed. Decided with the talents, armor changes, hundreds of weapons, and softening approach to attempts no real need for them to be there making things overly complex. With the below changes Auto's shop has been closed for the player now. - Decided exit device will be available all the time. No point in making you have to run out all your extra lives before getting out of a stage. - L&E tanks are now bought directly from pause menu with Bolts rather than the need to visit shop. Set a limit to 1 use of each per life, but dropped the cost of them to $60 and $40. Mega Man - Pause Menu for HElpers is now Busters and Helper's. - Wind Wall and Yarn Buster should new benefit from Hyper Special talent. - Sakugarne now also drains energy on a damaging hop on a baddies head. Mega Man Next - Fixed lil code optimization bug on helper shots. - Remove Doom Saber death movie until I get new stuff for handling cutscenes made. Punch Man - "Shouldn't" be able to try and uppercut then cancel if near edges of screen. Mirror Man - Fixed little ice dust on his intro. Dramatic Intro Man - Slightly reduced the healing and guard period if he gets the Rockstar. - Tiny increase in delays after singing, mic check, and record roll. - Bright Man's freeze uses the above mentioned new move of players to try and hold them still. Plasma Man - 3rd Draft is up.
2015/07/28 Playtest Update ===================================== - Removed link to Auto Shop... whoopsie. Killed the menu but not the link from NPC Auto >.< - Added option menu item to disable the 8-way firing lock. Plasma Man - Tweaked cooldowns. - Blast Off Jump / Comet Fall thing distance to land on upper platforms increased to be a bit closer to middle platforms. - Removed some spin from spread shot. - Added leaders to his Plasma Explode moves to telegraph path. - Took some spin out of his Plasma Explode inward.
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Post by Wade Monroe / MaelstormM on Aug 17, 2015 23:28:21 GMT -5
Brick Man's revision pretty much done (last bit of crusher to tweak). Still fighting with new buddy management code on account of Bass' newfound design scheme >.<
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Post by Wade Monroe / MaelstormM on Aug 19, 2015 2:39:24 GMT -5
Brick Man's vid be upzzzz. Still fighting with the helper code before playtest gets updated.
Bricky has his old desperation sped up and rolled into his regular moves. He bough a iBrick to phone in help to get some blockable shots in there for Proto. His new desperation now drops a giant weight down that will toss you up into the air and over the huge shockwave blast thing as long as you are near the ground when it lands. The remainder of his moves have all been sped up a tad here and there.
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Post by Wade Monroe / MaelstormM on Aug 28, 2015 1:18:34 GMT -5
Took a good chunk but helpers code redone just about in it's entirety >.< More hoping no additional craziness emerges from that. While I work on Shark Man gonna get the basics of rest of Bass' up, with the actual attacks to follow.
Playtest Update 2015/08/24 ---------------------------- Menu's - Added cityscape from intro to some menu's to see about livening them up. Helpers - Standardized the helper behavior given Mega's 3, Bass' 11, and Slashy's 2. - Made it so even if you don't have a active pet you can switch to a armor for peeps who want to play without a helper but still need armors to pass obstacles. Mega Man - Fixed Magnet Missile to home up/down again. - Tango's Flea's no longer do several hops. Just does a arc out and can ricochett off walls. Bass - Helpers can't attack at the moment. - Treble tweaked to fit into Bass' gameplay scheme. - Robo-Bub and Robo-Koopa can tag along with Bass now. Brick Man - 3rd and last Draft done
Edit ---- Making Rutee, Reimu, and Lum for Bass is painful >.<
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Post by Wade Monroe / MaelstormM on Sept 4, 2015 2:40:22 GMT -5
More random brain dribbles now that I finally got Rutee's base animation done to a acceptable point.
Slash Woman will be picking up stances to manage her specials, pets, and movement mode. Not sure on what the names will be yet, but it will help reduce the clutter it was going to be having her running around with like 22'ish abilities all available at once to half to tone the craziness down.
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Post by Wade Monroe / MaelstormM on Nov 29, 2015 0:44:06 GMT -5
First build of the new helper system for Bass' specials. Treble is joined by Reggae, Black Mage, Bub, Lum, Vic Viper, Koopa, Genie, Reimu, Rutee, and a old faithful Hard Hat.
Unlike Mega and Proto, all of Bass' special weapons will be tied to his helpers and you can't mix and match abilities across helpers. The specials themselves will get worked on at some other point.
