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Both versions also have a pretty terrible port of Megaman 7, but apparently the PS2's version is worse for this. There's a bunch of audio and speed issues, and the credits sequence has been modified. One advantage of the PS2 version is that you get rearranged music in MM1-6 but it's nothing really special, just the tracks from the PSX re-releases(Which is pretty much what you're playing in MMAC anyway)
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# ? Aug 3, 2013 17:24 |
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# ? Jun 3, 2024 15:33 |
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The button placement on the GCN MM Collection didn't bother me as much as I thought it would. Unlike a Mario game, I don't need to hold down a button to run around the stages, so it was easier to adapt. That's just me, though.
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# ? Aug 3, 2013 18:37 |
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Dabir posted:So a few bugfixes, an extra feature and some much-needed easiness increase! It's only minor so far, but I've been making a fair few suggestions in the forums, and you probably should too if there's anything you can think of that I've missed. As is common for the internet, it would probably just end up as a hugbox there otherwise. How receptive are they to criticism? Are they in the way-too-loving-large 'all criticism on the internet is trolling' camp? Christ, I hope not.
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# ? Aug 5, 2013 12:49 |
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BiggerJ posted:How receptive are they to criticism? Are they in the way-too-loving-large 'all criticism on the internet is trolling' camp? Christ, I hope not. The guy that made the thing posted:
Doesn't seem like it. This is also fantastic news because gently caress that second screen in saw man's stage.
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# ? Aug 5, 2013 13:19 |
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Smoke posted:Both versions also have a pretty terrible port of Megaman 7, but apparently the PS2's version is worse for this. There's a bunch of audio and speed issues, and the credits sequence has been modified. It sucks that the port of 8 on there isn't the Saturn one with Cut Man and Wood Man as hidden bosses.
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# ? Aug 5, 2013 16:53 |
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Zeether posted:MM8 in the collection also has some weird sound stuff going on. The music in some areas starts off in a different section of the track than the original game (best example I can think of is Clown Man's stage) and the sound balance is tweaked to the point where large enemy explosions are a little louder, at least to me they did seem that way. They also screwed up the Robot Master voices. It's a shame because Aqua Man is so funny.
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# ? Aug 5, 2013 19:01 |
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I remember there was going to be an anniversary collection for the GBA, with all the gameboy megaman games in full color. Sadly I think it was never released, that would have been kickin' rad.
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# ? Aug 5, 2013 20:18 |
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Blackheart posted:I remember there was going to be an anniversary collection for the GBA, with all the gameboy megaman games in full color. Sadly I think it was never released, that would have been kickin' rad. That's something I'd love to see Capcom do, just revamp the old Game Boy games a little and bring them up to NES-ish standard. Better music, maybe redesign some of the less polished stages, up the screen size obviously. If it wasn't Capcom we were talking about it'd be a really cheap job and they could make some fair dosh off of it.
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# ? Aug 5, 2013 20:21 |
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And V1.1.0 of MMU is also outMegaPhilX posted:Megaman Unlimited version 1.1.0 is now available for download! (Includes Easy Mode) Blackheart posted:I remember there was going to be an anniversary collection for the GBA, with all the gameboy megaman games in full color. Sadly I think it was never released, that would have been kickin' rad. Yeah, Mega Man Mania was sadly cancelled. I think there's a fan project going on that aims to do the same, though.
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# ? Aug 5, 2013 20:21 |
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Good, although I don't know who in the gently caress was asking for an Insta-death mode.
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# ? Aug 5, 2013 20:25 |
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nerdbot posted:That's something I'd love to see Capcom do, just revamp the old Game Boy games a little and bring them up to NES-ish standard. Better music, maybe redesign some of the less polished stages, up the screen size obviously. If it wasn't Capcom we were talking about it'd be a really cheap job and they could make some fair dosh off of it.
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# ? Aug 5, 2013 20:35 |
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What is it about source control Japanese developers don't like?
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# ? Aug 5, 2013 20:37 |
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quakster posted:Their source code was deleted ages ago, unfortunately. That's the reason it was canceled. The gently caress up of a company they contracted lost the source code.
