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Rockman / Mega Man (MegaMan)

I'm having fun with what you've released so far, however I may have found something that's likely unintended. After touching a horizontal spring, Mega Man's next jump has increased height, going back to normal afterwards.
It's a feature!!
(jk :p)
But i'll keep it because you can do some sick tricks
 
I’ve been really excited about this mod, and was really happy to try out this pre-alpha build, and while it’s INCREDIBLY cool, I have… many problems with this that make it INCREDIBLY difficult to play with sometimes, but not in the “Mega Man is hard” kind of difficult, more like the “this ain’t right, I legit can’t proceed” kind of difficult

If I may give some suggestions to make this mod even better, I have a couple remedies for these issues I had

So the first thing I absolutely need to mention is the momentum given by Springs

It’s just not enough, and actively makes it impossible to progress in Act 2 of Techno Hill without abusing a bug in the physics with sideways Springs, Springs in general don’t send you that far, and can lead to softlocks way too often if you’re in a spot without a sideways Spring, and also makes getting the first Chaos Emerald Token in Greenflower Act 1 impossible to grab as a result

Maybe Mega Man and Proto Man “lightweight” so that way Springs send them higher? Or perhaps make them always activate the ability Amy has to make Springs send her higher she hits them with her hammer when Mega Man or Proto Man just touch the Spring so that way they get launched farther, or perhaps Slide momentum can be carried over to Springs too until you hit the ground

Secondly, I need to bring up the Slide and the way speed is built up

Seeing the Slide, I initially thought that maybe it would’ve controlled like Kris’ Slide from Dr. Stephen’s DeltaChars mod, where it would be a rhythm of pressing Spin and *then* pressing Jump, rhythmically gaining speed over time, but I think found out I have to hold Spin and THEN Jump to get the Slide to work and that

That REALLY rubbed me the wrong way admittedly, it is accurate to how the Slide works in the classic games I get that, but it was super uncomfortable to play with

Honestly, I’d really recommend just pressing Spin to automatically perform the Slide instead of holding Spin and THEN pressing Jump, it’s incredibly uncomfortable, and while I sometimes got the rhythm down, it would quickly go away as well

Sure one could say I’m used to how Kris’ Slide and Slide Jump works, but I feel just Sliding automatically with the Spin Button would be a much more comfortable control scheme, so a rhythm can be had with Mega Man and Proto Man

Finally, I did encounter a bug, if you activate the Weapon Menu as you finish a stage, when you load into the next stage, you’ll be locked into that menu even when restarting, softlocking you and making you unable to continue unless you leave the game

Really cool pre-alpha build, but it really needs some adjusting
 
I’ve been really excited about this mod, and was really happy to try out this pre-alpha build, and while it’s INCREDIBLY cool, I have… many problems with this that make it INCREDIBLY difficult to play with sometimes, but not in the “Mega Man is hard” kind of difficult, more like the “this ain’t right, I legit can’t proceed” kind of difficult

If I may give some suggestions to make this mod even better, I have a couple remedies for these issues I had

So the first thing I absolutely need to mention is the momentum given by Springs

It’s just not enough, and actively makes it impossible to progress in Act 2 of Techno Hill without abusing a bug in the physics with sideways Springs, Springs in general don’t send you that far, and can lead to softlocks way too often if you’re in a spot without a sideways Spring, and also makes getting the first Chaos Emerald Token in Greenflower Act 1 impossible to grab as a result

Maybe Mega Man and Proto Man “lightweight” so that way Springs send them higher? Or perhaps make them always activate the ability Amy has to make Springs send her higher she hits them with her hammer when Mega Man or Proto Man just touch the Spring so that way they get launched farther, or perhaps Slide momentum can be carried over to Springs too until you hit the ground

Secondly, I need to bring up the Slide and the way speed is built up

Seeing the Slide, I initially thought that maybe it would’ve controlled like Kris’ Slide from Dr. Stephen’s DeltaChars mod, where it would be a rhythm of pressing Spin and *then* pressing Jump, rhythmically gaining speed over time, but I think found out I have to hold Spin and THEN Jump to get the Slide to work and that

That REALLY rubbed me the wrong way admittedly, it is accurate to how the Slide works in the classic games I get that, but it was super uncomfortable to play with

