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Post by theweapon2 on Dec 14, 2017 14:12:10 GMT -5
i think you mean all 21 of the robot masters are done and you're working on making them available to be tested in the new engine
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Post by Wade Monroe / MaelstormM on Dec 14, 2017 22:50:16 GMT -5
Same thing more or less. Just trying to avoid additional distractions like MMN triggered >.< Jet Man is done, Shaman Man is in progress. Otaku after him with his lots of moves will be a labor of love. Then need to ponder the scaling for Arsenal Man since the walls will need more space to scroll in now.
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Post by Wade Monroe / MaelstormM on Dec 18, 2017 2:20:11 GMT -5
Quickly showing off Jet Man, Shaman Man, Arsenal Man, and Otaku Man in the new engine on WTF difficulty.
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Post by Wade Monroe / MaelstormM on Dec 28, 2017 20:17:13 GMT -5
Last 3 for the next set of 7 done. Got some other cleaning up to do in guts of it and think I may try to get Proto Man's basics back in there before doing next update in a day or two. Will also be probably updating play test debug code with this go round so for peeps still lurking in cyber space let me know IRL hasn't consumed ye's.
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Post by theweapon2 on Dec 29, 2017 15:47:28 GMT -5
What do you mean by "IRL hasn't consumed ye"?
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Post by Wade Monroe / MaelstormM on Dec 30, 2017 18:59:34 GMT -5
Nonstop working overtime, school distractions, family issues, relentless culinary expeditions, and other pressing In Real Life issues that consume ones free time.
Edit =========
Proto Man shall live once more next update. Just pondering now whether to do the upload tonight, or keep polishing it up a touch and upload it tomorrow night for New Years. Decisions Decisions.
Like Mega, Proto now has a costume for every form/vehicle. Since his Commando mode was retired, gave a Commando Rambo look for his Climb Armor. Then some helicopter thing for his Fly Armor (prolly going to change once I get a better idea) and his Break Man helm for Dig Armor. Made all his vehicles now have a shield theme to them aside from Ride Armor.
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Post by Wade Monroe / MaelstormM on Dec 31, 2017 23:23:44 GMT -5
Alrighty, next playtest update is live on the new engine test build. As mentioned above, the debug code has been changed. Peeps who have the free time to sit down and shoot the bosses that are done in the face for a bit to see if anything crazy happens PM me.
2017/12/31 ===== General - Changed Jumping momentum numbers to try and smooth it out some more arc wise, as well as behavior going from water to air. - Changed Mega's death behavior a tad, wanted to have enemies and their attacks on screen still ideally (ones that end on contact still won't though). - Pause Menu's next iteration in place to pretty up and merge the 4 seperate ones into 1 functionality wise. This also lets all of Mega's MMN specific things fit on one page now too. - Energy Limit Counter no longer resets from dying, only when at stage select. So decreases from using lots of specials during a stage will stack across lives. - More changes to guts of it as working Proto Man in so hoping no other side effects for Mega.
Mega Man - Did another pass on Special Weapon energy costs with changes that happened when going into new engine.
Proto Man - Proto Man can be selected again. - Only Proto Buster and Proto Shield weapons work at moment. - Talents aside from his Crushers "should" work. - Trying some new things to help with shot spawning and attack management that if seem good for Proto will be used on Mega too.
Bosses - Bosses up to Celsius Man can be playtested again in new engine. Don't pick the last seven who aren't done because it'll bug: Mirror, Sandstorm, Dramatic, Warlock, Stealth, Strider, Psycho.
Jet Man - Changed from Rush Jet (which is now for auto scroll sections only) to Fly Armor during his desperation. - Changed homing missile AI
Arsenal Man - Changed fires from Rocket Explosions to last much longer now, but not trigger when hitting left side of screen. Adds more importance to keeping scrolling walls destroyed.
Pets - Changed Pet return to behave more like a homing weapon back to the player rather than a zipping back to you. Didn't like that they seemed to virtually teleport.
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Post by Wade Monroe / MaelstormM on Jan 6, 2018 14:58:28 GMT -5
Vid of Proto's conversion to new engine with all his weapons and talents. Now to get last 7 robot masters converted and then to turn to stages and Bass.
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Post by Wade Monroe / MaelstormM on Jan 13, 2018 0:51:34 GMT -5
Mirror Man and Sandstorm Man join the transitioned to the new engine club.
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Post by Wade Monroe / MaelstormM on Jan 17, 2018 0:50:20 GMT -5
Next two fellas rebuilt vid
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Post by Wade Monroe / MaelstormM on Jan 21, 2018 1:14:52 GMT -5
Vid of Snake and Hiryu's rebuilt versions.
Wasn't digging the shadow for Snake so went with alpha and rain this go round. Since Mega's weapon featuring Metal Gear got removed, figured I'd also stuff it in the background.
For Strider the more I stared at the giant bird, the more I didn't like it in the fight. So yoinked that in favor of some tiny dive bombing birds. Then tacked on some fancier sword hits for some eye candy.
After pondering over Warlock man some from last vid, went back and shrunk his Agony attack (red ball) and added some extra code to the Imp and Succubus so they'd try to avoid the portals so you can teleport safer.
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Post by theweapon2 on Feb 20, 2018 1:24:24 GMT -5
Anything Yet?
