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Messages - Joseph Collins

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26
Fan Games / Re: A Mega Man NES style Fan Game
« 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.

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

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

Quote
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

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

27
Fan Games / Joseph's Mega Man Revolution Bugs/Complaints Post
« 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.

[spoiler=General/Global Stuff]
Bugs
  • *Critical* The game likes to lock up, seemingly for no good reason, a lot of the time, but especially when playing as Bass.
  • *Clickteam bug?* It's impossible to use JoyToKey in this game, due to how the controller handling works. (JoyToKey ignores input when the game has focus.)
  • On regular occasion, the game will read the wrong order from the Impulse Tracker module file and start a song further along than it should be.
  • The Buster Boost part has the wrong description for Megaman. (1)
  • *Intentional?* After the Wily stages become available, you're automatically sent to the save screen, followed by Dr. Light's Lab, regardless of what you want to do.

Complaints
  • Some of the music isn't as nice as it could be.  But some of it is absolutely fantastic!  Why the inconsistency?
  • Why is Dr. Light's Lab in California when it was located in New Mexico in Mega Man 8? (2)
  • The wrong icons are used for a lot of items in Dr. Light's Lab.
  • The blocked-out item graphics in Dr. Light's Lab could be more clear.  Simply greying them out would work better than putting a big, hardly-visible cross through them, for example.
  • A lot of the Robot Masters (and even a couple of the enemies) are blatantly sprite edits of commercial game material.  Hasteman in particular is pretty obvious.

Notes
(1) The Buster Boost part says it makes the Mega Arm chase enemies.  It does not.  Instead, it allows the Mega Arm to grab on to items.
(2) To be fair, Dr. Light could have more than one lab.
[/spoiler]

[spoiler=Game Engine Stuff]
Bugs
  • *Clickteam bug?* The entire game slows down when there's a lot of sprites on the screen, but not like the NES game did.
  • *Clickteam bug?* The quick weapon switch buttons do not work.  Period.  Keyboard or game pad.  ACE had this problem, as well, so it may be a Clickteam bug rather than something fifth did or didn't do.
  • The title bar (and Task Bar button) reads "0" after you beat a boss, but returns to "Mega Man Revolution" when you hit the Get Weapon screen.
  • *Intentional?* The "enemy loot table" seems to be about as broken as it was in Mega Man 5 -- Spare Bodies are quite plentiful.  Maybe a bit too plentiful...
  • *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)
    • *Update* This may also happen during the boss refights in the fortress without having died, first.  Presumably, this happens if the player hasn't died once after fighting the bosses the first time and re-fighting them later on. (Pointed out by Zan.)
  • In stages where ladders are attached to ceilings, it's possible to wedge one's self into the ceiling.  While it can be done accidentally, it's extremely hard to trigger unless you're actually trying to do it.
  • If you manage to get scrolled out of the level boundaries and fall into the void, you never die, causing the game to become unwinnable.
  • *Intentional?* While using Wild Sprint, you can't control your jump height at all.
  • *Intentional?* You completely lose your invincibility if you enter the pause menu after being damaged.
  • *Oversight* Neither Megaman nor Bass take a half-step when they land.  They do in the commercial games.
  • *Intentional?* Mystery Tanks can't be used at full Life and Weapon Energy. (2)
  • A lot of times, enemies double-spawn -- two enemies spawn on top of each other where only one should be.  This happens most often with the cannon enemies in Hasteman's stage, but happens with others, as well.

Complaints
I found nothing to complain about in the game engine.

Notes
(1) Strangely, Blastman seems to be immune to this glitch, despite having Flashman-style free movement.
(2) In Mega Man 5, 6, and 7, Mystery Tanks would turn any and every on-screen enemy and projectile into a 1up when used at completely full energy.
[/spoiler]

[spoiler=Megaman-Specific Stuff]
Bugs
  • Equipping Rush or Tango seems to slow down the game... but using them slows it down even more!
  • Megaman slides a little too far; he slides 70 pixels when he should be sliding 66 pixels.  His jump height is spot on, however!
  • Megaman refuses to charge his weapon if you hold the button down while exiting the weapons menu or after being hit.  In the commercial games, he starts charging all over again.
  • On rare occasion, the Mega Arm disappears completely from the screen.  This is low-priority, however, as Megaman will get his arm back within five seconds regardless.
  • On regular, the Grab Buster will throw the items it collects off the screen, making it impossible to collect them.

Complaints
  • You can't summon Rush Marine on land.
  • You can't summon Rush Jet at your height level -- he always lands on the nearest solid platform regardless of where you are.
  • Giving people the broken Mega Man 3 Rush Jet seems a bit broken... but it's sort of balanced by how much Weapon Energy it gulps up.
  • The way Beat works in this game is pretty horrible.  You can only summon and un-summon him; you can't fire the Mega Buster while Beat is hanging around.  This leaves you completely defenseless if Beat is busy.
[/spoiler]

[spoiler=Bass-Specific Stuff]
Bugs
  • *Intentional?* Down + Jump does not make Bass dash.  Down-Forward + Jump does.
  • *Intentional?* Bass cannot jump while the player is holding Down-Forward, even if he's already in mid-dash.
  • *Intentional?* Bass does not lose his dash-speed velocity when making a double-jump. (1)
  • *Update* *Intentional?* Bass regains his double-jump when jumping off a ladder. (1) Never mind, this behavior was in the commercial games as well.
  • Whenever Bass defeats a boss, the game slows to a crawl until the Get Weapon screen.
  • The Bass Buster's locking mechanism takes precedence over dashing; you can't slide until the firing animation clears.

Complaints
  • I am sorely missing having a one-button Dash ala Mega Man & Bass...

Notes
(1) This behavior is compared to his Mega Man & Bass/Mega Man 10 appearances.
[/spoiler]

[spoiler=Enemy Stuff]
Bugs
  • On rare occasion, the Shield Attacker enemies break their fixed pattern and fly freely in whatever direction they were going.  They can do this through terrain of any kind.
  • *Intentional?* The Peterchy enemies don't act as expected in that they won't chase after the player when jumped over, as they do in Mega Man 3.
  • *Intentional?* Sniper Joes and Hockey Joes are completely invincible (except to Iron Saw) while their shields are up. (1)
  • *Intentional?* Skeleton Joes can be walked through harmlessly as their reassembling themselves.  This should not be. (2)

Complaints
  • Why didn't you redesign the Skeleton Joe, Peterchy, Hammer Joe, Mole, Hothead, Icicle Tecks, and Bomb Pottons a little?  You changed the Sniper Joe and Met designs, after all.
  • The crab enemies in the Extra Stage Prelude are highly ineffective... until the boss.  Then they become an annoyance.
  • Marine Joes have way too much health, considering they do all of nothing.

Notes
(1) This reflects Sniper Joe behavior in Mega Man 1/2, but later games made their shield have a separate hitbox.
(2) If you do this in Mega Man 4 or Mega Man 3/4 on the Game Boy, you take damage.
[/spoiler]

[spoiler=Cryoman Stage]
Bugs
  • *Intentional?* Protoman shows up in this stage every single time you replay it.
  • *Intentional?* Cryoman can't actually bring the roof down on you.  He just aimlessly runs back and forth once it's down to a 2-block height.

