GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
Showing 61-70 of 113 entries
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Update: Feb 25, 2016 @ 7:29pm

-fixed another view transition crash
-moved an enemy near the end of bitman's stage
-changed a view transition in waveman's stage to prevent the screen from being scrolled too far to the right

Update: Feb 25, 2016 @ 5:04pm

-fixed a crash involving vertical view transitions

Update: Feb 24, 2016 @ 10:03pm

-altered a screen on bitman's alt route to be less frustrating
-removed launch platform trap near the end of bitman's stage due to the player having a very high chance to get stuck in it unfairly

Update: Feb 24, 2016 @ 9:02am

-bitman's buster weakness reduced from 2 to 1.5
-minor tile change at the end of dynaman's alt route
-minor tile change at the end of sonicman's alt route
-sharkman's weapon no longer pauses the game on item pickups, this was distracting to players who were trying to time jumps, while destroying enemies ( the pickups would mess up their timing)

Update: Feb 24, 2016 @ 8:33am

Update: Feb 24, 2016 @ 7:31am

-moved bitman mid point 3 screens ahead past the branching point
-shortend bitman's alt route by 1 screen, the stage felt excessive when played through on this route.
-blademan now uses metalmans theme, feels more fitting then the chaotic speed of quickman's theme

Update: Feb 24, 2016 @ 7:05am

Update: Feb 24, 2016 @ 5:58am

-removed conveyor section of oilman's alt route, and made the challenges more in line to the standard route
-moved the last sniper joe in sonicman's normal route 1 tile back to give just a little more room for the player to dodge
-moved a swap platform closer in bitman's alt route to prevent the jump from becoming impossible

Update: Feb 24, 2016 @ 2:59am

-One of the ending screens to voltman''s normal route has been changed, removing the camping met above the spikes
-Two screens in dynaman's normal route have been altered to be less about waiting for the magnet enemies to fly by

Update: Feb 23, 2016 @ 8:31pm

-Blademan's doc robot pattern has been altered to avoid spam and cheap attacks
-sharkman's doc robot pattern no longer jumps when he shoots on the ground ,and instead waits another cycle to jump again
-water in sharkman's doc robot room has been raised to prevent jumps from being inconsistent, and are now always water jumps
-torchman's doc robot pattern no longer fires dynabombs, and has slower torch blasts on the ground