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MMXN
Feb 20, 2007 23:45:23 GMT -5
Post by brickman on Feb 20, 2007 23:45:23 GMT -5
Huh. I didn't realize there was a hole in the breath attack; I doubt it was intentional. But I should've remembered the extra space you have to lead the gas bomb attacks.
Even so, of course, you can very, very easily get trapped by a combination of the lightning bolts and the crusher attacks, and I doubt the fight was ever meant to be fought on the ground. It's more fun on the wall anyways. As long as you stay high and play defensively, you can't lose, because it has to teleport right next to you eventually.
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MMXN
Mar 14, 2007 17:05:53 GMT -5
Post by AbsoluteZeroX7 on Mar 14, 2007 17:05:53 GMT -5
ok there is a problems with the controls for example I go right and he keeps going right and If I hit jump he keeps jumping or if I hit anything sometimes he dose stuff on his on like hit the jump button he attacks also when I was playing he went all crazy like he was gliching and it look like the sprite was doing the climp up thing like when you climp up ladders but there was no latters he just starting random stuff but all this stuff sometimes happens but still this is a problem what happens if it becomes permanent
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MMXN
Mar 15, 2007 7:57:17 GMT -5
Post by Wade Monroe / MaelstormM on Mar 15, 2007 7:57:17 GMT -5
If the character is repeating a action over and over, then the keyboard would have to be telling flash that the key is down since to start an action the command line is "Key.isDown(Jump)". For that part of it I'd try checking the repeat rate set for the keyboard or any other programs that may duplicate it. Also checking keys to see if they aren't releasing properly (ie: stuck down) would cause that too.
The animation frame glitch is something I'mma try to work out in the remix since I can see it sometimes too. Mainly has to do with how the graphic frame is called on, really noticeable if you use zero and spam jump attacks. This shouldn't effect gameplay at all, but would just look weird for a moment. Same thing happens with Kz10's shield graphic when she dies in RN, sometimes it'll turn into Czarina's phoenix boost image.
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MMXN
Mar 15, 2007 17:26:06 GMT -5
Post by zerorules on Mar 15, 2007 17:26:06 GMT -5
Wait,it's supposed to be faster...are you doing that because Im doing Hoe with sic and sin and not X/Zero this time?
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MMXN
Mar 15, 2007 22:50:45 GMT -5
Post by Wade Monroe / MaelstormM on Mar 15, 2007 22:50:45 GMT -5
It was always supposed to be fast, just the engine wasn't as good as the remix ones.
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MMXN
Sept 1, 2008 18:12:24 GMT -5
Post by syythe on Sept 1, 2008 18:12:24 GMT -5
cool. anyway i notiiced somethiing in the remx ver. in maverriick rematch i went to fight annd it flacked out it wouldn'tt lett me play or annythiing andrrandom pics flew by, then i saw sic's crusher anmation. whatts wrong wwith iit? annd my laptoops keyys won't stop stiickiing im soorry about that
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MMXN
Mar 12, 2009 4:08:47 GMT -5
Post by Wade Monroe / MaelstormM on Mar 12, 2009 4:08:47 GMT -5
For giggles, uploaded a double wide version...