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# ? Aug 5, 2013 20:39 |
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AHungryRobot posted:Good, although I don't know who in the gently caress was asking for an Insta-death mode. I thought half of the game was already insta-death mode.
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# ? Aug 5, 2013 20:56 |
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greatn posted:That's the reason it was canceled. The gently caress up of a company they contracted lost the source code. How does this even happen? Capcom had the code, and they handed it off, and the other company lost it? Neither side of this transaction ever heard of backups? Was the source code hand written on paper or what?
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# ? Aug 5, 2013 21:20 |
AHungryRobot posted:Good, although I don't know who in the gently caress was asking for an Insta-death mode. I'm curious about how the final boss will work in that mode.
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# ? Aug 5, 2013 21:21 |
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Light Gun Man posted:How does this even happen? Capcom had the code, and they handed it off, and the other company lost it? Neither side of this transaction ever heard of backups? Was the source code hand written on paper or what?
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# ? Aug 5, 2013 21:24 |
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Easy mode is definitely an improvement. I've already beat 3 bosses, beating my personal best of 0.
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# ? Aug 5, 2013 21:40 |
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quakster posted:This was back when floppies were still hot poo poo. If Capcom had stored it on floppies the whole time and realized they had been wiped, it's somewhat more understandable. If they seriously HAD it and then handed it off during the ps2/gamecube/xbox era, they really should have made backups first.
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# ? Aug 5, 2013 21:50 |
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Discendo Vox posted:I'm curious about how the final boss will work in that mode. My name is Violen, and I have a Mega Problem.
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# ? Aug 5, 2013 22:03 |
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Violen posted:My name is Violen, and I have a Mega Problem. Ooh. Starting to think MMU could benefit from including the charge shot. Have they said why they didn't include it?
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# ? Aug 5, 2013 22:45 |
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Spiritual successor to MM3, I believe was the reason given.
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# ? Aug 5, 2013 22:48 |
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Ephraim225 posted:Ooh. Starting to think MMU could benefit from including the charge shot. Have they said why they didn't include it? Arcademia interview posted:“Personally, Mega Man 2 I’m a little bit tired of,” Poulin said. “I decided to go more for a Mega Man 3 feel because I thought it was a really cool game. I think the charge shot kind of breaks the whole – you know, it renders the special weapons a little bit useless, and you always hear that charging sound all the time, and I always thought it was way better balanced with just the small shots and the special weapons, then you will end up using the special weapons way more. And I think that’s why Mega Man 5 and 6 in particular are not very good.” ^e:f;b
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# ? Aug 5, 2013 22:52 |
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MM5 and 6 are great though
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# ? Aug 5, 2013 22:54 |
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Waterfall of Salt posted:Honestly I have to agree with this. Charge is a little bit TOO powerful Mega Mans 5 and 6 have more problems than just "NOT A CHARGE SHOT", but I get what he says about the sfx overriding the music and removing the agency of the Robot Masters' weapons. It's actually very similar to the argument made against Super Castlevania 4, though the motive for upgrading the buster isn't the same as upgrading the whip and graphics (technology marching on). https://www.youtube.com/watch?v=ww_PjqYQi5E
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# ? Aug 5, 2013 23:02 |
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I got a lot of mileage out of the weapons in MM6. 5 on the other hand...meh.
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# ? Aug 5, 2013 23:04 |
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If you are making a game, and don't like the fact that the buster charging goes over the music... don't make it go over the music maybe? Play the sound effect until it is fully charged and then have it kind of increase in pitch to become inaudible, and let the graphics continue to show your shot is charged.
