Hart-Hunt

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Everything posted by Hart-Hunt

  1. I approve of this. I might google the games and see how they play, so if I join I know what to do to play them correctly. Cheers.
  2. Thank you! I'm a long time regular, so you'll be seeing me around. And I'm the maker of the Mega Man X: Hard Type series. Welcome to you to NG+!
  3. As you might know already, the bad thing about romhacks, is that the creators have to do this on their spare time. These past few months were filled with a lot of adulting for me. School, job and my family took a lot of time from me and from being on the site. With that said, I will be catching up, slowly on this. Thanks for understanding, and I hope you all have a good day.
  4. It's been months, and this post was so well made, I feel bad for not having answered it. Thanks Lock, it's great to read this and it gave me a much needed feedback about the design. Given the structure of the game (Intro Stage -> 8 Stages -> Sigma 1, Sigma 2, Sigma 3, Final Battle) the intro stage was designed to have a lower raw difficulty than the rest of the stages. That said, you described it just as I intended it to be. More involved design, no more tight jumps, smaller threats slowly chipping you instead of big ones (Mega Man has a life bar, right? Otherwise it'd be something like Mario). There will be times to have different approaches, but this overall felt good to read. About the two things you mention. The one you mark at 12:16, the Spikey actually spawned from the right because you scrolled the screen a bit to the right, you simply missed it because you were moving left and right and thought the left scroll caused it. The non-linear part is there to introduce the concept of less linearity, as you figured, so the player thinks "Oh hey, levels might do this". And since I thought about the player "getting lost" I put a consolation health pick up. I might at some point in the future put an arrow or something that points to the right, so the player knows which way to go. That should easily solve the issue. Again, thanks for the feedback Lock.
  5. Short answer: It's not in my plans, but it might happen in the future. Only time can tell. Long answer: NHT is supposed to have a more reasonable difficulty, simply because of the superior design (all of this compared to HT). So, New Hard Type, despite its name (which I love because 1 Tradition, and 2 to make it clear it's not easy) should be more than enough to attract fresh blood to the scene. However, the non-linearity of Mega Man games is always an issue for a difficulty mod, because it's a lot more difficult to make a good difficulty curve when the game is not lineal. If the game ends up being too difficult, be might see. One last thing, NHT is supposed to be easier than MMX2HT and MMX3HT. So again. Time will tell.
  6. We all know you're the evil one. Btw, those pics look awesome Elric. Already saw your ninja ofc. And I always love that pic BTB rofl.
  7. It's like seeing my evil twin.
  8. Random pic of me at my bedroom.
  9. Nice, the MMX one is included. That list should include the FFT one that's been uploaded here, which I was gonna say looks insane, and I really want to try out.
  10. I have similar feelings, but they're a bit more negative, yet constructive the same. The changes that were done were good and refreshing, but for the mod to feel like a complete experience worth playing (especially on a pretty long game like IX), then more and radical changes should be done to the enemies / bosses / equipment / skillsets (which is the main scope of the mod, a reimagine / rebalance of the original). In general, I felt like I was playing the same game, except for some ocassional moments, and I wish those moments weren't so ocasional.
  11. Hey everyone, name's Hart-Hunt. I'm the average guy who's not afraid to say it out loud. Talk to me about anything - From platformers (Mega Man X is my passion) to strategy / RPGs, to music, to what you ate last sunday. Reach me via PM if you need anything in regards to the site. Ignore me if you think I'm boring - But wait to see me pop up in Discord at say 3 am after a few drinks, and I might change your mind. What I like the most about this site? Its logo. It is a huge plus.
  12. HI! WELCOME TO THE-- He's gone x.x
  13. Welcome guys! And in behalf of the FFT community, thank you for all of the tremendous work you've done over the years! We're happy to have you around. I'm a lurker of FFH as you may have deducted.
  14. Reading all of the stuff bots do just to ultimately spam people makes me rage really bad. The insight is appreciated from someone who knows nothing about it.
  15. Ninja is my MVP. Jus' sayin'.
  16. I know I started it, but now you're all driving me insane.
  17. You're awesome.
  18. ...Oh, you're Avix. Sup dude.
  19. RIP my pun
  20. Long time no see Raven, hope things are going well with you!
  21. That does look nice as well. The specifics of the design are not set in stone yet, so yeah, we'll definitely consider having a second lighter theme.
  22. This is a merged topic, made for you players to report the bugs in any of the Mega Man X mods. All bug reports or oddities you found are greatly appreciated and will help to polish the games further. Please know that, as in any bug report in any project, adding as much details as you can will help me fix the problem quicker. Things like which emulator you're using, and if you can replicate the bug are standard. Save states or detailed explanations are of great use as well.
  23. Patch must be applied to a Mega Man X2 (U), UNHEADERED ROM . Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Mega Man X2: Hard Type Mega Man X2: New Hard Type is a WIP project - rebalance and stage redesign project for Megaman X2 for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre. List of changes for the final version: Level changes: Every single level will be redesigned from scratch. More enemies, completely new, reimagined areas. Upgrades locations completely relocated and others. Note that while this is called "Hard Type", it's simply a reimagine of the old stages with a more competent difficulty curve, and should not be mistagged with names like "Kaizo". Such concepts are out of this project's scope. Note that this is an Alpha release. Further development of X2 will be done after its sister project, Mega Man X: New Hard Type gets to its final version. Want to donate? Click here! Download: Credits: Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/ justin3009 of the Megaman X9 Forums, for his great help in ASM hacking. Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you. BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/ Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread) Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com The crew in New Game +. http://www.ngplus.net
  24. Patch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Mega Man X: Hard Type Mega Man X: Hard Type is a rebalance and stage redesign project for Megaman X for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre. Mega Man X: Soft Type Mega Man X: Soft Type is a patch included in the download, which features all of the changes listed below, except for the level redesigns. It's a must for players who want to check out a rebalanced verison of the original, without having to play the redesign stages! Think of it as a middle ground between the original, and MMX: Hard Type! List of changes: Level changes: Every single level has been redesigned from scratch, including bosses arenas. AI changes: Regular enemies, bosses and minibosses have had their AI enhanced, making them more responsive and faster, among other things. Enemy stat rebalances: Enemies have had their HP rebalanced and they usually deal more damage. Player stat rebalances: Ammo has been reduced, and each of the weapon's costs have been rebalanced. Damage done by weapons have been rebalanced as well (The Hadouken isn't a 1-shot anymore), both against regular enemies and bosses. Some weapons had their speed rebalanced. The body upgrade has been nerfed to 25% damage reduction. Other misc changes: Infinite lives. Dialogue changes. Spec mode modified. Death counter in the pause screen. Each of the bosses can now be rebattled. Each of the Maverick stages can be exited without having beaten it first. Hadouken capsule only requires 1 visit. Doesn't require all stages beaten. Dash acquired after completing the Intro Stage. Custom Title. Other rebalances and small additions. Want to donate? Click here! Download: Patch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Credits: Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/ justin3009 of the Megaman X9 Forums, for his great help in ASM hacking. Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you. BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/ Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread) Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com The crew in New Game +. http://www.ngplus.net
  25. Version 0.1.0

