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Post by Wade Monroe / MaelstormM on Sept 23, 2008 1:07:57 GMT -5
Cause making him fly is taking the easy way out lol. I only need like 5 for Rush and Tango (1 Ready, 3 Running, 1 Jumping), but just takes time to do them and there's other parts that are more important at the moment.
Once these last 12 drawlings are colored and the animation done for RA:Legends 366, then can begin hammering on this some more.
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Post by brickman on Sept 23, 2008 14:13:28 GMT -5
Well if making those sprites isn't a priority ATM, could you at least stick in placeholder code that gives us three different colored (or identical, for all I care) Beats so we can test with all three armors? I'm quite interested in how Tango Armor will interact with some of the current features.
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Post by Wade Monroe / MaelstormM on Sept 26, 2008 6:34:16 GMT -5
But then I'd haveta go back and undo it all once the code is done the right way and I'd be getting more bug reports before I had a chance to fix the ones already in effect ;_;
Give a old man a break.
Edit ========================================= - Tango/Rush will be in there next patch. Curse youse and your peer pressure. Got Rush running around at the moment and Tango shouldn't be to far behind since they'll behave similarly on screen. Dunno what I'm gonna do with them for ladders though >.>
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Post by brickman on Sept 26, 2008 7:46:05 GMT -5
Teleport them offscreen and have them return when you reach the top/bottom?
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Post by Wade Monroe / MaelstormM on Sept 27, 2008 17:00:46 GMT -5
At the moment the AI works as: - Once Mega goes so far away while they're standing still they run to close the distance. - Once Mega goes a bit above their Y-axis they jump attempting to get even closer. - If Mega's Y-axis is very far above theirs they will do a really big jump to jump over ledges even Mega couldn't jump (well, without the Rush Armor). - If they get to close to the edge of the camera they'll repop at Mega's X/Y. - Any block crush attack on them also resets their X/Y to Mega's.
I'm thinking if I turn off the AI that makes them run/jump and the camera reset thing while Mega's on a ladder it would make it look okay.
As for their attacks, Beat is already decided with his little charge attack thing. Rush I think will shoot a homing missile from his back. Tango will spit bouncing hair balls like the kitty in Topman's stage.
Edit ========================================= - Guess I should start adding in sound effects too >.> - Changing the leveling abilities so that only the super big attack ability at the Lv20 point of each tree requires points in earlier stuff (10 points). The other abilities will just have the minimum level requirement.
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Post by brickman on Sept 27, 2008 18:53:31 GMT -5
- Changing the leveling abilities so that only the super big attack ability at the Lv20 point of each tree requires points in earlier stuff (10 points). The other abilities will just have the minimum level requirement. Yay! I'm a helper!
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Post by Wade Monroe / MaelstormM on Sept 30, 2008 0:40:39 GMT -5
Update Sept 30th ============================== - Rush and Tango have their first drafts for helping out in the stages in there. - First pass of adding sound effects to some things is in there. - Seems to be some kind of shot reset/fire bug that happens here and there after all these touch ups, since it's so little I haven't been able to track it down, but I have a can of Raid ready for when I do find that bugger. - When you go into Dr Light's lab (place where Danger Room entrance), there will be a barely noticeable screen you can press up on to go into the 'level up' page. Did some trimming and revising from the original draft of World of Megacraft talents given how the engine has changed now. There's 3 category trees (Buster, Engine, Support) and each category has a 5 point and 10 point talent (at level 10 and 20 respectively). You can spend a total of 14 points in each tree. The 'Clear' button wipes out all your currently selected talents, whereas clicking on the indiviual talent tree headers will clear out just that tree's talents. Your level and total talents spent are in the bottom left corner. Clicking 'Back' will return you to Dr Light's lab. Of course these aren't live yet, but you can see what I'm aiming for with this now at least. Filesize is sitting at around 6mb's at the moment.
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Post by syythe on Oct 1, 2008 16:21:32 GMT -5
barely nocitable screen? it has a huge mega on it if you miss it you must be blind
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Post by Wade Monroe / MaelstormM on Oct 1, 2008 18:38:15 GMT -5
25% of your screen real estate is not huge
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Post by syythe on Oct 2, 2008 18:15:41 GMT -5
its that big? um 25percent top to bottom as well as left to right?
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Post by brickman on Oct 3, 2008 7:51:07 GMT -5
Yay pets! Rush and Tango's AI are surprisingly pretty good with the exception of ladders (For which you really should just warp them out until you get off). Getting them to fall into pits is still possible, though, and quite fun. If you finish a level fused, you start the next one fused; I assume that's a bug.
You seem to have created a few weapons-related bugs with this update. The brick and that tornado weapon under it crash the game if you use them now. Also, I noticed that Sakugarne's height is the same as normal in Plasma Man's stage, meaning it's a lot shorter than your regular jump height (not even enough to reach that first ledge).
