Mega Man Maker Weapons Guide

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Sir Lancer

Sir Lancer

Күн бұрын

Пікірлер: 34
@sirlancer_2
@sirlancer_2 Жыл бұрын
UDPATE: So, a very well known mega man maker stream and content creator, MegaMarino is actually making these really good youtube shorts about every weapon in the game, which does mean that my video with JDE won't happen, however Marino makes a new video just about every day, so go on over and subscribe and watch his weapon videos www.youtube.com/@MegaMarino
@alexfischer7876
@alexfischer7876 Жыл бұрын
And he made a pretty good progress so far. _MM1-MM5_ arsenals are already covered - at the time of posting this comment.
@FuriousMaximum
@FuriousMaximum Жыл бұрын
Yea, I gotta own up, the tutorials that Mega Marino is making are so clean and concise it's not possible for anyone to do them better. He did the tutorials even better than I did the all 55 boss rush (for them sweet sweet food stamps).
@FuriousMaximum
@FuriousMaximum Жыл бұрын
These are good gimmicks and an amazing program. Several of my Metroidvanias and Non-Traditional stages employ these techniques.
@alexfischer7876
@alexfischer7876 Жыл бұрын
I'm sure the full version of this guide needs to happen. There are so many examples from vast Mega Man arsenal that got enhancements for the level editor. And I think those properties should be covered in full. For example: *Magic Card* flipping platforms, *Break Dash's buster* being twice as powerful as any regular Buster, *Thunder Wool* and *Salt Water* being adjustable when the direction buttons are held, *Commando Bomb* freely turning 180 degrees for quick adjustments, *Plant Barrier* absorbing projectiles for healing, *Electric Shock* (along with myriad of other electric-type weapons) pushing certain blocks, *Needle Cannon* projectiles sticking onto enemies for further damage, *Wild Coil's* adjustable height for its charged state - among a lot of other stuff. _Keep doing your research, Lancer._
@sirlancer_2
@sirlancer_2 Жыл бұрын
I do plan to do a longer guide that goes over absolutely every weapon in detail as I said in the description
@alexfischer7876
@alexfischer7876 Жыл бұрын
@@sirlancer_2 Good luck with making it!
@StevenG123
@StevenG123 Жыл бұрын
very nice, keep it up lance. and this guide genuinely does give a good basic understanding of each weapon!
@gamer128
@gamer128 11 ай бұрын
Really useful. I'm thinking about playing megaman maker.
@ShadowWolfTJC
@ShadowWolfTJC Жыл бұрын
I had been planning on developing a series of levels where Roll was on a quest to escape from capture, recover her beloved broom, and eventually thwart Dr. Wily's plans to use the powers of the elemental lords of fire, water, ice, and lightning to conquer the world. To this end, Roll would've been armed with the versatile Magic Card weapon as her primary weapon, which could not only damage enemies reliably like the Mega Buster, but also could be aimed upwards in addition to sideways, could snatch items and keys from far away, and could change various level objects due to Magic Card's effect (such as rotating, opening, or closing various block and platform objects for example). To complement Magic Card, I had planned on using various item sets that would've gradually evolved as Roll grew in power in later levels. For now, here's what Roll's endgame weapon set would've been like: -1. Magic Card (Spamable Primary Weapon/Object Changer): I opted to choose this weapon as the primary weapon, since it could be aimed upwards in addition to sideways, could change block and platform objects (such as rotating, opening, or closing objects), and could snatch items and keys from a distance, and that's in addition to being able to rapidly attack enemies from a fairly long range, much like the Mega Buster. -2. Water Shield (Water Weapon/Shield): For the ultimate water weapon out of the bunch, I've decided to go with one that would've not only been capable of hitting targets at range, but would've also been capable of hitting targets far above or below the player, and moreover, would've also been capable of de-acidifying solutions (meaning that, unfortunately, Rain Flush, despite being capable of hitting targets at range, both above and below in addition to sideways, would've been disqualified), which left Water Shield as the only remaining viable option, which, coincidentally, made this weapon double as the set's primary (though not necessarily only) shield weapon, allowing for an additional weapon slot to be filled with an additional weapon with more utilitarian functionality. As a shield weapon, its placement next to Magic Card was done so that the player could quickly hot-switch to it in a panic to deal with enemies or bullets that are in the player's face. -3. Ice Wall (Ice Weapon/Floating Blocker): For the ultimate ice weapon out of the bunch, I've decided to go with one that would've also doubled as a block-spawning weapon for blocking off fuse lasers and force beam, with the added utility of being able to float on water, and being able to be used to cross spike fields thanks to being able to be pushed around. Unlike with the fire or water weapons, where they could melt ice or put out fires that would've kept