Honestly, I’d really recommend just pressing Spin to automatically perform the Slide instead of holding Spin and THEN pressing Jump, it’s incredibly uncomfortable, and while I sometimes got the rhythm down, it would quickly go away as well

Sure one could say I’m used to how Kris’ Slide and Slide Jump works, but I feel just Sliding automatically with the Spin Button would be a much more comfortable control scheme, so a rhythm can be had with Mega Man and Proto Man

Finally, I did encounter a bug, if you activate the Weapon Menu as you finish a stage, when you load into the next stage, you’ll be locked into that menu even when restarting, softlocking you and making you unable to continue unless you leave the game

Really cool pre-alpha build, but it really needs some adjusting
"It’s just not enough, and actively makes it impossible to progress in Act 2 of Techno Hill without abusing a bug in the physics with sideways Springs, Springs in general don’t send you that far, and can lead to softlocks way too often if you’re in a spot without a sideways Spring, and also makes getting the first Chaos Emerald Token in Greenflower Act 1 impossible to grab as a result"

>I'll make Mega Man stop having his custom gravity when hitting a spring!
(I mean he already does that but only when he's going up-)


"That REALLY rubbed me the wrong way admittedly, it is accurate to how the Slide works in the classic games I get that, but it was super uncomfortable to play with"

>I'll add a settings menu to the weapons menu!
You'll be able to toggle some settings that might solve that issue!


"Finally, I did encounter a bug, if you activate the Weapon Menu as you finish a stage, when you load into the next stage, you’ll be locked into that menu even when restarting, softlocking you and making you unable to continue unless you leave the game"

>IT'S BACK!?
Anyways i'll fix it right away! Dw :3




Alsoo... Ty for the "feedback?"!
(And also for the suggestions ^^"")
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>Before
srb20346.gif

>After
(Still planning to add the spring solution!)
srb20347.gif

And yes i do plan to nerf this ability.
How do you get/Unlock it?
From the Shop or beating Cut Man!
(In Mega Man Powered Up if you play as Cut Man you can wall-jump so-)

Multiplayer:
Enabling it to be a default/base ability with a command as an admin!
BTW this does not have an effect on players that have already unlocked the ability!
 
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Ooo, sweet, a wall jump, and you're welcome for the feedback, I really like this mod so far conceptually, and really want it to succeed as a massive Mega Man fanatic
 
"Official" Dedicated server for Mega Man!
For now it'll have the April Fools build..
BUT!
Soon it'll be the first to have the new build!
V1.6!

The ip is vv
190.161.227.4:5029

And yes..
You can report any bug you find in here and also suggest stuff :3
I'll also from time to time use csay to reveal some plans for the next update >:3
 
srb20383.gif
srb20404.gif
srb20406.gif



LOAD OF NEW STUFF!
WALL-JUMP!

+ some tweaks to some weapons!
Metal Sonic's [M.Dodge] got a buff and a nerf!
Ammo is reduced to 2 and you lose access to the slide!
You're able to spindash and spinjump if you use M.Dodge!


(New skins!?)
Try to get into the discord server to get some hints!


wait, will we be allowed to add custom boss support to megaman (like a new weapon)
Mhm..




This could be a problem in water levels that required the springs as Mega Man or even Proto Man will be soflocked from progressing.

View attachment 162164
That's related to SRB2 source code ^^""
 
View attachment 162269View attachment 162273View attachment 162274


LOAD OF NEW STUFF!
WALL-JUMP!

+ some tweaks to some weapons!
Metal Sonic's [M.Dodge] got a buff and a nerf!
Ammo is reduced to 2 and you lose access to the slide!
You're able to spindash and spinjump if you use M.Dodge!


(New skins!?)
Try to get into the discord server to get some hints!



Mhm..





That's related to SRB2 source code ^^""
Maybe you can try making the wall jump toggleable, for people like me who like the original experience, and for people who are alright with the wall jump! Just a suggestion though. Still looks pretty cool.
 
Maybe you can try making the wall jump toggleable, for people like me who like the original experience, and for people who are alright with the wall jump! Just a suggestion though. Still looks pretty cool.
Aight i'll make it toggleable!
Also...
Hosting V1.52!
(If it crashes i'll be unable to do anything since i'll be busy ;w;)
It features a few fixes + GUTS MAN!?
Post automatically merged:

Ip:
190.161.227.4:5029
 

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