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RN
Jun 23, 2007 7:21:41 GMT -5
Post by Wade Monroe / MaelstormM on Jun 23, 2007 7:21:41 GMT -5
Well, at the moment the ones I'm mulling around are: life regen, energy regen, dash regen, easier money, stage skip to boss (hardest to get and still debating), Jump out of bottomless pits, ignore stage hazards and Moon Jump. Course nothings set in stone (we all know how inconsistent I am until it's actuall done). Mainly I want codes to make things easier, but still keep the challenge of bosses around for the most part. Instead of a character select option I'll prolly eventually add a change character option to the New Game+ thing. Update June 23rd 8:07am =========================== - By popular request, added the cheat functions in aside from the things mentioned before. - You can unlock the cheats by beating the game on Frantic with the respective girl and viewing her ending. It should autosave it so you don't necessarily need to save afterwards. - After a cheat's been unlocked any game should have access to it. Also playtesters can use the playtest code on the cheat menu to unlock all of them. The cheat's are toggle switches so if you get tired of one you can turn it off by clicking on it again, if they're listed in white it means that cheat's turned on. There's also a description listed for the selected cheat if you mouse over it (sorry about the short delay of the description, it'll get fixed... maybe). Current Cheats are: > Roll's = Super Health: Regenerates life over time up to your max, Megaman scores you lower with this on. > Jazz's = Super Powerups: Health items dropped by baddies restore 2x's the normal amount. Life & Energy tanks heal 50% more. > Cyan's = Super Energy: Regenerates energy over time up to your max, Dr Cossack scores you lower with this on. > Shin's = Super Dash: Regenerates dash over time up to your max, Protoman scores you lower with this on. > Tami's = Moon Jump: While you're holding down the jump key during a jump or fall helps you ascend a lil better and descend much slower. > Kz10's = Stage Hazard X: Reduces stage hazards damage to 20% but requires a small amount of dash to work. > Julia's = Bottomless Pit X: If you fall down a bottomless pit and hold down the jump key, it'll let you jump out. It costs a bit of life for this to work and if the drop is to far you still may not be able to get out (barring multi-jump or jetpack). > Czarina's = Easy Scoring: Impress the judges more to earn 50% more Charisma at the end of stages. > Crabette's = Tyrant Programmer VENGEANCE: This is awesome, wait and see <3 <3 Sorry, decided against the stage skip one Course normal players shouldn't be able to get Julia's, Czarina's and Crabette's yet. With most of the cheat's functions now at least they shouldn't make a player totally pwn the game and most have drawbacks to counterbalance the usefulness. Back to work on Bubbleman and Castlevania's stages >_>
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Jun 26, 2007 18:54:30 GMT -5
Post by Wade Monroe / MaelstormM on Jun 26, 2007 18:54:30 GMT -5
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Jun 28, 2007 5:38:36 GMT -5
Post by Wade Monroe / MaelstormM on Jun 28, 2007 5:38:36 GMT -5
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RN
Jul 1, 2007 13:47:17 GMT -5
Post by brickman on Jul 1, 2007 13:47:17 GMT -5
Alright, finally got around to it. By the way, before I start: BUG ALERT! Thanks to a misclick I happened to make a quick run through Snakes N' Needles, and found that those ceiling spikes don't hurt you if you jump into them when they're halfway extended. Also, I managed to trigger the transition to the next scene that was supposed to be done with a ladder with a jump, meaning I entered the next scene not holding the ladder and at the peak of a jump and promptly lost a life. I also did a run through the finale as Cyan to test the unlocking (unfortunately I managed to die and didn't have the patience to try again), and noticed that some of Jazz's attacks don't answer to her invincibility during the aux attacks. Also, it may be my imagination but I'm pretty sure the final boss used to have an oversized boss room, but now doesn't.
Anyways, the new stuff. Cheats work fine. The health and energy regens are a bit annoyingly slow, but work. I assume the dash one works too at the same rate, but since that extra regeneration is a pitiful fraction of your base dash regen I didn't notice the difference. I highly recommend just setting that cheat to double the base regen. Oh, the effect on scoring was right as well. Super powerups work fine. Stage hazard and pit X work fine (I wonder, however, if on many levels pit X will just prolong death because it doesn't jump you high enough to reach land). However, I don't think moon jump does anything at all (you already do that by default anyways--it comes in handy in the falling stages, remember?). I don't remember what the score range is supposed to be, but easy scoring got me roughly 180 from all of them. Programmer's revenge was ok (I sort of guessed right what it would be the second a stampede of those zelda birds didn't swarm me at the beginning of the level, which I would also recommend adding by the way but not in conjunction with instakill), but why is there the delay? I didn't think to test what happens if you run out of a screen between the hit and death, but I did notice the delay seems random.
