Increase the key limit please

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14Protoman
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Increase the key limit please

Post by 14Protoman » Tue Dec 03, 2019 4:24 pm

I even have a good idea of how it can be, just listen:
In the pause menu there is a slot the size of the E / M-Tanks that serves to place two more items. In one of them you can set the limit of keys and this can reach a greater and reasonable number like 10 or 13.
Fill and additional data, it should not cost as much, but with the other space you could put the W-tanks, it is not so difficult to redo the pause interface.

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02gn
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Re: Increase the key limit please

Post by 02gn » Tue Dec 03, 2019 5:01 pm

^ this

I would really like to get more key limit (AT least 8) just to make, for example, in classic boss rush level, each boss drop a key to make it balanced.
I have entered:

1.6 hype mode

So I might be active for some time here

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LeonardMan
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Re: Increase the key limit please

Post by LeonardMan » Wed Dec 04, 2019 1:25 am

02gn wrote:
Tue Dec 03, 2019 5:01 pm
I would really like to get more key limit (AT least 8) just to make, for example, in classic boss rush level, each boss drop a key
I second this because I actually made a full game in a single level and it includes the boss rush with keys. The problem is, if you pick up an 8th key when you've already got 7, the 8th key is destroyed and you can never open all 8 doors, so you have to spend at least 1 key before finishing the boss rush. Most players are not going to remember this...
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!

MrDocrobot
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Re: Increase the key limit please

Post by MrDocrobot » Wed Dec 04, 2019 1:57 am

I agree. I have to place one key door down that contains just a life and have the other 7 be the primary key doors you need to open so that the player doesn't get stuck. This would really help with classic Boss Rush styled levels or levels that contain boss rushes.

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Zephadus
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Re: Increase the key limit please

Post by Zephadus » Wed Dec 04, 2019 1:11 pm

For boss rush stages, there is a workaround, but it's less than ideal.
After each boss fight, have a teleporter take you to a hallway with 8 doors.
The hallway has two exits:
1. Teleporter back to hub area (choose next boss).
2. To end of level / boss.
If the player is able to access this hallway without having defeated a boss, the should be able to get to the teleporter leading back to the hub area without unlocking a door, but must be forced to at least touch one.
I use this in my Mega Man 2 example campaign.

Example (click for larger image):
Image

As you can see, Mega Man has no choice but to either unlock the first door, or jump over it.
Due to the tight space, there is no way he can jump over without touching the door.
If he has a key, it will surely be expended.
In effect, the player must collect 8 keys in order to progress to the end of the level, but will never be in a position where they are carrying 7 keys while collecting an 8th.
You could also have the player slide into an area with a door in the ground, causing them to slide over it, for the same effect, even requiring the player to collect (and expend) more than 8 keys, if necessary.
(however, I do not have slide enabled in the example level)
Image
Image

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LeonardMan
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Re: Increase the key limit please

Post by LeonardMan » Wed Dec 04, 2019 3:17 pm

Zephadus wrote:
Wed Dec 04, 2019 1:11 pm
For boss rush stages, there is a workaround, but it's less than ideal.
After each boss fight, have a teleporter take you to a hallway with 8 doors.
The hallway has two exits:
1. Teleporter back to hub area (choose next boss).
2. To end of level / boss.
If the player is able to access this hallway without having defeated a boss, the should be able to get to the teleporter leading back to the hub area without unlocking a door, but must be forced to at least touch one.
I use this in my Mega Man 2 example campaign.

Example (click for larger image):
Image

As you can see, Mega Man has no choice but to either unlock the first door, or jump over it.
Due to the tight space, there is no way he can jump over without touching the door.
If he has a key, it will surely be expended.
In effect, the player must collect 8 keys in order to progress to the end of the level, but will never be in a position where they are carrying 7 keys while collecting an 8th.
You could also have the player slide into an area with a door in the ground, causing them to slide over it, for the same effect, even requiring the player to collect (and expend) more than 8 keys, if necessary.
(however, I do not have slide enabled in the example level)
What if the player collects all 8 keys before touching the first door? (the teleporters to all 8 bosses are in the same room, you see...)
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!

