GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
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Update: Aug 5, 2016 @ 12:59pm

=2.20B
-swapping spike blocks no longer disable themselves through parenting
-stopped player from reaching oils normal route using rush coil when oils alt route is active
-rush can no longer push you into himself if rush is not under a ceiling (while megaman is) while pressing up
-new final fortress level map art
-new ending art
-fixed a crash when megaman tries to climb a ladder while on rushjet
-fixed a rare case in which megaman can grab a ladder's side
-rushjet no longer can be flown underwater after rush is spawned on land

Update: Aug 5, 2016 @ 11:37am

Update: Aug 4, 2016 @ 8:33pm

=2.20
-new art for nearly every stage courtesy of Schmidkalkan
-fixed potential trap in fortress 7 where the screen may not scroll. This also makes it more clear that you go to the right instead of the pit as there is now a boss gate there
-locked player y to the inside of the view
-removed an unneeded room transition in dynaman's stage
-changed pause menu to megaman 3's design to fit the new companion items
-changed the large energy capsule at the start of sonicman's stage to a 1up
-fixed dr.light message being rushed past if voltman's stage is cleared when the message triggers
-added beta objects from one of bitman's older stage designs to the level editor to see if anyone can find a fun use for the cut objects
-rush jet and rush coil have been added to the game, while stages may not be specifically built for their uses, custom levels will benefit the most!
-megaman can only grab ladders in the screen's view (preventing some rush related exploits)
-spikes and pits now explicitly care if they are within or under the current screen
-fixed a few holes in the stages now reachable with rush, along with a pit in voltman's stage that had no killbox under it (but you would still fall out the bottom )
-fixed a missing wall in torchman's doc robot route
-made it clear in the torchman elevator 1up room that the pit is deadly
-disabled a squid spawning in sharkman's normal route
-fixed a ladder oddity when trying to grab it from directly below
-changed water from jump speed altering to gravity altering
-corrected sharkman's aim
-extended time before the moving platforms in sharkman's stage fall after hitting a wall
-minecart enemies now die on contact with spikes
-energy bar fills unit by unit (actual energy is retained though, this is just a visual effect)
-stopped escape menu from being disabled while pausing and screen transitioning
-modified screens in dynaman's alt route before and after the piston section
-dynaman's blast attack properly clears on his death and when out of view
-corrected a crash in the bitman boss fight related to the windows moving in the foreground being disabled while an alarm tried to to be set in them
-corrected a memory leak when reloading boss and custom tiles in the editor and player
-corrected fortress map using old fortress art when showing the connections between fortress stages
-lowered blade raizor ammo total
-corrected all bosses having a very small soft weakness to shark boomerang
-corrected 1ups grabbed by shark boomerange being drawn incorrectly
-increased custom level loading speed
-fixed small hop megaman rarely makes when climbing on top of a ladder
-modified a segment of voltman's alt route
-forced the wily saucer fight to not drag out as long by moving all but one spawn point to buster reachable heights
-fixed pipis instantly being respawned when killed (leading to lots of lag when you use flame rush or volt buckler at the level they spawn
-fixed bit and wave man from flipping incorrectly during tester/robot master roll call
-fixed ship falling in ending moving too slowly
-stopped hitsound from stacking when enemies die
-fixed blader becoming deactivated if too far out of the view (instead of being destroyed), and thus keeping their health and position even during screen transitions and teleports
-fort 1 boss now plays an audio que when it shoots
-reduced teleporter lag slightly (was running screen clear events twice)

Update: Jul 20, 2016 @ 3:47pm

-micro update changing an experimental feature for testers. For those wishing to join in the testing, add:
[EXPERIMENTAL]
ylock = "1"
to the ini file located in: %appdata%\Megaman_dosremake\

Feature locks megaman's y location inside the view, forcing walls to "go up forever" as collisions are being checked just slightly below the screens border if megaman is above the view. This is currently only enabled with this config option, as I am unsure if it breaks anything yet. Once this feature is rolling well enough, rushjet/coil is possible. As the player can no longer escape the games bounds easily.

