Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - fifthindependent

Pages: 1 2 3
26
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 14, 2012, 12:29:25 PM »
The Sand Man freeze occured with both Rock and the enemy on screen, but the special weapon display not having occurred yet. As for Ghost Man's stage; I died at the second dead end, then checked the third route after respawning, so I guess the location switched. Maybe only change the location upon game over, not death?
I tested the weapon get screen personally and it seemed to not lock up anymore after a bit of tweaking.  Also I was accidentally resetting the boss room variable for Ghost Man's stage upon death when I meant for it to only reset on game over.  This should be fixed now.

Quote
The first skeleton Joe will 90% of the time have his bone projectile float aimlessly in one spot. Happens for both Rock and Bass.
I think this is because the system that sets the platform movement for anything gravity based was flawed.  This might've also been causing the items to float in the air instead of being effected by gravity.  I changed the way this system works with a more reliable method, so hopefully this is all worked out.

Quote
The flying skulls segment has an additional screen transition, which shouldn't be there; it causes the character to transition into a wall. Moonwalking upwards inside of the wall is the end result.
I had to totally revamp the screen scrolling system to a more reliable method.  The original system would spread values between a beginning scroll and end scroll object and test if their values were the same to determine whether they're connected.  Now however, the system tests for an end scroll object closest to the right of the begin scroll object  It should be break proof now, although I probably haven't thought of everything as per usual so be prepared for the scrolling to possibly break.

Quote
With Bass, picking up the small health recovery at the respawn room where the first two paths recombine, froze the game twice.
How much health did you have, if you can give me an estimate, and were you using a special weapon?  I can't get the game to reproduce this bug.  All it does for me is freezes the game until the health is entirely filled.  I'll not release an update until I get this last problem figured out.

Quote
Bass only; getting hit into a horizontal screen transition, or doing other weird stuff like dash jumping into a vertical transition, will lock out Bass' jump ability. If the game is then paused and unpaused, jumping is still locked, but a dash jump will give Bass some form of free flight. Getting hit in this state locks up all his other movements.
I think this is fixed, I think it was because the game was setting his jump strength and other variables to 0 at death and then when he gets hurt it would call these variables for the jump strength and what not.  I'm not sure though because I couldn't reliably get the bug to reproduce itself.

Quote
Rock can no longer slide through any slide segment.
An oversight, I accidentally took out his collision detection box for sliding.  It should now be present again.

Quote
Grabbing ladders in Rush jet mode results in climbing ladders in mid air following the jet in all directions. If the jet is disabled then, you will be able to climb up and down without a ladder
Another oversight.  I hadn't foreseen this situation so I did nothing to account for it.  It also happened for Bass when he was using Treble Boost even though you can't see it until it wears off.

27
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 13, 2012, 02:53:33 PM »
-As you noted, Bass is now entirely glitched up. His teleport landing is delayed and his screen transitions do not stop his momentum during the shift. Plus, he can somehow fall through bottomless pits, and end up in darkness. Not to mention, he can still moonwalk by holding the opposite direction after getting hit. The moon walking is in the opposite direction now, though.
I think I fixed up everything broken with Bass here.  I missed a lot which should be apparent with the way he acted.   :|  I couldn't get the damn moonwalking bug to happen still but I found more events where Bass is told to move left and right without his direction changing, so I set his direction in those events.


Quote
The Rush Jet can and will still allow forbidden screen transitions. Same as before.
I think this is fixed once and for all, I totally forgot to make the Rush Jet detect for sides of the screen you're not allowed to leave.

Quote
In two separate instances (no wall: left side start Sand Man stage, wall: right sight of saw man boss room), a combination of sliding and getting hurt at the exact corner of the stage, will shift Mega Man off-screen. This will confuse enemy AI, and disable the pause menu too.
The way I programmed the characters to slide/dash over one tile wide gaps was flawed and I didn't foresee it.  It would actually happen when the player's back was against the wall and they tried to slide/dash.  I changed the way it checks for 1 tile wide gaps now, though.

Quote
Dying underwater and respawning resulted in the underwater effect remaining in the normal areas; a bubble appears now and again, and Rock acquired super jumping.
I had accidentally made the game set the variables that acted on the jump strength and gravity and then reset the variables that stored the gravity and jump strength values that the first set of variables got their data from.  So basically it was setting the jump strength and gravity to the water setting, and then the storing variables got reset instead of the other way around as it should be.