Tango performs pretty satisfactorilly on patforms moving vertically or towards you. However, platforms moving away from you cause a slight graphical error and make you slide down (although fortunately you don't have to keep moving into them).
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Post by syythe on Oct 4, 2008 15:46:34 GMT -5
also for now why not place a exit on the rush jet part of jet mans stage? i go in there and i have to refreash to get out.
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Post by brickman on Oct 5, 2008 11:01:10 GMT -5
Err, the rush jet part DOES have an exit, you just have to wait 20 or 30 seconds to reach the end.
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Post by syythe on Oct 5, 2008 11:36:02 GMT -5
oh i got impatiant i guess.
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Ariga
CITIZEN
cluck
Posts: 11
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Post by Ariga on Oct 5, 2008 21:45:45 GMT -5
You might have to think of something when Mega Man has a helper out. I was climbing the ladder in Brick Man's level, and Rush was just falling down the ladder... then appearing on top of Mega... then falling down... then appearing again... ad nauseam.
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Post by syythe on Oct 6, 2008 15:04:13 GMT -5
yeah. i just fuse because its repeative
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Post by Wade Monroe / MaelstormM on Oct 7, 2008 14:57:29 GMT -5
Gonna be a lil' bit before I get the next update up. Works starting to go to he!! in a hand basket again.
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Post by Wade Monroe / MaelstormM on Oct 23, 2008 0:42:08 GMT -5
Alrighty, got a 4 day weekend coming up as I attempt to make another stupid big hamburger for my birthday. So between that and getting Fable 2 I'm gonna try to squeeze out the next update with some more fixinating. Update Oct 23rd ========================== - This lil update turned out to be mostly a fix it one do to The Brick and Twister Swarm not working The fix ended up being very odd and caused me to spend hours trying to figure it out. This is my epic tale... Reviewed the code for the 2 weapons since they seemed to be the only 2 affected and they are the last 2 weapons coded in. Made a few tweaks, and no change. Game still crashed whenever they were shot. So now began process of elimination since I couldn't find any typos or flow errors whatsoever. Tried removing the function that controls either weapon once it's shot versus the code that generates the shot. Still crashed which let me know that it wasn't the attacks function that crashed it. Next, tried changing around the Shot type number by swapping it with the mega busters in case there was a shot type conflict. Still crashed. Tried rearranging the code in case there was somehow a wrong } somewhere which flash wouldn't see as a error sometimes but could cause all sorts of weird stuff to happen. Still crashed. Since the problem was apparently inside the spawning code, tried removing the code and placing it in it's own function. Still crashed. Now, only things that had changed that I knew of since they all last worked was that I added sounds and made 2 new busters. Double checked the buster code for conflicts and couldn't find any. Tried removing the Dark Buster and Lion Buster code. Then suddenly both The Brick and Twister Swarm weapons worked. Since I still wanted both busters in there, I rearranged the code some more in case there was some kind of freaky unwritten limit on the amount of 'case' statements a switch can hold. Game still crashed once I re-added them in a different format. Out of curiosity I tried removing a few of the MM1 weapons which were coded in just after the buster weapons while keeping the Dark and Lion busters in. Doing this and The Brick and Twister Swarm still worked. So now I was really stumped since apparently it was some kind of line count per frame problem, but it didn't make sense since the weapon spawning code was only like 1700 lines of code in a frame whereas the code that controls all the weapon funtions was like 7000 lines of code long. So the fix was basically to removing some of the weapon spawning code to shorten the list and placed it in a different frame with it's own function. Very strange problem for my piddly programming skillz. Just had to vent that since it took forever given all the compiling, check, recompile, recheck... - Also redid the Pet AI for Rush/Rango to make them a bit better at keeping up with you. They also won't jump or center themselves on you when you are climbing/hit so that should solve some of the weird stuff. - Touched up more of the weapon sound effects. Lemme know if anything seems corn-balled as ya fight with it.
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Post by brickman on Oct 23, 2008 20:36:23 GMT -5
Alright. Well, the random sampling of weapons I tested worked. Did notice two mistakes though:
1: The gyro cannons make shot noises after you shoot out the propellor, but not before.
2: The Homing Sniper weapon always targets whichever enemy spawned closest to the top of the screen, regardless of who's closer (at least I think that's it. There's only three places so far with two enemies on screen, and I'm too lazy to check the one where they're different enemies). As a side note, if you fire more after the missiles kill a target all strays redirect to the new target; this is probably intentional, but I wanna check.
As for the pet code, yeah, much smarter. Rush looks pretty cute leaping around behind megaman; tango is too quick and that effect's lost; s/he is practically always on top of you. Anyways, ladders over pits aside I've only found two ways to trick them now: Sakugarne (since you can jump higher/longer than them) and the collapsing blocks in Punch Man's stage (since they jump a moment after you). They're good on moving platforms though.
