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Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/24/2019 (Read 14357 times)

Started by laspacho, February 28, 2019, 07:02:44 pm
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Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/8/2019
#41  March 09, 2019, 07:32:31 pm
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Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
Updated link in the first Post.

======= | BUG FIX LOG | =======
3/9/2019

Wood Man
- Fixed Throw damages
- Giant Swing had damage and spin variations, based on button strength
- Fixed wrong hitsparks size
- Fixed wrong cutting sounds

Burst Man
- Fixed overhead in Bubble Machine Gun (Salt Water is intended to be an overhead attack)

Snake Man
- Removed EnkShake from some basic moves that should not have it
- Snake Legion snakes are faster and easier to combo
- Snake Hunter hyper fixed
- PS6 (Acid Trap) position fixed
- Added missing fx

Burst Man
- Fixed Danger Wrap infinity

Crash Man
- Fixed life reset bug
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#42  March 09, 2019, 07:35:10 pm
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Dude, no, don't.

Don't have that kind of attitude towards this.

He wants you to improve. :S
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#43  March 09, 2019, 07:51:54 pm
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Dude, no, don't.

Don't have that kind of attitude towards this.

He wants you to improve. :S

It's all good.  I read every ones comments and I try to improve with every new character I make.  :)
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/8/2019
#44  March 09, 2019, 08:20:41 pm
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My feedback:
- Gutsman's Armor Weapon is poor because you still get a hit animation (Juggernaut had proper armor where he just takes damage and nothing else). I found normals to be useless because of this because they don't hit afterwards.
- His QCF+2P Super is also too lengthy and damaging. A suitable replacement would probably be multiple Rocks at once instead of one by one.
I do like Gutsman in a twisted manor. He's seem okay to me but I feel his original MM Arcade sprites would fit in better.
- Snakeman has the default Mugen SFX popping out on certain statenos.
- His Search Snake dampens Damage too much.
- Cutman does too much damage on certain normals and his Supers. I destroyed the bosses with him because of his.
- Megaman's QCF+2K does quite pitiful damage.
- Protoman's Level 3 doesn't use power.
- Rush not being playable, despite not being a boss character, is a rather obscure choice.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: March 09, 2019, 08:30:41 pm by RagingRowen
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#45  March 09, 2019, 08:44:52 pm
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Thank you for all your feed back.  We'll need to fix the Protoman bug asap.

Rush is currently only a 4 button character and does not have the six power sets.  This is why Rush is not selectable.
It's fun to have him pop up and fight against you in Arcade mode though.
Obviously if you'd like to actually play Rush just edit the select.def.  He work's real nice hidden to the left of Megaman.  ;)
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#46  March 09, 2019, 09:31:49 pm
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Calling a review a rant and being overly snarky about it is an easy way to make yourself look childish and hostile to feedback
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#47  March 09, 2019, 09:53:22 pm
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Calling a review a rant and being overly snarky about it is an easy way to make yourself look childish and hostile to feedback

That was not my intention.  Duly noted.  :)
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#48  March 09, 2019, 09:57:33 pm
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I hope you guys are replying to Laspacho, and not me.
Because I have to be honest - neither I think Laspacho's reply was something good, and I've told him already. Sorry bud, that wasn't cool :(

RagingRowen thanks, I will take a look on those reports - excluding Guts Man.
I think he is bad beyond rendemption, to be direct.
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#49  March 09, 2019, 10:00:04 pm
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My reply was written badly and that was my mistake.  My apologies.  I have since updated it.
Thank you to everyone for all the feed back and bug reports.  :)
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#50  March 10, 2019, 11:25:21 am
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SolidZone 26 Thanks for the feedback. This is why I decided to wait to update all the standalone characters.
About this "Some hitsparks are bigger than others, one using default mugen hit sounds, one using MvC hit sounds, the kicks use the same hit sound, etc" if you can make me a list I can take a look at it.
Thanks. Here are the inconsistencies I found with each of the characters:

Mega Man, Top Man, Toad Man, Tengu Man:
All of their standing kicks have the same hit sound.