This is workshop only for now, and does not impact custom level compatability at all. Please use the workshop version if you are testing this, as the standalones use an older, slightly buggy version of it. post bugs to the crashlog/bug report topic in discussions.

Update: Jul 20, 2016 @ 9:04am

=2.19B
-fixed crash when the end of screen transitions place you in a pit
-corrected a screen transition in dynaman's stage being placed halfway over a pit
-screen transitions now draw megaman standing in place if his state is somehow lost during transition (instead of megaman becoming invisible for the transition)
-modified a screen on dynaman's normal route to no longer be about timing your jump with the magnet mets, and instead timing your jumps between them
-added a shine and removed the collision on the wily saucer fight's fade in so that players are not caught off guard by wily appearing and take contact damage
-increased damage of wilysaucer weaknesses
-updated the music selector in custom stages to not be pushed around by new tracks (thus changing the music of older custom levels when loaded in new versions)
-added gyroman music track for custom levels and to replace sharkman's rock and board music
-a small platform change to the end of sharkman's alternate route

Update: Jul 13, 2016 @ 11:24am

=2.19
-bitdash clone no longer draws under animated backgrounds
-changed volt's stage layout slightly to fix two screen centering issues and changed the beak turrets out for hammer joes so the enemies are more consistant
-magnet fields in editor no longer replaces magnets at the top of the screen (and vice versa)
-moved cheap shot from the first telly in blademan's stage
-doc boss bonus stage doors now animate and open
-dr.light now gives an explaination for the bonus doc robot bosses, and implies they are optional
-altered dynaman's large bomb attack to be more accurate by always breaking in an up and out direction, instead of left and right leaning arcs
-adjusted dynaman's ground pound attack to be slightly slower
-increased torchman phase 2's likelyhood to shoot rather then jump back
-increased speed of screen scrolling between weapon example and password
-decreased boss weakness to torch blast (not including bosses weak to it)
-corrected keyconfig overwriting keys and pad input with key0 when set twice with itself
-corrected keyconfig ignoring post 2.14 update flag and always resetting gamepad controls (while also refusing to load keyboard configs) unless you have the 2.14 flag set from that update

Update: Jul 12, 2016 @ 2:03am

=2.18B
-editor's object library is now broken up into pages for specific objects
-fixed crash when using empty weapons on a ladder
-fixed hole in dynaman's stage with missing kill box
-reduced dynamo wrecker damage to bosses to 0.5 (with the exception of bosses weak to it )
-reduced razor blade damage on bosses to 1 (with the exception of bosses weak to it )

Update: Jul 10, 2016 @ 2:33am

-incorrect check making ladder tops solid while you are under them
-fixed megaman's start climbing location looking at all close by ladders instead of requiring them above or below him

Update: Jul 9, 2016 @ 11:10pm

=2.18
-ladder snap points adjusted for both top and bottom locations. Megaman no longer abruptly snaps much higher up then where he grabs.
-right facing conveyors no longer vanish when paused ( no impact on gameplay, was only visual )
-octopus batterys no longer trigger on screen edges, MUST be in the same vertical screen to activate
-corrected bitdash getting stuck in floor from blocks over ledges
-corrected improper snap position for dropping off ledges while sliding with a block above
-corrected crazy gunner shot arcs and timing

Update: Jul 3, 2016 @ 4:00pm

=2.17C
-eye walkers not being cleared on screen transition
-enlarged hammer joe hitbox
-wave properly affected by energy balancer
-added "AT SIDES" boss AI checks. can be used in combination with "on left/on right" to check if the player or boss is along the edge of one side of the room
-added "TURN AROUND" boss AI. flips facing direction, intended to be used with STOP or a WALK after as only the facing is change, not the movement, so moonwalking is possible.
-pressing backspace at or before the title screen will reset keys to default
-conveyors properly block rain
-increased torchman junk block tutorial pit by one block to ensure the player must learn the junk turns solid when it lands in acid
-custom level player optimization