Okay I believe that Eddie has been fixed now. I think the problem was that the script was putting him into the throw item out state when he gets close to the player, even off screen. So I limited to only make him do this when he's on the screen.
As of now, glitching too far left/right off the screen just repositions him, unless someone has a better idea. You can test this in Ring Man's stage in certain areas.
Ya know what would be a cool thing to do? I read somewhere there are GB colorizers floating around. Whether it's in game sprite replacement hacking, or emulators that lets you play GB games in full color via user palette files.
(not limited to BG & sprite layers either, like VBA). I heard of some things like MasterBoy for PSP/DS that can do this. Maybe if we can alter some GB MegaMan games with full colors, I could start making a trailer for this fan game. Just to show how this fan game will look like, in terms of its current condition now. But I guess I'm just thinking too far ahead. I'd really like to do some sort of trailer sometime around December, for the 25th anniversary of the series.
If not, then I suppose I could take regular snap shots of the B&W gameboy games, and just manually color those in my paint editing software, and have the trailer full of screen shots. That is if the game engine is not yet fully developed at the time.
UPDATE- I have fixed the animation frames of the flashing stars and the spikes in Ring Man stage. They are now a little more accurate to the way they were flashing in the original GB version.
Originally in my game, the stars and spikes were flashing nearly at the same time with each other. This was incorrect comparing to the GB version. Now they should be correct.
UPDATE 6/12/12 - The hippo mini-bosses are
(partially) in now. They don't attack yet, but all you can do right now is shoot the pillars. Oh yea, the hippo's platforms don't fall down yet. It's still WIP, but they are in now.
- Also did some changes to the miniboss room screen faders. During some testing, I had some issues with them working on the same layer as the BG
(separate from the layer that the player is on), which really broke Ring Man's stage in the flash build for some reason. But I managed to find the flaw, and change the code to use an alternative method.
UPDATE 6/14/12- Special thanks to a friend named GoofyGamer who I met over on the CT community forum, we now have 100% working deforming/reforming bridges! Even the green ones work now, and in the opposite direction.
This one took a while, due to the way MMF2 handles object focus. The new method/script now makes them work independently without any others screwing up, as what my code has been doing before.