Mega Man Revolution Changelist
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#1
Mega Man Revolution Changelist
KNOWN ISSUES:
* Trying to load an older save file that's on fortress stage 5 or 6 will lock up the game. There is nothing I can do about this.
* The game will sometimes pause for a brief millisecond when loading sounds. This is due to a bug in the MMF sound engine and I cannot do anything to fix it.
* Ghostman spawns in the wrong direction. I have no idea why he's doing this all of a sudden but I'll be recoding him at a later date anyway.

Changes:
Global Changes:
* Acid Bubble, Fire Seeker, Storm Chaser and Ice Beam now use less weapon energy.
* The quick weapon select buttons are now functional again.
* FIX: The quick weapon select now no longer functions whilst Rush, Tango, Treble, or Reggae is out, just like in Megaman 7, thus fixing a game breaking glitch that occurred when you switched weapons with them out.
* The sound FX test is now functional again.
* Fixed a bug involving releasing the charge shot whilst sliding in a tight corridor.
* Robot Masters, with a couple of exceptions, take less damage from their weaknesses.
* Made minor text changes and corrections through-out the game.
* There is a new sound engine coded into the game ready for OGG music files... I just need OGG music files to work with.

General Enemy Changes:
* Shotman III firing speed has been halved.
* Bubble Boos are now destroyable by Sound Blaster/Shotgun/Other Explosions.
* Metool speed before firing has been halved.
* Peterchy and Hammer Joe have had their graphics altered.


Robot Master Stage Changes:

Ghostman:
* There is a new segment with Ghoulies in it at the start of the level.
* The maze at the end of the level has been removed.
* The mini-boss has been moved.
* There are fewer Ghoulies in the stage towards the end.

Sawman:
* The pixel perfect jump between two saws at the start of the stage has been removed.
* Blade Runners have been moved about to be less obnoxious.
* Some of the pixel perfect jumps have been altered to be.. not pixel perfect.
* The saw section has been shortened.
* A mini-boss has been added.
* The Mole segment has been removed.

Sandman:
* The stage has lost the latter half of it.
* Cactisu firing speed reduced.
* The Yoku block puzzle has been made easier. One of the Yoku block puzzles has been removed entirely.
* Sand Wanaan's now have a small tell as to where they are located in the sand.

Pyreman:
* Stage has been shortened considerably.
* The "Catcher" segment at the end of the stage has been moved to the middle of the stage instead. What was left of the catcher rooms at the end of the stage have been removed.
* Fixed a glitch involving Hot-Heads refusing to die.

Cyroman:
* Protoman has been removed from the level.
* Fixed a bug involving the Icicle Tecks.
* Cryoman's stage now has a mid-boss.
* Cryoman's falling cieling glitch has been fixed. Additionally, a hotfix means it's now possible to perfect run Cryoman himself.
* This battle will probably still change, as said hotfix has made him a bit too easy.
* The outdoor segment of the original level has been removed.

Hasteman:
* Haste Beams are no longer insta-kill.
* There are far fewer Laffic Trites in the stage.
* The last few screens of Mega Man's path have been removed. Bass' path goes unchanged.

Blastman:
* The stage is roughly half it's original length.
* A new gimmick: The speakers, have been added to the stage.
* Spikes have been added to Speaker areas.
* There is now a mid-boss.
* The pit 20 screens in has been removed.
* A pit has been added before the boss gate.

Stormman:
* The mid-boss now takes place underwater. The mid boss will likely be changed in an upcoming revision.
* The stage bypasses a portion of the original stage.
* Man-O-Wars are introduced earlier.
* The Crosshair gimmick is now introduced in a controlled enviroment.
* The firing speed of the cloud bullies has been reduced when playing as Mega Man.
* Stormman now takes additional damage from the Mega Buster.

Wily Fortress Stage changes:
* As a general rule, the Wily stage theme musics have been shifted about.

Wily 1:
* Wily Stage 1 has been split into two levels.
* Big Slammer is now the end-boss of Wily Stage 1.

