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Post by brickman on Sept 17, 2008 9:19:10 GMT -5
*There's a vertical slit in the building at the start of punch man's stage which shows the background.
* If you're supposed to go down in Punchman's stage, you need an arrow
* You can still go right at the scene you're supposed to go down, which exits the level
*Killing the saturn enemies while they're inside a wall produces a powerup which spawns just to the edge of the wall closest to the enemy. I'm guessing this was intentional, but I think it makes less sense than MMXN's inaccessable floating powerups and it would make more sense if it first checked for space above where the enemy was killed.
And by far most importantly:
* If you keep running while on a falling block, and there's a wall to the side you're running against, megaman will go squish despite all logic. Here I thought that your crushing code was just "If mega touches a ceiling which is intended to move up and down, kill mega". That's what it was in MMXN, right? I'm not crazy? Anyways, if you're going to have ANY falling blocks with ANYTHING useful underneath them, rather less the level path, that's not a bug you're going to be able to sweep under the rug this time.
Oh yeah, vehicle sections work. There doesn't seem to be any logical reason for rush marine to be "pulled forward", as it doesn't autoscroll and unlike the flying section (where, logically, if you're not moving forward you'll fall) there's no logical reason he'd need to be rushing.
edit: Also, enough's enough: Is it actually physically possible to get past the third screen of Plasma Man's stage without getting hit that doesn't require a time-freezing weapon? I tried it many times including with all three pets (while they were available) and it seems impossible.
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Post by Wade Monroe / MaelstormM on Sept 17, 2008 15:49:48 GMT -5
- Doh, haveta go check the tiles x/y's for the building - Guide arrows will be in there at some point. - There's 2 paths on Punchman #4 there, the right will continue on the blacktop, down takes you to the sewers. - Haveta debate on the power up thing, requires more code and a different block detection. - Anytime the engine detects that mega's head and feet are touching a block Mega dies. The problem is that when blocks are moving away from each other (aka: not smurf smushing) if you press Mega against the wall, he'll squish himself into the space triggering it to read true and explodinate him. Been an ongoing problem I've been fighting with for, like, ever with those types of things. Until I figure out a better way of doing it though, steer clear of small places when moving things are involved >.> - The water section of Punch man has a current flowing in it, it's not Rush Marine. Though no bubbles or so to let you know it's there. - Takes the timing of a champ, but yes you can get past Plasma Man #3 without taking a hit. Just gotta jump over the second the whirly plasmas pass you and immediately jump to the door with like a 1/2 second to spare if timed right.
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Post by brickman on Sept 17, 2008 17:01:38 GMT -5
Terribly minor bug: Use Search Snakes on the walls that touch the top of the screen in Brick Man scene 2 and Plasma Man scene 2 and 3, and it'll leave the top of the screen and come down the other side.
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Post by Wade Monroe / MaelstormM on Sept 17, 2008 18:46:45 GMT -5
Definitely not gonna fix that one lol. Shots won't reset until they get a fair distance out of the camera's range and since most blocks I don't have coded beyond the stage range leads to lil' quirks like that.
On a slightly different note, how's the speed of it performing? Is it running sluggish or nice and zippy?
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Post by brickman on Sept 17, 2008 19:26:05 GMT -5
It's running perfect. No sluggishness at all.
Oh, and seriously, while I like a challenge as much as the next guy, requiring split-second perfect timing to not get hit by the level hazards alone, before adding enemies to a stage in Plasma Man's stage is a bit too much. Perhaps you could get rid of the electro-ball on the end? Or maybe ditch the one nearest the center of rotation, and add two more spokes to create a windmill with a safe center. A "You will take one and exactly one hit at this point in the level, period" trap isn't very fun.
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Post by Wade Monroe / MaelstormM on Sept 17, 2008 20:17:08 GMT -5
I can scoot them a smidge closer to lessen the difficulty, but per Piney's request, Plasma's gonna be a helluvapalooza of a stage.
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Post by brickman on Sept 17, 2008 23:21:54 GMT -5
I don't think closer together will do it. As long as they extend farther than your jump height, there is simply not enough time to get through without being hurt.
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Post by Wade Monroe / MaelstormM on Sept 18, 2008 4:27:25 GMT -5
If an old man like me can do it, you young whippersnappers can. Scooting them closer will at least let ya jump a smidgeon earlier to give ya more time to do the jump to the door.
Got the block freezing in effect for Mirror Flash and Time Stopper.
Mega will have 3 busters now too. - Mega Buster: Old faithful. Highest damage output at max charge, good range, speed. - Dark Buster: 8 directional firing, weak damage. Each additional charge level adds another shot which spreads out ala' kz10's spread buster. - Lion Buster: Short range, hazard effect so it doesn't reset when it hits a guarding enemy or enemy that doesn't die from damage. Not very effective against quick enemies since they move out of the area of effect.
