Author Topic: Mega Man: Rock Force  (Read 16281 times)

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Offline thefallenalchemist

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Re: Mega Man: Rock Force
« Reply #25 on: September 01, 2013, 02:12:01 AM »
Guess I'll have to play the game again to see if the ending was changed up a bit. Great news though!

Offline Splash

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Re: Mega Man: Rock Force
« Reply #26 on: September 01, 2013, 07:10:40 PM »
I noticed, that when you use Circuit Breaker while hanging on ladder, you will shoot only one knuckle instead of two.
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Offline spd12

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Re: Mega Man: Rock Force
« Reply #27 on: October 01, 2013, 09:42:19 PM »
Once again, a new version's out! Once again, also beating Goldwater to posting about it here. Technically a few super minor spoilers, so censoring.

(click to show/hide)

Go play it if you haven't already! Or go play it again.

Offline Darkflamewolf

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Re: Mega Man: Rock Force
« Reply #28 on: October 16, 2013, 04:10:30 PM »
I was pleasantly surprised by this little gem of a fan game. Fan games in general are getting better every year.

Offline Zynk

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Re: Mega Man: Rock Force
« Reply #29 on: October 17, 2013, 04:00:09 PM »
@spd12: I downloaded the latest update. I want to report an annoying gameplay 'bug'. Whenever I slide off a ledge, Megaman would not fall immediately esp. when pressing the opposite direction. And running off the ledge makes him float before falling. IDK if anyone has noticed this too.  -u-'

Offline spd12

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Re: Mega Man: Rock Force
« Reply #30 on: October 18, 2013, 01:20:37 AM »
I'll run this over to Goldwater, thanks for the heads up.

Offline Splash

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Offline OBJECTION MAN

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Re: Mega Man: Rock Force
« Reply #32 on: March 06, 2014, 08:11:17 PM »
I finally got a chance to sit down and give this one a spin. Zan and I raced it last night. Overall I was highly impressed with the game. While the graphics (backgrounds exempt) and story may leave a lot to be desired, the level design, stage gimmicks, and enemy design (gameplay) were really top rate. I find it even more impressive that you, GoldwaterDLS, were basically the entire core team.

It is, gameplay wise, the highest quality Megaman fan game I've played in the last few years at least.

The amount of options to change the way the game works is also remarkable. For the race with Zan we ended up doing mostly normal, spikes to MM2, and slide to Strong. That felt most like the official games.

During the course of the game I didn't experience any game breaking glitch, much less hardly any glitches at all. This is really impressive, especially since you're basically the only programmer on the game.

The arsenal was extremely useful, which I was very pleased to see. The gameís difficulty warranted most of it. It really put me through the paces.

I think the game ended somewhat anticlimactically though. Death man was really final boss worthy. He was so out of balance, it took more E Tanks to bring him down than any other boss for me. While in comparison the actual last boss required only one, and it was more or a precaution than a need.

I liked how the saved robots through the game end up filling the roles of Eddie and Protoman traditionally had in the old games. It really made you feel like you had buddies coming to help out. I also like the idea to include Tango, but for the difficulty and pace of the game I found Tango to be completely useless sans detecting where invisible ledges are. Speaking of Protoman; where is he? I kind of expected him to show up with all the other characters chipping in.

Graphically the backgrounds were really great for the most part. Fuse man stands out as really noticeably lower quality than the rest though. If youíre going to make changes, that one really needs it. Itís a shame the character sprites and cutscene art was really bad though. I think it would be worth looking into getting someone to give those an overhaul. You really shine in background art and map layout though.

Overall a fantastic game. Itís one I can recommend to many people I know. Be proud in your work. You earned it.

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Offline Shinryu

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Re: Mega Man: Rock Force
« Reply #33 on: March 07, 2014, 10:04:17 PM »
Got done testing out the updates to this a while ago. I have to say, the work you put into this continues to become more and more amazing, Goldwater. These updates are definitely going to warrant a second playthrough on my channel at some point.

Beyond that, I feel I should point out a small bug I discovered as well. If the Crypt Cloak is active, and should Mega Man die by falling down a pit (or by extent, die in nearly any other manner), the ammo for the Crypt Cloak itself will continue to drain. This also seems to happen if you finish off a boss while the Crypt Cloak's functions are turned on. While the latter case isn't too much to worry about (considering it's the end of the stage and all), the former one I feel could be in need of a fix.