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# ? Aug 5, 2013 23:04 |
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Violen posted:My name is Violen, and I have a Mega Problem. Whilst very impressive, I don't think that's the final boss he meant. Zero
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# ? Aug 5, 2013 23:20 |
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If charge shot is too powerful, just give bosses more health and make the weaknesses more important. Problem solved. That's just an issue of balancing, they're not fundamentally exclusive. And the charge shot sound effect is an easy fix too; just turn it off, or give an option to turn it off. The changing sprites tell you all you really need to know, the sound was just there to be helpful in addition. Just add an option to the menu for "charge sound" and problem solved. I can understand making a game without charge shot, but it shouldn't be those reasons. It should be the primary difference in game feel; do you want people firing shots off whenever they can, jumping and attacking, or do you want them playing kinda defensively and then getting in a backstab charge shot when they can? Ideally you'd balance it so both playstyles were valid and equally challenging, but that takes some serious playtesting.
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# ? Aug 6, 2013 00:06 |
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Zaphod42 posted:If charge shot is too powerful, just give bosses more health and make the weaknesses more important. Problem solved.
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# ? Aug 6, 2013 00:20 |
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Beamed posted:It's not the weaknesses, dude; everyone already uses the weapons for weaknesses. It's the actual in-level usage that needs to be addressed. I think designing special weapons that offer both of these simple things the charge cannot do isn't too hard a task, and automatically leads to them being useful in-level. Charge shot is great because I hate HP sponge enemies and it makes them go by quicker, especially if it's an enemy with say 4 HP, which you can three-HP charge shot immediately upon seeing and then squeeze another shot in. NEVER STOP. Gameplay flow!
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# ? Aug 6, 2013 00:36 |
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Zaphod42 posted:And the charge shot sound effect is an easy fix too; just turn it off, or give an option to turn it off. The changing sprites tell you all you really need to know, the sound was just there to be helpful in addition. Just add an option to the menu for "charge sound" and problem solved. Just make the sound stop once it's charged. That's what Proto Man did in MM9 and 10. It was great.
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# ? Aug 6, 2013 01:22 |
Dabir posted:Whilst very impressive, I don't think that's the final boss he meant. I'm afraid that's the one. Still, seeing that from Violen is a treat.
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# ? Aug 6, 2013 03:41 |
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Discendo Vox posted:I'm afraid that's the one. Still, seeing that from Violen is a treat. Isn't that a scripted fight where can't die? If so it should play out the same except it would go by a lot faster.
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# ? Aug 6, 2013 03:58 |
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Electric Phantasm posted:Isn't that a scripted fight where can't die? If so it should play out the same except it would go by a lot faster. It's made harder by changing Zero's damage to 1hp Although that wily machine fight looks like the most tedious bullshit possible. edit: should probably spoiler that.
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# ? Aug 6, 2013 04:06 |
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What is even the point of that fight? Yeah, I get it, Zero's really strong and unbeatable or whatever. But if you're gonna make me fight Zero, at least make it a proper boss fight!
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# ? Aug 6, 2013 04:09 |
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senae posted:Although that wily machine fight looks like the most tedious bullshit possible. Besides being a tear-inducingly dull fight, they didn't even reach backwards far enough, because Wily Saucer from 7 exists.
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# ? Aug 6, 2013 04:31 |
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Well, whatever he did to Unlimited, it seems to have broken something with my controller. Pretty funny to have Megaman just flat gently caress stop moving forward right underneath an instant death trap.
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# ? Aug 6, 2013 05:21 |
Waterfall of Salt posted:And V1.1.0 of MMU is also out Those are all welcome changes, but I really wish he'd removed insta-kill moves from the bosses that have them as well. That poo poo just seems wildly out of place in a Mega Man game.
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# ? Aug 6, 2013 12:55 |
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# ? Jun 3, 2024 15:33 |
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AHungryRobot posted:What is even the point of that fight? Yeah, I get it, Zero's really strong and unbeatable or whatever. But if you're gonna make me fight Zero, at least make it a proper boss fight! From the videos I've seen of the game this was an issue I had too. It'd be one thing if it wasn't THE final fight in the game, and it works as a little callback to the Vile fight, down to the lack of a healthbar. Unwinnable fights aren't without purpose, but they should never be the last fight in your video game. It really should've had a first form you could actually beat before he powers up and gets unbeatable.
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# ? Aug 6, 2013 13:34 |