The levels were interesting and varied enough. However, Castlevania was ludicrously easy even using just my primary attack; these enemies were made for a character whose only attack was straight forward, an inch in length and forced him to stand still. Needs a kick in the pants, like something that both flies and shoots grabbed from a different castlevania game thrown in almost every scene. Bubbleman's was much better on the difficulty front.
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RN
Jul 1, 2007 20:50:16 GMT -5
Post by Wade Monroe / MaelstormM on Jul 1, 2007 20:50:16 GMT -5
S&N - Ceiling spikes only had the damage code for the fully extended. Guess I can do a partial one too - All stage exits are just a area detect not a particular action. Guess I can put a block there to force the player to grab the ladder before zoning to the next part.
Finale - Haveta double check Jazz then I guess - Only Citadel has a oversized boss fight room (at least currently).
Cheats - The regen cheats and PR are based on the stage timer (100 frames = 1 stage loop). Every loop the regen ones give back like 3 or 4 points to the respective stat rather than 1 every score loop like dash regens normally (12 frames = 1 score loop). In the Programmer Revenge one it does a simple check of "If life < max life" then "player = boom" at the end of the stage timer which makes for the funny delay. - Moon Jump raises your Y-axis while you hold down jump key during jumps or falls rather than controlling momentum like the normal jump button. Vertically it doesn't do to much, but when trying to jump gaps it definitely helps a fair bit horizontally. I tested it with Roll in her stage by judging from the background and tiles to measure. Not overwhelmingly, but helpful. Also had to somewhat limit the increase part for in the water/lift sections which would cause you to dart to the ceiling like a missile (and in bubbleman's stage it ='d boom).
Castlevania was meant to be a linear one of average difficulty so that sounds all that sounds about right then (mainly for Roll's max buster to plow through swarms <3 <3). I can prolly work in the 2 headed dragon things or gargoyles to add some more things with firepower.
Bubbleman's was meant to be tricky if a person hadn't gotten the hang of water effects or had slow reflexes with all the spikes. Really want to add extra bosses to it though after making this stage though.
kk, thanks for zee feedback as always.
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RN
Jul 1, 2007 21:48:39 GMT -5
Post by brickman on Jul 1, 2007 21:48:39 GMT -5
Had a little more time to play with "Programmer's Revenge" and, well. . . ;DTHANKS ;D.
Specifically, played around with it using Cyan on Castlevania. Long as you do that, it's certainly hard enough (I failed twice, though the first time unless I'm mistaken I lost three steps away from the end of the level), and the eyes scared the crap out of me because I forgot I was gonna have to deal with them. Also like the delay. "Will I be able to get to the next room before I explode or do I have to redo this one? OMG that guy just dropped a health item d**n it I didn't get it I'm dead!"
Oh, and I gotta give you props on the fact that the aux move actually makes you move down stairs.
edit: Wait a sec, does that mean it'll kill you for using a crusher? And couldn't you just totally ruin the thing with E-tanks anyways?
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Jul 1, 2007 21:55:38 GMT -5
Post by Wade Monroe / MaelstormM on Jul 1, 2007 21:55:38 GMT -5
Given that PR seems fun, maybe I'll just make it cause you to bleed to death if you don't have full life so you at least have a prayer.
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Jul 1, 2007 22:04:04 GMT -5
Post by brickman on Jul 1, 2007 22:04:04 GMT -5
The idea just got in my head to beat the finale on PR and apologize (but with a queen outfit+upgrades; no e-tanks of course, since that's just not my style). Think I can pull it off?
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Jul 1, 2007 22:08:20 GMT -5
Post by Wade Monroe / MaelstormM on Jul 1, 2007 22:08:20 GMT -5
lol, good luck brother.
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Jul 1, 2007 22:11:24 GMT -5
Post by brickman on Jul 1, 2007 22:11:24 GMT -5
Well, so far Cz's putting a good fight in the area of just unlocking the thing (since playtester mode still won't unlock it until I beat her). I think I can beat her though. edit: got her. Surprisingly it was the magnetic move, NOT the homing fireballs, that kept getting me. redit: So now my main roadblock's the hyperactive monkey. Even switching to Tami I can't seem to damage her nearly enough. By the way, I think the desperation moves may have become slightly unhinged from the 1/3 health threshold, because I'm pretty sure she was throwing up a sheild almost as soon as it stopped being question marks.
Oh, and BUG ALERT: While practicing vs Roll, the first time she used her desperation move Beat stayed up there, and while he kept doing the same animation there were no attacks coming my way at all until she tried the desperation move again, after which he went back to normal.
edit: oh, forgot to mention: quite a few of the jellyfish in Bubbleman's stage were not actually underwater.