    433 downloads

    Patch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Mega Man X: NEW Hard Type Mega Man X: New Hard Type is a WIP retake of the Mega Man X: Hard Type mod. It greatly expands the scope of the project with the addition of new modding tools that allow more radical redesign of the levels. List of changes for the final version: Level changes: Every single level will be redesigned from scratch. More enemies, completely new, reimagined areas. Upgrades locations completely relocated and others. Note that while this is called "Hard Type", it's simply a reimagine of the old stages with a more competent difficulty curve, and should not be mistagged with names like "Kaizo". Such concepts are out of this project's scope. Gameplay rebalances: Upgrades get a few more uses for further rebalance between them. X starts the game with dash enabled. Leg Upgrade allows for higher jump height, and decreased wall slide speed. When combined with the Arm Upgrade, it also allows for faster ladder climbing. Head Upgrade recovers half of a SubTank's capacity each die X dies. Body Upgrade now only reduces 25% of incoming damage. Arm Upgrade functions the same as the original: Enables third level charge of the buster and allows for special weapons charging. Hadouken is not longer a 1-shot and it's easier to fire / land. Details to come. Zero gives an upgrade to X after the Vile battle. No spoilers. Other gameplay rebalances. X gets a SubTank for every 2 SubTank Pieces. By grabbing all 4 SubTank Pieces, you get 2 SubTanks total. SubTank Piece Counter added in the pause screen. Infinite Lives. Death Counter up to 999 added in the pause screen. Weapon speeds get rebalanced. Weapon damage gets rebalanced. Weapon usage cost gets rebalanced. Duration of Sting Chameleon's charged attack gets rebalanced (Yes, I typed that separatedly). Invincible frames after hit are slightly reduced (emphasis on the word slightly). Health drop rates are unchanged. "Spec Mode" (Little button in the bottom left in the Select Stage screen) now includes difficulty labels for all stages, so the player can pick a stage with the difficulty they want most. They also include the upgrades in the stage as well. Stages can be exited at any given time, with no need to beat them first. Only notable exception is Highway Stage (since it's the Intro Stage). Enemies get their fair rebalance, as well. Enemies get faster and more reactive. Enemies deal more damage. Enemies are more grouped and better synergized. Enemies drink your tears. Want to donate? Click here! Patch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Credits: Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/ justin3009 of the Megaman X9 Forums, for his great help in ASM hacking. Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you. BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/ Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread) Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com The crew in New Game +. http://www.ngplus.net