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Messages - fifthindependent

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51
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 31, 2012, 06:42:36 AM »
I thought the Doc robot up above was a combination of sorts of some of the original Stardroids + Doc robot.  I was thinking this sort of contradicts creating a Doc robot though because Doc robot failed 8 different times so why would an amalgam Doc robot of failures fare any better?  Also, while I like the design a lot, Doc robot wouldn't need parts of other robot masters to copy them as was seen in Mega Man 3, unless this one is a different version or something.

I could be wrong with all that, but those are just my thoughts.

52
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 30, 2012, 03:23:41 PM »
I made Bass' buster with the Buster Boost fire slightly faster than half the speed it fires without it.  It would still be extremely overpowered in the fortress stages so I guess this counteracts that.  I also reprogrammed the Bass Buster as it totally bypassed the code that prevents that bullet placement glitch and now it appears Bass doesn't do it either.

Also I took out the crosshair in Pyre Man's stage as suggested but moved it to an unavailable place in the game so it can be used when another stage is made.  Next I'll be focusing on making Sand Man's stage finished and available.

53
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 30, 2012, 01:21:44 PM »
Yeah he can't move while aiming diagonally so aiming is easier.  I COULD edit his sprites and make him walk while aiming diagonally if you all think that would be better.

I could perhaps make the buster boost cost more, get rid of the double damage OR make his shots fire less rapidly with the buster boost.  Which do you think would be coolest to do?  I'm leaning towards making his shots fire less rapidly.

The explosive Tellies I named Mobinades (a combination of mobile and grenade) and I can get through without getting hit by them, but to players who are just coming in to this stage, this part could prove to be frustratingly difficult.  I will increase the delay where they appear.

54
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 30, 2012, 12:04:41 PM »
1. I will try to figure out why this is happening.  I have a feeling it has to do with the fact that Mega Man and Bass' directions are falling out of sync because I have the other character invisible but still present when you play as one of them, but it only tests for Mega Man's directions due to the fact that it'll save on the sheer amount of code I have to make.  I'm just trying to keep it as simple as possible.

2. I guess this happened for me as well one time when I was playing as Mega Man, but I thought it was just because I accidentally scrolled the catcher off the screen due to a nervous button press or something.  I'll look into it more and try to make them attempt to avoid flying off screen.

EDIT:
1. I found there's a bunch of events where Bass' direction is set while Mega Man's is not.  I synced them all up so maybe, just maybe this moonwalking issue is no longer present.

2. I made the catchers try to stay on screen while they can still be scrolled off but I still had that bug occur where the last one doesn't spawn at all.  I tried increasing the range from the screen that spawn points become active because it was only 16 pixels from the screen but the spawn points for catchers are 32x16 pixels big.  So I tried setting 16 to 64 and the bug didn't happen anymore, but it seems to be a random hit and miss situation so I don't know if this fixed it or not.

55
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 30, 2012, 08:24:02 AM »
I was going to keep the enemies from previous games the same, unless someone was willing to come up with original enemies to replace them.  I can draw the sprites (although if someone would draw them for me that would be awesome), I just would need concept drawings of them that are decent enough I can tell what I'm looking at.  Some of the levels that are finished still needed a few original enemies and tiles as well.

I fixed the two bugs you mentioned, the first one was because I didn't turn off the flags related to shooting when the menu pops up and the second was because I had an event that tested for whether or not the player's energy was higher than 28, which if it was to set it back to 28 and turn off global pausing, regardless of whether the pause menu was open or not.  I fixed both of those however.

I also worked on the fire seeker, I doubled its damage output and I just remembered to have the items go invisible when the screen scrolls by itself until it stops scrolling.    -_-

56
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 05:54:35 PM »
You do have a good point, maybe Storm Man could use the crosshair in his stage instead and then later in the stage when you actually fight him he flies off screen momentarily and attempts to use it on you.  I was planning on having the catcher robots appear later in a fortress stage with something a lot trickier to get past with them.

57
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 04:52:13 PM »
OK I sent you a PM regarding contact over MSN, I explained in there why I need to add you first for it to work.