Wily 2:
* This stage uses the music track "Dr. Wily's Menacing Watch".
* What is now Wily Stage 2 has different graphics to it.
* What is now Wily Stage 2 has a different enemy set.
* What is now Wily Stage 2 has regenerating Weapon Energy before Gaton Me.

Wily 3:
* This stage uses the music track "Waiting for Death".
* What is now Wily Stage 3 has been shortened.
* Yellow Devil Mk3 has been completely reprogrammed and resprited.

Wily 4:
* This stage uses the music track "Outer Appearances".
* What is now Wily Stage 4 has been reduced by half.
* Reaperbot is now a two form boss fight.
* There are platforms in the Reaperbot boss fight.

Wily 5:
* This stage uses the music track "Protoman's Castle" from Mega Man 5.
* There is an additional Wily stage after Wily 4, which features a new gimmick, and along with a new boss.

Wily 6:
* The stage now uses the music track "Theme of Wily" throughout.
* The music glitch in what is now Wily 6 has been fixed.
* All level design apart from the teleporters in Wily 6 has been removed.

Remir Stage Changes:
Remir 1:
* Remir stage 1 is now about 1/3 it's original length.
* Remir stage 1's boss, Big Fish, has been replaced with the Submarine Boss, the Blue November.

Remir 2:
* Remir stage 2 has been shortened considerably.
* Remir stage 2's searchlight has been moved back a few screens. The combination of the searchlight with 3 Sand Wanaan's was way too infuriating.
* Sand Wanaan's now have a small tell graphically as to where they are located.
* There is now a mid-boss in the stage.

Remir 3:
* Remir stage 3 has been cut in half.
* Punch Boy can no longer fire off undodgable attacks.

Remir 4:
* Remir stage 4 has been shortened.
* Most of the "Hidden Goodie Tiles" in Remir stage 4 have been removed, there were way too many of the damn things!

Remir 5:
* Remir appears more often in Remir stage 5.
* Remir Robot can no longer trap you inbetween his legs. The third form should be considered placeholder.
* Remir Robot has been graphically altered.

Remir 6:
* There are far fewer enemies in Remir stage 6.
* There is now weapon energy placed throughout Remir stage 6.
* The M-Tank at the end of the level has been replaced with a W-Tank.


ToDo List:

* Replace the Defender mid-boss in Storm Man's stage with something else.
* Replace all instances of Protoman appearing with Duo. This is an Evil Energy game, and Duo doesn't even make an appearance. I will be requiring new Duo sprites for this.
* Re-do the mugshots. Neo, get cracking.
* Recode the Robot Masters. This is to make sure they are doable no-damage, as well as improve the fights over-all. I am waiting on them getting new sprites.
* Make sure bosses and stages are doable no-damage. This will require a lot of testing on my part, and I will be doing this once the new RM fights are in.
* Create a new final boss. I'm going back to what was originally in Mike Crain's design documents and using the idea in that for the Remir fight.
* Graphically alter a few stages, such as Storm Man, whose tileset is currently blergh.
* Replace the soundtrack with an OGG variant. Waiting on said music pieces.
(This post was last modified: 12-04-2015, 10:38 AM by ACESpark.)
12-04-2015, 10:32 AM
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ACESpark Offline
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#2
RE: Mega Man Revolution Changelist
I've been busy with other things (which will be posted soon!) so Revolution hasn't been on top of the priority list, plus we had the waiting period of the robot master contest. Basically, getting back to working on the game now.

Changelist for next version:
Game Changes:
* Sniper Joes are much less annoying to deal with now. Their hitbox for the shield and their body is now separate, and as such can now be shot through their shields, like most Mega Man games.
* Reduced Bubble Boo's hitpoints to 1.
* Added a Quick Dash/Quick Slide button.
* Replaced Mobile Roll's sprites with her sprites from Mega Man 9.
* Storm Chaser has been completely overhauled as a weapon, and is now actually useful.
* Pressing both Next Weapon and Previous Weapon buttons at the same time now resets your weapon to the Mega Buster/Bass Buster.
* Mega Man can recover from knockback in the air without having the land on the ground first.
* The Ion Blade's colours when playing as Bass no longer resemble Mega Man.
* Shooting Star as a weapon has been replaced with Star Spiral.
* Several of the secondary weapons now use far less weapon energy.
* Wind Cutter does more damage to many enemies.
* Ion Blade no longer bugs up if you use it whilst Mega Man/Bass is off screen.