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Post by brickman on Sept 18, 2008 8:29:31 GMT -5
Seriously? You don't have enough weapons in this game already? I thought after 100 or so master weapons, including 20 new ones, plus three mobility-based alternate armors, vehicle sections and of course purchasable upgrades after levels, you'd be satisfied with the arsenal by now. But no, instead you're giving us an extra infinite metal blade and a free laser beam.
Can these be used with the armors?
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Post by Wade Monroe / MaelstormM on Sept 19, 2008 5:12:49 GMT -5
I want them to be able to be used with armors. Master weapons will still do more damage/have better range/bigger AoE/etc so they'll still have their place. lol, I actually was going to do 4 different busters with the 4th being a radio buster that would explode when it hit, but 4 40x40 icons didn't fit in the 120x40 spot on the pause menu so it was cut. Update 9/19 ================================= - Dark Buster and Lion(heart) Buster added in. Pause menu was reaaranged a lil bit to squish them in next to the weapon preset buttons. They 'should' work in fusion and vehicle modes. - Plotted way to obtain Slashman Next, Dark Buster, Lion Buster and something else I haven't decided yet will use a optional boss method in 4 of the stages. Win a sparring match against Slashman Next, Beat down Dark Man (figured he's technically a robot master and did give some goods in the cartoon) and win a sparring match against Proto Man. The 4th optional boss thing I have no clue about what it will be or what it will give but I'zza think of something. - Expanded Brick Man's stage a bit and added in that lil copter-bomber thing. Don't got the bombing part coded in yet, but he'll fly up/down spewing fire power, then when below half life will drop (backwards to hopefully land on a ledge so it can keep hassling players). Will also bounce off the ground ceilings while still flying to make it a bit harder to hit. - Mirror Flash & Time Stopper weapons will do the previously mentioned freezing of animated blocks. Still a few lil quirks here and there but the gist of it works. - Updated Fused Armors so their special movement forms can catch onto ladders. - Added the games theme song to the title screen. Figured it was fitting given how many robots the smurf has beaten down and how much firepower he's accumulated over the years of his life till this point. - Expanding the thought on the stages is that since they are mainly planned as a mix of assaults on Wily's city/bases and guarding places from Wily's goons, to account for the variety of locations they'll reward you $$$ in different fashions. In the assault stages earn $$$ by blasting enemies and getting random coin drops, in the guardian stages add a timer to reward you for clearing it quickly before (in theory) Wily's bots have a chance to hurt someone.
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Post by brickman on Sept 19, 2008 14:57:12 GMT -5
WOW. The gyro cannons. . . wow. No, umm, they're not quite that fast in the Zero games, or that aggressive, and if memory serves they mostly hover around one spot rather than following you. But man, this version's so much cooler. This version of the gyro cannon is AWESOME. If you gave it some more health, the promised bombs and third, horizontal bullet ground you could easily call this version of the gyro cannon was a miniboss (not that you should, though, especially with the third bullet. Although you could make a normal enemy gyro cannon that works like this and then a second one that actually is a miniboss and has a third gun attached and extra health). As is, he's actually beatable if you just stay in one place with some distance between you but man does he leave an impression. At this point, since he already follows Megaman the bombs don't seem even slightly necessary, since their main purpose was to keep you from hanging out underneath the gyro cannon. By the way, I issue a challenge to my fellow testers at this point: Beat both gyro cannons using only Sakugarne, in one life. I did it. Actually, beating anything with Sakugarne is both twice as hard as it needs to be and four times as fun.
Anyways, the new busters work, though you're going to confuse some people with putting them next to the "weapon set" buttons. Heck, you confused me at first and I'd already seen the pause menu. The lion buster doesn't seem very useful though--it certainly isn't in the levels so far. You can't use it effectively against barrels or the saturn enemies, as the barrels fly too high for uncharged shots on the ground to hit them and an uncharged buster shot already kills any number of saturns in one hit so you have no reason to rely on this thing (also, you end up taking a ton of damage using it on them). Against other enemies, even large ones, it does no more damage than the more manouverable second buster. I suppose it'll be better in places with enemy spawners. Speaking of balance, I noticed mirror buster seems far too expensive given its effect, and rain flush deals a ridiculous ammount of damage for its cost. Also, I somehow doubt that rain flush is supposed to be stackable.
Time-freezing effects work on the elevator in Brick Man's stage, the falling blocks in Punch Man's stage, the laser in Arsenal Man's stage and the moving platforms in stealth man's and jet man's stages. However, in those last two it does not make the stationary platforms that are supposed to look like they're moving freeze, which looks strange. It does not stop the things in Plasma Man's stage. Also, if you freeze the elevator while you're on it you get a minor graphical error.
Finally, if you're going slowly/cautiously and paying attention (as I was, given the Gyro Cannon) you'll notice that when you reach the top of a ladder in a vertically-scrolling section the screen seems to jump slightly. No big deal.
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Post by Wade Monroe / MaelstormM on Sept 19, 2008 21:21:05 GMT -5
- Point, is kinda hard to drop a bomb on you when they are pogging up and down level with you so you'd just run into them. I'll make it shoot a tracking missile out then. On the note of more firepower though there was a hover turret enemy in MM7 I believe that shot a healthy spread of shots as well as missiles and stuff.