I will try and brighten Pyre Man and the Fire Seeker at any rate.  I liked his palette so I was hoping those palette changes would help, and while I think they did improve the overall look of the stage, it's not helping the visibility of those two as you said.

58
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 04:11:42 PM »
I will look into this or an alternate method if the shot placement glitch is still present in this version.  I'm fairly certain it's gone though because I created a line of code to specifically initiate the glitch and it no longer happens in that code.

As for the stage elements, I'm designing them with some ideas tossed out here and there from the friends involved in it.  Why do you ask?

You're right, Pyre Man's shots don't contrast enough with the background, the red fiery part of the Fire Seeker isn't the exact shade of red, but it's awfully close.  I changed the palette of Pyre Man's stage quite a bit and put a black outline around the Fire Seeker itself.  Now the stage looks a bit more diverse and colorful instead of pure reddish tones.  I uploaded this change.

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

I also noticed a bug with items that spawn from enemies that they sometimes hover instead of flying into the air and then bouncing off the ground, I'm trying to figure out why this is.   :O

59
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 29, 2012, 11:56:35 AM »
I actually made an 8bit version of Air Man's theme in the music.it file of my game.  While it's not an NSF, I did record the waveforms from dummy NSF files I made that played a single note of each instrument for the IT file.  If you open it with OpenMPT you can modify it to your liking.  It's not a perfect transcription however.  Air Man's theme is sequence #74.  What file format are you using for the music in your game?

60
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 29, 2012, 11:31:06 AM »
I think I got it fixed this time.  I just told it to set his animation to the shooting + walking animation if the flag is on where he fired when his begin walk animation is playing.  After I did that it didn't do that bug anymore.  For some reason the code to make his shooting + walking animation play normally is getting interrupted by his begin walk animation even though I told it not to.

I want to try to avoid using two different objects for the same sprite anyway because of how easily they could fall out of sync.

Posted on: March 29, 2012, 06:14:48 AM
OK I finished and made Pyre Man's stage available.  You won't be able to get the MEGAMANR letter or do the boss order, but play his stage if you want to.

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

61
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 28, 2012, 07:29:48 PM »
Yeah I have them as one object.  I think the easiest thing to do would've been to set the bullets to the sprite's hotspot instead of an action point since Mega Man always fires his bullets at the same position from his sprite in the original Mega Man games I think.  I know when he's walking the bullets' created position is always the same relative to Mega Man, his buster bobs up and down when he walks, but the bullets remain steady if you know what I mean.   '>.>

62
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 28, 2012, 08:15:19 AM »
Mega Man's shots are appearing above his head because of some stupid animation error I thought I'd weeded out but apparently it's still there, I just programmed Mega Man to fire as soon as his begin walking animation plays where he moves he front leg a little before walking and it always does this.  This bug pisses me off most of all because it is so stubborn with being removed.  I put a band aid on it anyway and forced the animation to change when Mega Man or Bass fires while beginning to walk.

I guess I was wrong with the Mega Fist hurting enemies when it returns, I guess I'll have to change that.  Thanks for clearing that up.

Anyway, here's a new version again with those issues seemingly fixed.

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

63
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 27, 2012, 11:54:18 AM »
I second... or I guess third possibility 2.  Achievements are peezy easy to program in MMF2 if you're just storing it on the player's machine as long as you account for them being in the game before hand.

64
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 27, 2012, 10:44:56 AM »
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Why is it that Mega Man only shoots after you release fire button? You're supposed to shoot when you press it, not release it. Even if you start holding fire button, you're still supposed to shoot at least 1 bullet.

I thought maybe it was better the other way but I now put the way you mentioned in the game.

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When I killed a skull joe when he threw its weapon, the weapon just stood there in place. X_X
I don't know why this would happen, the creation of the bone and the setting of its velocity and such are in the same line of code so it's not like it could be interrupted after being created.  I tried putting a condition that checks if the flag is off for when the Skeleton Joe is dead before it can throw a bone so hopefully that is fixed now.

EDIT: I changed the method by which the bones' velocity and throw height are thrown, so hopefully that corrects it.