blocks from falling onto switches for example, there really didn't seem to have been a need for any ice weapons that could've hit targets from far away, let alone above or below the player. As a block-creating weapon, its placement just after Water Shield was done so that the player could quickly hot-switch to it if faced with, say, an incoming force beam. -4. Magma Bazooka (Fire Weapon/Spread Shot): For the ultimate fire weapon out of the bunch, I've decided to go with one that could not only strike targets from far away, but could also hit targets from additional directions besides to the left or right. -5. Thunder Beam (Electric Weapon/Spread Shot): For the ultimate electric weapon out of the bunch, I've again decided to go with one that could not only strike targets from far away, but could also hit targets from additional directions besides to the left or right, and could even destroy Guts Blocks. -6. Flash Stopper (Time Stopper): With many of the other weapons performing double-duty, it opened up an opportunity to include a time-stopping weapon into the set. -7. Commando Bomb (Remote-Guided Weapon/Explosive): Being able to launch explosives that can be guided almost anywhere opened up opportunities to create more puzzles involving destroying barriers with explosives launched from far away. -8. Tornado Hold (Vertical Traversal/Barrier Weapon/Pusher): Out of all the weapons that would've allowed the player to ascend upwards pretty much anywhere, I opted for this, which could not only elevate the player the highest (compared to Rush Coil, Tango Jump, or Item 1), but could also harm enemies in a column, could be shot at spikes from a distance (making it easier to use on them compared to Rush Coil or Tango Jump), and could push boxes upwards. Its placement near Wheel Cutter and Skull Barrier was done so that the player could hot-switch between this weapon and any of the other weapons to perform some platforming combos involving switching between these weapons. -9. Pile Driver (Air Dash/Barrier Breaker/Pusher): Out of all the weapons that would've allowed the player to dash or soar sideways in the air, I opted for one that could also push boxes and destroy barriers instead of, say, Charge Kick, since I had no use for the extra jump, and I also found the temporary invincibility from Charge Kick to be redundant with Roll's rolling dodge ability. Its placement near Tornado Hold, Wheel Cutter, and Skull Barrier was done so that the player could hot-switch between this weapon and any of the other weapons to perform some platforming combos involving switching between these weapons. -10. Wheel Cutter (Wall Climber/Terrain Follower): Out of all of the weapons that would've allowed the player to quickly scale up walls, I've decided that this weapon would've been the most practical of them all, since whereas weapons like Mega Ball or Wind Storm would've required proper spacing or spamming, all that's required to use Wheel Cutter would've been to keep the weapon button held down whilst moving next to the wall that needs to be climbed (though not necessarily touching the wall, or else it would've been impossible to climb up spike walls like it currently allows the player to do so). Also, it would've acted as a terrain-following weapon of sorts for striking some hard-to-reach targets. Its placement near Tornado Hold, Pile Driver, and Skull Barrier was done so that the player could hot-switch between this weapon and any of the other weapons to perform some platforming combos involving switching between these weapons. -11. Skull Barrier (Spike Protection/Shield): This shield weapon would've protected against spikes, though only for so long as the shield is active, so the fact that the shield gets destroyed when in contact with any enemy, projectile, or destructible object (such as a Dust Man block) would've made for some challenging platforming sections. It's placement next to Wheel Cutter and Mega Ball, and close to Magic Card (the main weapon) and Pile Driver, was done so that the player could hot-switch between this weapon and any of the other weapons to perform some platforming combos involving switching between these weapons. -12. Mega Ball (Fuse Crosser/Xtender Destroyer/Multipurpose): An incredibly versatile weapon that could've done many things well, including hitting targets around surfaces, laying traps that explode on contact with enemies, clearing obstacles within pipes, destroying Fuse Crossers/Xtenders (most often to sever their connections to various objects, such as switches), and, of course, being able to multi-jump in the air by bouncing off of the ball when coming into contact with it. It's placement next to Magic Card and Skull Barrier was done in case the player needed to quickly hot-switch to a weapon that could allow the player to recover from missed jumps. Note that I opted to not include weapons that could've allowed the player to fly over long horizontal distances without expending much weapon energy, such as Rush Jet, Flappy Beat, Item 2, Super Arrow, Jet Adapter, Super Adapter, Treble Boost, Magnet Beam, or Nado, since I had felt that they would've overly trivialized whatever platforming challenges I would've made for my levels.
