Version 1.5.0

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WreckingPrograms
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Version 1.5.0

Post by WreckingPrograms » Tue Mar 26, 2019 8:09 pm

Version 1.5 is finally released!

Download + changelog: https://megamanmaker.com/
Mirror: https://www.mediafire.com/file/sdjkcxz0 ... 0.zip/file

Of course, you can also auto-update if you've already downloaded an earlier version.


Changelog:
New Features
-You can now place multiple bosses in your level!
-Bosses can now perform different actions when defeated. These options are:
- End the stage, like in version 1.4 and prior.
- Drop an item: large energy, large weapon energy, 1-up, Yashichi, E-Tank, M-Tank or key.
- Add or remove a weapon to/from the player's arsenal.
- Change the playable character.
-Added a Boss Suppressor object. Placing this in a section requires all bosses in this section to be defeated in order to clear the stage.
-An absurd amount of new backgrounds, tilesets, spikes and ladders from Mega Man 1 to 9 have been added! The additions total in the hundreds - far too many to list here!
-New bosses:
- Grenade Man
- Astro Man
- Concrete Man
- Tornado Man
-New enemies:
- Shell'n
- Bunby Tank DX
- Joe Classic
- Surumaker
- Hannya Attacker
- Crunchran
- Fire Met
- Fire Met spawner
- Wall Teck
- Rabbiton
- Penpen EV
- Big Telly
- Petit Devil
- Caricarry
- Bombomboy
- Flower Presenter
- Fire Totem
- Okosutobon
- Diarn
- Hoohoo
- Hoohoo spawner
- Kakinbatank
- Adamski
- Nombrellan
- Nombrellan spawner
- Sakrets
-New weapons:
- Mega Ball
- Tornado Hold
- Flash Bomb
- Thunder Claw
- Flame Sword
- Concrete Shot
- Hornet Chaser
- Black Hole Bomb
- Laser Trident
- Magma Bazooka
- Jewel Satellite
- Tornado Blow
-New gimmicks:
- Reflecting Yoku Block
- Thunder Claw pole
- TNT
- Astro Gate + Astro Buttons
- Magma Beam generator
- Rain
- Bokazurah + blocks
- Illusian + blocks
-Water has been moved and given its own tab in the Tiles category, and many new water tiles from Mega Man 1 to 9 have been added.
-Added Dr. Light and Dr. Right plates.
-Added placeable Drop and Pit shadows for ceiling shading and bottomless pit marking respectively, available in the former Plates tab, now renamed Special.
-Regular Yoku Blocks now have multiple sprite options. The new sprite options automatically place shadows under them as well.
-Added new Cracked Block variations.
-Teleporters now have 9 different colors to choose from.
-Added previously missing colour variants for: Blocky, Wanaan Base, MM4 Shield Attacker, Dust Block, Giree, Giree Spawner, Tondeall, B Bitter, Pukapelly, Subeil, Lyric, Spinning Platform, Teckyun, MM6 Shield Attacker, Cyber Gabyoall and Fan.
-Added many new music tracks from Mega Man 8 and 9.
-Added profile icons for the robot masters of Mega Man 8 and 9, alongside helmetless Mega Man, Auto and Duo.
-Added an option to turn on a level timer which will allow you to know how long a level has been going on for.
-Added a favorites selection wheel. Hold the Tab key in the editor to spawn a wheel, then move your mouse to quickly select an asset from your favorites.
-You can now use the right mouse button to go back in angle selection and Cracked Block item selection.
-Added a new disclaimer screen to warn people about flashing images.

