Author Topic: A Mega Man NES style Fan Game  (Read 29844 times)

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Offline Joseph Collins

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Joseph's Mega Man Revolution Bugs/Complaints Post
« Reply #125 on: July 29, 2013, 04:36:29 AM »
Alrighty.  I finally beat this game completely.  Since I did one of these giga-posts for Mega Man Unlimited, I think it's only fair I make a massive bug/complaint report post for this game, as well.  But just how buggy/whine-worthy is this game?  Let's find out.

(As usual, spoilers abound.  And I mean literal spoilers.  Keep that in mind.)

07/29 Update: Zan has corrected a point of mine and brought up another bug I hadn't seen.  I also found a few more noteworthy things while beating the game as Bass.
08/19 Update: Corrected myself on a supposed "glitch" with Bass.

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At the end of the day, I genuinely feel this is a really good game.  It was a lot of fun to play through, it was pretty balanced but kept you on your toes, and the music was pretty good, if not a little odd in places.  The graphics could probably use a little tweaking here and there, and of course, bugs need to be squashed, but this was definitely worth the wait.

I look forward to whatever comes next, fifthindependent and company!
« Last Edit: August 19, 2013, 05:30:35 PM by Joseph Collins »

Offline Zan

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Re: A Mega Man NES style Fan Game
« Reply #126 on: July 29, 2013, 02:50:30 PM »
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At the beginning?  We've stopped playing Mega Man and started playing Super Meat Boy, I see... (No, that isn't a good thing.)

In my opinion, the beginning is pretty much the only place that saw setup would have been fair. You'd rather it kill you just before the boss door?

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*Critical* While fighting any Robot Master or fortress boss that has any sort of free movement mode (vertical or horizontal), if you die and the screen resets to the last checkpoint while they're moving, the boss will fly out of the arena the next time you enter, rendering the game un-winnable.  This is an extremely amateurish mistake which can easily be corrected by setting a boss' movement speed to 0 on screen reset.  Why this wasn't done in the seven revisions of the game so far is beyond me. (1)

I've seen it happen on Ghost Man during the boss rematches, without any death preceding the fight.

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Why are there spikes at the very end of the stage?  They don't seem to serve any real purpose, and they're the only spikes in the stage.

Aren't there a ton of spikes in Bass' section?

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*Intentional?* The boss' first form is surprisingly vulnerable to Wild Sprint...  Not directly, of course, but still.

I'd personally suggest Blast Man's weapon.

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"Ki!  Ki ki ki ki!  Ki!"


Offline Joseph Collins

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Re: A Mega Man NES style Fan Game
« Reply #127 on: July 29, 2013, 07:34:12 PM »
In my opinion, the beginning is pretty much the only place that saw setup would have been fair. You'd rather it kill you just before the boss door?
Not really.  But it's still pretty damn jarring, considering it's right there at the start.

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I've seen it happen on Ghost Man during the boss rematches, without any death preceding the fight.
Noted.  Thank you much!

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Aren't there a ton of spikes in Bass' section?
Yes, but only four total in Megaman's section.

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I'd personally suggest Blast Man's weapon.
That'd didn't seem to work as efficiently, but I was probably doing something wrong.  :B

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[Power Fighters/Revolution plot stuff]
Ah, you're right.  This too has been noted.  Thanks again!

Offline Zan

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Re: A Mega Man NES style Fan Game
« Reply #128 on: July 29, 2013, 08:57:32 PM »
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Noted.  Thank you much!

In off-chance that my recollection is off, I will try to replicate the glitch during the boss rematches. At the very least I don't recall being defeated by Ghost Man himself. Perhaps the bug carries over from some earlier time.

Also as Objection Man brought up, that glitch is so not fun during the final boss.

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That'd didn't seem to work as efficiently, but I was probably doing something wrong.  :B

What worked best for me is just to stay in the centre firing Blast Man's weapon in either direction. Since the explosions stay on screen, the switches will trigger as soon as they become available for collision detection. No jumping should be required.

"Ki!  Ki ki ki ki!  Ki!"


Offline thefallenalchemist

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Re: A Mega Man NES style Fan Game
« Reply #129 on: July 30, 2013, 12:03:11 AM »
Joseph, even though I haven't finished the game; I have to say that the plot seems a little interesting to me. It's not the same old thing, and that's all I'll say to prevent spoilers. At any rate, you didn't like the MMU or MMR plotline, so I'm curious as to what you would think is a good story. Being an author, I'm curious as to what your "saving grace" plot would be for the series. You can PM me, if you'd like.