Now back to tinkering on Shark Man's last draft before next hiatus for mo' holidays.
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Post by Wade Monroe / MaelstormM on May 30, 2016 16:43:19 GMT -5
Finally found enough time to get Sharky's last build done.
Added a fair chunk of new stuff for him as well as giving him a one time vehicle based desperation like Jet Man's for a different flavor. His inhale now sucks in a chum cloud which will attract a shark cheep cheep a bit later, his sharky shots will now spit a bullet prior to leaving, bubble summon has been tweaked and gives him guard, and his robot form is baseline with two different forms of attack.
Hopefully Balloony won't need such a huge overhaul and time will be more permitting to hammer him out.
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Post by Wade Monroe / MaelstormM on Jun 20, 2016 3:09:47 GMT -5
Balloony's last build is done (aside from maybe some color changes and making balloons a bit more jiggly).
His largest change is the addition of a lil' pressure meter that lets you control how angry his standard balloon buster is. I tossed out the horizontal and diagonal balloon bursts when making the change because felt more evil to just roll them both into one.
Beyond that change, his balloon shield now always drops fire rather than only when halfway dead because why not. He's also picked up two new balloon types that'll rain fire down or send a aimed blockable shot at you. His desperation move is still to speed up and inflate the hot air balloons at the top faster.
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Outside of getting him done, starting to swap out more music in favor of normal game music.
As for playtesting, after site change been pondering making the demo public again and adding some keyboard shortcut or so to set it to demo mode or to keep doing what I've been doing. Once I figure that part out though I'll pass word along.
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Post by Wade Monroe / MaelstormM on Jun 24, 2016 19:18:12 GMT -5
Finished the pondering over playtesting plan. It'll be posted live for everyone to play around with again, but need to remove the normal availability of special weapons and put in a new playtest mode. Will be working on that after I finish redo'ing the entire games soundtrack, with many replacements and doing some new stuff to make music loop better so you don't hear the intro and stuff in the middle of the battle, learning that stuff now.
With great luck, should all be done by end of my next weekend *fingers crossed*
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Post by Wade Monroe / MaelstormM on Jun 29, 2016 12:39:34 GMT -5
Here's what the revised soundtrack is looking like currently. It shaved about 3 MB off filesize with the revisions, so I up'd the compression quality another step which put games total filesize to ~22 MB, which gives some wiggle room to stay under Newgrounds cap if I go that route since nothing Major outside cutscenes are missing that eat up filesize. Working on the new Debug setting and Weapon unlocks now, after they're done can upload a new demo.
Theme - Oz - Line of Battle Dr Light - Mega Man and Bass - Roll's Theme Upgrades - Cave Story - Gestation Stage Select - Mega Man 4 - Opening 2 Town - Goonies II (NES) - Stage Intro - Mega Man X3 - Intro Stage Arsenal Man - Marvel Vs Capcom 3 - Sentinel Theme Balloon Man - Zool (SNES) - Tropical Stage Brick Man - Mega Man The Wily Wars - Magnet Man Celsius Man - Subterranean Animism - Heartfelt Fancy Circuitry Man - Einhander - Shudder Dramatic Introduction Man - Zool (Amiga) - Rock N Zool Jet Man - Darius Twin - Noeru Mirror Man - Kingdom Hearts - Hollow Bastion Nunchaku Man - Guilty Gear 2 Overture - Hiruandan (Izuna's theme) Otaku Man - Mega Man 8 - Clown Man Plasma Man - Disgaea - Planet X Pro Action Football Man - Tecmo Super Bowl (NES) - Battle In The Pro Bowl Player 1 Psycho Man - Mega Man 7 - Shademan Stage Alternate Punch Man - Double Dragon - Opening Theme Sandstorm Man - Wild Arms Advanced 3rd - Gunmetal Action Shaman Man - God of War 2 - The Barbarian King Returns Shark Man - XMen vs Street Fighter - Cammy Stage Stealth Man - Armored Core For Answer - Today Strider Man - Dead or Alive 4 - Vigaku Warlock Man - Devil May Cry 4 - The Final Blow Stage Wily 1p1 - Mega Man Battle & Chase - Over The Top Stage Wily 1p2 - Mega Man 2 The Power Fighters - Mecha Dragon Stage Wily 2 - Choujikuu Yousai Macross - Scrambled Valkyrie - Boss 1 Stage Wily 3 - T&C Surf Design - Stage Stage Wily 4 - Mega Man X5 - Shadow Devil Stage Wily 5 - Romancing Saga -Ministrel Song - The Soul of Fire Stage Proactionman 2 - Tecmo Super Bowl (NES) - Preseason Player 1 Boss Mid - Mega Man 3 - Boss