Download Links: Harman Air Cloud (used to run the game): airsdk.harman.com/runtime Game (up to the most recent build): www.aggamare.com/Maelstor/index.htm
@emirarsyadtemenggung2 ай бұрын
Hello, Firesawdust. After upload streaming Megaman Next Remix, then could you upload Mega Man Next Remix January Demo Mega Man Story 4th Sissy Run using another route (Intro - Otaku - Stealth - Strider - Arsenal - Jet - Mirror - Warlock - Psycho - Pro - Nunchaku - Circuitry - Sandstorm - Celsius - Plasma - Balloon - Shark - Brick - Punch - Dramatic + all anti virus items collected + robot masters showcase) before next update this week, but read this message first, please Firesawdust?
@maelstormm2 ай бұрын
Well crap, another bug at 1:22:00 to go and try to sniff out
@Firesawdust2 ай бұрын
It seems to happen right as it's playing its death animation. So if I get hit right as it just started its death sequence, the game freezes. I guess we could say that the Battle Pong has a game-ending desperation move lol. So far the viewers enjoyed this stream. I would of did a Slash Woman run but most of these guys haven't seen this game since the flash-browser days, so I stuck with Mega. You should check out the X Next stream I did, if you can overlook the compressed sfx noises. Most of the viewers got a kick out of the cutscenes, making memes out of scenes like Megaman's 1000x kamehameha buster.
@maelstormm2 ай бұрын
@@Firesawdust Starting to play catch up on vids and comments after IRL crazies kept me out of stuff for a chunk of time. I did see one of those early live attempts you tried where mic was accidentally on, think it was mmxn :3 There is a lot of silliness stuffed in these things to meme on. Crashes like this one are usually calling on a non-existent object which I can imagine if you got the misfortune of frame perfect timing game didn't have time to update effects or duplicated something. Like say the boss dying explosion and your shot hit explosion both attempting to spawn at once using same stuff and making code die by going out of range. The joys of programming *cries* Wonder if I could make actionscript like toss the error on the screen for the world and me to see what oopsie thing I did instead of having to try and recreate it to see the crash output.
@Firesawdust2 ай бұрын
@@maelstormm I feel you on irl shenanigans. I fought a 5 month long financial battle where the forces of nature seemed to consistently not roll in my favor. Yep I didn’t even know my mic was turned on until I watched the reply. Right now I’m trying to do the opposite and see how to get my mic working otherwise, I’ll have to stop gameplay occasionally to engage with chat lol. Yep, I have to say Sic/Sin story has to be my favorite out of the 4 lol. Interesting, I never thought of effects being used that way. I can’t wait to get back into programming. I decided to start out small and focus on making simple levels like MM7 since they’re pretty short and I love how each level has their own character/vibe. I feel you on that. Even with Godot, it will tell you the line where the error is at but you have to dig to find what is causing issues like game-action left = which is a boolean variable
@Firesawdust26 күн бұрын
@@maelstormmA little late to this, but if you ever roll around to Megaman Maker, I started working on a level pack for Roll Next. I got the 6 girls stages up (sending you level ids in a sec) but I’m still working on the Citadel stages. Originally I was going 1 - 1 with the original game, but then I realized some parts of it don’t translate well into the engine such as: Cyan’s lava rise (had to use the firewall gimmick as a placeholder), Shin’s building drop (will round up earning the level a dislike due to a huge blind jump), and Kz10’s horizontal elevator movement (tried my best with that one). A lot of people seem to favor Jazz and Cyan’s stages over the other 4, with Kz10’s stage coming up in third. Here are the level ID’s so far (should be about 15 - 20 minutes of gameplay) Roll - 570132 Jazz - 570630 Cyan - 570635 Tami - 570999 Shin - 571039 Kz10 - 571348 I’ll edit comment to include the Citadel level IDs, once they are finished and uploaded
@maelstormm26 күн бұрын
@@Firesawdust Once I have more breathing room I will eyeball a upload of'm, but just no time to add another game to my schedule :( Not that I can recall all gimmicks from MM games exactly, but can pitch a few things. The scrolling blocks in KZ10's could see using the MM2 conveyer things from Crash Man's stage. Put like 2 of them side by side and have the loop be off screen (assuming it allows it). Instead of bottomless pit could just put spikes and prolly close enough. Shin's building jump could see either making that specific section just use lots of arrows early in the fall, water effect to slow fall, leading shadows (dark background objects) so player has time to react, Moon gravity to slow fall. Combined with a scrolling background if it has one to give the illusion of falling faster than you are (like I did). I used shadows and arrows in RN so MMMaker should have some stuff to get in the ballpark of the effect. Cyan's stage can see using the vertical grinders from Sword Man's stage, timed lasers from Quick Man's stage, spikes on top of the rising water in Burst Man's stage. If the X stuff is in there enough, Flame Stag's volcano gimmick is a sure fire winner. All those effects I can see being used to force the player to move vertically.