Complaints
  • What's the point of having Protoman show up in this single stage?
  • The Hockey Joes are extremely annoying and hard to kill...
  • Cryoman is the worst kind of gimmick boss.  If you take too long to defeat him, he becomes nearly impossible to defeat and completely impossible to avoid.
  • This is one of the rare bosses that Bass has a harder time with than Megaman, due to the nature of his attacks.
[/spoiler]

[spoiler=Sandman Stage]
Bugs
  • If you happen to kill the giant snakey while trapped in a twister, you keep the twister physics (higher jump, inability to slide properly) until much later in the next area.
  • Sandman's Sand Storm gimmick doesn't shut off if you die to him.  That makes the start of the battle (after you've died once) harder than it needs to be.

Complaints
  • There's an area just before the ladder to the night time surface where it looks like you could tunnel through with the right weapon.  It's extremely misleading.
[/spoiler]

[spoiler=Sawman Stage]
Bugs
I did not find any bugs in this stage.

Complaints
  • At the beginning?  We've stopped playing Mega Man and started playing Super Meat Boy, I see... (No, that isn't a good thing.)
  • There's a part near the beginning where there's a saw blade above and below a platform with an E-Tank on it.  Flipping either of those saws horizontally would make it look nicer.
  • What sets Sawman apart from Metalman, exactly?  He's a little more bouncy?  And his saw blades float?  That's about it...  Even his spread attack isn't all that interesting.
[/spoiler]

[spoiler=Hasteman Stage]
Bugs
I did not find any bugs in this stage.

Complaints
  • *Semi-Critical* As it stands right now, it's impossible to prevent the player from going on Bass' path with Megaman.  While Bass' path is possible with Megaman using Rush Jet, it's obvious the path was not intended to be done as such.
  • That Force Beam gimmick is definitely annoying...  Doable, but annoying.
  • In the final Force Beam area, there's a hole which has a metal wall blocking off a Spare Body.  If you fall in that hole as Megaman but don't have anything to destroy the wall, you have to suicide, as there's no way out.
  • 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.
  • Holy [tornado fang], Hasteman is fast!  He's nearly unavoidable as Megaman!!
[/spoiler]

[spoiler=Ghostman Stage]
Bugs
I did not find any bugs in this stage.

Complaints
  • All the dead-ends in the stage are kind of annoying.  They literally don't lead anywhere and most of them don't house extra items, so why have them?
[/spoiler]

[spoiler=Stormman Stage]
Bugs
  • *Intentional?* The cloud enemies Stormman spits out drop items, like the stage enemies.

Complaints
  • Fighting Stormman with Megaman is absolute a nightmare.  The storm cloud enemies are annoying as hell and, unlike Coldman's Mokumokumos in Mega Man & Bass, they actually do some serious harm.  Fighting the boss with Bass, on the other hand, is too easy. (1)

Notes
(1) To be fair, Mega Man & Bass was like this on a couple of bosses, as well.  Magicman comes to mind...
[/spoiler]

[spoiler=Blastman Stage]
Bugs
I did not find any bugs in this stage.

Complaints
I did not find anything to complain about in this stage.
[/spoiler]

[spoiler=Pyreman Stage]
Bugs
  • The last grabber Blader usually doesn't come after the player like it should, sometimes resulting in instant death rather than further progress.

Complaints
I did not find anything to complain about in this stage.
[/spoiler]

[spoiler=Wily Stage 1]
Bugs
  • Quite frequently, the "mini-boss" of this stage sounds like its dropping spikes, but nothing falls from the ceiling.

Complaints
  • I hate Sniper Joes, I hate Sniper Joes, I hate Sniper Joes!  Though to be fair, Wild Sprint is a great way to avoid all of them.
  • What's with the weird end boss for this level?  It doesn't look like it even fits in with Mega Man stuff.
[/spoiler]

[spoiler=Wily Stage 2]
Bugs
  • The start of this level suffers severe slowdown due to all the active sprites on-screen (the skulls).
  • There's two sets of red spots on the floor that appear at the start of the Yellow Devil battle.  They serve no purpose other than to mark a safe spot for the player to stand, so...

Complaints
  • Oh, goodie.  A drop into a spike maze right at the start of the level...
  • I don't know why, but jumping in the dark with a swirling light really throws off my perception.  Badly.
  • This stage has one too many gimmicks to it.
  • I hope you're happy.  Between the spike maze and the dark section immediately following it, I lost all 9 of my lives.  Plus one more that I earned in the stage.  And then just for good measure, about four more on the next try!
[/spoiler]

[spoiler=Wily Stage 3]
Bugs
I did not find any bugs in this stage.

Complaints
  • The water physics in this stage were a little hit-and-miss.  Some sections had movement physics, others didn't.  Where was the consistency?
  • I was expecting so much more from the Grim Reaper boss.  Why wasn't he generating sickles?  Why did he have only one easily avoidable attack?
[/spoiler]

[spoiler=Wily Stage 4]
Bugs
  • Weird things happen if you're on top of the Large Life Energy Capsule when it spawns after beating a Robot Master. (1)
  • The Wily Machine Sin is utterly broken.  You can literally sit in the right corner of the room and just pelt it with attacks, and it will never fight back or bounce-warp out of the room.
  • During the normal ending, a counter starts playing on the title bar.  I'm sure that's not supposed to be there.

Complaints
I did not find anything to complain about in this stage.

Notes
(1) When fighting Pyreman, I got a complete life regeneration because I was on top of the capsule while in a damaged pose (I assume?).  While fighting Blastman, the game freaked out and tried to teleport me out of the room once every millisecond.  The game continued as normal otherwise with no negative side-effects.
[/spoiler]

[spoiler=Extra Stage Prelude]
Bugs
I did not find any bugs in this stage.

Complaints
  • Why isn't Mega Man using the Rush Marine?  He's clearly not that far under the sea...  Bass, on the other hand, doesn't have a marine vehicle, so that works.
  • Until the boss, only one enemy did damage to me.  And that was the Marine Joe.  Which clung tenaciously to me and drained well over half my health by the time I was able to free myself.
[/spoiler]

[spoiler=Extra Stage 1]
Bugs
  • All throughout the stage, the title bar fluctuated numbers -- up and down from 128/128.
  • The entire stage moved at a crawl, for some reason. (Possibly because of the above?)
  • *Intentional?* It's possible to lock yourself out of the falling block puzzle room by walking into the room, then doubling back toward the ladder.  Doing so means you have to kill yourself in order to reset the blocks. (1)
  • Mechanohand's hit box is extremely strange.  You attack the arm, but the hand shows signs of damage...
  • Mechanohand's movement speed doesn't reset back to its slow pace if you die after doing 14 hits of damage. (2)

Complaints
I did not find anything to complain about in this stage.

Notes
(1) If this is intentional, someone is a huge jerk.
(2) The boss speeds up after losing half its health.  It should go back to its previous speed after you die.
[/spoiler]

[spoiler=Extra Stage 2]
Bugs
  • I'm not sure if this happens in Sandman's stage as well, but it's possible to bypass the twister snakey boss by letting her hit you with a twister on the right side of the screen.  I was also using Wild Sprint at the time, so that may have had something to do with it.

Complaints
  • This stage.  Oh my god, this stage.  Why is it so long?? (To be fair, it has plenty of checkpoints.  It's just really long.)
[/spoiler]

[spoiler=Extra Stage 3]
Bugs
  • The Amalgum can't actually hurt you via touch damage if you hide in the side of the room.

Complaints
  • That checkered floor is tripping me out...  @_@
  • Those "hidden" caches throughout the level are way too generous.
  • The end boss for this level was a complete waste of time.  I was able to destroy him just after he changed phases once and only once.  He needs a bit of reworking to be an effective boss.
[/spoiler]

[spoiler=Extra Stage 4]
Bugs
  • If you happen to outrun the bad guy in the first section of the stage, he'll still appear later on, but only after he's scrolled himself off-screen.  This causes him to appear out of thin air, in some places.
  • *Intentional?* The boss' first form is surprisingly vulnerable to Wild Sprint and Sound Blaster (thanks, Zan!)...  Not directly, of course, but still.

