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Game updated to Ver 1.3!

I will post a dev log below this for those who want to read it, but this is the definitive version of the game now. Barring any other bugs that might crop up, for which we'll release minor updates for, there should be no more drastic changes to the game, levels or its difficulty. You either need to adapt or quit, your choice. I tried to smooth out all the rough patches, but I'm holding firm to my overall difficulty setting.

Finally, in this version, I've released all the maps of the game in all their uncompressed glory. So for those who like to scour over the maps to find every detail and/or secret, you can do so here. I've also included all the completed rooms of the scrapped 100 Room Challenge idea. Unless there is enough interest for the feature, I don't think we'll complete it, but at least see what it could have been! Crazy combinations of obstacles and ideas meant to tax your platforming skills to the limit!

Either way, redownload and enjoy the game anew or for the very first time!

-Darkflamewolf

Ver. 1.3:
- Fixed a bug where standing still while being hit by an instant death object like magma beams would sometimes not kill you
- Fixed a bug where hitting spikes while standing on a platform would do nothing.
- Fixed some potential collision/activation issues when stepping on the flip platforms found in the Intro Stage and Stone Man's stage
- Eddie no longer gets stuck if you enter his room and immediately activate his item throw before he starts moving.
- Potential optimizations in rooms in Toad Man and Tornado Man with lots of rain. Please report if slowdown issues in these rooms persist.
- Fixed a bug where hitting the weather balloon enemy with a Yamato Spear causes a second Mega Man object to appear and screw up a bunch of other stuff. He should turn into a balloon floating upwards instead.
- Rush Marine was not interacting with spikes properly at all and didn't have a proper hurt animation (unfortunate oversight). These issues have hopefully been fixed.
- Mega Man should now properly change colors when changing weapons in the pause menu in all instances.
- Fixed a bug where hitting an aqua mettaur at the exact moment he closes his shell and becomes invulnerable causes him to start flashing and become invulnerable permanently.
- Yellow Devil is typically only vulnerable when his eye is completely open. This sometimes causes a well-timed magnet missile to not hit if it passes through during his blinking animation. Now Yellow Devil will be hit by a magnet missile regardless of his blinking state.
- Adjusted Star Man's expanding star attack and Punk's spiral punk shot attack to be slightly slower and easier to react to.
- Increased damage output from Pharaoh Man’s attacks to make him more lethal.
- Made huge swath of small changes across all levels to help nerf some difficulty unbalances as well as make drastic changes to certain rooms in specific levels, namely Pharaoh, Yamato and Wily Stage 3.

Ver 1.2.1:
- Fixed bug where magma beams wouldn't kill you if you had spike guard equipped.
- Fixed bug where freezing magma would cause it to go unsolid and have you fall straight through off screen and die.

Ver 1.2:
- Fixed some Rush bugs involving him disappearing upon being summoned on moveable objects.
- Fixed the Rush Jet bug where he would warp out if he hit an invisible Yoku Block.
- Fixed Transitions bug regarding rooms that weren't all the way positioned to the left.
- Fixed variety of ladder issues where you could get stuck between screens.
- Added more temporary checkpoints in the primary robot master stages.
- Added permanent checkpoints at the boss doors to all Wily fortress bosses.
- Slowed down the intervals for Yamato Man's ground deluge of spears.
- Altered a wide swath of level design ranging from platform to enemy placement to better accommodate instances of unfair gameplay.

Ver 1.1:
- Fixed a configuration button issue in the options menu.

Posts

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godammit I just downloaded 1.2.1 earlier today.
well redownload again and enjoy it for real? XD
Your killing me Darkie. Oh well guess I start AGAIN then.
Start again? The saves are recorded in the ROTF.ini file and I didn't change anything that would cause saves from a previous version to no longer be valid.

Not to mention you could always just use passwords anyway if you like.
author=jman2050
Start again? The saves are recorded in the ROTF.ini file and I didn't change anything that would cause saves from a previous version to no longer be valid.

Not to mention you could always just use passwords anyway if you like.


If one intends to write a review one must play through the finished product the way it was intended to be played.
Ah, I get you now. Well then I will eagerly be awaiting your review and hopefully won't see 'got tired of it after awhile' comments. LOL Especially since this would now be your...third time? I'm sorry about that! lol
I glitched Ballade in Toad Man's stage.
He ran to the left side of the room, hitting me in the process, then began jumping and planting bombs towards the right. I was still standing at the left side of the room. After having planted the second bomb he teleported to where I was (bug #1) and then ran to the left, going through the door and disappearing off screen (bug #2).
The music was still playing but I couldn't hit him anymore and he did not come back into the room.
O_O
v1.3
I have some gripes about the charged shot but probably mentioned already:
1. The charged shot takes too long too power up
2. The charged shot doesn't blaze thru 1-hit enemies (e.g. the tiny diving birds in Toadman's Stage)
We have compiled all the current bugs, requests and feature changes and will be releasing a ver 1.3.1 after the new year. The only one we're unsure of that we would be able to complete is the mapping of directional buttons to the d-pad on some controllers. Its all about what Game Maker allows us to do.
Hey DarkFlameWolf, you are piles of awesome. I'm quite pleased with the amazing effort you've put in.

However, I can't seem to find a place to put bug reports, so...

I'm having weird issues with the sound/music. The game only allows one sound to play at any given time, and it shuts off the previous sound that was playing every time a new one is triggered. For example, the music is playing, and then you land - thus playing the 'landing chirp'. This shuts off the music. Or, if a sustained explosion sound is playing, firing the mega blaster shuts off the explosion sound. And so on.

If it means anything, the installer gave me an error message claiming that no sound device was detected - I'm running an ASUS Xonar DSX with a digital optical out to a receiver.

Sorry to be a bother. :)

EDIT: Reinstalling the game fixed the issue. Thanks again.

This is a follow up to my previous post. Reinstalling the game fixed the problem, but just for that play session. The next time I loaded it, I had the same 'Sound card not detected' issue, and had to reinstall the game again to make the sound functional.

My suggestion here would be to try another computer and see if its an isolated problem with your 'current' computer. That may narrow it down to the hardware rather than to the game.
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