- Feedback about the already released stages.
- Feedback about the bosses.
- Feedback about the difficulty, in certain area, or in general.
- Things you would like to see in the current / future stages (please be aware that for now, I'm only limited to edit the terrain in the stages).
Gameplay and Development Discussion
#1
05 October 2013 - 10:45 AM
#3
05 October 2013 - 09:52 PM
#7
09 October 2013 - 05:05 AM
maxi, on 05 October 2013 - 09:52 PM, said:
Fixed in Highway stage in the latest release. Didn't fix in Chill Penguin's stage, as you don't need to do any tricky jump from off-screen, and making the vertical scroll would screw up some other things.
#8
04 February 2014 - 04:49 AM
It is meant to be one of the easiest stages, if not the easiest one from the mod. Thing is, I would like it to be not so easy. So, if anyone of the players out there can throw some feedback on what could be changed, please, post it here. Take note I'm limited on what I can do, but you're feedback is still appreciated, as it can make me think of *that* idea that I haven't thought out of yet.
#9
05 February 2014 - 11:28 AM
- Damage done to bosses with each weapon (including their weaknesses).
- Each of the enemies' HP.
Do you have any ideas you would like implemented regarding those 2 items?
#10
28 April 2014 - 09:13 AM
This is my initial idea for his new arena, and it's working out pretty damn well:
Just a little teaser for you guys. Armored Armadillo will have lots of places reworked, as the first release was kind of a beta-version of it. I've received lots of feedback, fortunately.
#11
29 April 2014 - 10:43 AM
In the Intro stage (Highway Stage), X will not have dash, to keep the original spirit of it being a tutorial stage. When the player finishes Highway Stage, X will have the Dash available for the 8 Maverick stages. I will reference it in Zero's dialogue, to let all of the players know.
This means that the path will now be completely branched for all players. No need to stop by Chill Penguin's cave of doom anymore.
I'll be redesigning the first half of Chill Penguin's stage, to make you players this guy your nightmare.
#14
06 May 2014 - 05:35 PM
I already have the design for the first Sigma stage. The only thing I've yet to figure out is the battle with Vile. I need it to be epic.
Now, there's something else I've been working for the last few days as well. I have had the help of some of our regulars, specifically Advent, BTB and Stann. With their help, I've been reworking the dialogue of all of the scenes in the game. I kept the spirit of the original, and I added (only when suitable) some references here and there of other games, a la Brave New World.
Apart from that... Chill Penguin's first half got redesigned! Now it is officially a 'Veteran' difficulty kind of level.
And after modding Sigma Stage 1 I'll be thinking of how to redesign some parts in Armored Armadillo.
Please post any bugs you find in the Bug Report thread, so I can keep a track of them!
Stay tuned!!!
#15
11 May 2014 - 05:50 AM
There were a couple of things I'd like to comment on.
Some of the jumps disrupted the flow of the game, there were some areas where you needed to take damage to progress, and some areas where you needed to have dash boots or a certain weapon to progress through an area. Still you had some really neat ideas that I really liked..the whole first half of penguin's stage was amazing! Love how the way you go through it without boots and with boots is completely different!!
Pengiun's cave of doom sure gives a struggle, if he freezes you when you're trying to doge under an ice statue, you can't get out of it, which I thought leaned a little on the unfair side.
Otherwise it was ok. I found that the boss fights for Mammoth and Kuwanger you basically had to cheese them out... because you'd die touching the ceiling in the mammoth fight you can;t jump over him because you'd just explode, it's nearly impossible to get under him, and if he decided to make the floor lava you can;t get under him either.. I basically had to cheese him and get rng with only 1 lava floor to win that fight. Also boomer kuwanger was nearly impossible to fight..I had to cheese him out from the entrance, and the armadillo arena I basically didn't move from the beginning spot because I found no reason to.
As well in the kuwanger fight his teleporting was causing so much lag that I couldn't dash-jump properly, which promptly landed me in the pit, so leaving the door opening would typically end in me dying.