Complaints
I did not find anything to complain about in this stage.
[/spoiler]

[spoiler=Extra Stage 5]
Bugs
  • *Intentional?* The Ion Blade turns Bass Megaman's colors.

Complaints
  • What's the insentive to defeating the Dark Energy enemies when you can just Wild Sprint through them?
  • I found a lot of other stuff to complain about in this stage, but nothing from a design standpoint. (See "Cutscene, Episode, Post-Game Stuff")
[/spoiler]

[spoiler=Cutscene, Epilogue, Post-Game Stuff]
Bugs
  • *Intentional?* After the Wily stages become available, Roll takes the place of Dr. Remir for no "apparent" reason.
  • *Intentional?* After defeating Wily and having all the MEGAMANR plates, you aren't warped back to Dr. Light's Lab after the cutscene.  However, if you go there yourself, there's an actual dialogue exchange.
  • *Critical* The game stops functioning after Megaman's true ending plays, leaving you with a blank, black screen and the true ending tune playing in the background.
  • *Critical* *Intentional?* The game closes itself after Bass' true ending plays.  No crash, no notification, just complete and total closure.

Complaints
  • When Roll takes Dr. Remir's place, she completely lacks animations of any sort, so Dr. Light looks like he's playing pong by himself.
  • Why does Dr. Light play pong regardless of the intensity of a situation?
  • It's really lazy how the dialogue is the same when playing as either character.  It's even more lazy that the endings are so similar. (Why would Bass even think to take Wily to jail?)
  • Does PureSabe know you stole his endgame gimmick?
  • Why does the Evil Energy turn a Capcom game into a Konami game?
  • Why are all the enemies invincible to everything except the Ion Blade?
  • The whole plot where Dr. Remir is actually an alien seeking to undo the damage done to his planet by the Evil Energy seems kind of contrived and... well... stupid.
    • As a matter of fact, that being an integral part of the plot is a huge mistake in and of itself.  If Duo detected even a trace amount of Evil Energy, he would jet back to Earth lickity-split and snuff it out. (See Mega Man 2: The Power Fighters and Mega Man Battle & Chase.) I withdraw this statement on the grounds that, as Zan pointed out, the Evil Energy in Mega Man 2 wasn't evil at all, but could be used for good or evil. (Pointed out by Zan.)
  • If Protoman is able to kill Remir with a fully-charged Proto Strike, why can't Megaman or Bass even touch him?
[/spoiler]

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!

28
Fan Games / Re: A Mega Man NES style Fan Game
« on: July 27, 2013, 06:48:04 AM »
Hey.  I just thought I'd mention, I'm doing one of my trademark bug/complaint posts for this game.  I'm up to the fourth boss right now as Megaman.  It would have been five, but something unexpected happened:
After I died to Hasteman and re-entered his boss chamber, Hasteman flew out of the boss room upon entering (since he completely missed the "land here" trigger point) and the game soft-locked and needed to be reset.  His horizontal movement needs to be reset to 0 after a death to fix this, as he keeps his previous speed and direction after you die.

This is documented in the post I'm working on, but I feel this is critical enough to post by itself, for now.  It literally prevent you from progressing.  And it should not happen.  It's an amateurish mistake to make, and this isn't the only place it happens, either. (Sandman's Sand Storm has a similar, less game-breaking glitch.)

Aside from that, enjoying the game so far!

Posted on: 2013-07-26, 16:29:10
Now I'm starting to get pissed.  Stormman suffers the exact same glitch as Hasteman in that if you die while the boss is moving, it will start moving the second it spawns the next time around, and zip off-screen.  And you know, at this point, I'm just going to assume that all bosses that physically move have this same glitch.  I have no doubt whatsoever that Ghostman would do the same damn thing, given the chance.  It's just most noticeable with Hasteman, since he can't sit still for more than a couple seconds.

29
Fan Games / Re: Mega Man Unlimited
« on: July 26, 2013, 09:22:19 PM »
Whatever idiot said Revolution is garbage needs to actually play the game for more than 30 seconds.

I played it for about five minutes, and I can honestly say that in that five minutes, it has proven itself to be just as good as Unlimited.  At a glance, it runs well, the physics and engine seem to be accurate, and you can play as more than one character!  My only complaint so far is one that's extremely common with games running on Clickteam cores: Palette cycling slows everything the futch down.  Luckily, ACE Spark and fifthindepedant found a solution to that, so v8.0 should fix that.

On the topic of comparing Unlimited to Revolution, though?  Apples to oranges.  The two games are both trying to be great Rockman fan games, but they both took vastly different approaches.  Revolution seems more in-line with the 6 and 8.5 while Unlimited went with 1/2/9 for difficulty and 3 for the engine, and the last four classic-series games in terms of storytelling.  Yes, there's some similarities, and yes, one likely outshines the other in various fields.  But you know what?  The fact of the matter is that both are good fan games and neither should be called "garbage".
That title should be reserved for Street Fighter x Mega Man.  :>

30
Fan Games / Re: Mega Man Unlimited
« on: July 26, 2013, 05:28:52 AM »
Was it you that said that in the stream, or someone else?  Because it was funny then, and it's funny now.  XD

The relevance here is, first and foremost, that the series has depicted occurrences similar to the one Phil put in his fangame. As such, we know for sure that the issue isn't as simple as "just use the other arm", even in the absence of an official explanation. Your guess is as good as mine, but I'm willing to accept it's either a safety feature, or a system error.
Mm... okay!  I'm quite good with that speculation.  Bit of a glaring system flaw, but ya know...  He's a DRN module.  They all have flaws of some sort.  Except Roll.  And Rightot.  Rightot is perfect, dasu.

Clearly theres a teleport signal block preventing Rush's aid.
Otherwise Megaman wouldnt have needed to escape the building by running.
And yet, he has no problem summoning Eddie for items during the escape sequence.  Of course, that could be explained away by just being an oversight in the game itself rather than anything more "story-related".

31
Fan Games / Re: Mega Man Unlimited
« on: July 25, 2013, 04:06:59 AM »
As mentioned, Mega Man not being able to use his other buster in the escape is stupid.
And "I" have already mentioned that there's more than enough precedence for this.

Super Adventure: Utilizing two charged buster shots drains a ton of energy and causes overheating. Use of the double rock buster may risk death.
Smash Bros.: Special Weapons that use the two busters require heat venting.
Day of Sigma: Removing X's left buster completely disarms him.
X2: Two charge shots cannot be fired simultaneously, instead they have to be fired in succession.
X5: Zero is unable to use his buster (X2 design) if he lost it in the intro stage. He will however whip out a different buster in the ending cutscene (X3 design).
Iwamoto: X and Zero only use their left arm's buster. Any damage received to this weapon is permanent. They cannot resort to their right arm after trashing the left.

The only discrepancy is Ariga's Mega Mix, where Rock switches arms after being dismembered. This scene however takes place before the advent of the charge shot.
You know, I've been meaning to ask what the relevance here is.  Unless your argument is lopping off a forearm/an arm while its in Buster mode doesn't shut off the power flow or something, in which case, I still find the logic somewhat faulty.  There should be priority overrides and sub-routines for such an instance as dismemberment.  They're robots, not humans, after all; stopping the "bleeding" should be as easy as flipping off a light switch.
In addition, the boss weapons use an energy source completely independent of Rock's own Life Energy/solar cells, so being able to conjure up some Yoyo Cutters or whatnot and be on his merry way.