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Before screen transition, megamans animation stops. During scrteen transition, MegaMan's animation plays. This is normal ala MM2. However, after screen transitions in your game, MegaMan's animation still plays before control is restored. in MM2, MegaMan's animation stopped after the screen transition until control was restored.
You're right, and I changed this.

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If you hold jump button when attempting to climb up, you can't climb a ladder. Is this intentional?
It was intentional but I took it out.  I haven't had time to test it however so hopefully there's nothing screwed up with me removing it.

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If memory serves, the mega arm still attacked enemies after it is shot while it is coming back toward Mega Man in MMV. Though I could be wrong. In your game, it doesn't hit them when it's coming back.
I uploaded a new version without checking this, I will check it a bit later in MMV to see if it is true.

EDIT: I checked MMV and Mega Man's fist does not harm enemies when it's returning.

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There's still a color swapping glitch. It happened to me when I released charge while sliding, and he didn't fire until he stopped sliding.
I think this is fixed now as well.

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I don't recall any of the E, M, W tanks, or the lives changing color with MegaMan in the weapons menu screen. In your game, they do.
I was going to fix this but hadn't gotten around to it yet but it should be fixed now.

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After losing a life to the mini boss in ghost man stage, the mini boss does not return and I can advance to the next screen. Intentional?
I don't know yet why this is but I've put it on my list of things that need fixed.

EDIT: Apparently I forgot to set a variable that determines whether or not you're at a midway point past the blocker that keeps you from leaving the screen of the midboss.  I set this and tested it so it shouldn't be doing this anymore.

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Not sure how this gitch happened, but after beating ghost man, and going to saw man stage, megaman started moon walking when you move left.
I think this is due to the fact I didn't clear out some data from the previous stage, but I've done that now, so it should be kosher.

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At the moving saw area of saw man stage, there is not enough time to dodge the saws even with sliding. Either move some of the saws up a bit, or make it so during sliding, you can immediately jump up. I lost a life because I was confused, and stopped sliding after you hit jump.
I can do this with Mega Man but I could make it a bit easier if it's flat out impossible for you.  Just give me a screenshot if you can of the location you're having difficulty with.

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You can keep pressing start button on the robot master intro screen, the menu/confirm sound plays.
I fixed this I think.  I didn't set a flag to disable the button press itself when you press it there.

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Playing with Bass. If you defeat a robot master, and go to another stage, the glitch happens where you can walk backwards. He can't shoot in multiple directions, only strait. There seems to be a glitch here where you can't even begin to start walking forwards, but tip-toeing. Though you can still jump, and then start walking after landing from a jump.
Again, this is where I didn't clear out data from the previous stage, but it should be fixed now.

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I do agree to get rid of MM6's sliding though. Needs that jump cancel.
I did this, you can now jump from a slide.

Here is a new version with hopefully most of those things fixed.
http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

65
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 06:45:07 PM »
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If you push down+jump in mid-air you will be pushed forward.
I overlooked where it checks if Bass is standing on the floor or not when you try to initiate a dash.  This is now fixed.

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In some occiasions I could dash backwards. I think this happening when you dash forward, turn around (but don't move), and then dash again (pressing down+jump).
I couldn't replicate this yet, but I'm keeping it in mind.  Try to figure out the exact conditions required for it to happen if you would please.

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I reached mini-boss on GhostMan's level. I was beating him, when I SUDDENLY turned red! Is it intentional? I was using only charge shots, if that helps. After death he's still red.
OK I finally took a look at each frame of color swapping quite carefully, and I think I weeded this problem out finally.

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I can't harm that spider after I killed first one.
I fixed this.

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When Mega is red, life energy, weapon energy and bolts are black.
I believe this is fixed as well.

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The End. Temporary?
The room where you fight Ghost Man is always randomly placed on one of three paths.  You got one of the dud paths.

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Lost all lives, "Continue", and then this.
When I lost to GhostMan, I was put in the second checkpoint, not in the hallway before boss.
I fixed this.  Overlooked some things.

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Skull Joe can't harm you in MM4, when his bones are scattered on floor. In this game they can.
I changed this, thanks for pointing it out.

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This jump is hard for Megaman.