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MMXN
Nov 8, 2014 12:58:15 GMT -5
Post by Wade Monroe / MaelstormM on Nov 8, 2014 12:58:15 GMT -5
Since there's so many requests for things from it figure I'll just post the soundtrack list:
<<< Intro Stage >>>
Title Screen = Megaman X2 : X Hunter Stage Section 1 = Legend of Mana : Pain of the Universe Section 2 = Legend of Mana : Boss Boss Music = Castlevania SotN : Festival of Servants Ending = Trans Siberian Orchestra : Christmas Eve Sarajevo
<<< FULL GAME >>>
Title Screen = Terminator : Theme Test Stage = Marvel vs Capcom : Megaman's Theme Enemy Select = UN Squadron : Stage 7
Gorillon = Megaman 4 : Pharaohman CD Remix Ram Knight = Megaman 6 : Knightman Remix Terra Drake = Guilty Gear XX : A Solitude that Asks nothing in Return Thunder Gull = Guilty Gear XX : Suck a Sage Harbor Serpent = Battle Arena Toshinden 2 : Tracy Volcano Drake = Street Fighter Alpha 3 : Evil Ryu Loco Leaper = Marvel vs Capcom : Strider Tsunami Drake = Guilty Gear X : May Shine Mantis = (Whatever Piney wants, pending Remix) Kz312 = Mega Man 4 : Dust Man Remix (Pending Remix)
Boss Fight = Guilty Gear : Conclusion
Final Stages 1&2 = Grandia 2 : Fight v2 Final Stages 3&4 = Lunar SSS : The Final Battle Final Stages Rematch = Megaman X5 : Final Stage ? = Saga Frontier - T260G Final Fight
Final Boss Fight = Kingdom Hearts : Destiny's Force
Bonus 1 = Blaster Master : Final Level Bonus 2 = Megaman X4 : Zero's Theme Bonus 3 = Final Fantasy 7 : Motorcycle Chase Bonus 4 = Battle Arena Toshinden 2 : Kayin Bonus 5 = Megaman X4 : Final Battle
Last Battle (x/Zero) = Trance [] Control : Atomic Dance Explosion Last Battle (Delia) = Guilty Gear X : Awe of She Last Battle (Plague) = Devil May Cry : Nelo Angel Battle Last Battle (Sic/Sin) = Static X : Burn to Burn
Bonus Fight 1-1 = (Never Decided, Pending Remix) Bonus Fight 1-2 = Guilty X : Fatal Battle (Pending Remix)
Bonus Fight 2-1 = Iced Earth : Wolf (Pending Remix) Bonus Fight 2-2 = Iced Earth & Blind Guardian : Blood on my Hands (Pending Remix) Bonus Fight 2-3 = Iced Earth & Blind Guardian : Excalibur (Pending Remix)
Crisis = Xenosaga : The Miracle Hope = Lunar SSS : Arising Funny = Super Smash Bros : Mario's Theme Action = Super Smash Bros : FZero Big Blue Sadness = Chrono Trigger : Schala's Theme PSX Happy Moment = (Mini&Low Version) Final Fantasy X2 : Title Screen (Full&Mega Version) DJ DOO - Like a Prayer 2001
Megaman Gaiden's Theme = Megaman 5 : Protoman's Castle PSX Rick's Theme = Ace Combat : Track 6
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MMXN
Oct 31, 2017 7:56:52 GMT -5
Post by pakumen on Oct 31, 2017 7:56:52 GMT -5
So... is it possible to play this anywhere still? None of the links in the first post work any more (redirect to suspicious websites actually - maybe someone bought the old domain or smth) and I can't find anything on the website itself. The newgrounds version seems to exist but I can't get it to go past the loading screen (9632/9632 forever).
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MMXN
Nov 1, 2017 22:21:51 GMT -5
Post by Wade Monroe / MaelstormM on Nov 1, 2017 22:21:51 GMT -5
Hrmmmm, would seem Newgrounds must of rearranged their structure causing it to fail the domain check part. Since the older files were lost to time, Have to see if I can piecemeal something together sort of like how I did Roll Next in between fighting with MMNR.
Edit ------
Okay, think I managed to restore a functional copy of MMXN. At least insofar as I compiled it in Flash CS6 and it actually ran, god only knows if it will let you beat up the game >.>
So if all goes well this weekend (think it's BlizzCon too) then I can trash the old references to maelstormm, change the framerate to something more realistic on modern computers (like 28fps prolly), update the security to apply for Aggamare.com... and then sunny day scenario MMXN will live again.
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MMXN
Nov 3, 2017 18:39:45 GMT -5
Post by Wade Monroe / MaelstormM on Nov 3, 2017 18:39:45 GMT -5
Tweaks for 2017-11-03 >>>
BOTH> - Changed FPS so it shouldn't run batshit crazy fast now. - Tossed out references to old site / avatar that I found.
MMXN> - Phased links for Instructions, Intro Stage, Info, and Links from game itself.
MMXN INTRO> - Tossed out references to old site / avatar that I found. - Added a Math.round to boss health %'s.