Now, you could counter that such an injury drains a [parasitic bomb]-ton of energy from the unit... but as evidenced in X5 and even Super Adventure Rockman, a little rest (and presumably some Life Energy capsules) can fix that.  Given the player can grab a bunch of Life Energy right outside the boss room exit and suffers no energy leakage, Rock should still have been able to use his other arm, even if his attacks were somewhat more limited.

You could also argue that Rock's Life Energy isn't tied to his weapon systems at all, so lopping his single arm off somehow just shuts everything off.  Which is a really stupid override.  But I wouldn't put it past Dr. Right to do something like that...

32
Fan Games / Re: Mega Man Unlimited
« on: July 21, 2013, 06:29:20 PM »
If I had my way, I'd rename Rainbowman "Prismman" and rename Trinitroman "Glycerinman". (It would be a double pun, since his original name was "Nitroman".)  That would of course make the weapons "Prism Laser" (or "Prism Beam", more preferably) and "Glycerin Blast", which I think works well enough.

How does a Nail Shield not make sense?  Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.
Leaf Shield is made of rocket-propelled metallic leaves.  It makes enough sense to be somewhat plausible.  Nail Shield, on the other hand...  How does that work, exactly?  Magnets?

On the topic of the other shields... Skull Barrier is a hologram. Star Crash is also a hologram.  Junk Shield is actually a series of three electromagnetic spheres that pull whatever happens to be laying around into their hold. (Don't ask me how you can pull "junk" from an open, grassy field.)  As for Jewel Satellite and Water Shield, well...  I genuinely have no idea on those two.  I really, really don't.

33
Fan Games / Re: Mega Man Unlimited
« on: July 20, 2013, 05:26:46 PM »
Its like a strong whiskey. A bit off putting at first but after a few shots it gets a lot better.
This.

Seriously.  Once you learn the patterns, stages, and bosses, it becomes all the more enjoyable.  But getting there is genuinely a battle in itself at times.  For comparison, the first time I tried Glueman and Trinitroman's stages, I got curbstomped -- particularly in the case of the latter.  Just now, however, I zipped through them both back-to-back in under 10 minutes and only lost one life. (I let my health get a wee bit too low in Trinitro's stage.)

Edit: By the way.  I updated that one post, again.  Added a dedicated "Game Engine Stuff" section, now that I've had a chance to compare the Unlimited game engine to the Famicom games directly.  It would have gone slightly faster but unfortunately, the one emulator I use that runs at full speed does not allow out-of-focus input.

34
Fan Games / Re: Mega Man Unlimited
« on: July 19, 2013, 10:08:48 PM »
You hit a lot of spikes and fell in holes in Yokuman's stage?  I didn't have any trouble navigating that stage...  I think I hit some spikes once, but that was it for deaths (until I ran into Yokuman himself).  It's probably the most well-balanced and well-designed stage in the game.

Anyway, it's not even that the game is "bad", because it really isn't.  It's just that the game is relentless in its challenges and the levels are a tad bit longer than your average Rockman level.  The Wily stages in particular are marathons in and of themselves.

There's also an unreasonable amount of 4-wide jumps in a number of places 4-wide jumps have no business being.  I'm not talking about 4-wide jumps to secrets or items, like in Rainbowman's stage, either.  I'm talking about 4-wide gaps you have to cross in order to progress.

Is it a bad game?  No.  I said it before and I'll say it again: This is probably one of the better non-hack fan games out there.  However, it not only pulls no punches, but it kicks you while you're down as well.

Posted on: 2013-07-19, 10:02:23
Double post hooo~
[spoiler=DEV Let's Play Megaman Unlimited (Part 3) - TrinitroMan][youtube]http://www.youtube.com/watch?v=SzF2K7GX8E0[/youtube][/spoiler]
Wherein Phil dies to his own boss twice and doesn't say much at all about the stage.  Though apparently, the nitro platforms had a much shorter fuse in development versions.

[spoiler=DEV Let's Play Megaman Unlimited (Part 4) - NailMan][youtube]http://www.youtube.com/watch?v=TeZ23dDOY90[/youtube][/spoiler]
Wherein Phil admits that a "nail shield" makes no sense and confirms my suspicions that the water section of Nailman's stage was, in fact, an arbitrary idea.  I shall adjust my complaints for that level accordingly.

35
Fan Games / Re: Mega Man Unlimited
« on: July 19, 2013, 05:18:31 AM »
http://www.destructoid.com/review-mega-man-unlimited-258027.phtml
9.5/10.  And they said Rockman 9 "held back".

Yyyyyeahno.  Thinking that review was a little slanted.

36
Fan Games / Re: Mega Man Unlimited
« on: July 18, 2013, 09:52:08 PM »
[spoiler=DEV Let's Play Megaman Unlimited (Part 2) - RainbowMan][youtube]http://www.youtube.com/watch?v=XQ8eqGvZDxk[/youtube][/spoiler]Phil answers some questions, addresses some upcoming changes, and plays through Rainbowman's stage.

... did people actually ask him if this can run on a console?  Seriously...?

Oh, and v1.02 has been released with, as predicted, minimal trivial bug fixes:
Quote
  • Fixed a bug where some users would not be able to see the game but could still hear the sounds
  • Fixed a problem preventing MegaMan from jumping after using CometDash
  • Potential fix for double KO glitch (dying at the same time as a boss)

37
Fan Games / Re: Mega Man Unlimited
« on: July 18, 2013, 02:41:29 AM »
Why would you be? I like megaman as much as the next guy but the stuff surrounding this like the memory bloat and absurd difficulty turned me off, the 8-bit didn't help either but I was actually kind of interested until the stuff I mentioned first came to light.
Because despite all that, and everything I said in that post pages back, it's still an interesting game.  And had you read at least part of the post, you'd notice that the game runs perfectly fine despite using almost all your system's resources.

My specific setup is a 2012 HP 2000 laptop with a 64-bit 1.2 Ghz dual core processor, and 3.6 GB of RAM/400 MB VRAM.  I'm also running Windows 8 64-bit Home Edition.  Even with my laptop being just a tad but underpowered compared to some others, the game runs wonderfully with the exception of cutscenes, which run at about half speed.  I've never had a crash I didn't cause myself (been experimenting with Cheat Engine after beating the game) and very, very rarely do I experience any sort of hiccup during gameplay.  And on top of that... I can run the game while chatting on Skype, which is also a resource hog.

38
Fan Games / Re: Mega Man Unlimited
« on: July 18, 2013, 02:01:20 AM »
Somehow, I'm not surprised.
What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?
I'd give it a try.  It would be interesting to know what gets changed and whatnot.  He did say there won't be anything like adding blocks and such, though.  Just stronger attacks, less damage for Rock, and maybe slower attacks/movements for the enemies.

I'd also give it a try if a Hard Mode was introduced, for the same reasons.

39
Fan Games / Re: Mega Man Unlimited
« on: July 18, 2013, 01:35:08 AM »
Just a reminder:
A. She's a cartoon character.
B. Age of consent in Japan is 13 (Shampoo is officially 16 in the series). Dammit, Clefant beat me to it.
C. It's not porn.  It's mature nudes.  There's a world of difference between the two.
And D. For those of you just joining us, this is a topic about Mega Man Unlimited.  Shampoo from Ranma ½ makes a cameo in the game and there is artwork of her on the main site where she is bare-naked.  This is why we're discussing Shampoo.
Edit:
E: After doing some research, artistic nudity (as well as natural nudity) doesn't appear to be illegal, regardless of the subject's age.  If there's no "lewdness" or sexual conduct, it's fine.  And there's nothing like that in any of the images shown.  But I guess the argument here isn't that, but rather if how uncomfortable of confusing those images would be to a casual browser.