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Jul 2, 2007 2:30:03 GMT -5
Post by Wade Monroe / MaelstormM on Jul 2, 2007 2:30:03 GMT -5
- The jellyfish thing is intentional. They won't start to track you until they land in the water giving you a change to spank them before they become more annoying.
- I can double check the desperation thingy.
- Crusher's should only require a maxed out crusher bar and having your dash above like 10 points or something after their last revision. But using life tanks would effectively stop you from dying.
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Jul 2, 2007 13:46:26 GMT -5
Post by brickman on Jul 2, 2007 13:46:26 GMT -5
Wade, someone once said "Subtlety is lost on the player. If he didn't see it, it didn't happen." Since not everyone is going to see that response, I think everyone's going to assume you either screwed up or forgot with the jellyfish, and I'd suggest you increase the effect of moon jump too (Who cares if it's a bit unbalancing? They've beaten the game twice on frantic, let them have fun with their toys).
edit: TOTALLY EXPECTED BUG ALERT: Attacks that break guard kill those spike things. I mean, yeah, they also kill those fan blade things and anything else that'll absorb a shot, but I'm pretty sure they didn't do that in the origional.
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Jul 2, 2007 22:16:23 GMT -5
Post by Wade Monroe / MaelstormM on Jul 2, 2007 22:16:23 GMT -5
Pffft, let'm think whatever with the jelly fish. S'al good to me. I can increase the decent effect on moon jump just not the ascent part.
I guess you mean the ceiling spikes in S&N, but yeah they're only guarding foes, not a actual level hazard like they were in MM3 so they can be pulverized. One of the few differences, no biggie.
Double checked the desperation move thing, still appears to be working. Normal Bosses should add it into their mix at: Toddler = 1 heart, Normal = 3 hearts, Frantic = 5 hearts, Apologize = 7 hearts. The final stage bosses start it sooner of course.
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Jul 2, 2007 23:37:04 GMT -5
Post by brickman on Jul 2, 2007 23:37:04 GMT -5
Anyways, with my quest for ultimate boss mastery: As Cyan, of all people (funny that I decided the most apt character for this ridiculous challenge was the one I used to consider the most difficult to use of all; those aux moves go a long way) I've managed to beat each individual boss like that reasonably easy. Jazz and KZ are, unsurprisingly, more than a little tricky to get past; I'm having trouble getting past Jazz with practically any lives left, and KZ mops up whatever's left. The individual practice matches say Tami could be tricky too--normally she's not very hard, but all it takes is one hit from that crazy acid rain to blow me up; moreover, invincibility won't work because it'll stick to me anyways and I only have to take one point of damage. I can usually beat her untouched, but if I'm unlucky I might get hit. Roll, Shin and Cyan herself all fall pretty easily as long as I'm careful though. I'm actually not too worried about Cz, believe it or not--considering almost all her attacks that matter were instakills on apologize anyways before I started, I'm already used to beating her roughly untouched, and all that gets added between the practice Cz I've been sparring with and final boss Cz is an extra instakill attack (which actually works to Cyan's advantage, because of her guard piercing), some health and regeneration (not too bad with Cyan), some lousy fireballs and if I'm really unlucky that fire pillar that follows you around for two or three explosions. Much less threatening than Jazz (but thank god those sparkles don't deal damage; actually, more than once I've given up when I thought I got hit by a real attack but only took one of those, and then actually got hurt trying to cram in enough damage for a quick finish before dying. Then again, the sparkles do drain dash, and that's my main attack in this mode).
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Jul 6, 2007 18:47:46 GMT -5
Post by Wade Monroe / MaelstormM on Jul 6, 2007 18:47:46 GMT -5
Geez man Have mercy. --- More upcoming changes will be (edited): - Blazing Beat will be gone, in it's place will be Arrow Flash (Genesis). Also each girl in the shooter stages will have their own lil' flying avatar instead of Beat. Roll = Beat (Marvel vs Capcom, Arcade) Jazz = Win Bee (Twinbee: Rainbow Bell Adventure, SNES) Cyan = Wor (Wings of Wor, Genesis) Tami = Crusader (UN Squadron, SNES) Shin = 2nd Lt Nazal (Abadox, NES) Kz10 = M308 Gunner (Metal Storm, NES) Julia = Charlie (Her kitty <3 ) Czarina = ... Czarina (Why not, she flies anyhow >_>) Crabette = Herself (She flies and has giga blasters ^_^ ) Aside from a primary weapon, they'll have special's and aux's as well. Crushers too <3 <3. The stages'll be a bit more involved with the revision having like 2-3 levels and bosses.
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RN
Jul 8, 2007 20:49:51 GMT -5
Post by Aegeus on Jul 8, 2007 20:49:51 GMT -5
How do you unlock the Bonus Stages and King Crab Battles? Do you have to beat the game at a certain difficulty or something?
