GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
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Update: Feb 29, 2016 @ 4:53am

=2.2 The previous update was a mark that the main game was finished, this is the editor being finished along with bug fixes and changes to objects not in the main game.

-teleporters do not teleport before the level starts
-teleporters cancel movement when used
-flashing pixels on eye-walker enemy removed
-magnet fields in the level editor ONLY appear in room placed in, and along the full height of the screen
-ladybug enemy has a wider arch of travel, and no longer homes in at your feet
-random teleporter now shows active flicker
-flashman and geminiman tiles are now constrained to the stage timer, no longer de-synch animations
-prevented gear enemy from getting stuck on walls after sliding off platforms
-enemies reset properly onteleporter use
-crazygunner enemies no longer shoot while off screen
-dada jumper enemies stop vertical momentum when they hit the ceiling
-pharoahman tiles moved in editor for easier placement of a large 3x2 block
-slowed down big snakey's shots
-slowed down big snakey's fire rate
-fixed big snakey's hitbox
-big snakey's neck will no longer remove tiles under it when destroyed
-changed big snakey's shot count from (2,3,4) to (1,2,3)
-floating can enemies properly remove themselves on screen transitions instead of staying where they are
-teleport counter added to custom levels, only appears once a teleporter is used
-timer now has a red state that pauses when you die, allowing you to see your end time on death easier(lots of cloud backgrounds after all)
-top and chicken enemies are cleared properly on screen transitions
-random teleporters aims for fresh locations more often
-forced direction dependant view transitions
-fish bomber enemy's bombs hit properly above the platforms they hit
-raised orb canon's trajectory so it hits closer
-topman tileset has animated lights now
-black spikes in bubbleman's set are now proper tile spikes
-fixed memory leak in custom map player
-megabuster is set to the current weapon every time the custom map player starts
-moved cloud tiles near needleman's set so that clouds are easier to make on screen in conjunction with airman's set
-fixed blademan appearing at half hp in editor
-added endless mode
-rooms with infinate lives now show a "-" in your life counter when in use, custom room player, and tutorial use this

Update: Feb 28, 2016 @ 4:43am

-corrected sky color of several tiles (minor shade differences made them look off from each other)
-added two missing magnet man tiles

Update: Feb 28, 2016 @ 2:52am

-parity to standalone compiles so maps are compatable
-minor tweak to editor so builds done on the same day can be loaded instead of the same time(this is a change on my end, and does not affect the players, the editor will function as it always has, but far less likely to give out of date errors between the three versions)
-placed some kill points under the pistons in blademan's alt route to stop the rare cases where you would get crushed but not die

Update: Feb 27, 2016 @ 1:39am

=2.1 Release
-items removed during screen transitions properly
-items persist properly in room editor
-custom levels use a different ending music
-bubbles from megaman when underwater
-splash now plays even if the water is upside down
-magnetmans tileset extended to be more useable
-duplicated tiles removed in editor
-new tiles added to editor, parts of frogman's and pharoahman's stages
-needleman's tiles slightly extended with new spikes
-used multiple spike tiles in each stage, instead of using the same design over and over
-minor change to the end of torchman's super route

Update: Feb 26, 2016 @ 8:30am

-timer added to custom stages. Timer only begins at the start of the stage. Three colors are used as a form of "rank".
=GOLD: Buster only, no damage.
=GREEN: no damage, player has used more then the buster for this stage.
=WHITE: damage taken, and other weapons used. standard rank.

Update: Feb 26, 2016 @ 6:55am

-proper teleport light on editor made teleporters
-launch platforms un-stuck player if they move over them when going down
-slowed conveyor belt animation slightly
-increased bomb platform countdown length very slightly (95% of previous count down speed)
-fixed a flashing pixel in spike swap platforms
-moved bullet enemy in fort 1 slightly
-rubble from breaking junk appears over other objects
-vanishing blocks only make sound if on screen
-decreased crusher wait time to allow it to de-synch from other level hazards easier, preventing impossible crusher blocked jumps

Update: Feb 26, 2016 @ 1:59am

-voltman's super-route altered, vanish block puzzle removed, unfair hammer joe removed
-wily capsule hp change reverted due to being able to shoot him down before the actual fight

Update: Feb 25, 2016 @ 10:36pm

-fixed a state transition crash when using the super-boss door

Update: Feb 25, 2016 @ 9:12pm

-added MAKE SHIELD and REMOVE SHIELD to boss ai, woodman clones ahoy!

Update: Feb 25, 2016 @ 8:45pm

-removed an ancient screen transition restriction. Sliding can now go through screen transitions.