40
Fan Games / Re: Mega Man Unlimited
« on: July 18, 2013, 12:22:29 AM »
The pictures of Shampoo are in a mixed content section of the site, but there are also dedicated areas for Shampoo, Unlimited, and other galleries.

Edit:
[spoiler=MegaPhilX - ''DEV Let's Play Megaman Unlimited - GlueMan''][youtube]http://www.youtube.com/watch?v=6gWYEFn7RSU[/youtube][/spoiler]MegaPhilX addresses the difficulty of the game and walks us through Glueman's stage.

Did you know the Flasher enemies were inspired by Faxanadu?  I didn't know for sure, but I had my suspicions.  It's so exciting (yes, exciting) to know my suspicions were correct!  :D

41
Fan Games / Re: Mega Man Unlimited
« on: July 17, 2013, 11:23:39 PM »
Joseph, the anime character is Shampoo from Ranma 1/2.
Ah, okay.
Quote
If you go on Phil's website, there are naked pictures he drew of her mixed in with the MMU pictures.
Well, they're technically not in the same section of the site as the Unlimited artwork and whatnot...  But yeah, a bit odd.

Quote
why is Megaman completely unable to fight after losing his arm?
Ask Day of Sigma X and X5 Zero.
*snrk*  Fair enough, I guess!
Quote
As your resident encyclopedia, I can affirm that MMU doesn't really clash with established canon in any way. It's just a lot of redundancy, forced connectivity and fan-pandering, is all.
This.  Very much this.

And lastly, I updated my original post with some trivial bullshit no one cares to read and will probably be ignored in future patches.  :>

42
Well, I beat the game.  And I did not enjoy it.  Oh, it had its moments... but for the most part, it was just an obnoxious lesson in humility rather than the fun little fan game I'd hoped for.  It took five years to make this.  Five years.  To make this.  Why is it so unbalanced and mostly terrible?  Then again, this is only v1.01, and it needs some fine-tuning.  And a lot more playtesting from a wider array of players.
That said, I've made a list of bugs and complaints I'd like addressed.  I wrote this as I played, so these were all as I encountered them.  They're separated by stage for my convenience and yours.  It should go without saying that there are major spoilers, but I'm mostly using Spoiler tags so it doesn't take up 12 pages of the screen.

Let's begin, shall we?

07/17 Edits: Updated Roll costume thing.  It's not an endgame prize.  Also added some other stuff.
07/18 Edits: Found a bug in Rainbowman's stage with enemy placement.
07/19 Edits: Just some general bitching about enemy names and an update on the waterlogged area of Nailman's stage.
07/20 Edits: New section!  "Game Engine Stuff".  Specifically for noting bugs and differences in the engine from the commercial games.
08/15 Edit: Found a new physics glitch while watching someone else's playthrough!  How 'bout that.

[spoiler=General/Global Stuff]
Bugs
  • The game does not recognize controller buttons beyond Button 10.  This means that people playing with PS2 controllers are out of luck, if they want to use the Analog Buttons for whatever reason.
  • I'm not sure why, but forcing the game to try and recognize buttons beyond button 10 completely destroys the game's built-in controller recognition and forces the D-Pad to stay in one direction or other.
  • *Intentional?* Megaman's default shots aren't level with his buster.  They need to be lowered about a pixel.

Complaints
  • The file size of this game is extremely large for a game of this style...  Why? (2)
  • This game uses quite a lot of system resources compared to a lot of other fan games. (3)
  • For whatever reason, the game slows considerably on my laptop (1.2Ghz dual core, 4 GB RAM, on-board video, Windows 8 64-bit) during cutscenes and boss intros.  It runs perfectly fine during normal gameplay unless there's large sprites on the screen, though.
  • There are couple useful options in the "options.xopts" file that can't be accessed in-game, such as volume control and analog stick sensitivity.
  • Why no option to (manually) disable the joystick entirely? (4)
  • I don't like the fact you have to hit Space to skip the intro stuff when Enter or Escape would make more sense, given the control scheme.
  • On that note, why doesn't this game use Shoot to confirm choices and Jump to cancel them?  Pressing Start to select options, bosses, etc. is okay, but Fire would make just as much sense, given past commercial and fan games. Only certain fan games used the Fire/Jump buttons for confirmation.  The commercial games used Start for confirming menu choices, though Jump is used in Rockman 4-6 to confirm weapon choices.
  • Most bosses so absurd collision damage with you.  Understandably, this may be because most bosses are pushovers with weak attacks, but still.  That's a little jarring.
  • The "boss beaten" music runs for way too long.  It could do with about half the drum section it actually has.
  • The longer I played, the more I noticed that the boss characters are pretty much all pushovers with extremely predictable patterns.  This is especially true in the case of Rainbowman and Tankman.
  • Why does Roll turn into Shampoo from Ranma ½ at random?  I know you have a thing for Shampoo, but what does she have to do with anything in this game?  I mean, it would be like a character in Super Mario Bros. dressing up like Ryoko from Tenchi Muyo!. (Costume pointed out to me by fifthindependent.)

Notes
(1) As I noted in another post I made (as well as others' posts), the resource/content packs for this game are extremely large for some reason.  The biggest pack is over 100 MB in size while the smallest large pack is about 10 MB.  Most fan games in this style are between 10 MB and 30 MB total.  I noticed that this game comes with a lot of DLLs relating to various sound plugins, such as Ogg, so I assume that Ogg was, in fact, used for the music and sound in this game... can't fathom why the file sizes for the content packs are still so large.
(2) Granted, the technology is a fair bit older... but Mega Man Revolution's tech was even older than that, yet used reasonable amounts of hard drive space and system resources.
(3) Though there's no option to disable the joystick, setting the control mappings to 0 for every button (in the xopts file) works just as well.
[/spoiler]

[spoiler=*Updated* Game Engine Stuff]
Bugs
  • Collision detection is a little hit-and-miss at times, with things like falling off the corner of platforms or dying to same-level spikes happening on occasion.
  • *Intentional?* You do not retain invulnerability while traversing screens.
  • Jet Missile's secondary fire does not work as expected a lot of the time; if you lock on to enemies above or below you, but not directly diagonal, it will not track them.
  • *Intentional?* You can't slide over one-block gaps of spikes.
  • The gravity-inversion engine is incomplete.  Any enemies not nailed down or free of gravity get royally screwed.  For example, the Toady enemy in Trinitroman's stage either gets pinned to the floor, or jumps up and keeps flying up and forward, when gravity is inverted.
    • On that same note, Rush Coil and Rush Jet can't be summoned while Mega Man is upside-down, for whatever reason. (1)
  • *Intentional?* Projectiles don't pass through Megaman if he's invulnerable.
  • *Intentional?* Megaman doesn't sidle (take a half-step) when landing straight down from a jump.  He does in other games. (Noted by N-Mario here.)
  • Megaman moves a fair bit faster in this game. (2)
  • Megaman jumps one pixel higher than he should. (2) (3) (4)
  • Megaman slides a bit faster than he should, yet doesn't slide far enough over. (2) (4)
  • The default buster shots travel faster than they should. (2)
  • *New* When used underwater or in low-gravity areas, Rush Coil does not give Mega Man the expected 200% jump boost. (5) (Discovered by Bean1227/Kapus on YouTube.)