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Post by Wade Monroe / MaelstormM on Feb 20, 2018 2:21:27 GMT -5
Damn World of Warcraft put out new goodies and rope-a-doped me back in so Psycho Man's progress hit a snails pace.
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Post by theweapon2 on Apr 4, 2018 1:51:13 GMT -5
I'm trying not to bug you about the updates, but its been a good while now, Is any progress being made?
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Post by Wade Monroe / MaelstormM on Apr 4, 2018 9:59:30 GMT -5
No harm in inquiring. At a snail's pace still unfortunately as other things in life keep attacking me. Learning now the depths of how shady health insurance companies are >.<
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Post by Wade Monroe / MaelstormM on Apr 21, 2018 11:24:48 GMT -5
Finally found time to plug in the last of the regular robot masters. Psycho mostly unchanged from before with a few tweaks. Was going to give him a new move where he throws his head at you instead of the worm spit every now and then ala' headless horseman but backed off since already enough stuff that could go on during the fight.
Next stop is to get Bass up and running as a player, then to start fleshing out levels.
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Post by Wade Monroe / MaelstormM on Apr 25, 2018 23:55:16 GMT -5
First build of Bass in new engine to make sure he can move around and transform into various armors and vehicles. For his 3 armors, figured stick with his usual fusion form for flying, tried for a sorta doberman meets batman for climb armor, and some sorta devilish armor for digging. Wanted to do a lot darker but made him harder to see on backgrounds.
Next up is to get his army of helpers back in there with weapons this time around. Then can scoot to working on fleshing out the Intro stage
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Post by Wade Monroe / MaelstormM on Jun 24, 2018 10:28:52 GMT -5
Finally mustered up the time and energy to plow through getting Bass' buddies and talents squared away. So current iteration of his is each robotic helper gives you 1 traditional special weapon and 1 charged special weapon. The charged one can't be used on demand and relies on not getting hit or using specials for a bit, but rewards you with better bang for the buck energy wise. Unlike with Mega's helpers, Bass' don't come with basic attacks.
Next goal post is hammering out the intro stage and seeing if I can pull off one that teaches you the basic mechanics of the game (jump distances, shoot, charged shot, slide, guard state, interacting) before you reach the Rhino Tank without doing only friends lecturing you.
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Post by theweapon2 on Aug 10, 2018 22:32:25 GMT -5
Any Activity Yet?
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Post by Wade Monroe / MaelstormM on Aug 13, 2018 23:28:38 GMT -5
Beyond Bass being done, working on new mechanics for intro stage to play it's tutorial role. Needed dialog boxes for NPC's to talk to Mega, new graphics, the tutorial mechanics, etc. First 2 sections are done going over moving, jumping, sliding, and attacking. Once the Warcraft distraction dies at end of this month should cruise along smoothly.
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Post by Wade Monroe / MaelstormM on Sept 15, 2018 23:07:17 GMT -5
Took a heroic shot at trying to make some tutorial mechanics into the game for the intro stage. Wanted to make sure players by the end of it were familiar with the distances they can jump, sliding, regular/charged attacks, and having/dealing with guard states. Didn't want to go full nag mode or freezing player in place to have them wait through a lecture so went for having Eddie and friends off to the side for the most part and used "security monitors" to throw the spell out what's going on... and if you don't care or need any of that stuff you can just blow past it.
Was neat to try and build a tutorial level of sorts since in past I just dove right in and left the odds and ends in the instruction manuals.
Once done a few spring cleaning tidbits next demo will be posted live.
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Post by Wade Monroe / MaelstormM on Sept 19, 2018 22:27:38 GMT -5
TestTest link updated now with the new stuff...
2018/09/19 ===== General - Added a light red dot for weapon costs next to the energy bar to know if you have enough energy to use a given weapon. - Added a light red bar next to the energy bar for when special weapons are on cooldown (WIP). - Added Save/Load/Quit to stage select screen. Quit should take you back to title screen. - Changed when music loads so it'll restart when you first enter a stage or die. - Did another pass on iStereo to make room if the urge for more music strikes me. - Cleaned up more code to hopefully keep making it run better.
Special Weapons - Did yet another pass of cost tuning to try and get the extremes reeled in a tad more.
Mega Man - Rearranged Mega's attack code to use some new tricks picked up from Proto Man's, as always hopefully nothing broke.
Proto Man - Changed costume for Fly Armor. Went with a Superman theme so he'd still have a flappy cape since he didn't have a scarf or similar thing.
Bass - Bass can be select again, with all his weapons and stuff now.
Bosses - Mirror Man, Sandstorm Man, Dramatic Introduction Man, Warlock Man, Stealth Man, Strider Man, and Psycho Man back in to complete the roster. - Cleaned up Rhino Tank's intro some more.
Intro Stage - New incarnation reworked to be the first actual tutorial intro stage I've made.
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Post by Wade Monroe / MaelstormM on Sept 22, 2018 15:38:17 GMT -5
Pass of new Danger Room for whenever next update after the Bass & Intro Stage one that went up the other day happens.
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Post by Wade Monroe / MaelstormM on Sept 28, 2018 11:30:29 GMT -5
New things being tinkered on for Plasma's stage as it gets some space shootery goodness and mid-boss mechanics added in.
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Post by theweapon2 on Sept 30, 2018 0:08:49 GMT -5
What else do you have to work on now besides trying to redo all of the stages?
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