GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
 This topic has been pinned, so it's probably important
Willburb  [developer] Jul 11, 2016 @ 7:42pm
Bug reports
Post logs. copy and pasting the entire log with a small explaination of how to reproduce will help the most.
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Showing 1-15 of 23 comments
Ridiculous Jul 11, 2016 @ 7:45pm 
Context:
This was trying to use an empty Dynaman weapon on a ladder in Torchman's stage to break the second breakable wall. I have done this twice now and it crashes the whole game. Could be on any ladder, haven't tried it. Will edit once I do.

It seems it happens with several weapons. On ladders when they are empty.

Dynaman's weapon:
__________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_megamanclimb:

Unable to find any instance for object index '167163'
at gml_Object_obj_megamanclimb_Step_0
############################################################################################

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bladman's weapon:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_megamanclimb:

Unable to find any instance for object index '152739'
at gml_Object_obj_megamanclimb_Step_0
############################################################################################
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sonicman's weapon:
__________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_megamanclimb:

Unable to find any instance for object index '152808'
at gml_Object_obj_megamanclimb_Step_0
############################################################################################

These are all the weapons I have but I assume all weapons will have an error.
Last edited by Ridiculous; Jul 11, 2016 @ 7:54pm
Willburb  [developer] Jul 11, 2016 @ 7:58pm 
Likely going to do a hotfix update soon as this bug is rather large. It will be around an hour or so due to long save/load,compile, and upload times.
Master Chief Jul 11, 2016 @ 11:46pm 
Just playing through Dynaman's level for the first time, I fell down a hole a little past halfway through the map in front of two sniper joes, and rather than dying, I fell through some screens and got trapped on the other side of the wall where you come outside after the checkpoint.

Here's a screen grab of said hole. https://scontent-dfw1-1.xx.fbcdn.net/t31.0-8/13662279_10157471256150221_6275920224006712276_o.jpg

And where you end up https://scontent-dfw1-1.xx.fbcdn.net/v/t1.0-0/p280x280/13615338_10157471260660221_2751431466512543409_n.jpg?oh=b7b52b62a11420dae6491d4ab90939d2&oe=57F88DF6
Willburb  [developer] Jul 11, 2016 @ 11:53pm 
Missing kill box. This caught me about 75% of the way through the upload for 2.18B. Canceled those and got the fix in for the hole as well. Current change log is:

=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

Thank you for all the help reporting these issues. I can only hope they've not impacted your runs too hard.
Master Chief Jul 11, 2016 @ 11:58pm 
I lied, you come out down where you would come out right after that jumping off the ladder, but on the wrong side of the wall.
Master Chief Jul 12, 2016 @ 12:01am 
Oh yeah don't worry about it. I'm just glad I have a new MegaMan game to play! Thanks for putting the work into this - I know it's a lot of time and effort. I'm helping work on some fan made games myself so I know what all goes into it. You should be proud that I found this because it was trending on Facebook.
Willburb  [developer] Jul 12, 2016 @ 12:12am 
No worries about which specific pit. It was clear how it was broken in the room editor. The pit objects that normally lie under the pit itself weren't there. I also did a quick glance over the other stages. This seems to be the last type of these bugs i've missed. I remeber one a long while ago before release. The second room over spikes in sonicman's stage didn't have spike collision at all! If anything I'm glad to see someone that understands just how "fun" bugs can be from the programmers side. Hopefully these are indeed the last of them. Two bug reports out of the 300+ new subs is either a very good sign.... Or that people just don't want to report bugs hehehehe.
DeathMeowtal Jul 12, 2016 @ 12:24am 
Overall I just want to say what a fantastic game this is!! So far I beat all 8 masters and one of the guts man levels (shark man)

There are two things that are maybe bugs, I'm not really sure, so I figured I would post them here.

The first thing is that there seem to be more than one weakness for each boss. Shark man and Dyna man are extremely OP against most enemies and bosses. Might want to make only the right powerup be effective and have the other ones only do 1 bar of damage. I've seen dyna and shark do at least 4 on most bosses.

Another thing is the water. I believe it was shark mans level? No matter how shallow the water is, as long as you are standing on water you get the same jump effect as if you were fully submerged in the water.

Oh! I almost forgot a third. After you beat the 8 robot masters you can access the castle without having to beat the 4 guts man levels. Something tells me this should not be able to happen and I figured I'd let you know.

What a great game this is, though! Awesome level designs, definitely made me die and think about how I died quite a few times - tricky tricky!

I will beat the last three guts man levels and the castle tomorrow night and come back with reports of anything else I may find!
Willburb  [developer] Jul 12, 2016 @ 12:47am 
- I was going to say that I'll leave this for a future balance change, as the uploads were nearly done.... Until my internet cut out, and canceled that plan. I've reduced its damage to 0.5 on bosses, along with razorblade doing 1 damage instead of 2 now ( as it is already spamable, and has its upwards moving quirk. ) The bombs multi-hit tends to be what does most of the damage, as it is set to only do 1 on contact.

-The water is treated like the magnets in dynaman's stage. Gravity itself is not affected, but rather the initial jump height. A change I will probably make down the line to be like the original games (where they change gravity instead, and cancel fall speed on water entry.) The quirk itself is a rather old bit of code from the original engine i picked up from Myaahhh years ago, and have since modified into a near unreconizable form hehe.

-The doc robots are actually optional, and only give you upgrades. This is the same as waveman. They are not required to enter the fortress, and serve only to give people optional challenge. As the doc robot stages are about as hard as the mid fortress levels.