Complaints
  • Boss invincibility time is really, really long in this game.  Several frames longer than the commercial games, or even most fan games, in fact.
  • Jet Missile seems extremely inefficient since you need to either weapon switch and hold Fire or hit the menu and hold Fire to use its secondary fire without wasting a unit of weapon energy.
  • I don't like the fact you can buy more than 1 Eddie Call or Shock Guard at a time.  Traditionally, you're usually limited to one of each.
  • There's no way to exit a stage you've already beaten. (This would be useful when collecting YOKU Plates or grinding Bolts/Lives/Tanks...)
  • When you leave a stage after having already beaten it, Megaman doesn't fall to the floor before warping out like he does in other games.  He warps out the instant he enters the boss room.  This causes you to see his warp animation's first frame for longer than it should be seen and looks ugly.
  • Every time you come back from a stage after having beaten the main eight, you get that message from Protoman.  Every.  Single.  Time.  Isn't once enough?

Notes
(1) To be fair, in Mega Man 5, Rush can be summoned, but never lands. (He also comes in from the top of the screen, rather than the bottom, as normal.)  You also can't stand on the Super Arrow or use Water Wave.  So... this may very much be intentional.
(2) Tested using both Mega Man 3 and Mega Man 6 engines.
(3) For comparison purpose (and laughs) he jumps:
  • 32 pixels in the Game Boy games
  • 48 pixels in the NES games
  • 52 pixels in SuperDanny Powered Up/2
  • 55 pixels in Street Fighter x Mega Man
(4)
Quote from: Jump height and slide distance charts:
Jump height

Slide distance
(5) In low-gravity and underwater, Mega Man jumps three times as high (144 pixels) and theoretically double that (288) with Rush, if unhindered.  Therefore, unless gravity or a ceiling gets in the way, with a Rush Coil boost, he should be rocketing up to 294 pixels height in this game.
[/spoiler]

[spoiler=Enemy Stuff]
Note: Bugs and complaints regarding stage-specific mini-bosses bosses are found in their stage section.

Bugs
  • Enemies will often times flash long after being hit -- usually when going into a secondary or tertiary behavior.  This is particularly noticeable on Shield Attackers and bosses.
  • *Intentional?* If you kill the first or second Met Totem (the three-tall Mets) before the second/third one can deploy, all remaining Mets spawn immediately and fire at once.
  • *Intentional?* If you don't kill all of the Met Totems and they hide, when they open up again, they spawn a full three-tall tier again.
  • *Intentional?* Saw Poles (the blade discs on tethers with treads) are vulnerable to most (if not all) weapons.
  • *Intentional?* The saw discs in the beginning of Yoyoman's stage move faster than Beat Rescue does, resulting in an instant hit right after being rescued.
  • Sniper Joe E units (the yellow Sniper Joes) are a little glitchy, able to jump through platforms if they jump into the sides of them.
  • The same goes for the Toady enemies, actually.
  • The collision detection on the Chicken Bombs is extremely poor.  Getting even remotely near them seems to set them off.
  • Shadow Megaman will sometimes get stuck in the terrain while trying to jump over a rise.

Complaints
  • The names of the Ripurakon and Faiku Burokko are silly.  Why not just "Leprechaun" and "Fake Block"?
  • Why are the Metjacks called that?  Shouldn't they be called "Picketman Jacks"? (Like the Picket/Pickelman enemies in 1, 3, and 3 GB.)
[/spoiler]

[spoiler=Jetman Stage]
Bugs
  • *Intentional?* The conveyor belts in the second half of the stage are non-responsive to sliding as well as sidling (tapping the D-Pad to make Mega scoot a pixel over).
  • Jetman, in some very rare cases, will "crash land" into the ground and freeze for the duration of the fight. (Evidenced by Mike Maverick here.)

Complaints
  • You can't avoid the second mini-boss' attacks due to the room layout (without weapons).  This forces you to kill him before he kills you, making the battle far more intense than it needs to be.
[/spoiler]

[spoiler=Nailman Stage]
Bugs
  • If you jump out of the top of the screen while riding the veritcal moving platforms, you won't move into the next vertical area.
  • The moving platforms seem a little buggy overall, as on rare occasion, Mega Man will get caught on the very side and be stuck in a temporary "hop loop" (like running forward on Item-2 in Mega Man 2).
  • *Intentional?* Both halves of Nailman are completely invincible when he uses his body (the nail part) to attack you.

Complaints
  • Why does the waterlogged section of this stage exist?  It doesn't serve a purpose and only one enemy seems to be affected by the water physics. Phil recently confessed in a devplay of Nailman's stage that the water was basically thrown in there "for the hell of it" and "because the game needed more water sections".  My complaint still stands, however.
  • Why doesn't Nailman have an upward firing animation?  Do the nails just magically turn 90° when they come out of his buster?
  • Why is Nailman's Nail Shield a complete circle?  Leaf Shield had openings you could shoot through if you were careful.  With Nailman, you actually have to be standing inside the barrier to damage him while it's up.  He should either be completely invincible (like Skullman), or the Nail Shield should have openings.
  • Nailman's Nail Shield does way too much damage compared to when he throws the individual nails at you.
[/spoiler]

[spoiler=Yoyoman Stage]
Bugs
  • On occasion, you can get "sucked into" the weight-sensitive platforms strewn about the stage.  This is especially noticable on the last jump before the boss gate.

Complaints
  • The name "Yo-Yo Man"/"Yo-yoman" looks really stupid.  Why not remove the hyphen? ("Yoyoman"/"Yoyo Man")
  • Yoyoman does 1/3 your total health bar in damage if he runs into you.  His yoyos do about 3 damage.  How does this make sense?
[/spoiler]

[spoiler=Rainbowman Stage]
Bugs
  • The first two Ripurakons in the secret area are both facing and locked facing the wrong way.

Complaints
  • Rainbowman's theme is just as ear-raping at it was two years ago.  Why did you not fix this, MegaPhil X?  It's especially awful with the stage sound effects going, too.
  • No!  No!  Effing no!  Enemies in this stage combined with instant-death lasers is not acceptable!!
  • Wouldn't a laser going through an unfocused prism disperse the damage it does instead of keep it exactly the same?  What I'm saying is the Rainbow Triangle of Death™ is bullshit.
  • It's probably not a good idea to give the mini-boss instant-death laser attacks, even if they are pretty easy to avoid.
  • Putting the checkpoint behind the annoying mini-boss is a stupid idea.
  • Rainbowman himself is kind of a crappy boss.  His attack pattern is extremely simple and easy to figure out.  If that's your way of apologizing for the stage, don't.  I was hoping (well, fearing) for a harder boss.
[/spoiler]

[spoiler=Tankman Stage]
Bugs
  • The ceiling-mounted conveyor belts are a little grabby...  You don't even have to bump your head on them to be thrown forward, it seems like.
  • In Wily Stage 4, I attacked Tankman with his weakness.  Somehow, I got his Life Energy Meter to read 0 units, but he wasn't dead.  One more hit did kill him, however.

Complaints
  • I really do not like the conveyor fling gimmick.  They could have been utilitzed more creatively.
  • And on that note, why would a roof-mounted conveyor belt moving the exact same speed as a floor-mounted one throw Megaman so violently anyway?
  • There is no incentive to defeat the two Sniper Joe Es after the mini-boss in this stage.  You can leave the area right after destroying their tank.
[/spoiler]

[spoiler=Cometwoman Stage]
Bugs
I did not find any in this stage.