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Jul 8, 2007 23:34:03 GMT -5
Post by Wade Monroe / MaelstormM on Jul 8, 2007 23:34:03 GMT -5
Each of the primary 6 girls has 3 hidden stages scattered around the normal stages. They look like swirling portals with a star in the middle. Some require having certain powerups to get them (dash/jump/speed). Next guide revision will have hints for you from me.
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Jul 9, 2007 0:06:51 GMT -5
Post by brickman on Jul 9, 2007 0:06:51 GMT -5
Good, because I certainly wasn't about to find them all. If I'm gonna throw time away, I'm gonna throw it away on a boss battle or a new stage.
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RN
Jul 9, 2007 0:23:05 GMT -5
Post by Wade Monroe / MaelstormM on Jul 9, 2007 0:23:05 GMT -5
Well, I really didn't think I hid them that bad >_>
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RN
Jul 9, 2007 10:46:35 GMT -5
Post by brickman on Jul 9, 2007 10:46:35 GMT -5
It's not that they're well-hidden. I don't know. It's that I'd already beaten every level multiple times with every person before you added them.
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Jul 10, 2007 9:35:53 GMT -5
Post by Aegeus on Jul 10, 2007 9:35:53 GMT -5
I've found plenty of places which look like good hiding spots for bonus stages, but there's nothing there. So far I've only found the Final Fantasy and Street Fighter stages, which haven't been implemented.
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Jul 10, 2007 10:29:57 GMT -5
Post by brickman on Jul 10, 2007 10:29:57 GMT -5
That's the other thing. I spotted all sorts of good hiding-places playing through, but every one only works for ONE particular character, who is chosen arbitrarily. So just finding it doesn't cut it, you have to find it and visit it with every character in hopes that one works. Would it be that bad if you just flattened them, said anyone can pick up any secret, and resigned yourself to the fact that Tami would be the most useful secret finder? You only hid one per hiding place, right?
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Jul 10, 2007 16:22:56 GMT -5
Post by Wade Monroe / MaelstormM on Jul 10, 2007 16:22:56 GMT -5
Well the main thing is that when plotting the bonus stages, I had lots and lots of ideas for them (and the 4th page of GM's beloved King Crab fights). I made lots of nook's and crannies for that reason or in case I did want to hide more stuff like the gallery pictures and all. But that all got changed since I have the programming consistency of water <3 Anyhow, at the bottom of B-man's guide I put in which girl's unlock which stages and which quarter of that stage the vortex Rick made is hidden. Keep in mind not all are in actual hidden places, some are hidden in plain view, just in a part of the stage you usually have no business or point even going to (Most of these kinda ones are for Roll and Kz10 since they got poor dash abilities). And zee link to zee guide again is: www.maelstormm.com/Games/RollNext/RicksAdventure_RN_guide.html
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Jul 11, 2007 1:08:48 GMT -5
Post by brickman on Jul 11, 2007 1:08:48 GMT -5
I've come oh-so-close to meeting my goal. After warming up by beating the entire rest of the game on programmer's revenge apologize with Jazz (I admit, however, I was using the regeneration cheats; they're minor compared to the revenge anyways and I already am getting more lives than I'd normally have on apologize due to playtester mode), I managed to get to the final boss once (Kind of. I beat Shin last on my last life but right before dying something she did hit me so we both exploded at the same time, but if the timer had been on my side I would've fought the final boss). Beating each stage with one-hit-death and small meters but auto-recharging special and a queen outfit is actually a pretty cool exercise in creatively avoiding risk on each challenge; I couldn't muscle my way through certain spots I'm used to just accepting minor damage and had to find safe ways to deal with many other challenges as well. Bosses, well, I already did all them on revenge, but it was good practice, and the stage victory would've felt empty without. Two things though. First, same bug with Beat staying on the ceiling came up again, except this time for some odd reason Roll was highly damage resistant until he came down (but still took some, just less than normal). Second, though not as much bug as odd, I'm pretty sure I saw some regular mets appear for a moment after beating several of the bosses in the rematch stage; no idea why.
Anyways, I'd like to make sure to remind you to squeeze the following into your todo list: Stick something in that falling room in Jazz's stage, and make Citadel actually explode/melt/do something cool rather than cutting away right before she does. I mean, if you've got the time to program completely new stages and enemies...
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Jul 11, 2007 2:17:26 GMT -5
Post by Wade Monroe / MaelstormM on Jul 11, 2007 2:17:26 GMT -5
Well, once the next update goes live you'll have somewhat better odds since it won't be insta kill, just bleed to death. You should record it and youTube it lol.
kk, I'll tack that other stuff on the list of tweaks >_>
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