Mega Man, Cut Man, Crash Man, Snake Man, Toad Man, Tengu Man:
-All of their guard sparks are smaller than else.

Roll:
Her hitsparks are larger than everyone else (Since Wood Man is recently fixed, she is now the only one that needs to be resized).

Fire Man, Ice Man, Guts Man, Skull Man:
-Their standing light punch has a guard push effect as a block spark.

Crash Man:
-Has default hit sounds from from the fightfx instead of the RMM ones.

Snake Man:
-Has MvC1 hit sounds instead of the RMM ones.
-His super jump sometimes doesn't work half the time, plus has two different ones if able to be executed.

Quint:
-Has no guard sounds when the opponent blocks.

General:
-Everyone seems to have different super jump effects, but I can't tell which character it's supposed to be the RMM one. Some are smaller, some have lighter transparency, some don't have that circular ring to it, Wood Man not having the MvC2 super jump effect, etc. Couldn't they all be the same?
-Everyone has different guard sounds (I think the reason for this is because some characters are programmed to use the fightfx's block sound instead of their own snd).

This is mostly aesthetics and for consistency with the characters, not major game breaking. So for this kind of feedback, you are welcome to wait until 3.0 to fix them.
I will still do detail and aesthetic feedback for the rest.
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#51  March 10, 2019, 05:29:38 pm
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Thank you for your time in giving this helpful feedback and listing everything out.  That will be very helpful.

We are always learning and we try to update as much as we possibly can with every Rmm release.
The current Rmm 2.5 release has been updated more then expected because of everyone's great feed back and bug reports.
We are currently looking to update Rmm 2.5 one more time to fix a few final things.

-----

We will be looking at more of the aesthetics like the hit sparks, effects, sounds, and of course new characters for Rmm 3.0.
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019
#52  March 10, 2019, 07:48:28 pm
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Thanks SolidZone 26. I will take a look on it when I can.
For the RMM 3.0 version, we will be changing all the sparks from the game.
Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/24/2019
#53  March 25, 2019, 03:05:58 am
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Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/24/2019
Updated link in the first Post.
Thank you to everyone here that helped with feedback and bug reports.

======= | BUG FIX LOG | =======
03.24.2019

- Fire Man, Ice Man, Guts Man, Skull Man: -Their standing light punch has a guard push effect as a block spark
- Roll's Ai toned down a tad
- Enker - Wrong colors for some pixels on his SHK
- Enker - Drop Spike attack CLSN will be active for less time
- Metal Man, Burst Man uses less the dodge and more the block
- Yellow Devil Wave Attack hyper won't get stuck in infinity loop against Enker's Mirror Buster
- Crash Man has default hit sounds from from the fightfx instead of the RMM ones
- Quint Has no guard sounds when the opponent blocks.
- Snake Man has MvC1 hit sounds instead of the RMM ones.
- Guts Man Rock Throw Mega lasts less
- Guts Man Fixed up more sprites, DMP, Winpose, Taunt, Added Leg movement to SHP, DLP, DMP
- Guts Man Boulder now has fx with random velocities
- Charge varies depending on strength
- Short Blaster varies depending on strength
- Fixed wrong sounds in Metal Man
- Fixed wrong statetype in Metal Man Spiked Ball air version
- Round end detection when riding on the mech dragon
- Changed attack/defense settings in some chars
- Fixed Win Ko clone in all chars
- Fixed Axl Roll bug


Re: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/24/2019
#54  March 25, 2019, 02:32:51 pm
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Thanks everyone for the bug reports.
This should be the last update for this version - unless something REALLY bad happens.
Feedback is still appreciated, but it will be addressed on the new version

I had started working on the build 3.0 where a lot of things will be changed, like effects, velocities and many things on the template.
We will have more playable characters - including both returning characters and new ones, new stages and new bosses.

If everything goes well, the RMM 3.0 will be released in december '19.
Thanks.