Complaints
  • The final version of this stage's theme is much, much worse than the one I heard two years ago.  And that's saying something, considering I didn't think the old one was all that impressive.
  • There's a jump in the beginning section you can't clear unless you double-back to the previous tall column and jump from there.  That's kind of annoying.
  • Low gravity plus ice?  Why bother?
  • There's a particular jump in this stage where you have to high-jump over a spike.  That's a little difficult, but doable.
[/spoiler]

[spoiler=Trinitroman Stage]
Bugs
I did not find any stage-specific bugs.

Complaints
  • This is more of a comment than a complaint, but this is definitely my least favorite stage so far.  Everything... everything... explodes.  Except the scorpion robots, oddly.
  • This is also more of a comment: Is it just me, or does this stage theme sound a bit like Solarman's theme from Rockman 10?
  • The nitro platform gimmick is very, very, very awful.  Excepted, but awful.  Especially when you combine it with mandatory all-or-nothing twitch jumps.
  • I understand the chemical properties of (tri)nitroglycerin just fine, but given Trinitroman a completely unavoidable instant kill move is very much a dick move.  This is especially dangerous for people who are trigger happy.
  • On that same note, I wasn't even conscious of the fact I beat Trinitroman because I was so focused on not landing that third hit to his head-tube.  That's not a good thing, in my book.
  • Just a suggestion: Make Trinitroman's self-destruct explosion a lot more dramatic.  Like maybe pause the game, make him flash 1-frame per second, then make the screen flash to white in a huge burst of explosions.
[/spoiler]

[spoiler=Glueman Stage]
Bugs
I did not find any in this stage.  Which surprises the hell out of me, considering all the glue-based gimmicks.

Complaints
  • If you fall in the alternate path of Glueman's stage, say goodbye to your Beat Calls.  All of them.  Beat moves far too slowly to get you have to anywhere safe.
  • Also in the alternate path, there is one Shield Telly spawner right over a spike tower.  This is extremely cruel placement as even if you're using Nail Shield, it can still respawn right on top of you and knock you into the pit.
  • Glueman is way too powerful.  He's like a slow version of Rockman 4 MI's Skullman with Concreteman's weapon and the usual 8-9 collision damage.  He is impossible to fight normally!
[/spoiler]

[spoiler=Wily Stage 1]
Bugs
I did not find any in this stage.

Complaints
  • This level.  This.  [tornado fang]ing.  Level.  I thought Jetman's and Glueman's stages were too long and tedious...  This stage is like... four stages crammed together!
[/spoiler]

[spoiler=Wily Stage 2]
At this point, I said "[tornado fang] it" to "fair play" and started using boss weaknesses as I found them.  And E-Tanks, and W-Tanks.  And continue refills.  Wily Stage broke my spirit with its length and tediousness, and I wasn't having fun anymore.

Bugs
  • You temporarily lose your boyancy when you leap off-screen during the boss fight.
  • You can hug the very corner of the boss in this stage as it does its press attack.

Complaints
  • Suggestion for this boss: Double its health, but make each tentacle have its own invincibility timer.
[/spoiler]

[spoiler=Wily Stage 3]
Bugs
I did not find any in this stage.

Complaints
  • We're no longer playing Mega Man now.  At this point, we've steered clear into I Wanna Be the Flash territory.  Minus the troll moves.
  • And again, the stage feels like it just drags on and on...
[/spoiler]

[spoiler=Yokuman Stage]
I quit playing before I could finish the next Wily stage.  It frustrated me too much and I lost both my cool and my focus.  So the next day, I decided to hunt down the YOKU Plates.  Once I did that (they're not as hard to find as I thought), I went and played in Yokuman stage.  And had an absolute blast doing so.  Best stage in the game!
(I'm not being sarcastic, by the way.  I really love this stage!)

Bugs
I did not find any in this stage.

Complaints
  • My sole complain is a minor one: Yokuman spawns spike blocks.  Even if you know his attack pattern, that can still severely screw you up and cause you to die.
[/spoiler]

[spoiler=Wily Stage 4]
Bugs
  • I'm not entirely sure why or how this happened, but in the teleporter chamber, I used Eddie Call on the door before I finished all the re-fights.  When I got a Large Weapon Energy Capsule, I somehow sunk into the door and slowly slid out to the right of the room and to my death.  I can't figure out why this would even happen...
  • Bass does not land where he's supposed to after a Treble Boost attack and ends up getting jerked back into the very corner of the room.

Complaints
  • So we've gone the way of Ganbare Goemon 4, and Ocarina of Time/Majora's Mask, then?  Little short snippets of familiar stages before the boss.  Because the bosses themselves weren't hard enough, right?  Right.  Wrong.
  • And if that wasn't bad enough, guess what the lead-in do the capsule area is?  Spikes, spikes, spikes, spikes, Spare Body stuck between spikes, spikes, spikes...
  • Hey, remember how much fun it was to run out of Bubble Lead and Crash Bomber in Mega Man 2?  Well, it's just as much fun to run out of Yoyo Cutter here!  Which is to say, not fun at all!  Gosh, aren't bosses that force you to use a specific weapon just well?  :D (1)
  • The hit box on Wily Machine U's phases are ridiculous.  Phase 1 can only be reached by Rush Coil and Yoyo Cutter while the second phase's window of opportunity is ridiculously short.

Notes
(1) It is possible to hit Wily Machine U with most weapons, but you either have to take damage, use Rush Coil, or be extremely quick on the draw.  The machine does take damage from the Mega Buster, for example.  This applies to both phases.
[/spoiler]

[spoiler=Wily Stage 5]
Bugs
  • If you're somehow able to restore your health after taking the last hit from Zero, the game crashes.  Immediately. (I was able to do this via Cheat Engine.

Complaints
  • I'm so disappointed in you guys for including Zero in this game, even if Zero doesn't seem all that willing to fight (I thought was cute and seems like him).  Even more so the fact that you decided to make him completely immune to everything.  What's the point of that, exactly?  Why not just make it a cutscene like in Mega Man 5 instead of giving the player false hope like that?
  • Also, the grabbing animation for Zero looks lazy and stupid.  He should either be held upside-down by his ankle, or be held around the waist (with a unique sprite that shows him hanging). (Noted by N-Mario.)
  • Why is Megaman completely unable to fight after losing his arm?  Is he that stupid in this game that he forgot he has another buster?
  • If you're going to lop off his arm, you should at least go to the effort of making appropriate sprites for both left and right-facing sprite sets...  Lazy...
  • On top of that, Megaman can still use E-Tanks, W-Tanks, and even summon Eddie and use Shock Guards.  If he can do all that, why the bloody hell can he not shoot with his opposite hand when we know bloody well he can? (And don't give me that "he didn't have the energy for it" bullshit.  If he can do all that, he can at least fire off one shot at a time.)
[/spoiler]

[spoiler=Cutscene, Epilogue, and Post-Game Stuff]
  • I can't help but notice the strong similarities between this game's storyline and Rockman 10's.  Seriously.  "A virus makes all the robots go nuts."  Was this the original story from five years ago, or did you alter it after 10 came out?
  • I'm extremely disappointed you list the Robot Masters as Special Wily Numbers.  I mean seriously...  They're just Dr. Wily Number units.  Nothing special about them, unlike Bass, who is basically a more agile version of Mega Man. (Thus, truly unique among Wily's robots.)
  • Why did you have Dr. Light bask in awe over the virus coding?  Are you somehow trying to imply that the virus somehow lead him to create X?
  • There is absolutely no insentive to play this game more than once, is there?  Unless Roll dressing up like some anime character (which I can't recognize) at random is your idea of a reward... Never mind.  This happens regardless of "game beaten" status.  Which, as far as I know, doesn't exist.
[/spoiler]

After all is said and done, this is probably one of the better fan games out there... but the good does not make up for the bad.  The bad is right there, in your face, in most stages.  And you can't avoid it.