Quote
For no apparent reason the game crashed after the get weapon screen for Sand Man.
I don't have time to test this right now but that is a serious problem I need to work out.  When exactly did it happen?  During the fade transition?  Before it?  After it?  Did the save game menu music start playing before it crashed?  Perhaps it was just a fluke?  I have suspicions that the sound engine caused it to crash, but that's just a wild guess.

Quote
Also, is Ghost Man's stage incomplete, or is there a special pathway to the boss? I ran into three different dead ends.
There are three paths to the boss and one is randomly chosen to have the boss room and the others just end up being dead ends.  Did you get three dead ends on the same playthrough i.e. without getting a game over or dying?  I might've messed up the random variable, but I dunno for sure.

28
Fan Games / Re: Mega Man Revolution Online Two Player Mode
« on: April 12, 2012, 09:52:01 AM »
Well I was hoping to keep things more organized and less confusing where the other seems to be a technical support thread and I wanted this one to be purely ideas on how to integrate two player co-op mode into the game, but perhaps you're right.  I thought I could delete threads I made in case someone thought as much since there's a remove button, but it seems I can't.  Maybe a moderator can for me.  Sorry about any inconvenience.

29
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 12, 2012, 09:47:57 AM »
OK I released a new update that hopefully fixed all of that.

30
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 11, 2012, 04:35:02 PM »
-How is the pause menu glitched up?
-I will make Bass able to dash across one tile wide gaps.
-I totally split Mega Man and Bass apart into separate entities to prepare for the two player online mode so the moonwalking theoretically should be impossible now.
-I will make the saws a bit slower.
-The scrolling background is supposed to be screws in a sheet of metal.  It actually would be possible to pull off as Gravity Man's stage did something similar and Metal Storm has parallax background as well by redrawing the parallax tiles as the screen scrolls, but I will change it to something else since you feel it is unfitting.
-I will fix this jump for Mega Man.
-I think I fixed the input not being wholly restricted but I'm not sure, I will check over the next few days once I get the game to a working state again after I essentially broke it for Bass in order for him to be a separate entity from Mega Man.

31
Fan Games / Mega Man Revolution Online Two Player Mode
« on: April 11, 2012, 03:00:26 PM »
I've started work on online two player mode but I have to figure out some things before releasing it.

Features programmed so far:
- Host picks their character and the guest gets the other character.
- Host picks the stage they go to.
- Players appear synced on each others screens.

Features needed for both players playing simultaniously:
- Players can fire on each others screens.
- Some things like the player getting damaged need synced.
- Death of both players restarts the stage.
- Enemies intelligently pick a player to attack.
- Things like boss gates and autoscrolling after the player goes off the side of the screen.
- Enemy spawning.
- Picking weapons and using items like E Tanks.

If anyone has any ideas on how to pull off the above in simultaneous two player mode, toss them out here please.

32
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 11, 2012, 02:56:09 PM »
I had a DNS change on my server, so the game won't update now.

Download this to fix that.

http://www.fifthindependent.com/programs/MMR.zip

33
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: April 05, 2012, 04:57:25 PM »
[spoiler]Yeah... I don't know if I like the fact that Bass dies here.  I know he probably has to die at some point since he's MIA in the X series, but yeah.   X(  I'mma still follow this game however.[/spoiler]

34
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 08:11:31 PM »
Oh, I could've swore in some games they don't act as obstacles.  Well, I'll fix that but I won't upload the change tonight.  I'll do it real quick before I go to bed here in a sec.

35
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 07:22:54 PM »
Oh I think I fixed that when I changed how Mega Man is stopped from going too high off the screen with or without Rush Jet, I can't get it to happen now myself; try running updater to see if that fixes it.

EDIT: Yeah I reverted the changes I made back to the way things were originally and that glitch happens in that code, but not the new code seemingly.

36
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 07:10:31 PM »
Bass is hard coded to only shoot four bullets at a time.  I guess it looks like more due to the speed of his shots.  The glitch with Mega Man's shots is because they were marked to become inactive when they get so far from the window preventing them from going far enough off the screen to be destroyed.  I fixed this so run the updater. 

