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Post by Wade Monroe / MaelstormM on Jun 3, 2017 12:44:41 GMT -5
Removing mid charges was one of the changes from 5/20. After weighing it back and forth, ultimately it didn't really have a true purpose and just made things more complicated so it got scrapped.
Player jumping math was changed to give more time at the peak of jump. Crude example of old jump math would be like: -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5. New jump math would be more like -5, -4, -3.2, -2.56, -2.05, -.65, -.5, 0, 0.2, 0.5, etc. So there's a tad more hang time at the peak of the jump before you start accelerating back down whereas the old method was more linear making the jump more like a triangle peak.
At the start of the game a decade ago when I was much more limited on stage complexity and with how dialogue boxes were designed I did Dr Light's stage and a lot of the earlier ones as tiny little screens, but since that isn't a limitation really anymore I plan to make less stage sections but have more in them. Which is what happened in the rough draft of Dr Light's new stage.
The big important thing is that it runs better now though.
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Post by theweapon2 on Jun 4, 2017 2:08:11 GMT -5
Ok, What about the training room inside Dr. Light's Lab, what was that for? i mean before the training room got scrapped in the new updated playtest
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Post by Wade Monroe / MaelstormM on Jun 4, 2017 21:54:43 GMT -5
Training room hasn't been added to scrap pile, just hasn't been reborn yet. It's still intended to give players a place to experiment with weapons and talents outside of running around a stage. Ideally I want the normal and guarding wily pod to be tied into a readout on the stage to give more precise info about what the player has done damage wise, but that'll slowly make it's way in there once I clear making ladders and crusher blocks work in new engine.
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Post by theweapon2 on Jun 19, 2017 22:55:43 GMT -5
Updates?
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Post by Wade Monroe / MaelstormM on Jun 20, 2017 21:48:17 GMT -5
IRL distractions at the moment /cry >.<
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Post by theweapon2 on Jun 20, 2017 22:26:52 GMT -5
IRL? Is there anything wrong? is your game in danger of being shut down?
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Post by Wade Monroe / MaelstormM on Jun 21, 2017 21:16:04 GMT -5
Gamewise the innocent ladder code for new engine is thwarting me which then led to a opening for backlog of other hobbies to snag my attention span with their shinies.
Should be another update up by months end though, just need to roll around some ponderings on code for this while reducing the other backlogs. At the very least a chunk of the old weapons will be tweaked.
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Post by Wade Monroe / MaelstormM on Jul 1, 2017 23:25:41 GMT -5
Mini update to the new build is up to cap my weekend off. Some bug fixes, gut changes, and Mega's special weapons from MMN, MM1, MM2, MM3, and first 2 of MM4 in there. Dive Missile uses the new homing process so it'll look different. Reworked Top Spin from ground up to fit into the engine better so it'll most likely feel different. Gemini Laser also got totes reworked so it'll look and behave differently as well, same concept just prettier (imo).
As my rage at ladder code (it may even surpass crusher block rage now) subsides and my IRL distractions (curse you Invasions and Heirloom scaling in WoW, as well as delicious Brazilian steakhouses with all you can eat) stuff should start to trickle in a tad better.
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Post by Wade Monroe / MaelstormM on Jul 20, 2017 0:16:04 GMT -5
Aiming for next update at end of my weekend coming up, hoping to have the special weapons back in it up to MM7, maybe more depending on whether or not this 90+ degree weather melts my face.
Edit (17/7/23) close to getting MM7 weapons done, fingers crossed on tomorrow night after work. In reflection, weapons like Knight Crusher really make me think some programmers out there are gluttons for punishment. So much going on to make it go out in six different directions, partially loop around, trace back to player, and also behave differently if shot while jumping... just a whole lot of flavor behavior for something that's just ultimately a standard special weapon. It's like if making a bowl of corn flakes cereal for breakfast took 10 minutes of prep time imo.
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Post by Wade Monroe / MaelstormM on Jul 29, 2017 22:59:41 GMT -5
New Version Update 2017-07-29
Mega's weapons done up through first 4 of MM8 now to make sure no bugs in them for playtesters. Few more tweaks to behaviors to fit in a bit better. For Centaur Flash and Astro Crush I'm experimenting with throwing in some full screen filters so hopefully they look prettier during the full screen explosions. Just gonna keep chugging along with the weapons for time being, picking up new tricks along the way that'll hopefully make it easier when I start redoing the bosses.