Changes
-Wily challenge:
- 1-ups now refill your health on top of giving you an extra life. This should no longer make certain levels unbeatable in this mode.
- You can now skip levels without losing a life, unless you are airborne or low on health.
-Pookers can now be knocked over by a fully charged Power Adaptor shot.
-Sniper Joe is now only protected on their shield, meaning you can shoot through their shield when close, or hit them in their head or feet.
-Moved the Teleporter to the Mega Man 9 section, as that was its game of origin.
-Made some modifications to the key sprite.
-Danger Wrap now deals twice as much damage if an enemy is trapped inside of it.
-Water Wave can now dose burning oil underwater.
-Updated the weapon icon for Block Dropper.
-Slightly updated mugshots for Cut Man, Guts Man and Fire Man.
-The credits no longer use colored text, significantly decreasing lag. Additionally, the credits are more compact.
-Expanded the shortcuts menu in the editor.
-New example levels: Obligatory Boss Rush Level by snoruntpyro, Whirlpool Ocean by Schmiddi and Double Trouble, Desert Base, By Sword and Shield and Infiltration by Aze.

Fixed Bugs
-Placing a Dust Block over a health or weapon energy spawner, then destroying the Dust Block, prevents any items from spawning.
-When completing a victory animation while in oil, the camera centers in on the player, ignoring screen boundaries.
-Deflecting the shot of a Cyorown with Proto Man makes it taunt.
-Water Wave removes Spring Man's hands leaving his arm links behind until he shoots again.
-Jumping while in the air stream of downwards facing fans left you in the jumping animation.
-Dive Missile can home in on Teckyuns.
-Quick Laser's description shows the wrong damage number.
-Placing solid moving platforms above Shade Man as he spawns can softlock the game.
-Shade Man can get stuck under Pooker platforms after diving.
-Fans can very occasionally clip you through ceilings.
-Charge Kicking in the air right under a ceiling makes you slide infinitely.
-Spawning Treble on the edge of a screen, then switching weapons while undergoing a screen transition, allows you to use Treble Boost under a different weapon.
-Water Wave cannot kill Rolling Drills from behind.
-Quick Lasers are not active in the section if they are off-screen.
-Quick Lasers can fail to spawn when attempted to spawn them from above.
-Enemy projectiles with gravity act weirdly when reflected during Time Slow.
-Magnet Missile can home in on off-screen Watchers and Big Fish.
-Kaminari Kogoro can be targeted by homing projectiles before spawning.
-Certain enemies get crushed when jumping into non-moving solid moving platforms.
-Subeil's description contains a grammar mistake.
-Atomic Fire's second and third charges have incorrect damage values when set as boss weaknesses.
-Collecting a second weapon capsule for power adapter while you have the first collected will overfill the weapon energy bar.
-Bubukan can pole vault over certain high walls it should not be able to if you are a specific distance away from it.
-When the game is paused, Killer Bullet's explosion stays longer.
-When Metall Cannon is frozen during its turning animation, the animation keeps playing.
-Metall Cannon's projectile keeps moving when it's frozen.
-Bass cannot activate horizontal Count Bombs during Treble Boost.
-Destroying enemy projectiles with an attached Atomic Fire does not consume ammo.
-Screen transitioning into a boss door with a weapon or character capsule placed after the door can crash the game.
-One-way teleporters are now less likely to get you stuck in a wall.
-Shade Man's grass tileset is mislabelled as Slash Man's.
-Charged Noise Crush rings get destroyed when hitting an enemy projectile, even if the projectile is killed.
-If a player projectile ricochets off an enemy shield, it is not destroyed upon a screen transition.
-Push Blocks get sent much higher when punched upwards under the effect of Time Slow.
-If Time Slow ends right before Big Eye jumps, it can become frozen.
-Icicle Teck's icicle can land on despawned jumpthrough moving platforms.
-The disappearing sprite of Perfect Freeze is misaligned.
-Ball Machine Jr.'s balls can move through terrain when colliding with a solid and a moving platform on the same frame.
-Spring Man's mini springs get caught on walls if too close to one when bouncing.
-Spring Man's mini springs do not despawn after he dies.
-Charge Kick and Top Spin cannot destroy enemy projectiles.
-If upwards-blowing fans move you through a vertical boss door, the sound effect will keep playing.
-After defeating a boss, sometimes the player is moved by a conveyor belt while not standing on one.
-Plates and character capsules do not update their graphics properly when loading a level through the editor, until the level is played.
-Shine can disappear when touching an energy pickup.
-Pierobot's gear can clip under specific circumstances.
-Proto Man and Bass cannot shoot when their ammo is depleted with Flash Stopper and Proto Coil/Treble Boost, with the latter being an adaptor slot for Mega Man.
-If you use a teleporter to enter a boss arena, then use Treble Boost quickly, Bass uses the wrong animation after the boss battle starts.
-Spark Man's animation for firing a big spark plays improperly during Time Slow.
-Flame Pillars can light oil below them on fire.
-Pukapucker sometimes does not turn around when touching a wall on the right.
-The ice cube variant of the Cracked Block has some incorrectly transparent pixels.
-Sliding when a jumpthrough moving platform is about to hit a ceiling can cause you to clip.
-When Push Blocks are pushed while inside Yoku Blocks, they clip.
-Proto Man's visor on a 1-up does not change colors when charging your buster.
-Robbit can clip when close to a right wall.
-When undergoing a screen transition and picking up an energy pickup at the same time, sometimes the transition will mess up.
-If Shade Man grabs you while Time Slow is activated, he may not let go of you after.
-While holding a ladder during a boss introduction, you can still charge your buster.
-If you transition upwards through a boss door at the peak of your Jet Adaptor flight, you can clip.
-Sometimes you cannot slide on an Icicle Teck's ice shard.
-If you pause the game shortly after one of Crystal Joe's crystals spawns, the crystal does not play its animation correctly.
-The beginning part of Crystal Joe's crystal's spawning animation is unaffected by Time Slow.
-If you climb up to a boss room, then hold down during the screen transition, you will move down when the boss spawns, instead of you being unable to move.
-Bosses placed on screen transition borders often cannot spawn.
-If Pierobot's gear spawns on a conveyor, moves and is killed, it will move as soon as it is respawned.
-With very precise movement, Minoan can despawn while its mount is still active.
-When restarting Wily Challenge, you keep your E- and M-Tanks.
-If you pause the game right after destroying a Cracked Block, then unpause, the explosion will last longer than usual.
-Screwbomber and Brain Break freeze when Mega Man dies.
-It is now significantly less likely to fall through multiple jumpthrough moving platforms next to each other (e.g. Footholder elevators).
-If you touch a stationary Icicle Teck icicle while on a conveyor belt, you sometimes still take damage.
-If Item-3 is thrown at the top part of a wall, it bounces and does not attach to it.
-Item-3 has weird interaction with solid moving platforms.
-When Blocky is pushed into a ceiling by a spring, it can clip.
-Oil Slider's board can be destroyed by destructible enemy projectiles.
-Oil Slider's blob can remain in falling state when shot at the very edge of a platform.
Created this game, I guess.