37
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 06:43:16 PM »
I can't seem to replicate the confirmation sound bug at this time.  I don't remember if Bass can double jump after climbing a ladder in games like Mega Man & Bass or Mega Man 10, but I thought maybe it made sense that he'd be able to after clinging to a ladder because he was grounded to something there.

38
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 06:15:07 PM »
 :O  How did you manage pulling that off?

39
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 03:06:41 PM »
You might also want to know that you can repeat the same glitch in Ghost Man's stage at the first screen transition, and invoke a second variation (for the vertical screen transition that occurs later on) which allows you walk above the stage.
I think I fixed this for everything except maybe what you mentioned in the second variation as I wasn't sure where you meant.  I tried jumping over a wall in Pyre Man's stage with the Rush Jet and I wasn't able to.  I also fixed the jumping and shooting off the top of the screen for sure.

Quote
As you know, every palette requires it's first entry to be "transparency". In sprites this results in the background tiles being shown, but for the tiles themselves this would show the wash color instead. Since the wash color appears to be black, the palette you're using for the clouds (4 colors without black) could not be feasible on NES.
Yeah you're right, you've got a good eye for detail there.  I changed this as well.

I think this is a first. We have a guy who really cares about authentic quality for once. It's refreshing.
Yeah I'm doing it as a sort of challenge to myself and also I figured if I was going to do it in NES style I might as well do the whole shebang.

Quote
Zan's explanation is pretty much the basic foundation of all NES styled graphics. We can discuss it in greater detail on MSN sometime. Though, as far as I know, at least for MMF1.5, there is no way to get a true authentic palette system going. With careful planning though, it might be possible to get as accurate as we can.[/qupte]
Yeah MMF2 doesn't have a way of doing a palette system either, although it can be faked with careful planning.  I can do color replace and already have and I loaded the actually NES palette into every frame of the game and put it in 256 colors, although this is turned off when hardware acceleration mode is on as Direct 3D8 doesn't support 256 colors.

40
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 01:49:54 PM »
Another minor thing that's been bugging me in Pyre Man's stage is that buster shots and mega arm break on the top of the screen; it's near impossible to fight the metools up there. Similarly, Rock's jump mechanics appear to be different that high up; you cannot clear the same distance as before. I'm not sure how the actual games handle this, though.
I can try to modify this a bit.  I have an idea how to modify both things.

Quote
From my own experiments, the forbidden transition occurs 100% of the time when using Rush Jet to go where you shouldn't go.
Ah yeah that clears things up, I was able to reproduce the glitch myself doing that.  I forgot to make the Rush Jet limited to how high it can go off screen so it doesn't pass the invisible obstacles off the top of the screen.

Quote
In regards to being faithful to NES limitations. Would you be willing to listen to remarks about palette limitations being breached?
Yeah I would be willing to listen to these.  Sometimes I overlook the palette limitations of four palettes per background and sprites, each with three colors and a transparent color.

Also, if any of you downloaded or updated yesterday or today, download this version of the updater as it can't update itself now since I fixed some problems with it where it shouldn't need updated ever again.

http://www.fifthindependent.com/programs/mmr/Updater.exe

41
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 04, 2012, 11:49:03 AM »
Destroyed the catcher, making it drop a big life recovery which restored my life to max. Subsequently the game froze up with the background elements still animating. The menu was inaccessible.
I think I may have fixed this, but I'm not entirely sure, it seems like there's some glitches and bugs that only happen when the game is built into an EXE.

Quote
The update loop still happens from time to time. From what I can tell, a small pop up window is supposed to appear saying Rockman.exe updated. But it doesn't, and the Updater.exe keeps running in the background. Only by either opening or deleting these newly created updater files have I been able to break the loop.
I think I fixed this as well, I made it show a bunch of popups in the process of it replacing Rockman.exe and it got stuck in a loop but now it isn't... but you never know, it could still be present, I have a limited means of testing things like this.

Quote
You can always just put a wall there.
I could, but then it wouldn't be faithful to the limitations of the NES which I'm trying to get to as close as I can.  The parallax would be possible by doing a horizontal scroll region, but if I put walls there, they would also scroll with the parallax image.

Also, I put in the option to run the game in 256 colors mode, so that fades on minibosses and the screen and other such things look more authentic to the NES format, if you pick it instead of true color mode.  However, it runs more slowly on certain computers because it's impossible for hardware acceleration mode to be active during this.  I think it's just slower computers that this happens on, but it could be fast computers as well.  I went ahead and put it in so you guys can test it if any of you have good computers and get back to me on it.  If it doesn't work smoothly even on fast computers I'll just remove 256 color mode.

