Comments: 13
Street-Spriter [2018-03-24 00:35:17 +0000 UTC]
E légal ver que pessoas continuam fazendo jogos com mugen.
Gostei do que vi no vidéo.
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OIlusionista In reply to Street-Spriter [2018-04-04 13:57:10 +0000 UTC]
Valeu cara. Apesar que minha motivação tem caído drasticamente nos últimos tempos.
Parte por problemas pessoais e de saúde, parte pelo rumo que o Mugen está tomando.
Hoje, a gente tem uma enxurrada de "edits", de compilações no estilo "peguei coisas de outras pessoas, mas eu fiz um jogo". Isso tem afastado os criadores originais, temos perdido gente boa como Loganir.
Infelizmente, a galera não vê isso. Só quer saber de ter "um char novo".
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Dan-Habiki [2018-01-06 17:15:38 +0000 UTC]
why tf is axl in the game
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OIlusionista In reply to Dan-Habiki [2018-01-06 21:31:08 +0000 UTC]
Because it's a game about the Mega Man universe, not only the classic series.
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Dan-Habiki In reply to OIlusionista [2018-01-06 21:43:27 +0000 UTC]
>uses most of the classic series
>"its not only the classic series"
k
Anyway played the game, crash is super buggy and toad does loads of hitstun not to mention those 2 and others just have random weapons on them.
The controls mention using HC inputs but uses none of them, when it could be using to use the changeable
weapon making it easier to use
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OIlusionista In reply to Dan-Habiki [2018-01-07 12:43:55 +0000 UTC]
">uses most of the classic series
>"its not only the classic series"
k"
The game is a Work In Progress and, as stated above, it will have more than the Classic series (like some content from X, Z and Legends series). But the main focus will be the classic one, for sure (and for obvious reasons). Was this easier to understand now?
About the random weapons, it was explained some times already that all the robots on this game has "power sets", this is why they have more weapons than the usual.
I am not the project leader, but I coded many characters from this game (Burst Man, Top Man, Yellow Devil, Metool Daddy, Fire Man, helped to finish Snake Man, Cut Man, etc). If I was the leader, I won't add anything beyond the classic series since I don't like them.
"Anyway played the game, crash is super buggy" please, be more specific.
"The controls mention using HC inputs but uses none of them, when it could be using to use the changeable
weapon making it easier to use" what?
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Dan-Habiki In reply to OIlusionista [2018-01-07 20:47:36 +0000 UTC]
I mean if the name of the game is ROBOT MASTER mayhem, I don't think anyone is at fault for asking (and suggesting) that no other series in the game but classic should be in it. If it was universe focused as you say... You might have to change the name.
When I said "random" weapons I meant like toad randomly having lighting attacks and quick Boomerang (doesn't help that thunder beam adds nothing to his kit) that's just one example.
Kk so then...
Crash man randomly goes invisible sometimes and always gets stuck in the air if he uses a special weapon in midair
When crash man hits someone with his lunge super but gets interrupted before he can launch the missile that person that got hit is stuck forever until crash hits them again.
When crash man does a heavy dp and the opponent blocks it, the opponent is stuck in blocking for like 70+ frames and crash can just do about anything like... Chaining the h.dp again and again and throwing supers in the mix.
Crash randomly dies in one hit at the start of some rounds.
His crash bomb spam super is op does way too much chip damage.
Crash bombs stick on block. Not a bug but not fair because it helps him do the above and more.
The move list in the readme mentions half circle inputs but no character uses them. The changable weapons could be more assessable if half circle F+k was used for them. Because when it's not in combos I personally find qcf+k to be iffy as the game confuses it with dd+k mind you I don't run into this problem with dd+p
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OIlusionista In reply to Dan-Habiki [2018-01-09 12:35:46 +0000 UTC]
Maybe we are having a language barrier which is affecting our communication. Let's start over.
It's not your 'fault', you are giving me (the team, in fact, since this project isn't mine, I am the senior coder only) feedback. And I thank you for that.
• GAME NAME > we already had this idea discussed and I agree with you. We could change the name a bit to fit more. Something like "Mega Man - Robot Multiverse Mayhem", so we stick with the RMM acronym.
• CRASH MAN BUGS > I am aware of that, and many of the reported things were already fixed and will be present for the next update.
• "His crash bomb spam super is op does way too much chip damage. Crash bombs stick on block. Not a bug but not fair because it helps him do the above and more." I agree with you, and I will change it.
• "The move list in the readme mentions half circle inputs but no character uses them. The changable weapons could be more assessable if half circle F+k was used for them." All the characters have quarter circle inputs (not half circle). The Power Sets are used by inputing quarter circle + kick.
Again, thanks for your feedback.
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Dan-Habiki In reply to OIlusionista [2018-01-09 16:39:46 +0000 UTC]
First, yeah np, I am pretty interested in the game.
" All the characters have quarter circle inputs (not half circle). The Power Sets are used by inputing quarter circle + kick."
Understood but I was suggesting that the power sets should be used by a half circle input so it doesn't have problems and its easier to use the weapons. Maybe it's just me because I seem to get qcb/f + p inputs just fine but when I try to use qcf/b + k inputs it thinks im using dd+k
Also the more fitting weapon suggestions.
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OIlusionista In reply to Dan-Habiki [2018-01-09 17:11:00 +0000 UTC]
The risk of getting a QCF while you execute HCF is high, so I think its better to let it as DD+K. I've reduced the sensibility of the move in one of my characters, which I will replicate to all character.
About more fitting weapons, what are your suggestions? We are all ears.
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Dan-Habiki In reply to OIlusionista [2018-01-10 17:27:58 +0000 UTC]
For starters Top's trap top is more fitting in the power set than as a normal move and I really think it should be traded for wild coil cept reskin it to be a top.
For toad, his missiles do alot of stun. I do suggest that he can have those that don't do as much but in place of thunder beam he can have the toad rocket (based on the megaman projectile that he shoots up when he uses rain flush) with the stun of the current toad missile)
Is there like a forum and such? I would like to offer help in art and maybe more
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