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This thing is pretty darn great, and I've had good luck finding levels that are actually fun to play and not just Kaizo bullshit. I made a vertical scrolling stage that has you going down, since every other vertical scrolling stage I've played in my life has the player ascending. Perhaps there is a good reason for this, judging from the critical reception I've received. Let me know what you guys think! There should really be only one scary part, but there's a checkpoint right before it so it shouldn't be that bad.
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# ? Jul 23, 2017 21:43 |
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# ? Jun 8, 2024 09:18 |
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Stealth Tiger posted:This thing is pretty darn great, and I've had good luck finding levels that are actually fun to play and not just Kaizo bullshit. This was a pretty alright level, good variation on what the player has to do to descend. My only complaint would be having screen scrolling for the spike pits, I didn't die in the section and am certainly not the most coordinated but having the brief Good job overall though! Pelican Dunderhead fucked around with this message at 00:40 on Jul 24, 2017 |
# ? Jul 24, 2017 00:36 |
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Pelican Dunderhead posted:This was a pretty alright level, good variation on what the player has to do to descend. My only complaint would be having screen scrolling for the spike pits, I didn't die in the section and am certainly not the most coordinated but having the brief Gonna have to echo you, with the addition of the part where you stop getting screen transitions in that one spike drop being incredibly jarring and got me killed on my first attempt at it.
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# ? Jul 24, 2017 00:42 |
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Eopia posted:Gonna have to echo you, with the addition of the part where you stop getting screen transitions in that one spike drop being incredibly jarring and got me killed on my first attempt at it. Same, but I was fine after that. Fun level!
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# ? Jul 24, 2017 01:40 |
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Yeah as I was making the level I clicked on the screen transition accidentally, and when I was playing through it and all of a sudden I dropped so much quicker it literally gave me a jump scare. I thought I would keep it in for the sake of excitement? I was curious if it would surprise other people or just inconvenience them and feel cheap. Thanks for the replies!
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# ? Jul 24, 2017 03:14 |
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Some more reviews Knight Mountain: Nice and short, and dense. Solid enemy placement, I absolutely fell into what I assume were many intentional tough situations. The dual paths Makes a replay fun since it's so bite-sized. Core Meltdown Escape: I really liked that trick with the slide tunnel with timed bombs suspended over spikes, and having to wait out the timer on a few of them for an escape. As much as I always enjoy a good Top Spin bounce fest, I found the last screen to be inconsistent with how the enemies were placed, and it didn't feel smooth. Could just be me and my play tendencies, but I might recommend making that section a screen transition instead of a scroll, to ensure all enemies spawn at the same time for a controlled pattern. Still had fun tho! Across the Falls: Pretty straightforward so I don't have a lot of commentary for this one, other than the moving blocks that rise when you jump off of them reminded me of the logs in Mario 2, lol. Decedant Dodging: Played it once and wasn't quite sure what to make of the first half of it, but enjoyed the second half. I tried it again and limited myself to not using the Metal Blades at all and had more fun timing my movements past all the little eyeball blocks. That was probably your intention, and if so I'd suggest ditching weapons altogether, or maybe change it to a weapon not meant for offense, and make the block-gate in the warp section one of those weapon-specific barriers. All said though, it's fine as-is and it's more on the player to make sure they're playing it right, I reckon. The Towerdome: Looks like you already know what's up in regards to feedback, so keep on truckin' pal. Very happy with the current crop of levels from ya'll, it's been a blast.
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# ? Jul 24, 2017 11:23 |
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Second level: It's a double-gimmick. The boss fight has a previously non-existent issue where the boss just leaves the screen and doesn't die, you'll see what I mean it if you play it. It never happened while messing around with the creator and making the level, then it happened like three times when I was trying to finish the level so I could upload it.
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# ? Jul 24, 2017 13:06 |
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I recreated the Junkyard level from the NES A Nightmare On Elm Street game, sort of a test of the game engine really. I have an original level in the works, but it's not quite polished yet.