42
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 03, 2012, 11:31:42 AM »
I could slow the disappearing green blocks down further if they're still too hard.

Sand Man actually uses his shield if you fired and/or your arm is sticking out from firing and he's not jumping or shooting which is supposed to be his weakness in his pattern.   Bass has it easier here as well because he doesn't stick his arm out as long if he doesn't have the buster boost equipped.

43
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 03, 2012, 11:07:51 AM »
Oh, yeah, sorry about that.   :D I changed the URL because I decided it's not much of a secret anymore with someone having already uploaded a Let's Play video of it.  Try this URL instead.

http://www.fifthindependent.com/programs/MMR.zip

44
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 03, 2012, 06:08:40 AM »
In megaman games you can slide over 1 tile gaps. However it seems he kind of stops over them in your game.

Sometimes the items float in the air when enemies drop them. I don't know how to reproduce it. it just happens. :-/

If you slide, then pause, and unpause, he slides slower.
The first thing will take me a little bit to fix, but I plan to fix it nonetheless.  The second thing I already noticed, but I myself and dumbfounded as to why it occurs.  I have my ideas, but I can't figure out for the life of me why it happens.  I fixed the third thing but I won't be releasing an update until I fix all of this in this post.

no...i never died a single time while playing the stage for my first time...

try it yourself...get to that point in the stage where there's a ladder...walk to the right...dont go down....you find beat and pick it up...you keep going right and see another ladder...ignore it and keep going right...and the screen scrolls right...into blank emptyness....just keep running around and your just stuck forever...

im not lieing, that screenshot was my proof. I dont have the time to test it again right now..
I'm not saying you're lying, I'm just trying to get a feel for when the problem occurs.  I have a good idea of how it happens, but I'm not sure why it occurs.  I am fairly certain it is also causing Mega Man to be unable to slide even though it seems entirely unrelated.

45
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 02, 2012, 09:43:03 PM »
OK it wasn't updating the EXE correctly because there were copying file sharing issues.  I've put a band aid on it for now.  Download the file one more time.   o//////o

http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

As for Pyre Man's stage, did you by any chance die before the stage did that to you?

46
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 02, 2012, 08:10:06 PM »
That's weird, it's doing the update forever loop for me as well.  I will have to look into this and try reuploading the file.

I've run into a major bug it would seem, in prye man.

Did this happen right after you picked up the part for Beat?

47
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 02, 2012, 07:34:04 PM »
OK I decreased their animation speed from 44 to 36, hopefully that helps.

48
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 02, 2012, 05:44:46 PM »
I would like to do that but I don't know how.  I suppose I'll ask on the Clickteam forums.

I was also experimenting with online connectivity in MMF2, I'm wanting to make MMR have an online two player mode but I don't know how I would pull this off with the pause menu being integral to the game.

EDIT: I've got the auto updater thing half working, but it's sort of tripping up.  I will let you guys know when it works and is uploaded.

Posted on: April 02, 2012, 05:52:55
OK I managed to get it to update/add files when they are available on my server.  You'll no longer have to download it manually.  owob  Just be sure to unzip it as I don't know what will happen if it tries to update in the zip file.

http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

49
Fan Games / Re: A Mega Man NES style Fan Game
« on: April 01, 2012, 06:20:20 PM »
I've now made Sand Man's stage accessible, but not everything that has been suggested previously has been implemented although I have plans to do so.  What's different with this version besides that than what was there previously?

- Stages now have more diverse tiles.
- Bugs are fixed.
- Buster Boost does not make the Mega Arm auto aim anymore, instead it picks up items you aimed it toward.
- Mega Arm now blasts through enemies on the final blow and continues instead of returning.
- Music rendering is maybe more faithful to the NES style because I changed the resampling type but I couldn't tell the difference.

http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

As always, if you have any suggestions, ideas or whatever, tell me them and I'll be glad to implement them if they sound good.

50
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 31, 2012, 06:47:26 AM »
That could be easily done by just turning on the flag that disables the controls and setting Mega Man's animation to the blinking sprite while he's out.  I like the pun it creates for the name Sand Man.  ;)  It could even be that you need to press buttons rapidly to wake up.

Pages: 1 2 3