Speaking of moving platforms, I just tested some weapons on them. Flameman's weapon works exactly as it should--sticks to platforms moving parallel to the flame, ignores the movement of perpendicular moving platforms. May look odd if you make any diagonals though. Ice block, search snakes, rofltotem and everything else I could think of recognize the elevator in Brickman's stage just fine but they don't move on the horizontally moving platform, instead sitting in place until the ground disappears from under them and promptly. Search snakes will run across the top of the horizontal mover, and will climb up the side if it's moving towards you, but if they hit the side when it's moving away they'll just fall downward, as if they reached the bottom of a wall and hit empty space (which they probably think they did). That's not very important though, since there's no reason to ever use search snakes on a moving platform except to debug them.
edit: Make that three ways. They still don't get the benefits of low gravity in Plasma Man's stage, and thus jump half as high as Megaman. Beat's the only pet who can follow you through the first jump at all, and you can lose them almost anywhere if you try.
PS: So, umm, I just tested Mirror Flash and discovered that it in fact performs the current effect of Enker's weapon across the entire screen, for cheaper energy cost, instantly. Are you sure you can't boost the Mirror Buster somehow, because it isn't even usable as a novelty now.
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Post by Wade Monroe / MaelstormM on Nov 8, 2008 15:40:40 GMT -5
- Haven't added in the left/right moving code for special weapons yet when detecting what a block is doing (or up/down for that matter).
- All weapons still cost 100 energy to use.
- Doh, forgot the gravity and water effects for the pets.
- Doh, forgot to add sound to the helicopter-bomber-shooter thing's other form.
More work to do apparently.
Next stage to get a sampling of will be Psycho-Man's. Like the stage's namesake, gonna try to blend Friday the 13th with Nightmare on Elmstreet. Normal stage will be like a wooded campsite, then there will be portals to enter to goto a nightmare world where stuff be freaky.
----------------------------------- Edit: The homing sniper missiles go after the targeting thing. So when you fire a second time and a new target appears, all existing ones will go for it. Was intentional.
Mirror buster will be able to reflect higher level buster shots depending on which enemy shot it reflects. Mirror flash will always just make it's little one. Depending on how it works in the end Mirror Buster may get a tweak to make it more like the original, but haveta see how it works out once more stuff is in here.
Edit ======================================= - Still getting wailed on at work which sucks the life out of me when I get home. (Cable industry is teh madness >.< ).
Want the next patch should have some of the talents working. I want the 8 way firing to pause Mega's left/right movement to better take advantage of them. Some of the updated pet/weapon block detection revamped too.
Edit ======================================= - Got the moving block interactions updated and going pretty smooth (Aside from remote mine, somehow search snake and ice wave didn't act to weird after adding the changes). The Tango armor's wall climb seemed okay too. Here's to hoping that nothing strange happens when the real stages are pieced together. - Pet behavior on moving/space/water seems to be going a bit better. - More sound updates are in there for special weapons (like crash bomber that have several sounds due to things like shot, impact, and BoOm). - The 8 way firing movement stop thing works as long as you stand still when you start firing or in RJ/RM. If you are running when you start shooting a 8 way firing weapon it won't interupt your run.
Which leaves me with getting the 3 crusher powers worked together and the special weapon enhancements together and should be able to post the update.
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Post by Wade Monroe / MaelstormM on Dec 18, 2008 17:36:23 GMT -5
Update Dec 15th ============================ - Pretty much all of that previously mentioned stuff except the special weapon enhancements by talent are in there. - Some weapons still having probs on Up/Down blocks sides. - The first draft of the monster weapon list is up... www.maelstormm.com/Games/MegamanNextRemix/RicksAdventure4Weapons.htm. Brooding over it before I start putting in energy costs and figuring out enhanced versions of each. - The 3 Level 20 talents got their first draft done. Now back to hating work. Edit ================================== - Forgot to mention that the default crusher key is Shift at the moment. - To play with moving blocks easier goto Sharkman's stage. Edit ================================== - Closing in on the next update which is still primarily for special weapons. The special weapon cost, weapon timers, special weapon talents (reduced cost and enhanced effects) and another update to the sound effects all should be live very soon. - With that hopefully first draft of pet weapons will be live too.
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Post by Slingshot on Dec 18, 2008 23:36:29 GMT -5
I see you are using Okkusenman (ver. gomu) for Otaku Man's stage. It is a really good choice as the guy is singing about Ultraman and how he used to watch that as a kid. Real otaku stuff.
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Post by Wade Monroe / MaelstormM on Dec 20, 2008 15:51:09 GMT -5
Full credit goes to Piney for suggesting it. Where art thou Piney *tear*.