- Confusing people is fun. Though there's still more reorganizing to come on the pause menu including a second page. Gotta fit in extra lives, continues, items, busters, presets, current weapons, etc.
- All the weapons (and busters) still have balancing to be done. Still haven't changed the special weapons to use a individual shot timer and they all currently cost 10% of your energy per use.
- Doh, bugzorz with time freezing. WTB Flux Capacitor.
- Can't do anything about the top of the ladder screen snap thing. It's caused by Mega's center moving by like 30 pixels in one motion as he climbs the top of the ladder and the camera snapping to his new Y position.
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Post by brickman on Sept 19, 2008 23:32:37 GMT -5
Tracking. . . Missile? AHHHHHHHHHHHHHHH!
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Post by Wade Monroe / MaelstormM on Sept 20, 2008 6:45:47 GMT -5
Not like a Dive Missile or anything, more like a Magnet Missile using the Y axis instead of X axis though. Makes it more versatile and would keep people on their feet better. Also would get me more reviews on Newgrounds saying "It's to hard!" which is always a perk.
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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Post by Pineappler on Sept 20, 2008 9:56:44 GMT -5
For the record, I got past the current sections of Plasmaman's stage without getting hit on my first try. 'tain't that hard to dodge those. Figured I'd toss that out there. With how large the gap of timing is currently, I can't imagine that it would be that much harder before. My machine's back so I finally get to return to playtesting. Let's see how development is coming. Email coming your way soon, Wade.
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Post by Wade Monroe / MaelstormM on Sept 20, 2008 14:30:51 GMT -5
Good to see ya up and running again Pine.
Gonna get the first comic of the Volgon fight up before I got back to this though.
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Post by brickman on Sept 20, 2008 20:07:35 GMT -5
Tested some more weapons. Ice wall is surprisingly fun to use; drop it as a very quick mine or stack several and push them for decent damage. Are you SURE you couldn't let Mega stand on them? They're not very tall in your game, so it's not much of a boost. Also, should you be able to "stack" them though? Spark chaser's hard to see, but works right. If I understand the original correctly, deep digger should probably not be usable except while on the ground, even if we're ignoring the "need to throw a block" factor. In general, some of the weapons are more impressive/useful than others, but that's to be expected.
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Post by syythe on Sept 21, 2008 10:27:39 GMT -5
yeah digger sounds like it should be in the ground. and pine is riight i just made it through plasmma mans stage so far without a hit
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Post by brickman on Sept 21, 2008 14:25:26 GMT -5
Yeah, I was able to get it too. I think he did change it in the last update, and it shows. It's good now.
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Post by Wade Monroe / MaelstormM on Sept 21, 2008 15:38:28 GMT -5
Deep Digger could be thrown in the air, just you needed to pickup the block first (ala' Gutsman). But since I'm not gonna go that far for it, Deep Digger/Strong Arm just throw blockage.
Would take extra code to make Ice Wall also behave as a standard block (same with it stacking on itself) as well as give Mega enough of a boost to clear 3.5 squares instead of the 3 he does now which means more annoying stage designs ;_;
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I'm just glad that despite around 7k lines of weapon code it still runs okay.
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Post by brickman on Sept 21, 2008 20:47:59 GMT -5
When I say "stacking", I mean that using the thing twice in a row makes two copies which occupy the same space on the X/Y plane. If you hold down special with ice block right now, megaman will effectively make a 10X strength ice wall which looks like one block, pushes like one block and will not separate until it disappears.
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Post by syythe on Sept 22, 2008 15:34:43 GMT -5
i do that a lot and also what happened to tango and rush armors? all you get is beat.
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Post by Wade Monroe / MaelstormM on Sept 22, 2008 16:54:28 GMT -5
@ Bman: Oh, that kind of stacking. If the shot timer won't fix it when implemented, then I can make the first one destruct when a 2nd one is summoned.
@ Syy: Rush and Tango need more graphics made (and as we all know I hate making them lol) so they can run around the stage with Mega like Beat does now. Once that parts done then you'll be able to use their armors again.
So if anyone out there wants to make me 3 running frames and 1 jumping frame for Rush and Tango, I <3 you long long time. Since they, unlike Beat, actually require stage/block interaction it makes them more of a pain to code in.
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Post by syythe on Sept 22, 2008 18:56:09 GMT -5
ah. i swaer i saw one for tango standing but unsure where ill keep looking. im actally working on a sprite movie for school but i can't get that darn white space off.
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Post by brickman on Sept 23, 2008 0:18:02 GMT -5
For rush, why don't you just make him fly? That's only one sprite, two if you want his exhause to be animated. Alrternately, www.sprites-inc.co.uk/files/Classic/Rush/ contains all sprites of Rush from all official games. First three sets are the wrong bittage, but the fourth has what you could rearrange to make a jumping animation and the fifth, while the wrong art style, could be used as a base and contains a full running animation.
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