I uploaded it again just for good measure as I'm about to go to bed.  Hopefully most of that stuff is fixed, I couldn't figure out how to replicate where Mega Man couldn't slide after dying in Pyre Man's stage or how Bass dashes backwards but I'm keeping it in mind.  Maybe you guys can figure out Bass's problem before me.  I made the unfinished stages hidden on the stage select.
http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

66
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 11:44:19 AM »
I played Pyre Man and Ghost Man and noticed some bugs.

Pyreman: The slide stops working after you lose a life. The stage is incomplete which you may know already.
I couldn't replicate this issue, is there anything else you were doing at the time?  I'm still looking into it nonetheless and will report back with a new version when I fix this.  I'll also try to at least finish the maps on Sand Man and Pyre Man's stages before I upload again.

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Ghostman: When you take the low road the first time. There is a spider that when dead stays on screen and still attacks you. I also reached Ghostman himself and died. When I got back there the gate wouldn't appear. Also Rush Coil malfunctions underwater.
OK I fixed the spider, it stays on screen after dying because it refused to generate a spider web line to the ceiling which the thing checks for to destroy it when it dies, but there wasn't one present so it got stuck in a loop.  This happened because the game was only checking for the first spider in priority at the time of creating two of them at the same time.  The gate also didn't appear because I messed up in programming the checkpoints after adding another checkpoint because N-Mario thought there were none.  You had reached the last checkpoint but the game thought you were supposed to start back at the second checkpoint, but you were supposed to restart in the boss gate hallway.  This should be fixed now.  Also I fixed the Rush Coil, that was an oversight on my part.

Thanks guys, you're really helping with finding bugs I missed in game because I haven't had time to play test it much.  If you have any ideas for the game as well, just toss them out, I'm open to ideas.  Also Storm Man and Blast Man still need designed, if anyone wants to design them that would be awesome.  Also if you have any ideas for modding the weapons or enemies or anything, toss it out by all means and I'll try to do it if it's feasible and cool.

67
Fan Games / Re: Untitled Mega Mania Style Fangame
« on: March 26, 2012, 10:57:33 AM »



I have added Auto sheet, Duo blinking and talking.  Along with a few Met enemies, new types that is.  Plus a question, is Duo going to be active in the game, or just talking?



I really like the designs of these, hopefully they can be pulled off.

68
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 26, 2012, 08:35:40 AM »
Music doesn't seem NES-esque. Or maybe it's not, MegaMan esque. But something about the music feels off. :-/
Maybe because I made use of the DPCM channel that can play low quality WAV files and Mega Man games on the NES didn't use that?  I know that isn't accurate to the NES Mega Man formula because NES Mega Man games never used the DPCM channel but I wanted to do some thing different with the game to make it unique from the other NES Mega Man games.  In the music file however there are only five channels like the NES had and the instruments are recordings of actual NES waveforms so yeah I dunno, maybe I just didn't get the style right or something.  Maybe you could study it and try to elaborate on this point?

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If you keep charging before you die (or reset the stage?), It gets pretty weird. I managed to turn MegaMan red. ;)
That's a weird glitch.  Wow.  But I think I know why that is and I'm going to fix it right now.  Probably has to do with the color replace function getting interrupted mid-frame and I just did a color replace function to return Mega Man to his original colors when he dies and it seemingly fixed that problem.

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Any mid way points? When I die when I got far into the stage, I started right back at the beginning. :-/
The stages generally take 5 minutes to complete.  I have a midway point but I was thinking I'd add a second midway point if someone brought this up.  I'll get on that after I post this message.

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I got through some of Sand Man's stage, but the mini boss just went off screen and did not return.
Yeah, Sand Man's stage is one of the stages you can't complete because the stage itself and the miniboss are not done.  The miniboss in Sand Man's stage is supposed to be entirely different from Ghost Man's miniboss where it creates tornadoes or something, I dunno, I haven't thought out something for it yet.

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Maybe you should have completed designing these stages before making them playable, because I had to restart a lot of times due to this. :P
lol :p  I just wanted to get some ideas and feedback before I keep going with designing the game.