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Blast Man
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Re: Version 1.5.0

Post by Blast Man » Tue Mar 26, 2019 8:09 pm

Image
Mega Man Maker X Mod Thread:
viewtopic.php?f=15&t=8816

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Bean man
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Re: Version 1.5.0

Post by Bean man » Tue Mar 26, 2019 8:11 pm

I'm at a loss of words. Thank you so much.
Image

Okay yes alright okay

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Royalguard
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Re: Version 1.5.0

Post by Royalguard » Tue Mar 26, 2019 8:11 pm

Its here! Great work to all involved.
Due to my current inability to play MMM in a satisfactory manner on either of my devices, I will be on hiatus from activity for an indefinite period of time.

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DAS
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Re: Version 1.5.0

Post by DAS » Tue Mar 26, 2019 8:12 pm

MY DUUUUUUUUUUUUUUDES!
I'm back yo!

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In case you're wondering, Lucky 7 is a private group not open to new members.

Getan Und Gesagt

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Proto Prossesor
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Re: Version 1.5.0

Post by Proto Prossesor » Tue Mar 26, 2019 8:13 pm

YOOOOOO
welcome to the factory of proto men we do absolutely nothing here.

hi can I get a 12 piece order of Y E E T ? !

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Proto Prossesor
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Re: Version 1.5.0

Post by Proto Prossesor » Tue Mar 26, 2019 8:40 pm

why does 1.4.2.1 have "options.ini" and "D3DX9 43.dll" and 1.5.0 doesn't?
welcome to the factory of proto men we do absolutely nothing here.

hi can I get a 12 piece order of Y E E T ? !

