Search found 179 matches

by sbq92
Sat May 12, 2018 5:50 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

(Double post because I have another bug.) The M.BUSTER weapon block in the left side of this pic should not be hittable, but as you can see on the right side I did hit it, by shooting just above the "empty" block. http://i.imgur.com/5Vnhxq3.png It seems weapon blocks are detecting shots in the imme...
by sbq92
Sat May 12, 2018 12:28 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

Tile collision detection really needs to be adjusted a bit. I find myself somewhat regularly (once or twice a play session) bumping into a corner of a ceiling while jumping and getting launched up into the ceiling (at least I think that's the cause of it--it has to be collision-related anyway). Norm...
by sbq92
Sun May 06, 2018 10:55 pm
Forum: General discussion
Topic: What could've been added previously
Replies: 30
Views: 3214

Re: What could've been added previously

The enemies from MM9 that are in the code and are fully functional. Why haven't they just been added yet? I get that they are probably waiting until a proper MM9 update, but we do already have the teleporters from MM9, as well as a weapon from MM11. Why not just add the functional enemies?
by sbq92
Thu May 03, 2018 11:44 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

Image
The...spike ball thing (I have no idea what most of the Mega Man enemies are called; I knew this one at one point but I've forgotten) was moving downward and it got stuck on the spring.
by sbq92
Mon Apr 30, 2018 11:09 pm
Forum: Level showcase
Topic: Fire and Ice Castle (ID: 215447)
Replies: 2
Views: 579

Re: Fire and Ice Castle (ID: 215447)

This level has some neat ideas and it made me realize just how useful Ice Slasher can be. That being said, the level does feel long and checkpoints feel too far apart. I died at one point and ended up waaay back, with very little weapon ammo left. I ended up just quitting as a result because I didn'...
by sbq92
Sun Apr 29, 2018 7:50 pm
Forum: Level showcase
Topic: Palace Frozen in Time -Bass Mode- FINAL VERSION(ID: 219392)
Replies: 7
Views: 1172

Re: Palace Frozen in Time -Bass Mode- V3 + Featuring Protoman "DLC" (ID: 214401 | 215317)

Never thought people would have problems with the Shield Attackers though, since they're pretty scarce in numbers and i felt i gave the player some height to avoid them, but i'll also look to fix that if it's really a problem. It was mainly in one place, I think just after getting Skull Barrier. I ...
by sbq92
Sun Apr 29, 2018 7:13 pm
Forum: Level showcase
Topic: Palace Frozen in Time -Bass Mode- FINAL VERSION(ID: 219392)
Replies: 7
Views: 1172

Re: Palace Frozen in Time -Bass Mode- V3 + Featuring Protoman "DLC" (ID: 214401 | 215317)

This was quite enjoyable. I like exploration stages like this, especially when they're well done. A few small notes: In a couple of places, enemy placement doesn't consider Bass' inferior shooting ability (less damage, larger bullets that don't go under the Crystal Joe crystals) and the fact that he...
by sbq92
Sun Apr 29, 2018 12:02 am
Forum: Level showcase
Topic: Crypt of the Hidden Keys
Replies: 3
Views: 663

Re: Crypt of the Hidden Keys

I pretty much agree with Nigel. I enjoyed playing through the level, but he laid out some good points regarding areas that could use a bit of work. One big thing would be that the entire boss room is made irrelevant by Hard Knuckle. I double jumped up, fired a Hard Knuckle at Crystal Man, then bounc...
by sbq92
Sat Apr 28, 2018 6:34 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

This particular level shows all kinds of issues with the camera (inadvertently, I assume): 214925

I didn't make the level but I struggled playing through it because the camera kept failing to shift properly and I ended up dying a lot as a result.
by sbq92
Sat Apr 28, 2018 1:59 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

Whenever restarting a level after picking up a E/M tank, it stays with you, which probably shouldn't happen. Edit - This happens as well with checkpoints after you get a E/M tank. Many people have actually designed levels taking advantage of this functionality. I agree it's kind of weird, and it ma...
by sbq92
Fri Apr 27, 2018 10:46 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

Minoru Leonardo wrote:
Fri Apr 27, 2018 9:17 am
Using Water Wave at certain distances can cause it to "clip" in odd directions.

Image
In this case it went backwards for some reason.
This happens with other weapons, too:
Image
by sbq92
Fri Apr 27, 2018 4:46 pm
Forum: Feedback and suggestions
Topic: Capsule Ideas: Disable Weapons and Enable/Disable Stage Settings
Replies: 5
Views: 1056

Capsule Ideas: Disable Weapons and Enable/Disable Stage Settings

I know these things have probably been mentioned before, but I figured I'd put all of my own ideas concerning them here in one thread. The ability to pick up capsules that disable weapons would be great. It would allow the player to create sections where you have to use a certain weapon/utility to p...
by sbq92
Thu Apr 26, 2018 11:46 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

I've never actually noticed this before... I actually kind of like the change as it differentiates his standard buster shots slightly from Mega Man. Does this lower firing height also apply to ProtoMan shooting while jumping? Quite possibly: http://i.imgur.com/Vgz0Lgu.png It's a bit harder to use i...
by sbq92
Thu Apr 26, 2018 8:04 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

This might be intentional, i'm posting this here either way since im not sure if this works as intended or not. First one: Proto man can shoot spines just fine without having to jump and shoot them from a lower elevation. https://i.imgur.com/FVRqibT.gif Same goes for mechakkeros, he can shoot em' j...
by sbq92
Thu Apr 26, 2018 8:49 am
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

If you're too close to a Hammer Joe when you attempt to deflect his hammer with Protoman's shield, the projectile simply disappears and the Hammer Joe takes no damage. I haven't confirmed this behavior with any other enemy, but I have tested Shine and it does deflect the hammers correctly.
by sbq92
Sat Apr 21, 2018 9:52 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

A setup like the one below can cause the game to bug out and shoot your character across a whole screen. I was playing a level with this kind of setup and I got launched out the side of the next room, at which point I fell to my death. https://i.imgur.com/eqVGhrW.png The level is "FROG MANS PET SNA...
by sbq92
Sat Apr 21, 2018 3:43 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

A setup like the one below can cause the game to bug out and shoot your character across a whole screen. I was playing a level with this kind of setup and I got launched out the side of the next room, at which point I fell to my death. https://i.imgur.com/eqVGhrW.png The level is "FROG MANS PET SNAK...
by sbq92
Sat Apr 14, 2018 11:00 pm
Forum: Feedback and suggestions
Topic: Improve brick drop animation.
Replies: 5
Views: 1191

Re: Improve brick drop animation.

I know this thread is a few weeks old at this point, but I did just notice that Bass uses the Super Arm frames for Brick Drop. Proto Man uses the newer frames like Mega Man has, though.
by sbq92
Thu Apr 12, 2018 9:52 pm
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

Shots can be deflected off of fire pillars while they're rising/falling.

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When the flames are about here, the tile or so below the flame pillar blocks takes on the hitbox of the flames and deflects shots.
by sbq92
Thu Apr 12, 2018 12:15 am
Forum: Bug reports
Topic: Version 1.3.6
Replies: 248
Views: 41600

Re: Version 1.3.6

I made a level that had Atomic Fire, Top Spin, and Super Arrow. After working on it for a bit I decided I didn't want Super Arrow in the level anymore so I removed it (using the MM1 [X]). At one point today I renamed the level and saved it, but then when I went to playtest I found I had Silver Tomah...