The shift button is a poor choice for a button because some computers have that annoying pop up for when you press Shift 5 times consecutively.
I will change the default controls to S and A for jump and fire respectively.  I know shift is a poor choice but I sort of forgot because I always turn sticky keys off.  I gotta change the coding that loads the options.dat file anyway so it has default values in case the file is deleted because as it is, if you delete the file the game becomes totally messed up with every options.dat value equaling 0.  I changed fire to A and jump to S.

Anyway, I uploaded it again with all this fixed aside from the music, which I don't know yet what the issue was with it.

69
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 25, 2012, 11:12:18 PM »
OK I paid special care to all the things you mentioned, I'll include notes below for each point.

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Well, you should speed up Mega Arm, because Mega usually gets himself defense-less when he is shooting Mega Arm.
I nearly doubled its flying and returning speed.

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Bass's shots are too slow, if you compare with original games.
I sped up his shots a lot while reducing the damage output to half for enemies so it stays balanced.

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You brought BurnerMan's spear to GhostMan level! Gladly, they are easy to avoid.
lol I didn't even realize that, but yeah you're right, I unintentionally did.

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I think you should add dash button for Bass.
Bass's dash was messed up, something to do with the code that makes him stop dashing after you jump and land on the ground conflicting with just dashing without jumping.  It should be much easier now to dash by double tapping but I also made his dash work by pressing down + jump just like Mega Man slides with that button combination.

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Is GhostMan's level a labyrinth, or it just has multiple routes?
Ghost Man's level is a labyrinth of sorts, the path to his room is always randomly chosen out of three paths before the stage starts and after you get a game over.

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When I reached GhostMan, he was looking at wall, not at Bass. Is it intentional?
There were other things messed up with this route regarding the boss battle itself, mainly because I overlooked programming the proper code for that path you got, I believe I fixed them all though.

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Wow, when I reached GhostMan second time, game stuck on "Warning" sign.
Again, I believe I fixed this.  It had something to do with the game testing if an object that stops the boss when they fall down from the top of the screen was present on the screen after the warning sign was finished, but in the version you have for some reason it kept getting destroyed after you died.

Anyway, here it is again, that should all be fixed now.
http://www.fifthindependent.com/SECRETOMGLOL/MMR.zip

70
Fan Games / Re: A Mega Man NES style Fan Game
« on: March 25, 2012, 11:45:27 AM »
Oh crap I over looked making the controls setup actually work.   :|  I'll get on that and reupload the game.

Also I should give the default controls while I'm at it.  I was sort of in a hurry when I posted this because I had to go to town and forgot that part.

Move with the arrow keys, jump with shift, ctrl to fire and enter is menu/start.

Posted on: March 25, 2012, 08:16:49 AM
OK I also forgot to reset the starting points in the stages where I'd been testing it so I did that and I also made all the options menu work except the SFX and BGM test which will have to wait until the game is done.  So yeah, download it again and everything should be all peachy keen this time.  To change the controls, press menu/start on the button you wish to change and then press the key you want to change it to.

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

71
Fan Games / A Mega Man NES style Fan Game
« on: March 25, 2012, 08:49:41 AM »
Some friends and I have started a Mega Man fan game that is in NES style so much it even attempts to replicate the problems the NES had such as sprite flicker (although this can be turned off in the options) so I thought I'd share some info here and get some opinions.

This game features the ability to play as Mega Man or Bass, totally original robot masters and master weapons and an additional 8 secondary weapons that are unique for Mega Man and Bass, four upgrade items, a shop, unique things in each stage such as Pyre Man's stage having a cross hair chase after you and try to shoot you, and much more.

Almost four stages are completed, there is a demo of the game below, but keep in mind, none of the stages are 100% completed so everything is subject to change and things still need to be added.  Also the only robot master stages available right now are Ghost Man and Saw Man.  You can watch the intro, but it's also incomplete but it will give you the whole story anyway.  The game also maxes at 50 FPS, which I know, the standard is 60 but this was an unfortunate oversight that can't be changed at this point, but it's not like it's noticeable anyway... I think.

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

So yeah, toss me thoughts, opinions, questions and the whole lot.  I need input from people at this stage before the game really takes off.

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