Enemy Changes:
* Big Stampers have been recoded from scratch to fix a game breaking bug involving them. They don't work exactly the same as they once did, so you might experience that some areas feel a little different with these guys around. Let me know if any in particular break or anything!
* Ice Metools are now capable of being damaged by Ice Beam, and are killed instantly by Fire Seeker regardless of what state they're in.
* Cloud Bullies now fire at the same speed regardless of what character you are playing as. Additionally they've had their graphics replaced.
* Blade Runners have had their graphics replaced, and have been recoded from scratch to match the new graphics.
* Fat Joes have had their graphics replaced, and have been somewhat recoded to match the new graphics.
* The new enemy type, the Snark has been added to the enemy roster.
* Slithero's have been recoded from scratch and have had their graphics altered.
* Bone Joe has been replaced with Killer Jester, and has been largely recoded to match the new graphics.
* Marine Joe, Sniper Joe, Alien Runner, Hot Head, Fishor Shooter, Bubble Boo, & Meton have had their graphics replaced.
* Twister Sister has had her graphics replaced.
* Ghullkin has had it's graphics replaced.


General Fixes:
* Fixed the game crash on Game Over saves.
* Fixed a game crash and file corruption issue involving the fake ending.

Cyro Man:
* You can no longer use Rush Jet to fly into the mini-boss blocker to bypass the miniboss.

Blast Man:
* You can no longer use Rush Jet to fly into the mini-boss blocker, to bypass the miniboss.
* Killing the mini-boss too quickly no longer results in you getting stuck.

Haste Man:
* Bass' path in the stage has been largely overhauled, with large strips of spikes being removed, and now features the Haste Beams and Haste Orbs featured more often than they were before.

Saw Man:
* Fixed a bug where you could use Rush Jet to fly out of the mini-boss room, and into... erm.. death.
* The Iron Saw generators no longer use a random pattern to determine the direction of the thrown Iron Saws.

Pyre (Wo)Man:
* Changed the catcher enemies introduction to such a predicament that you should be able to learn about them without fear of death.
* Fixed a stage design goof that meant Bass could get stuck.

Storm (Wo)Man:
* Fixed a stage design goof that meant you could get stuck during a screen transition.. I think. Wasn't able to replicate the bug but changed the area it was said to have happened.
* Made some changes to the graphics of the level.
* Added a new enemy type, the Snark, to the level. Also extended the level a bit.


Sand Man:
* Twister Sister tornadoes no longer mess up your slide/dash if you're within one when it vanishes.
* The Ion Blade is capable of destroying Twister Sister's tornadoes.

Wily 1:
* The stage design has been entirely overhauled. There are now two paths to take instead of 1, one for each character.
* Big Slammer now always sends a spike down when it's supposed to.
* Big Slammer's Gun Drones shoot much slower now.
* Big Slammer is now possible to beat Buster only.
* Several enemies in this level now have their palette altered.

Wily 2:
* The stage design has been entirely overhauled. There is now a gimmick to the level to make things more interesting.
* Fixed a level design goof that meant you could fly over a wall, and into the boss corridor, and not spawn the boss.
* Bombabee is now more prevalent throughout this level.
* Gaton Me has had it's graphic's replaced.
* Gaton Me now has a more predictable reaction to being shot at.
* Gaton Me now has a programmed "weakness".
* You can no longer fly into the boss crushers with Rush Jet.