Fluff Man
Posts: 401
Joined: Wed Mar 13, 2019 7:44 pm
Location: The !$%&^th dimension.

Re: Increase the key limit please

Post by Fluff Man » Wed Dec 04, 2019 9:52 pm

LeonardMan wrote:
Wed Dec 04, 2019 3:17 pm
Zephadus wrote:
Wed Dec 04, 2019 1:11 pm
For boss rush stages, there is a workaround, but it's less than ideal.
After each boss fight, have a teleporter take you to a hallway with 8 doors.
The hallway has two exits:
1. Teleporter back to hub area (choose next boss).
2. To end of level / boss.
If the player is able to access this hallway without having defeated a boss, the should be able to get to the teleporter leading back to the hub area without unlocking a door, but must be forced to at least touch one.
I use this in my Mega Man 2 example campaign.

Example (click for larger image):
Image

As you can see, Mega Man has no choice but to either unlock the first door, or jump over it.
Due to the tight space, there is no way he can jump over without touching the door.
If he has a key, it will surely be expended.
In effect, the player must collect 8 keys in order to progress to the end of the level, but will never be in a position where they are carrying 7 keys while collecting an 8th.
You could also have the player slide into an area with a door in the ground, causing them to slide over it, for the same effect, even requiring the player to collect (and expend) more than 8 keys, if necessary.
(however, I do not have slide enabled in the example level)
What if the player collects all 8 keys before touching the first door? (the teleporters to all 8 bosses are in the same room, you see...)
That’s impossible because after you defeat any boss you get sent to the hallway, and you have to use at least one key to get back to the boss select room.
FEAR MY FLUFF OF DOOM

MEGAMAN -1 Megamaker Fangame in Progress!
Also, working 50/50 uncheatable randomizer that anyone can copy into their levels! level ID 353798

Best Megaman theme: https://youtu.be/Z2ACqGtQodM

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LeonardMan
Posts: 1335
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Re: Increase the key limit please

Post by LeonardMan » Thu Dec 05, 2019 2:22 am

Fluff Man wrote:
Wed Dec 04, 2019 9:52 pm
LeonardMan wrote:
Wed Dec 04, 2019 3:17 pm
Zephadus wrote:
Wed Dec 04, 2019 1:11 pm
For boss rush stages, there is a workaround, but it's less than ideal.
After each boss fight, have a teleporter take you to a hallway with 8 doors.
The hallway has two exits:
1. Teleporter back to hub area (choose next boss).
2. To end of level / boss.
If the player is able to access this hallway without having defeated a boss, the should be able to get to the teleporter leading back to the hub area without unlocking a door, but must be forced to at least touch one.
I use this in my Mega Man 2 example campaign.

Example (click for larger image):
Image

As you can see, Mega Man has no choice but to either unlock the first door, or jump over it.
Due to the tight space, there is no way he can jump over without touching the door.
If he has a key, it will surely be expended.
In effect, the player must collect 8 keys in order to progress to the end of the level, but will never be in a position where they are carrying 7 keys while collecting an 8th.
You could also have the player slide into an area with a door in the ground, causing them to slide over it, for the same effect, even requiring the player to collect (and expend) more than 8 keys, if necessary.
(however, I do not have slide enabled in the example level)
What if the player collects all 8 keys before touching the first door? (the teleporters to all 8 bosses are in the same room, you see...)
That’s impossible because after you defeat any boss you get sent to the hallway, and you have to use at least one key to get back to the boss select room.
Ah... Thank you. :)
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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Royalguard
Posts: 3464
Joined: Mon Jul 24, 2017 1:20 pm
Location: Ontario, Canada
Discord: RoyalGuard#1135

Re: Increase the key limit please

Post by Royalguard » Thu Dec 05, 2019 12:25 pm

I always found it odd that the key limit was 7, I always felt either 10 or 20 would have made more sense.
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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14Protoman
Posts: 648
Joined: Mon Oct 15, 2018 2:24 pm
Location: Argentina

Re: Increase the key limit please

Post by 14Protoman » Thu Dec 05, 2019 5:31 pm

Royalguard wrote:
Thu Dec 05, 2019 12:25 pm
I always found it odd that the key limit was 7, I always felt either 10 or 20 would have made more sense.
Same

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