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# ? Jul 24, 2017 21:05 |
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Level 4! Indoor section's room transitioned for all the quick lasers, would have liked to do more with bomb platforms but that would probably be benefited by larger space, maybe next time! I know the last room before the boss checkpoint kind of doesn't let you avoid getting hit, bomb platforms are a little finicky when paired w/ quick lasers.
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# ? Jul 25, 2017 00:32 |
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I usually play using the random level option and found one named "one room puzzle" which was kinda neat. Normally after beating a level it'd sent me to the previous screen so I can give it a vote but for some reason yesterday I was getting a "Sorry, we couldn't find anything on this list" error message after each one.
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# ? Jul 25, 2017 06:34 |
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Here's my first try: The gimmick is you start right next to the boss room but unable to reach it, and then take one of two routes to loop around back to the first screen from the other side. I had the concept ready when I started, but kind of winged the room design and enemy placement. I think it turned out alright, though! Give it a try, and let me know if there's something egregious I should fix / try to avoid in the future.
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# ? Jul 25, 2017 18:18 |
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Has anyone made a level that's nothing but water and spikes on the floor and ceiling and you have to measure your jumps to land on teeny tiny platforms to make your way across?
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# ? Jul 25, 2017 18:19 |
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Jose Oquendo posted:Has anyone made a level that's nothing but water and spikes on the floor and ceiling and you have to measure your jumps to land on teeny tiny platforms to make your way across? There is a level that takes place entirely on one conveyor belt and it has spikes positioned just so that you have to time a series of slides and jumps perfectly to get through it all (While on a conveyor belt). If you survive the gauntlet your reward is fighting toadman with no buster and you have to kill him by tricking him to jumping on a platform then jumping on it to launch him into the spikes on the ceiling. The level has no check points either. While it's not precisely the level you described, I think in spirit it's much the same.
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# ? Jul 25, 2017 19:56 |
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Tried something a bit more experimental. You have to lead Crash Man through a tunnel, trick him into breaking the obstacles out of your way, and ultimately drop him down a pit. Crash Man is actually surprisingly easy to maneuver since he has a simple pattern that responds to Mega Man's actions, but be prepared to restart the level manually if you die (I couldn't figure out a way to refill the player's Crash Bomb ammo after the beginning without undermining the point of the level, but this means you can get stuck in the first screen). 10 plays, 0 points - you either love it or hate it, I guess!
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# ? Jul 25, 2017 23:43 |
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Crash Course is real sweet, tightly made and I like that you were able to do a few different things with the gimmick. I broke your deadlock for you! (in the positive direction) I really like the presentation in Scaling the Tower, it felt like an adventure. Although I totally got cheapshotted at the start of the boss fight On to my latest: Do you like teleporters and search engine optimized levels? Well then I made a level you might enjoy*! -Bonus spoiler screenshot of the dumbest thing I have ever made! It makes a little more sense if you play through the rest of the level first. I think.- *provided you don't mind an ending that is kinda easter egg-y but is also both very tedious to make and play through!
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# ? Jul 26, 2017 03:44 |
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If you use Shine (the new shield weapon) to reflect one of Metal Man's projectiles back at him it'll kill him in one shot.
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# ? Jul 26, 2017 17:27 |
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Petiso posted:If you use Shine (the new shield weapon) to reflect one of Metal Man's projectiles back at him it'll kill him in one shot. Yep, and get this... make him immune to Metal Blade and it still works. (The level I'm working on uses this trick. ) EDIT: Stealth Tiger posted:Crash Course is real sweet, tightly made and I like that you were able to do a few different things with the gimmick. I broke your deadlock for you! (in the positive direction) ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Alarm Event for alarm 0 for object objHTTPControl: DoAdd :1: undefined value at gml_Object_objHTTPControl_Alarm_0 ############################################################################################ EDIT 2: oh apparently that error message is unrelated, I tried again and it worked. Huh. EDIT 3: you're an rear end in a top hat https://www.youtube.com/watch?v=rVe9iMdYbe4 Skunkrocker fucked around with this message at 18:28 on Jul 26, 2017 |
# ? Jul 26, 2017 18:07 |
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Petiso posted:If you use Shine (the new shield weapon) to reflect one of Metal Man's projectiles back at him it'll kill him in one shot. Metal Blade also worked like this in Mega Man 2- he's the easiest boss in the boss rush for this reason. I'm not sure which game Mega Maker's version of the Rush Jet is from (it's not Mega Man 3, the last Mega Man I played as a kid), but it will always continually move forward and you can't shoot backward. So I'm working on a psuedo-autoscrolling level based around it, with a couple of more conventional parts.