Wily 3:
* Fixed the lag caused by the Skulls.
* Added the anti-gravity belts earlier in the level. Changed the position of the anti-gravity puzzle at the end of the stage.
* Extended the level to include the Red Beam Trap Mini-boss.
* Reduced Yellow Devil's hit invulnerability even further. For the record, nothing this guy does is random, the Devil is actually pretty easy once you know what you're doing with his pattern.
* Reduced the amount of damage Storm Chaser does to the Yellow Devil.
* Fixed a glitch that could cause Yellow Devil to become invincible.

Wily 4:
* Extended the level to include the Ghullkin Mini-boss.
* Extended the level to include a spiked segment in the underwater section and a section to include the Snark enemies.
* Reaperbot has had it's graphics replaced.
* Reaperbot's second form can now actually shoot at Bass.
* Fixed a level design goof that meant you could fly out of Reaperbot's room with Rush Jet and into the abyss beyond.
* Fixed a glitch that could cause Reaperbot's second form to become invincible.
* Several enemies in this level now have their palette altered.

Sondebar 1:
* Blue November now takes less hits to destroy.
* Fixed a glitch that could cause Blue November to become invincible.

Sondebar 2:
* The searchlight gimmick is now used in more places.

Sondebar 3:
* The stage has been overhauled, and an gimmick has been introduced to make things more interesting.
* Punch Boy Knuckles are less prevalent throughout the level.

Sondebar 4:
* The stage has been slightly overhauled, and a gimmick has been introduced to make things more interesting.
* Evil Energy drips now work off a timer, rather than random chance as they previously worked.
* The Mets that fall during the lift segments are no longer positioned randomly.
* Enemy placement has moved about to accommodate the new gimmick.
* There has been minor changes to the level architecture to accommodate the new gimmick.
* Bubble Boos are no longer used in this level.

Sondebar 5:
* You can no longer fly into the crushers with Rush Jet.

More coming as I work on the game.
(This post was last modified: 13-07-2015, 09:05 PM by ACESpark.)
25-05-2015, 01:44 PM
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ACESpark Offline
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#3
RE: Mega Man Revolution Changelist
Still working on the game. I've just been forgetting to update the change list. Here goes, lets see if I
remember every change made (probably not).


Wily Fortress and Sondebar Base
The entire fortress has been re-ordered to have a better difficulty curve, and for fortress bosses to be in more logical locations. The new order is as follows:

Wily Fortress:
* Stage 1 - Big Slammer / Tawa Konchu's stage.
* Stage 2 - Gaton Me's stage.
* Stage 3 - Yellow Devil Mk3's stage.
* Stage 4 - Punch Boy's stage.
* Stage 5 - Reaperbot's stage.
* Stage 6 - Wily Machine

Sondebar Base:
* Stage 1 - Blue November's stage.
* Stage 2 - Mechanahand's Stage
* Stage 3 - Kraken's stage.
* Stage 4 - The Amalgam's stage.
* Stage 5 - Doppelganger's stage.
* Stage 6 - Remir Robot
* Stage 7 - Extra Stage

From this point the stages will be referred to in the above order. Sorry for any confusion.

Game Changes
* The entire game now uses the OGG music format. Some tracks as of time of writing are placeholder, and others are still missing, but pretty much any music Threxx and m9m has made is now in the game.
* Mega Man's slide length has been reduced from 69 pixels to 65.
* You no longer lose your charge when hit as Mega Man.
* The save file now saves whether or not you have the Ion Blade, as well as the number of "Ion Chips" you have in your possession. What the hell are Ion Chips? You'll find out soon enough.
* Shooting Star has been replaced as a weapon with Star Spiral. I think I mentioned this before, but work was lost on the weapon and I had to redo it.
* Fire Spread has been replaced as a weapon with Scatter Inferno.
* Remote Missile has been replaced as a weapon with Tri Missile.
* Wind Cutter has had it's damage boosted. I think I mentioned this before, but work was lost on the weapon and I had to redo it.
* Racing Zapper has had it's energy cost reduced.
* Both Fortress Map screens have been recoded from scratch. The map themselves have been redone in an effort to be more accurate to the stages.