Glad to see ya enjoy it. Though I wish my internet would co-operate to upload this.
DeathMeowtal Jul 12, 2016 @ 11:07pm 
I'm back! Before I begin, I forgot to tell you last night I actually found out about this game via the facebook trending section! I have also never been on steam workshop before and never contributed information like this. Aside from a few games I got last year I'm quite new to steam. I love Mega Man so much though and am so grateful that this game is free yet still so incredibly well-made - I knew I had to contribute, even if its just some small details. Thank you again for the fantastic game!

One thing I forgot to mention, too, is that the doc bots spawned early http://i.imgur.com/z7LxZCA.jpg


Onto the things I've noticed in my second sitting of the game...... (Sorry if it's long, but as I played I jotted down EVERYTHING as I went! I felt like last night I did not go enough in depth)


How do those strange doors work? They have a skull on it. Do they only work if you have defeated the boss? I feel like on one stage I may have used a weapon to get through the door. If this is not intended I will try to go back and replicate the glitch to fully let you know. http://i.imgur.com/RNgh8TU.jpg

As a small update maybe update the boss image when you select the level? When I choose a doc bot level it shows the original robot master on the boss screen. I believe in mega man 3 when you chose a doc bot stage it showed a "?" right?

On torch as well as volt man mans doc bot stage the stage music briefly plays after you defeat the doc bot.


Blade man, Volt man and torch mans skull door (im just going to call it that for now, what is the actual term for that door?) are delightfully difficult! Volt man actually costed me 2 game overs trying to figure out what to do, especially when there are the red falling rectangles with the owl pushing you. On that block that ascends to the ladder I thought the green bar was a solid wall so I let the owl push me thinking id be safe - woops! I laughed, very sneaky!

Blade man's skull door with the ascending blocks, spikes and those gravity mets...you are evil haha! WOW that was a challenge!!!! The amount of satisfaction I got beating that level was through the roof.

In wave man's stage is there an actual way up that ladder? http://puu.sh/pZSxS/2e40c65c62.png

Honestly, I think for the crocodile boss the tooth spikes should be instakill, the boss was wayyy too easy! I love how you made skull man's stage be the inside of the crocodile, though, thats brilliant.

You may want to change the pattern of the blocks in this room, I literally only used one block to get to the ladder lol, after the blocks circled red disappear you can use the blue circled block and you're good. http://i.imgur.com/qJ1uKwg.jpg

Make the time that the green circled block is active shorter, right now it stays active for so long you do not need the block circled yellow http://i.imgur.com/ZIY9U7y.jpg




And thats it! Game complete! So happy I found this game. I look forward to playing future versions of the game! Overall it took me about ~5.75 hours give or take start to end 100% (all WAVE letters, all 4 doc bots). Hoping to definitely trim that time down the second time around now that I know what im doing lol! Im not sure overall, but to get 3 letters and kill 3 docbots and do the castle it was 2 hours 45 mins and 83 deaths lmfao. (Some were self deaths cause if I died in a stupid way I would make myself get game over so I can get to the boss and have as many lives as possible to save time in the longrun).

edited for formatting.
Last edited by DeathMeowtal; Jul 12, 2016 @ 11:10pm
Willburb  [developer] Jul 13, 2016 @ 12:59am 
Alrighty. to clear up some stuff heheh. The doc robots themselves are bonuses. The skull doors are are the entrance to their bonus stages, and they are not required to enter the fortress. The items they give are mostly related to weapon amunition, and due to that make the fortress quite a bit easier (as the ammo doesn't refill between levels except on gameover.) The skull doors open when the doc robot shows up on the stage select. When the bosses on each side of the stage with the doc robot are beaten (ex: dyna, torch, and oil beaten will open torch's doc robot. ) I'll be getting the locked/open, and opening animation in proper for the super doors next update as well.

As for the second half. The ladder in waveman's stage is the same ladder in oilman's as the stage actually begins at the midpoint of oilman's stage, but takes another route. After all, they share the same location on the stage select screen. As for the last set of yoku block's I'm mostly out of puzzles for it that aren't nightmares to the player heheh. Though the one in fortress 4 is meant to be a bit of a cruel joke for those that don't catch on that it is only two jumps.
Delta Jul 13, 2016 @ 7:26am 
As requested, here are the contents of my config.ini file:

[volume]
music="0.000000"
sound="8.000000"
[keyboard]
swapr="83.000000"
right="39.000000"
left="37.000000"
up="38.000000"
down="40.000000"
jump="67.000000"
shoot="86.000000"
start="13.000000"
swapl="65.000000"
[gamepad]
swapr="b9"
right="xposright"
left="xposleft"
up="yposup"
down="yposdown"
jump="b12"
shoot="b14"
start="b4"
swapl="b8"
Willburb  [developer] Jul 13, 2016 @ 7:49am 
The config file appears to work when just copy pasted into app data. I am curious though. Does the zipped version's config properly load? It seems to be some kind of strange issue with gamemaker's sandboxing. Though this has at least lead to me replicating another bug where keys could end up overwritten with key0 when set twice with itself.
Delta Jul 13, 2016 @ 7:59am 
Just tried the zipped version and have the same issue as the standalone one. Audio changes save and load fine, but not controls.

If it's helpful, I should say that my PC is running Windows 7, 64 bit version. Not sure that the OS would have much to do with it, but you never know.
Last edited by Delta; Jul 13, 2016 @ 8:13am
Willburb  [developer] Jul 13, 2016 @ 8:18am 
Does adding new="1" to the gamepad section of the config file fix the issue? If so i know what it is.
Last edited by Willburb; Jul 13, 2016 @ 8:43am
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