The launch octopus fight was interesting, but he does so much damage and locks you in so much that it's nearly impossible to fight him without cutting off his arms first with kuwanger's weapon.
the other thing that happened was that in Sting Chameleon's stage when the armor capsule came up under the ground i was standing next to the capsule and instead of landing inside the capsule like I was expecting to, I fell right through, causing me to have to fight the mini boss all over again. I found that kind of frustrating because with the changed platform that armor capsule guardian is a very long fight.
the only other things were, because the heart tanks only gave 1 health, the health gain was so insignificant that I stopped caring about it altogether, after getting 3 or 4 hearts I felt there was on need to bother with any more of them. and also that the weapons were pretty much useless against the bosses which sort of defeats the whole purpose of mega man getting boss powers to defeat the other bosses, which made me rely exclusively on the 2nd level of charge shot for every boss fiight.
I loved a lot of ideas you have for stages though, (pengiun and armadillo stages being my favorite ones) and I love the infinite lives and being able to exit out of stages at any time. This eliminates any need for save states whatsoever, which is great because rom hacks shouldn't need save states to get through.
I had a lot of fun playing it, and am excited to see how it will evolve. Take care and good luck with this hack!!
Oh yes, quick addition that i thought of, in Mammoth's stage where the buster capsule is located, if you miss that jump, the fire pillar on the side causes enough lag that dash jumping back to the platform to try again if you missed the jump sometimes doesn't work and causes falling into a pit.
- SlurpeeNinja(`_´)ゞ
#16
11 May 2014 - 06:43 AM
Slurpeeninja, on 11 May 2014 - 05:50 AM, said:
As well in the kuwanger fight his teleporting was causing so much lag that I couldn't dash-jump properly, which promptly landed me in the pit, so leaving the door opening would typically end in me dying.
I have some thoughts on Flame's arena to make the battle a little bit more dynamic. Armadillo's arena is getting redesigned altogether.
Slurpeeninja, on 11 May 2014 - 05:50 AM, said:
Thank you, in the moment I didn't know how to fix it, but now I have a good idea of how to fix that.
EDIT: Fixed for the next version.
Slurpeeninja, on 11 May 2014 - 05:50 AM, said:
I assure you that when you get 7 or 8 tanks, it does make a huge difference. When I modded Launch Octopus, there were only what, 5 stages done. In that moment, fighting him was much more of a challenge than he is now.
About the lag, which emulator are you using? It made me curious because the parts you mentioned having lag don't have that many sprites on screen, especially the fight with Boomer. Just think that if you have lag with that fight, that is a problem with the emulator settings, because that fight uses the same amount of sprites on screen as the original. Maybe turning up your frame skipping a bit?
Overall, thanks for the feedback! You mentioned some important issues I need to fix for the coming up version.
#17
11 May 2014 - 08:30 AM
I've realised that the buster damage is not necessarily bad, but it can rather be an option in contrast to the blue buster in certain bosses - speed versus hitbox.
Slightly modified Flame Mammoth's arena - It feels much more dynamic and open for the player now.
#18
11 May 2014 - 01:01 PM
Yea on the point of not being able to dash jump because of lag, it was slight lag but it still caused the loss of dash jump, I'd make a point to fully hit dash before hitting jump and even that wouldn't work. was using snes9x 1.53
#19
11 May 2014 - 01:29 PM
Slurpeeninja, on 11 May 2014 - 01:01 PM, said:
Yea on the point of not being able to dash jump because of lag, it was slight lag but it still caused the loss of dash jump, I'd make a point to fully hit dash before hitting jump and even that wouldn't work. was using snes9x 1.53
Yeah, I almost always answer the feedback / bug reports as soon as I can.
I don't know much about snes9x asides from the debugger. Try turning the frame skipping up a little, that should do the trick. But not too high or you'll be missing stuff.
You can always turn down the resolution of the emu. Playing SNES games on 1024x768 will be the exact same to playing them in 640x480.
#20
20 May 2014 - 11:48 AM
0.7.6b seems to be almost bug-free. All of the bugs that were reported are already fixed. And I'm as hyped about the Sigma Stages as much as you guys!
The general design for Sigma Stage 2 is done already! I'll start modding the stage tonight.
Please keep me posted about any bugs you find, so they can be fixed for the next version!!
Stay tuned!!