I'm not trying to be harsh, you're great at what you do and notice more things about the MM series then I would have in 25 years of playing these games. I'm just curious as to what some great storyline ideas would be. That goes for anyone else. I'm curious as to what people can come up with. We could make a separate thread on it elsewhere on the site, if you want.

Offline Cherrykorock

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Re: A Mega Man NES style Fan Game
« Reply #130 on: July 31, 2013, 01:20:57 AM »
I really enjoy this game a lot!
It has some issues here and there but nothing awful.
My only real gripe so far is the lose charge stat but thats intentional and something capcom did as well.
Graphics are okay but fitting.
Music is hit or miss so far but what i like i really like.
Also thank you for the Mega Arm!!
Its nice to be able to charge again. :3

Offline Joseph Collins

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Re: A Mega Man NES style Fan Game
« Reply #131 on: August 07, 2013, 03:28:54 PM »
Rawrzaur plays Mega Man Revolution.
 Contains vulgarity and a lot of badmouthing of the game from some guy who clearly doesn't know better.  Also contains the mandatory "This game sucks" and "Unlimited is better" smack-talk.

Thought this may be of interest, so I set up a playlist.  Me, personally?  I stopped watching 40 minutes in when they started naming the "good points" of the game.  You know, things like how the game won't give you a virus, and how it won't run on some computers.  And of course, how it won't kill your parents.  Idiots.  >_>

Offline Cherrykorock

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Re: A Mega Man NES style Fan Game
« Reply #132 on: August 07, 2013, 04:13:03 PM »
I actually ended up liking Megaman revolution a lot more than Mega Man unlimited. I mean a lot of ways Mega Man unlimited is a lot true to the Mega Man look feel and formula but at the same time doesn't really feel like a Megaman game. whereas Megaman revolution strays in many ways from the standard Mega Man tradition in look sound and many other aspects but for some reason when I'm playing the game it really feels like a megaman game to me. that is not to say it is without fault but in this case I feel like the good parts really overshadow the bad parts. And after beating it I can safely say I see myself playing this a couple of more times at least. I guess when you get to the bottom of things this game feels like It has that Mega Man charm to it.

Offline thefallenalchemist

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Re: A Mega Man NES style Fan Game
« Reply #133 on: August 07, 2013, 10:29:43 PM »
Revolution is the underdog, so it's bound to get shat upon. But both games have their equal strengths and weaknesses. Someone hurry up and finish another game, so that these two won't be fighting against each other for a few more months. Which is rather childish I might add. 

Offline spd12

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Re: A Mega Man NES style Fan Game
« Reply #134 on: August 24, 2013, 02:49:24 PM »
Hey guys, been a little silent on this front - it's been decided that we'll be addressing one of the biggest complaints with the game. That is, to say, the stage length.

I say "we" since there's been a handful of people who expressed interest in helping refine the game a bit more as fifthindependent works on a few other things on the side.

In any case, we're going to be trimming them down in length and generally compacting the level design. We'll be having less empty corridors and other dead screens - and maybe even make a few of those corridors that are still to hang around a bit more interesting.

Other things will have to change with it (some rebalancing for store prices and stuff like Wild Sprint), but anyway if you have any thoughts or suggestions about individual stages beyond those already posted, feel free to share away!

We'll be starting with the RM stages first (currently we're poking at Blast Man and Sand Man as of writing) and slowly progressing onwards from there.

The game's tile art is slowly getting updated and prettied up too, though there's nothing fully presentable yet.

Thanks again for everyone who's given the game a go!

Offline Servadac

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Re: A Mega Man NES style Fan Game
« Reply #135 on: August 25, 2013, 02:31:43 PM »
Just wanted to chime in after beating the game that the stage length was not a problem for me. And this comes from a guy who likes very short stages in MM games like in the commercial games. Overly long stages was a slight concern in MM Rock Force and a real issue in MMU to compare with two other recent fan games.

Out of these three games MM Revolution was the one I enjoyed the most playing through. Level design was good and the physics worked. I also liked that the Mega Arm from Rockman World 5 makes charging the shot an actual decision since it gives it a downside. The stage graphics didn't bother me that much, but perhaps the enemy sprites could use some work. For example, the fish enemy is viewed straight from the side, when most MM enemies' sprites have a 45 degree angle to them so you see both their eyes.