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WreckingPrograms
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Re: Version 1.5.0

Post by WreckingPrograms » Tue Mar 26, 2019 8:46 pm

Proto Prossesor wrote:
Tue Mar 26, 2019 8:40 pm
why does 1.4.2.1 have "options.ini" and "D3DX9 43.dll" and 1.5.0 doesn't?
1.5 is made in Game Maker Studio 2, which has some changes. One of these it that it no longer relies on these files.
Created this game, I guess.

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Proto Prossesor
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Re: Version 1.5.0

Post by Proto Prossesor » Tue Mar 26, 2019 8:51 pm

WreckingPrograms wrote:
Tue Mar 26, 2019 8:46 pm
Proto Prossesor wrote:
Tue Mar 26, 2019 8:40 pm
why does 1.4.2.1 have "options.ini" and "D3DX9 43.dll" and 1.5.0 doesn't?
1.5 is made in Game Maker Studio 2, which has some changes. One of these it that it no longer relies on these files.
Ok
welcome to the factory of proto men we do absolutely nothing here.

hi can I get a 12 piece order of Y E E T ? !

LeonardMan
Posts: 1180
Joined: Sat Jul 15, 2017 11:55 am

Re: Version 1.5.0

Post by LeonardMan » Tue Mar 26, 2019 8:59 pm

I was proven wrong. v1,5 was worth THE ENTIRE 8-month wait. With its feature to put multiple bosses with different weaknesses and create true Metroidvania levels, Mega Man Maker has reached the point of near-perfection.

Finally, my Pokemon-inspired metroidvania level can be made... :') *sniff*
Bubble Bobble: 242483

Castle of Illusion:
1: 231053
2: 231057
3: 231059
4: 231062
5: 231064
Final: 231066

Mr. Gimmick:
1: 178176
2: 178177
3: 178178
4: 178181
5: 178192
6: 178198
Final: ??????, Hunt for each digit in the other 6 levels!

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Gbdnhb
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Re: Version 1.5.0

Post by Gbdnhb » Tue Mar 26, 2019 9:30 pm

Well, FINALLY!You would think an evil genius would make an inescapable room full of instant death spikes waaaaay before he made a Spring Man.
Multiple bosses!
MM8/9 Content!
Favourites wheel!
An example level by snoruntpyro!

This is the probably the best(and the biggest)MMM update so far!
Maybe now I'll actually make some levels...

People said "They won't add multiple bosses because that would require altering or changing the engine"
And they changed the engine.

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Bean man
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Re: Version 1.5.0

Post by Bean man » Tue Mar 26, 2019 9:56 pm

HELL YES FLASH MAN TILES ARE INCLUDED
Image

Okay yes alright okay

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QuartexGames
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Re: Version 1.5.0

Post by QuartexGames » Tue Mar 26, 2019 10:05 pm

But... Why when I put small energy in a level, it disappears when I play the level?
Woah It's Green ID: 316053
Woah It's Blue ID: 260308
Woah It's Yellow ID: 263387
Woah It's Red ID: 325994
Woah It's WhiteID: 258788
Image

LeonardMan
Posts: 1180
Joined: Sat Jul 15, 2017 11:55 am

Re: Version 1.5.0

Post by LeonardMan » Tue Mar 26, 2019 10:54 pm

Gbdnhb wrote:
Tue Mar 26, 2019 9:30 pm
People said "They won't add multiple bosses because that would require altering or changing the engine"
And they changed the engine.
You're right. My mistake :) WreckingPrograms and his team proved me wrong. I'm never going to underestimate this dev team again.
Bubble Bobble: 242483

Castle of Illusion:
1: 231053
2: 231057
3: 231059
4: 231062
5: 231064
Final: 231066

Mr. Gimmick:
1: 178176
2: 178177
3: 178178
4: 178181
5: 178192
6: 178198
Final: ??????, Hunt for each digit in the other 6 levels!

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