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# ? Jul 26, 2017 23:54 |
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Have they added Guts Man lifts or disappearing blocks yet?
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# ? Jul 27, 2017 00:11 |
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LORD OF BOOTY posted:Have they added Guts Man lifts or disappearing blocks yet? Yoku blocks are in, no dropping platforms yet. Dunno how frequent they'll be adding in the rest of classic mechanics but I'm hopeful it'll be quick even if it's not particularly fast.
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# ? Jul 27, 2017 00:38 |
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The Metalman weakness made me sad. I originally wanted him in my spring-floored boss room, but he was way too hard with anything that did 1 damage, and too easy if you flagged a weakness. So I did try the shine thing, and even made him immune to shine (which still one-shot him).Pelican Dunderhead posted:Yoku blocks are in, no dropping platforms yet. Dunno how frequent they'll be adding in the rest of classic mechanics but I'm hopeful it'll be quick even if it's not particularly fast. Unless they made an official statement, I'm figuring the handicapped/missing features are from them releasing Megamaker in a solid state that wasn't feature complete to see how Capcom would react once it was in the wild. Save themselves a few more months of hard work if the project got C&D'd within 72 hours. Also I forgot about Guts lifts. That's another fun auto-play block to tinker with.
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# ? Jul 27, 2017 00:52 |
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Andrigaar posted:The Metalman weakness made me sad. I originally wanted him in my spring-floored boss room, but he was way too hard with anything that did 1 damage, and too easy if you flagged a weakness. Hm, I came up with a spring floor metal man fight idea myself but I was going to have you fight him with top spin He's actually the only boss that is difficult with top spin as your buster (that I tried) because jumps so high. It's probably kind of cruel but who knows if I'll ever make it and subject others to it. also: Do NOT attempt to do a top spin only level that takes place underwater with spikes on the ceiling
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# ? Jul 27, 2017 03:44 |
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Hemingway To Go! posted:Hm, I came up with a spring floor metal man fight idea myself but I was going to have you fight him with top spin I tried that myself actually while cycling through various ideas. First: He spawned 2-3 blocks above the springs and just bounces without reacting while a timer ticks down. Second: Whether you shoot first or his timer flags, he double-jumps and attacks. Far as I can tell he can't double-jump again, but he double-jumps when coming online. On a spring floor I wasn't able to clear him with any 1-damage weapon. I'd always mess up my dodge timing eventually and get slaughtered once the rhythm was lost. In later versions I hope they let you make reversible conveyor belts like in Metalman's boss room. While a more pipe dream idea is being able to choose how much damage a weapon does to a boss instead of weakness or not.
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# ? Jul 27, 2017 05:24 |
I will not be happy until I can mix and match mechanics to make the Spike Yoku Quick Laser Devil.
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# ? Jul 27, 2017 05:33 |
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Discendo Vox posted:I will not be happy until I can mix and match mechanics to make the Spike Yoku Quick Laser Devil. Why do you hate humanity?
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# ? Jul 27, 2017 16:43 |
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Gotta say... the Level "Dr. Light Is an rear end in a top hat" really stumped me. No clue what's going on there
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# ? Jul 29, 2017 05:03 |
JuniperCake posted:Why do you hate humanity? My first game was Sonic 2 for Game Gear. My first PC game was Mega Man 3 DOS.
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# ? Jul 29, 2017 16:53 |
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Discendo Vox posted:My first game was Sonic 2 for Game Gear. My first PC game was Mega Man 3 DOS. Having experienced the MM dos games myself, I am so, so sorry. I actually kinda liked the first one. The levels had multiple parts with unique enemies and changes in scenery, no bouncy lasers or oil drips. And every level wasn't some crazy maze. I'm honestly surprised you played any games at all after that kind of introduction.
