GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
Viser 31-40 af 113 forekomster
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Opdatering: 16. mar. 2016 kl. 12:07

=2.9
-fixed crash involving binary dash destroying the incoming side of a bolton enemy
-slight change to the junk covering at the end of torchman's level
-stopped falling junk killing the player if it is included in a boss room in a custom level
-increased bitman's weakness damage just slightly (no more 1 hp 0 ammo situation)
-increased torchman's weakness damage by 1
-reduced torchman's overhead flames from 4 to 3
-removed conveyors entirely from blademan's stage. They were out of place, and served only to teach the player them for the second phase of the boss. This was a lazy solution I was unhappy of, and have put the proper work in to fix it by:
-removed blademan second phase, blademan keeps his second phase ai for custom levels, and torchman gets a new second phase exclusive to his stage not affecting custom levels or the fortress.

Opdatering: 12. mar. 2016 kl. 4:00

=2.8
-fixed crash during wily capsule, involving too much damage done during the initial part of the battle
-fixed rare bug of wilybot boss not playing its full death cutscene
-fixed binary dash from destroying spikes, magma, and fire due to them being treated as projectiles. I feel dumb for missing this for so long, and it basically forced this version.
-fixed incorrect sliding mechanics. Sliding changed to be in line with megaman 3 (Releasing down or jump does not stop slide, jumping cancels slide with a jump, pressing the opposite direction stops sliding.)
-changed some platforms in the final stage, a change to the crushers timing made it nearly impossible to get by it with no damage
-animated tiles in torchman's background. The stage really needed an active background element.
-fixed bullet enemy having a larger hitbox then intended
-added minor highlights to the gameboy style tiles

Opdatering: 9. mar. 2016 kl. 0:38

-editor only draws tile placer when in tile mode
-downward screen transitions now force megaman to release the ladder after 1 frame if the player is no longer on a ladder(mm2 style, you can go back up in that 1 frame before megaman lets go)
-minor tile fix in sharkman's normal route

Opdatering: 8. mar. 2016 kl. 23:22

=2.7
-minor snakeman tile change in endless mode
-loading screen added to level player, to prevent the game looking as thought it has frozen when very large custom stages are played( such as endless mode )
-death explosion appears properly over other objects instead of being obscured
-corrected missing background layer during story part of ending
-changed ending text to be less ambigous to cut out the massive holes in the story of why things happened
-etanks properly vanish in endless and custom modes
-etanks are no longer perserved between resets. starting with 4 tanks from a custom map and going to the normal game is fixed
-credits roll now also appears after the develouper note at the title screen
-fixed title screen being capped to 30 fps instead of 60
-fixed missing teleport animation on game start
-minor art pass on blademan's stage, attempting to add some of the new animated background elements in to improve the stage's visible quality
-fixed missing state transition and added a default case to avoid any more of them I might have missed
-octopus battery properly labled as vertical and horizontal in the editor
-octopus battery no longer get stuck in walls when moving views
-minor change in the placement of frogs in sharkman's stage
-forced torchman elevator to use certain wall tiles, to stop pop-in issue when going down it
-lightning blocks color put in line with all other golden tiles
-lightning blocks properly labled left and right in the editor
-editor highlights what object will be placed from the enemy library
-assorted tiles fixed in endless mode, spark, crash, and a few others all get to look just a little bit better

Opdatering: 4. mar. 2016 kl. 20:43

=2.6
-Fixed crash on custom boss ai battles
-added "IF(BLOCKED)" to boss ai, to let bosses check if a wall is in their facing direction( can be used to force a jump over complex boss room floors)
-added "HOP" to boss ai, half the normal jump height
-various enemies correctly cleared on room transitions
-screen boundry fixed in custom level player
-difficult jump in the magmaman section of endless mode fixed
-loosened up the spike fall in the sparkman section of endless mode
-swooping fire enemies modified to be more visible when they first fly in
-flashing background color on a sparkman animated tile

Opdatering: 3. mar. 2016 kl. 8:10

=2.5 I'm sorry for all these fast paced updates, even after i said the standalones would be slower to update. THe gm changes have resulted in a lot of issues being stacked onto bugs that are my own fault. To the point YYC is currently not playable in any form. This is the changes that will at least make it playable in the standard windows compile, and the workshop compile
-shadow and spark tilesets now properly sync on a level timer to prevent weird animations
-boss range fixed, they will now properly trigger on room entry
-music cutting out fixed
-big snakey's aim fixed
-animated piston added to gameboy tileset in editor

Opdatering: 2. mar. 2016 kl. 17:24

=2.4
-escape menu added, minimal effects on the game though, the menu is there, but inputs to the game can still be done
-fixed a wall trap in sharkman's normal route
-altered one of the last screens of sharkman's normal route to prevent the player from being pushed up against the right of the screen.
-fixed seal and minecart enemies respawning wrong when you use a teleporter
-fixed minecart enemy shaking while moving if you shoot it off screen and walk towards it
-fixed volt buckler item get screen showing the name too far to the right
-more fixes from the gm update, mostly very rare crashes
-endless mode now has a few e-tanks scattered about, along with mystery tanks to shoot for items
-added a new section to endless mode (replacing some old unused rooms)
-added blue waterfall tiles, was something i think a few stage builders would love to see

Opdatering: 2. mar. 2016 kl. 16:44

-- i'm a fucking idiot, wrong game was pushed to workshop

Opdatering: 1. mar. 2016 kl. 20:15

=ran through and made sure to catch anything i've missed, or that was changed with the gm update
-ending progresses properly to credits
-fortress 5 boss rush no longer stop music after each boss
-boss lifebars should always fill properly before fights
-launch platforms should appear above most objects
-sonic reflector is destroyed on impact with voltman instead of spaming the room with high damage projectiles

Opdatering: 1. mar. 2016 kl. 15:51

-jump changes in endless mode
-minor fixes
-testing for more crashes brought on by new version of gm