@ShadowWolfTJC
@ShadowWolfTJC Жыл бұрын
For the 1st level of the bunch, Roll would've been given the following weapons temporarily until she had gotten her hands on Magic Card, which would've become her main weapon for the rest of the levels: - Roll Broom: Would've started as her primary weapon until she is captured, and the weapon is removed from her inventory. - Rolling Cutter: This would've been the 1st weapon that Roll would've recovered after escaping from her prison cell, though it would've been somewhat difficult to use due to its slow arcing shots. - Ring Boomerang: Now we're getting somewhere decent combat-wise, as Ring Boomerang makes Rolling Cutter effectively obsolete, since Ring Boomerang can be launched quick and straight, can deal strong damage, and on top of it all, can fetch items. Upon recovering this weapon, the music would've picked up in intensity, as Roll would've then been on the attack, working to visibly break out of the prison complex that she finds herself in, though she'd still need a particular weapon to help her actually escape. IMO, Ring Boomerang would've made for a useful alternative primary weapon... though not for this series of levels, since an even better weapon awaits Roll. - Shadow Blade: Though not quite as effective at damaging enemies as Ring Boomerang, Shadow Blade does offer the ability to be aimed upwards, effectively acting as a side-grade towards Ring Boomerang (though I'd still consider Shadow Blade to be an upgrade compared to Rolling Cutter). I could also see this weapon performing decently as an alternative primary weapon, but not for this series of levels. - Magic Card: Finally, at last, after having to make due with the other weapons that she recovered, Roll would've eventually gotten her hands on this weapon, which would've made all the others that she had recovered obsolete (since Magic Card would've effectively combined Ring Boomerang's speedy shots and ability to fetch items with Shadow Blade's ability to be aimed upwards), and it would've showed, with triumphant music playing as she spends the final quarter of the level using Magic Card's effects on various objects to open up a path with which to finally escape from the prison complex altogether. However, until the end of the level, it would not become Roll's primary weapon as of yet, since it would still consume ammo (and since Roll Broom was previously considered to have been Roll's primary weapon up until she was captured).
@MrElbowsmash
@MrElbowsmash Жыл бұрын
Great vid, I learned something. I need to figure out how to fit Oil Slider's unique property into a level.
@theshyguy9855
@theshyguy9855 Жыл бұрын
this is a really neat guide, i didn't know you can jam fire met spawners. i think the text needs to be changed to have an outline, was a bit to hard to read sometimes as the background was also bright. have a nice day
@Natsu25100
@Natsu25100 Жыл бұрын
5:39 Is that Fox and Falco's down special? Nice one!
@mopbrothers
@mopbrothers Жыл бұрын
Very nice video! I love the way you categorized the weapons. Ice, Fire, Water, Shield, etc.
@redshell9205
@redshell9205 Жыл бұрын
When I was making my level set I definitely used these techniques. I had in mind stuff for specific enemy types and I only give the player a bit of mobility tools as some can easily break levels. I would definitely do secret paths for level sets too.
@Davi-zo4lu
@Davi-zo4lu Жыл бұрын
underated video, it deserved more views
@slavic_boi2007
@slavic_boi2007 Жыл бұрын
You've best youtuber ever!
@Rafix
@Rafix Жыл бұрын
GREAT VIDEO!
@theprotoplayer832
@theprotoplayer832 Жыл бұрын
amazing!!!
@theactualchrust
@theactualchrust Жыл бұрын
good video lance
@iknowFiRE
@iknowFiRE 9 ай бұрын
Hey does anyone know about water shield, how much do bubbles get buffed when absorbing enemy projectiles, probably 1 more damage? can they absorb more and get more damage?
@Mini-ze6sl
@Mini-ze6sl Жыл бұрын
Would be cool to see a level design tutorial
@ThatNateGuy
@ThatNateGuy Жыл бұрын
Does Mega Man Maker also have pre-MM3 sound effect packs?
@Pebbleisdonewithyou
@Pebbleisdonewithyou 6 ай бұрын
MM8BDM (MegaMan 8-Bit Deathmatch) MMM (Mega Man Maker) RC (Rokko Chan)
@Machironi_22
@Machironi_22 Жыл бұрын
Is Nado just Airjitzu from Lego Ninjago?
@sirlancer_2
@sirlancer_2 Жыл бұрын
It’s actually a move from smash bros, brawl meta knights neutral b nado
@yesiamaloser4423
@yesiamaloser4423 6 ай бұрын
Hey man I love your videos I was wondering if you make a mod where you could play mega man four players with the race to the end and the tournament two player I will pay you if you can make this mode
@plushmakerfan8444
@plushmakerfan8444 Жыл бұрын
To people that voted flash man, elec man, shadow man, air man, and gemini man. I hope they won
@arevalo8117
@arevalo8117 Жыл бұрын
W
@clovervidproductions
@clovervidproductions Жыл бұрын
I subbed
@cevatkokbudak6414
@cevatkokbudak6414 Жыл бұрын
80th sub
@Pebbleisdonewithyou
@Pebbleisdonewithyou 6 ай бұрын
Get Equipped with Me!
@blossom6309
@blossom6309 Жыл бұрын
Hi it’s still my least favorite
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