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# ? Jul 29, 2017 19:21 |
JuniperCake posted:Having experienced the MM dos games myself, I am so, so sorry. Other early experiences: King's Quest 3, that Bond 007 adventure game... Stealth Tiger posted:-Bonus spoiler screenshot of the dumbest thing I have ever made! It makes a little more sense if you play through the rest of the level first. I think.- Brilliant level. Just to be clear, with the more complex numbered puzzle, you're aware of how it can be bypassed?
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# ? Jul 30, 2017 22:33 |
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This thing is awesome. How come Nintendo hasn't shut it down like every other fan project yet? edit: It doesn't belong to Nintendo does it... would be up to Capcom I imagine. Nevermind then! borf fucked around with this message at 02:16 on Jul 31, 2017 |
# ? Jul 31, 2017 02:14 |
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Discendo Vox posted:I will not be happy until I can mix and match mechanics to make the Spike Yoku Quick Laser Devil. I recommend throwing in Gravity Man flipping mechanics too.
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# ? Aug 9, 2017 01:17 |
After a lot of struggling with a weird boss gate bug, I was able to find a workaround that produces even better results. I hope you all enjoy a taste of my design aesthetic, with a map inspired by the most overpowered, cheesy and game-breaking of MMBN chips, with an ultra-challenging version of a familiar boss room. I'm so excited to share my vision with you! Discendo Vox fucked around with this message at 03:41 on Aug 9, 2017 |
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# ? Aug 9, 2017 01:52 |
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Stealth Tiger posted:Crash Course is real sweet, tightly made and I like that you were able to do a few different things with the gimmick. I broke your deadlock for you! (in the positive direction) I was very disappointed that there wasn't some kind of secret screen for climbing up the spike stairway with the skull barrier subweapon, otherwise it was pretty neat. The final rooms could really use some kind of distinguishing mark though, I'm not sure what the reference was but I only completed it through dumb luck.
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# ? Aug 9, 2017 07:56 |
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Discendo Vox posted:After a lot of struggling with a weird boss gate bug, I was able to find a workaround that produces even better results. I hope you all enjoy a taste of my design aesthetic, with a map inspired by the most overpowered, cheesy and game-breaking of MMBN chips, with an ultra-challenging version of a familiar boss room. sorry for the double post but what the gently caress did I just play.
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# ? Aug 9, 2017 08:05 |
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I re-uploaded my teleporter level with a few changes- Level ID# 111259. -I was aware of a way to cheese the part with 14 teleporters on screen at once, but originally you could only get into one that led to your death. I re-arranged all of them at the last minute and forgot to take that into account. So that's fixed now. -I also added in a secret over the spike stairs because I had no idea you could jump on those with the skull. I originally just meant that part as a wall, lol. So, good ingenuity Eopia. -Also, I added an odd block to help identify the last teleporter at the end, which btw is a reference to Sabrina's Gym and I expected you all to be nerdier and recognize it
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# ? Aug 12, 2017 01:54 |
My next goal: https://www.youtube.com/watch?v=HWY5sV2g_fA
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# ? Aug 12, 2017 03:29 |
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That's amazing. What's that made in?
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# ? Aug 12, 2017 04:43 |
Pope Guilty posted:That's amazing. What's that made in? It's a straight up romhack.
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# ? Aug 12, 2017 14:07 |
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I made a new level! It took me a really long time to make so that means it's good. Also, they've released a few updates but looking through the changelogs I don't think I see anything too neat. Mostly stuff to fix bugs and lag. e. I guess there's this tornado thing that's kinda cool? You just fly around loving everything up. Stealth Tiger fucked around with this message at 19:13 on Aug 13, 2017 |
# ? Aug 13, 2017 19:08 |
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# ? Jun 8, 2024 09:18 |
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Stealth Tiger posted:I made a new level! It took me a really long time to make so that means it's good. This was a cool map! Thanks for making and posting! Meanwhile there's a new update! You'll need to update before you can play online again. Changelog posted:New Features
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# ? Sep 3, 2017 01:56 |