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Post by theweapon2 on Jul 30, 2017 21:15:54 GMT -5
Oh god, don't tell me you have to start ALL the way over, meaning building them up from scratch and all you know?
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Post by Wade Monroe / MaelstormM on Jul 30, 2017 22:27:40 GMT -5
Heavens no. Just a fair amount of variable renaming, timing adjustments (since twice as fast now), and distance adjustments (since half scale and twice as fast). But while I'm knee deep in the guts of it, if I see something that could be done better without a huge amount of work I'm updating it.
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Post by Wade Monroe / MaelstormM on Sept 3, 2017 0:24:40 GMT -5
Dinky post for status. Only 9 of Mega's weapons left to re-tweak in between distractions then plan for another game update to be sure everything's not on fire and crashing. Redoing Spark Chaser was particular fun and it's animation is almost hypnotic to me. Trying to remember to lessen the flickering for attacks too, so Lightning Bolt just does one long yellow overlay instead of rapid flashing 3 of them. Then I'll be in the position of the rematch with ladder code and last few straggler of talents.
Edit >>>> All the smurfs weapons done and I'm reworking his talents now. Should be done after work Sunday night then can post another testing bit.
Edit Edit >>>> Forgot I hadn't retweaked the talent graphics like the recovered weapons >_<
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Post by Wade Monroe / MaelstormM on Sept 4, 2017 22:36:34 GMT -5
New Build Update 2017-09-04 >>>>>>>>>>>>>> www.aggamare.com/g/mmnr/MMNR_TestTest.htmlGeneral - Changed Default Keys a bit, now Pause is Q and Crusher is W now. See how those feel. - Fixed bug where you take damage and could rapidly use another attack before cooldowns were up. Mega Man - All talents "should" function now without crashing new engine (do gotta fix a bug in Mega Crusher where you can't use specials after) Mega Weapons - All older weapons for Mega reworked into new engine. - Gemini Laser, Top Spin, Spark Chaser, Black Hole changed to fit in better with this engine. * As always, takes a bit for it to load through encryption
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Post by Wade Monroe / MaelstormM on Sept 12, 2017 1:15:28 GMT -5
Got the ladder code fixed to be functional under new engine and Rush Car implemented. With restricting armors to respective sections as to make them used for the intended obstacles, decided to scrap the idea of acquiring armors over course of first 20 stages. This will let me have more stage diversity (since can't require armor to progress through stages if players may not have obtained them yet) and eliminates potential cheese during boss fights. So current line of thought at least at the moment is...
Rush Armor = Digging (nonstop directional moving in dirt so you'll haveta steer) Tango Armor = Wall Jumping (ala Mega Man X, which will also help prep the engine to do MMXNR) Beat Armor = Flying (Ala Jet armor in MM6) Rush Jet = Auto Scrolling stages, free form movement Rush Car = Auto Scrolling stages, platforming Rush Marine = While in water free form movement Ride Armor = Big and clunky, good for smashing obstacles and block puzzles
With the ladder block hurdle finally clear hoping to have some more warm up stage sections done by end of my next weekend.
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Post by Wade Monroe / MaelstormM on Sept 16, 2017 22:31:02 GMT -5
Quick vid of Rush Car
Got the springs in Nunchaku Man working, overhauling Tango Armor mode thing now graphic wise to allow him to shoot while sliding on walls rather than climbing on them like before.
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Post by Wade Monroe / MaelstormM on Sept 23, 2017 22:52:00 GMT -5
Games dimensions changed to fit 16:9, because why not if I'm already tweaking the main points. Video shows the new directions for Climb (Tango) armor and Fly (Beat) armor. Edit ====== www.aggamare.com/g/mmnr/MMNR_TestTest.htmlDemo is updated with Nunchaku and Jet Man's stages to play with new forms. Climb Armor works very pretty much the same as X's wall jump. Jump against a wall and you'll stick to it, slowly sliding down instead of climbing up/down like before. Pressing Jump will make you do a little kick off the wall into a jump you can control. Fly Armor works like a standard press-button-to-gain lift in other games. Once you're past the peak of a jump, press up to switch to flight mode. Time your presses of the up button to gain height or hold height.
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Post by Wade Monroe / MaelstormM on Sept 30, 2017 19:50:23 GMT -5
Video of new direction for Rush fusion's Dig Armor.