Boss 1 - Guilty Gear - Conclusion Boss 2 - TMNT IV - Technodrome - The Final Shell Shock Boss 3 - Thunder Force V - Duel Of Top Boss 4 - Raiden Trad - Go To Blazes Boss 5 - SD Kidou Senshi Gundam 2 - The Female Supremacy Boss Wily Stage - Super Robot Wars Original Generations Gaiden - The Gate of Magus Boss Bass - Mega Man X8 - VS Lumin 2nd Form Boss Tank - Final Fantasy Mystic Quest - Battle Theme Boss Pod - Transformers Devastation - Final Battle Boss Ambition - Chrono Trigger - World Revolution Stage Final 1 - Battletoads and Double Dragon (SNES) - Missile Mayhem - Level 5 Stage Final 2 - Espgaluda - Huge Battleship Elinies Stage Final 3 - Grandia 2 - Final Battle Stage Final 4 - Resident Evil Code Veronica - Alexia Type 2 Theme Stage Final 5 - Xanadu Next OST - Evildoer Boss Final Stage - Metal Gear Rising - Chase Boss Unknown - Blazblue OST - Awakening the Chaos Boss J - Romancing Saga -Minstrel Song - Decisive Battle! Saruin -Final Battle with Saruin- Boss Next - Tales of Symphonia Dawn of a New World: The Wilderness of Sadness Boss Hero - Cyber Troopers Virtual On "Marz" - Fierce Fight Allies - Yo! Noid - Stage 13 Heroism - Mega Man 5 - Title Sadness - Chrono Trigger - Schala's Theme (PSX) Tension - Ace Combat 5 - Hrimfaxi Credits - Mega Man 7 - Ending Staff Roll Wily Plotting - Final Fantasy IX - Steiner's Theme
~~~ Edit: One (maybe) more add and swap for Boss 5 and Wily Stage 3
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BaerkKonnevala
CITIZEN
The most chaotic battlefield can be your own mind.
Posts: 854
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Post by BaerkKonnevala on Jun 30, 2016 19:06:53 GMT -5
So the big project is finally nearing completion huh. Guess I can give things a shot for the sake of nostalgia.
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Post by Wade Monroe / MaelstormM on Jul 1, 2016 12:40:34 GMT -5
Long time no see Baerk. Wouldn't say nearing completion lol, but there's a light at the end of the tunnel and I have a clear goal of what I need to do to get there. Just getting the time to sit down and drill into it gets trickier as real life demands pile up. I'll kick ye the debug code once I get the next demo up which is still on tap for by tomorrow night.
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BaerkKonnevala
CITIZEN
The most chaotic battlefield can be your own mind.
Posts: 854
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Post by BaerkKonnevala on Jul 1, 2016 14:00:41 GMT -5
It's been a long time since I frequented this forum indeed. You still have a ton of stages to program or something? If the various youtube videos are anything to go by considerable progress has been made and I can't imagine much being left aside from stage layout.
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Post by Wade Monroe / MaelstormM on Jul 2, 2016 0:03:32 GMT -5
Mega Man Next Remix Alpha DemoAlrighty, so new demo should be alive for one and all. Will be sending out PM's to peeps with the Debug code. Feel free to reply via PM or in the thread here as long no spoilers (boss weaknesses and debug code pretty much at this point) given. Goal for this round of testing is to see how Shark and Balloon's last build fares, anything wonky with redone soundtrack (track to loud, track has very noticeable loop issue, etc), and of course nothing outright crashes game. Helpers not reacting to moving blocks I noticed already. >>> Patch Notes (Hopefully no crippling new bugs with this) >>> Game Progression - You no longer autostart at Level 9, defeating the 20 robot masters will eventually earn the levels (1 per 2 bosses down up to 9). - You no longer start with all weapons, defeating the 20 robot masters and curing viruses (not doable outside debug) unlocks stuff now. Music - Shifting more stuff towards normal game music from remixes and all. - Redoing songs for better sound, little less concern about filesize. - Learning how to try and get a smoother loop rather than endlessly looping entire thing from intro to end. - Jukebox has been redone and relaunched Shark Man - 3rd and last Draft done Balloon Man - 3rd and last Draft done Wily Tank & Jaguar - Patched up some graphic slips created when doing more graphic handling changing Bass (Player) - Bass has his full lineup of homies now. Reggae, Black Mage, Vic Viper, Genie, and Hard Hat added to the mix. Attacks will come later, but they'll follow you around and cheer you on. Debug Mode - Added more buttons for unlocking/locking stuff - Moved nearly everything into the Debug Menu you reach from Stage Select Screen - Mega has the WIN Buster in his buster menu, behavior wise it's the same as the normal buster, but shaves bosses health off. Mainly made to get them to desperation health numbers.