Edit: I should point out that the more I see of this game, the more I like it, and the less I remember the bad times.  So it may very well be that the first impression is the worst impression, but subsequent playthroughs (and watching Vixy play through it three times straight) may be far less bad.  Still, I feel everything I (and others) have said here applies.

43
Fan Games / Re: Mega Man Unlimited
« on: July 16, 2013, 02:27:15 AM »
[delete this post, please; it's no longer desired]

[spoiler=Original post contents]Welp, I'm stuck on Wily Stage 4.  I was doing okay, though I'd eaten through most of my supplies.  About the time the boss rush room threw a boss at me I'd never fought before, I gave up.

(spoiler)[tornado fang]ing Yokuman, where the [tornado fang] did you come from, I never fought you, get the [tornado fang] out of here.(/spoiler)

I'm so [tornado fang]ing done with this game for tonight...[/spoiler]

44
Fan Games / Re: Mega Man Unlimited
« on: July 15, 2013, 08:19:40 PM »
Just so anyone interested is aware, I'm compiling a personal list of glitches and complains as I play through the game.  Right now, I've beaten Jet, Nail, Yoyo, and Rainbow, so I have all those stages (and their content) noted.  Funnily enough, Rainbowman's stage was the only stage I didn't find a single bug in, so far.  All other stages had bugs, but all the stages so far got complaints out of me.  And not little whiny ones like "this game is too hard" or "that jump is too far".  I'm extremely familiar with how the Rockman series works, and what I've played so far has been mostly okay, but at times, very irritating. (Jetman second mini-boss, Rainbowman stage entirely...)

I'm kind of excited to see what the rest of the game is like, but at the moment, I'm too hungry to let myself experience the stress.  So I'll probably continue after I eat, or later tonight, or whatnot.

45
Fan Games / Re: Mega Man Unlimited
« on: July 15, 2013, 06:48:20 AM »
That's something I'm a little curious about.  Why does it take so much memory to house?  Granted, it's a far cry from the likes of say... Farcry, but I mean, Street Fighter x Mega Man was about double the size of either of the Wii games, but this is ten times the size of that!  Rockman 7/8 FC were a little bigger than the Wii games, as was Day in the Limelight 2.  Both the modern SuperDanny games are around that size, too.  In contrast, Perfect Harmony's most recent version is about 105 MB in size, but it has an assload of content, huge sprites, ridiculously complex backgrounds, and lots of non-8-bit special effects.

As far as the topical game goes, the main culprit here appears to tbe the "levelart" file, which weighs in at 132 MB.  Why?  "guns" (which I assume is either just the player weapons, or all projectiles for all active sprites) comes in at 78 MB.  "cutscenes", "gameobjects", and "menus" of all things are all over 10 MB in size as well.  The other three files, "cutscenedefs", "levels", and "misc", are all under 1 MB.

So my question here is, why is this game, which should be roughly the length of Mega Man 4-6 (at a guess), so damn big in file size?  Even if everything except the music was left as raw assets (GIFs, PNGs, etc.), I genuinely can't imagine how it could possibly be that big.  Did you leave the music and sound effects as full, uncompressed 16-bit 44.1 Khz sampling quality WAVs or something?  I almost want to say that would be justifiable in case this game was picked up commercially... but I'm pretty sure that Ogg format doesn't require a commercial license to use in profitable projects and it's just as efficient at WAV, but much, much smaller.

46
Fan Games / Re: Mega Man Unlimited
« on: July 15, 2013, 01:13:30 AM »
[spoiler=Intro screen shot within.][/spoiler]
Yes.  Let us work together to fix this horrible pixel art.
Honestly, who thought this was passable?  I've seen worse, but sheesh...
(Says the guy who utterly butchered "Stop the Calvary" in Mega Man Christmas Carol Remix and said "That's good enough.")

That aside, not even a minute in and I've already found two bugs:
- Megaman's shots are a pixel too low compared to where his buster sits.
- If an enemy takes damage when it's partly off-screen, it may not flash right away.  I hit a Shield Attacker in Jetman's stage, for example, and it flashed white only after it flew back my way and started turning back.

Otherwise, so far so good.  I've only played Jetman's stage up to the very difficult mini-boss so far, but even playing with a keyboard, everything feels pretty good.  I'll do more thorough testing later on.  If I can be bothered.

47
Off The Wall / Re: "What's Upsetting You Right Now?"
« on: February 16, 2013, 01:33:57 AM »
I'd love to see how Joseph would react to Hitomi. Her insults had actual bite to them unlike mine.
I honestly want to see that too.
...

[tornado fang] this [parasitic bomb].  -_-

48
Off The Wall / Re: "What's Upsetting You Right Now?"
« on: February 16, 2013, 01:06:50 AM »
For [tornado fang]'s sake. How is he wasting anyone's time? Most of his "hate posts" are a [tornado fang]ing quick read, lightning fast even.

I'm starting to think YOU are the real problem here. I mean, I know he's the one who always picks on you and some others (I'm guilty too, I'm not even saying) but by constantly responding to him and showering him and his posts with attention you're just generating [tornado fang]ing drama and shitting up the forum with [tornado fang]ing stupid ass arguments.

If you really have a problem, don't [parasitic bomb] up the forum, because you were insulted. You want to REALLY take initiative? Then either take it to Vixy (or other forum staff member) and tell them what's up, or just [tornado fang]ing shut up.
Nope.  I don't play those cowardly "going over their head" games.  That [parasitic bomb] is more appropriate for places like art sites, in my opinion, where the administration staff generally are "one of the guys".  If I have a problem with someone in particular, I let them know.  And if they're doing it in a public forum? (No pun intended.)  I let everyone else know exactly how I feel, too.  You're welcome to once again take your own advice, however.

And yes, I do have a problem.  With him.  As I said earlier, I can only handle so much bullshit before I get tired of it.

49
Off The Wall / Re: "What's Upsetting You Right Now?"
« on: February 15, 2013, 11:58:15 PM »
If you don't like what Ruri is doing, just... just suck it up and not say anything.
If he can't shut up about things that annoy him, just... like, you know, ignore it. Just try to not mention it and it will all go away.
And even if it won't, WHO GIVES A CRAP.
That's a good idea, Tron.  Let's just ignore him and let him waste everyone's time with his meaningless, hateful posts.

Or wait, no.  Actually, that's a the opposite of how I feel.

I can only put up with so much.  His behavior is un-[tornado fang]ing-acceptable and he can't see fit to put a [tornado fang]ing lid on it.  So as usual, I'm going to be the first one to speak up.  I'm the one to take the heat.  I'm the one to actually show some [tornado fang]ing courage and take the initiative.

People are welcome to defend him -- like you, Sakura, and RMZX -- just as easily as the folks who are tired of his bullshit.

Or, you know, you could take your own advice and sit on it.  Whichever.

Off-topic: I can't say I'm surprised you four have a kinship of sorts.  I should be.  But I'm not.  You guys deserve each other.

50
Off The Wall / Re: "What's Upsetting You Right Now?"
« on: February 15, 2013, 10:16:24 PM »
I was serious that time, you know? I think its a little dickish of him to insult me for that when I'm not the only one who does it.
Turnabout is fair play, mate.  I seem to recall you saying it was "pointless" and "irritating" that I load my posts with BBCode.  Granted, you're not the only person I've heard that from, here or otherwise, but eh.  "if ppl can type like this & its okay" then I can type like this and it damn well better be okay.

Dat double-standard.

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