General Fixes
* Loading a bugged save should now send you to Sondebar 1, rather than soft locking the game.
* All bosses should no longer have the ability to become randomly invincible.
* The charge shot has been largely re-coded in an effort to fix the "getting stuck mid-charge" bug. Hopefully it's cracked it this time!
* As a side effect of this, I had to re-code how special weapons change colours. This shouldn't have any impact what-so-ever.
* You can no longer switch back to the buster with L+ R whilst Rush, Tango, Beat, Reggae or Treble is out.
* Treble Boost no longer causes you to lose water physics.
* Weapon Switch buttons should work on the controller now.
* The game no longer crashes after getting a fake ending.
* Mid Bosses now actually respond correctly to being hit with the Mega Arm (it now retracts after a hit instead of continuing onwards), this makes most of the mid-bosses easier to deal with buster only, with the exception of Red Beam Trap, but you're probably better off rapid-firing that thing to death anyway.

Storm (Wo)Man's Stage
* The Mid-Boss Buoy Boy has been added to the stage.
* Certain aspects of the level have been modified to be less frustrating.

Blast Man's Stage
* Blast Man's speaker gimmick are now solid objects as Bass.
* You can no longer respawn the mid-boss by scrolling it back onto the screen.
* The level design has been altered to make the speaker gimmick more interesting.

Cryo Man's Stage
* Breaken has been removed from the level. He's going to be replaced by another mid-boss, I am currently waiting on the sprites for it from Lamda.
* The Icicle Tecks have been removed and replaced with a snowball gimmick.
* Hockey Joe has had it's graphics replaced by Lamda and Rhythm.
* Hockey Joes no longer have a shield.
* Hockey Joes are much more prevalent throughout the level.
* The new enemy type, "The Snoose" has been added to the level.
* Slowdown issues involving ice blocks shattering has been fixed.

Pyre (Wo)Man's Stage
* Breaken has been added to this level instead.
* The portion with the Crane Fiend has been replaced with a portion with fire sprouts and Hot Heads, as well as Breaken.

Wily 1:
* Any Sniper Joes that had their old sprites now use their news sprites.

Wily 2:
* Crushers are now colour coded to indicate which order they smash down.
* Fixed a glitch involving Bass jumping into the crushers and dying.

Wily 3:
* The spike drop was made even easier.

Wily 5:
* The refight against Ghulkin is now less frustrating.
* Level has had layout changes to make it less frustrating.
* Pausing the game at the moment Reaperbot is shooting bullets, he will no longer spray an endless of bullets as the game remains paused.
* Pausing the game the moment Reaperbot starts charging his lightning attack, the sound no longer attempts to play repeatedly until you unpause the game.

Sondebar 1:
* Treble Marine no longer changes colour when switching weapons. Can't do anything about the whole switching weapons though, but it doesn't affect anything anyway.

Sondebar 2:
* A solid platform is created underneath you when you defeat Mechanahand, so you should no longer be able to die after beating it.

Sondebar 3:
* This level is entirely new. Features a new boss and everything.

Sondebar 4:
* The Snoose replaces Killer Jester as an enemy in this stage[/b].

Sondebar 5:
* The level that was previously Doppelganger's was scrapped, and has been replaced with something entirely new.
* There is now a new gimmick to make things more interesting.
* Blast Man's gimmick has been removed from the level.
* The explosive platform gimmick now explode after a period of time when you jump on them.
* The explosive platforms are now destroyed by 1 shot of the Mega Buster and 2 shots of the Bass Buster.
* Not sure if this was a feature before, but said explosive platforms can also destroy enemies.

Sondebar 6:
* The stage design has been entirely overhauled. There is now a new gimmick to make things more interesting.


?????:
* As of time of writing, there are 3 additional levels to the game. What these are and what they are for will be revealed in time.

(This post was last modified: 13-09-2015, 04:55 PM by ACESpark.)
12-09-2015, 10:15 AM
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