Update Dec 19th =============================== - Rush shoots busters, Tango scratches off exploding flea's and Beat does his little dive thing. The talent to enhance your pet's increases their damage and frequency of attack (forgot to add that last part into the description). - First draft of weapon energy costs and timers between special attacks is in there. Master weapon list is updated with all the effects from the enhancement talent (and there is a crap load of them). Tried to mix it up some so even weapons that are very similar would scale differently. The rough formula I used to get a base cost in mind is at the far bottom. - So with that stuff added in, all talents should be working. Balancing is another story all together >.>
Edit ========================================= - Upon further playing around with the weapon timers most of them require shortening. Gonna set the long delay ones to a max of 40 frames as opposed to some that now are up to 100. Most will be around 20-30 unless they use rapid fire like metal blade. The shield/screen type ones (circuitry shield, time stopper, etc) will get a short startup delay in addition to holding the weapon timer until the end so if they do damage near the beginning you can't insta-spawn another one to do berserk damage. EI: If you run up to someone with Leaf shield now, you can hold down special and just spam them since the weapon timer is only the duration of the circling shield, after change there will still be a minimum 30 frames aside from duration before you can use it. - Next patch will expand some stages and add a few more baddies to play with. - Still looking for some good music suggestions for Arsenal (Heavy industrial), Strider's (upbeat techo/rock) and Celsius (crytsalline/classic). *Where art thou Piney*
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Post by Wade Monroe / MaelstormM on Dec 25, 2008 23:24:13 GMT -5
Lil Update 12/25 ==================================== - Changed Beat's dive attack to instantly stop if it hits a guarding foe. - Added 4 bland stages to Psychoman's place as I start work on it's theme. - Changed the music for Circuitryman (Astral Projection - Power Gen), Arsenal Man (Static X - Start A War) and Celsiusman (Megaman X4 - Frost Walrus 2). Still an ongoing battle to find ones that make me happy and fit the bill. - Added previously mentioned new baddies to Arsenalman (wall turret and skull), Mirrorman (fish bomber), Stealthman (giant hard hat) and Punchman's (robo-alex and met-ball-thing).
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Post by brickman on Dec 28, 2008 1:54:40 GMT -5
Pet attacks work fine. Tango's is my favorite. I should note that Rush always shoots in the direction you're facing, rather than the direction he's facing or the direction of enemies; he's also the least effective of the three I think, since he almost never hits anyone (only even capable of it if they're level with the ground you're standing on) and there's so much space between attacks. Tango's good for ground enemies (it mimics the effects of a few handy master weapons for free), beat's good for the hard-to-hit, but Rush is useless.
Most of the weapons work well enough, and at least feel more balanced than before. Few new bugs: Once used, circuitry sheild cannot be used again AT ALL until you leave the screen, even if you switch weapons; rain flush can be reused LONG before it's over, magnet missile misses the new turret enemies (turns too early), and gyro blade doesn't seem to do what it's supposed to at all, tested on many enemies; it just flies straight.
The elevator in Brickman's stage now dissappears when you near the top of the shaft. The only way to continue is merging with Tango (or something else to boost your vertical movement).
Strider Man and Circuitry Man now have awesome themes. Celsius's is pretty bad though, at least in my opinion. Arsenal Man's theme gets old really, really fast, so I don't like it either. Sandstorm's and Nunchaku's old themes also must go, no question. I think Mirror Man's is ok though.
The new enemies are pretty good. The turrets are annoying as ever, and I'm sure I'll come to loathe them in time. The skull enemy is surprisingly nasty, at least when combined with air support. What's-his-name (Alex?) in Punchman's stage is funny and fits, and the red pill enemy seems to work fine (though there wasn't much space to test his AI). That enemy in Mirror Man's stage is already giving me nightmares about what's to come, or would be if he wasn't PATHETICALLY easy to take out with magnet missile and possibly a few others. The giant met in Stealth Man's stage works fine from a mechanical standpoint, and would work fine in other parts of the game, but it looks rather silly in that stage; I was expecting something more like aimable turret-guns (probably not the turrets you have currently, but looking at the stage again they would actually work quite well attached to the stationary boats) "attached" to the boats (either for real or just moving up and down and positioned to do so in synch with them) and some joes or similar on the boats themselves, possibly with some normal-sized (or at least normal looking--arsenal's choppers would work too) flying enemies. The giant met just clashes with the theme way too much. Anyways, his shots seem to dissappear occasionally before they should; I think they might be doing so after touching beat, though it's probably not that simple.
One last bug: The delete key does work as advertised in levels and on the pause menu. In Light's lab, however, it returns you to start if used in the first screen and freezes megaman in place (requiring you to hit refresh) if used elsewhere.
I haven't tested the upgrades yet. At all. I may soon.
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