Also figured out how to make some quicksand, so figured Shaman Man's stage needed something besides just arena fights as imagined with the original build so plugged it in along with the Dig Armor.
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Post by Wade Monroe / MaelstormM on Oct 13, 2017 17:31:18 GMT -5
The old Ride Armor concept was mostly for giggles and didn't really have to much going for it aside from occasionally giving you guard state and hitting stupid hard. To try and give it some unique flavor this go round it now always puts you in guard state and can ignore stage hazards. Figured out how to let it interact with blocks better so now aside from just destroying blocks can also do some simple block puzzles with it.
And then there's my mortal nemesis, the crusher blocks. They behave much better than past versions now. Hopefully no easily produced glitches with this iteration of them, otherwise have a few ideas of additional logic to slap on them.
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Post by Wade Monroe / MaelstormM on Oct 16, 2017 23:18:13 GMT -5
While rebuilding Celsius Man's stage, thought the lil restricted vision for the blizzard was neat.
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Post by Wade Monroe / MaelstormM on Oct 24, 2017 0:03:53 GMT -5
The first 21 stages have their base mechanics in place and in most cases a fresher coat of paint. About 30 different mechanics most of which have several variations to try and piece together things to maul players before putting the lil baddies and bosses back in. Given past learningzzzzzz making a effort to have the mechanics encountered in relative safety before going for blood and tears.
Next up is to get the 3rd draft bosses converted updated to work in new engine, then flesh out the stages more, then onto the last stages and bosses.
Unrelated, Youtube uploads seem to be full of hateraid on vid quality lately. More stuff to go and figure out what they've changed lately I guess.
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Post by Wade Monroe / MaelstormM on Nov 15, 2017 0:31:28 GMT -5
In home stretch for next uploaded patch, have like 2 more abilities of Nunchaku Man that need to be cleaned up and adjusted for new FPS/Scale then will post it. Loosely planning on doing the boss reuploads in increments of 7.
Edit -----
Quick'ish vid showing bosses 1 to 7 alive in 16:9. Got a few tweaks left to do to try and prevent crashes before new test build goes up.
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Post by Wade Monroe / MaelstormM on Nov 16, 2017 1:39:36 GMT -5
(Keep in mind it still takes a couple minutes to load)
New Engine Build Update 2017/11/16 =============== General - Adjusted block collision to be a tad less sensitive. - More tweaks to prevent multiple hits from occurring on players at same time. - More tweaks to block interaction to smooth out some other kinks. - Dimensions changed to 16:9 (400x225) instead of 4:3 (280x210), Figure might as well make it fight a standard monitor while I'm knee deep once again. It'll give me more room for boss fights as well so why not. - Increased damage of hazards to 14 (kills you in 3 hits now instead of 4). - Did a change to try and reduce sound stacking things such as when multiple crusher blocks hit or disappearing blocks poofed at same time. - First pass of updates to Stage Select screen, including game tips.
Stages - First 21 stages have their 1st section done to try various block types out.
Bosses - Rhino Tank, Plasma, Brick, Shark, Balloon, Punch, and Nunchaku are back in (for Playtesters at moment)
Vehicles & Forms - Climb Armor, Fly Armor, Dig Armor, Jet, Marine, Car, and Ride Armor modes are alive.
Mega Man Talents - Mega Crusher Talent stopping special weapons bug fixed. - Helper Power now increases the rate of pet attacks rather than increasing damage.
Pets - Changed Beats Charge Attack to behave more like regular homing weapons.
=========== Playtesters - Picking any boss outside of the 7 listed as done will crash game. - Stage skip function added to the Delete key while in stages. Hold Up or Down then ever so quickly tap Delete to jump forward or backward a stage section. There is no restrictions currently on it though so skipping to a stage section that doesn't exist will similarly crash game or cause it to end up in Oz. Added for later on when there's more than 1 stage section up to save time running through prior sections like I used to do. - Outside of crazy bugs, the big question is still whether the new engine runs faster than old engine. Trying the section of Celsius Man that's up with all the blizzard effects to know how it treats ya helps too.
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Post by theweapon2 on Dec 12, 2017 2:20:19 GMT -5
Any more updates before the end of the year?
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Post by Wade Monroe / MaelstormM on Dec 12, 2017 11:50:28 GMT -5
Like 99% that the next load of 7 bosses will make it out for playtesting on new engine, 25% would be all 21 initial bosses done up.
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