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Post by blackgflare on Jul 3, 2016 16:17:02 GMT -5
Hey Buddy nice to see the game making great progress, for some reason, the debug menu isn't working for me, I've checked my keyboard and my delete buttons fine? is it a glitch?
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Post by blackgflare on Jul 3, 2016 16:20:34 GMT -5
Wait nevermind I double checked my keyboard and my del key isn't working NM, i guess ill have to get a new keyboard...
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Post by Wade Monroe / MaelstormM on Jul 3, 2016 16:36:12 GMT -5
New demo has a normalized debug mode now that the groundwork for the progression system is in there. Check PM I sent ye for changes
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Post by blackgflare on Jul 3, 2016 17:23:49 GMT -5
Ahhhhh. ok thank you
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Post by Wade Monroe / MaelstormM on Jul 4, 2016 19:58:25 GMT -5
2016-07-04 Live Alpha Demo Updates.... General - Made another pass of optimizing to keep trying to squeeze more ponies out of engine. - Normal Slide/Dashing will feel a touch different now. After you do the Down+Jump to start, it'll be maintained only by the Down key. If you're holding Jump and let go of Down you'll then Jump a split second later otherwise letting go of Down just returns you to idle. - Couple other lil' changes outside of slide/dash, hopefully nothing explodes unexpected things.
Stage Select - Dr Light's stage scooted from side to upper-right square for it's new home. Decided his stage would have links to any extra activities. - Message that you have talents available to spend now shows up on right-hand side. - Defeated robot masters stage descriptions will now show (Defeated) in the description.
Options - Difficulty should now be locked when game is in session (unless Debug Mode is on).
Sound - Dropped the volume on Boss 4 BGM.
Helpers - Updated so helpers should respond better when on horizontal and vertical moving blocks, ice, in moving water, and in wind. - Fixed Mega Man's pause menu for helper icon not swapping.
Debug Mode - Win Buster got a proper weapon icon.
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Post by Wade Monroe / MaelstormM on Jul 9, 2016 12:47:58 GMT -5
Work on Shammy Cow is underway along with another splattering of changes. Playtesters pass along what you think of balloony and sharky, audio changes, and if any bugs emerged when ya's can.
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Post by Wade Monroe / MaelstormM on Jul 13, 2016 2:37:07 GMT -5
Shammy's last build. He picked up a bunch more goodies aside from lightning bolts, ghost wolf, and totems. Gots a flame shocky thing, storm strike, and after his desperation rez a little lightning shield. Gave'm another recolor too as I keep plotting what looks better.
Added some fire to the sides like the old Orgrimmar arena that uses Plasma Man's old effect of narrowing once desperation kicks in because why not. Was like 2 clicks away from adding debuffs where getting hit by some of his attacks would make you take more damage from other ones (ei: storm strike would make next lightning bolt do double damage), but backed off that since he was already beating the hell out of me.
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Post by Wade Monroe / MaelstormM on Aug 2, 2016 0:19:22 GMT -5
So as Otaku Man's last build starts taking shape, will be changing debug code again (as I probably will each iteration while it's public again). Need the feedback for Balloony and Sharky, be it good bad or neutral.
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Exidus
CITIZEN
Evaunits ride great yiths?
Posts: 718
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Post by Exidus on Sept 23, 2016 1:49:55 GMT -5
Man, time sure flies. Good to see you've updated the game, time take a look at it again.
I await the day this game actually gets finished...at some point, lol.
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Post by Wade Monroe / MaelstormM on Sept 28, 2016 1:02:46 GMT -5
Got side tracked by Warcraft's Legion expansion, but already cancelled sub and time runs out on 10/12 so that time will be poured back into this :3
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Post by hydroper on Oct 21, 2016 5:09:02 GMT -5
Good job It has been few years ago when I did find this Flash game in PegaJogo
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