I'm confident there's still plenty of quirks in there and who knows if full game can be completed (no time to test that far at the moment). Started a list on my newly created patch notes for any quirks reported (such as extra lives counter sitting on 0).
No plans to do a huge overhaul to this one, but piecemeal fixes "may" be possible still at points until the remix version is done.
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MMXN
Nov 7, 2017 7:13:40 GMT -5
Post by pakumen on Nov 7, 2017 7:13:40 GMT -5
Thanks for the fixes and reupload. I just played through a level of this game for the first time in a decade or something. I look forward to seeing the remix some time.
I couldn't get a saved game to re-load, but I'm thinking this is a problem on my side with my browser settings (unless I otherwise hear that this is a feature and not a bug). If I get some time I'll work this out and gradually play through a stage or two at a time when I can. Whether I'm still good enough to beat the game is another matter.
I'll also note at this point that many years ago, for me as a 12 year old, it was this game (along with a handful of other stuff I liked on Newgrounds at the time) that made me get interested in and learn Flash/AS. This first excursion into programming naturally lead to me picking up some other languages with time, and for a large portion of my teenage years I thought I'd become a game developer using this set of skills and interests. It almost happened, but a strange twist of fate instead drew me towards doing Physics, and I'm now about to write up a doctoral thesis in the field of theoretical cosmology, based on research that made extensive use of writing programs. As one of the key players in inspiring the young me to pick up programming skills that serve me well to this day, I thank you.
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MMXN
Nov 8, 2017 3:09:50 GMT -5
Post by theweapon2 on Nov 8, 2017 3:09:50 GMT -5
When i saw MMXN available to play on here i was impressed since its a very old game that you made back in 2003 i believe, i've beaten the game more easily with all 4 characters, (X and Zero i did on berserk) thanks to you toning down the ridiculous speed on there, I didn't really see anything wrong except that the money system has a bug meaning i can't see how much money i have after beating a lot of baddies than beating a level, other than that, hope you get around to starting the remix on this soon
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MMXN
Nov 9, 2017 1:59:43 GMT -5
Post by Wade Monroe / MaelstormM on Nov 9, 2017 1:59:43 GMT -5
pakumen - Glad this side hobby of mine helped give you some nuggets of inspiration growing up Even if it no longer is the centerpiece of your skill set, you can always tinker with it as a hobbyist like me. Especially in a field like Physics, all kinds of mobile games out there centered around it. theweapon2 - It was a fair amount of digging to recover that file and make it usable again. Thankfully Adobe Cloud does let you download older version of Flash Professional before it became Animate, so grabbed the oldest I could and even then it still didn't run 100% out of the gate. --- Hoping to in some fashion still recover MMN and it's intro stage. I have a old hard drive laying around, so ordered a external docking station to see if I can recover files off of it in hopes of MMN being on there ( smile.amazon.com/Sabrent-External-Lay-Flat-Docking-EC-DFLT/dp/B00LS5NFQ2/ ). Even though these old games look and play terrible compared to newer stuff I've learned to do, I do find it nice to have as a reference for how far I've come. Even if I can't recover the original file, since I made the original in a like a week and I still have the character art assets I can probably clone it. Would be funny to deliberately code like crap to try and reproduce it. Mega Man Gaia Mission and Mega Man X Next Remix should both be fairly quick to hammer out now that the heavy lifting on this latest iteration of the engine is done. As always, the art assets will be the most time consuming part. Gaia will probably be first since it's only planned for 5 levels and trying to make it toggle between normal and 3D will be fun. Might even be able to pull off the original plotting of 2 players since Actionscript has come a long way now. I do want to learn to get the GPU more involved though for extra horsepower as well as get the conversion to using Adobe Air overwith as Flash Player does in 2020 so that might be some engine tweaks. For MMNR, I can envision everything that needs to happen now and I know how to program it in to reach the finish line. It's just a matter of trudging through it to reach it now. Currently redoing the first 21 bosses' draft 3 to work in the new engine (just finished Punch Man, 15 more to go), then can flesh out their levels, then make last draft of final bosses, flesh out their levels, and heart of game is done. Then would be tacking on the extras like the other playable toons, Mega's missions, making cutscenes, etc.
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