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Author Topic: Megaman Robot Master Mayhem 3.0 Release - Bug Reports  (Read 34472 times)

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Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #75 on: February 17, 2020, 05:08:13 AM »
Wait, i've just spotted this: megaman's win pose where he changes color i thought i made it change colors once but he keeps changing, did i screw up?

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #76 on: February 17, 2020, 05:10:34 AM »
No I changed it back. I wanted him to keep changing colors

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #77 on: February 17, 2020, 05:21:05 AM »
Oh, nothing problems here then.
Here's another one, i intend to fix this one myself, his lazer in hyper mega man looks "disaligned" but i think it needs bindtoparent or whatever it's called.

Offline Rage

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #78 on: February 23, 2020, 09:53:53 PM »
Sorry havent had time to make the video crash but laspo confirmed it.

Also Axl dogde/ slide commands are wrong. there PP instead of PK

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #79 on: February 27, 2020, 10:50:17 AM »
Tengue Needs his Fire from his flying separated from his character sprites to fix pallet issues.

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Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #80 on: February 27, 2020, 10:52:37 AM »
Tengue Needs his Fire from his flying separated from his character sprites to fix pallet issues.

It's not a bug per se, but requires a lot of work to fix it and I ain't willing to do it for now - or at all, because it's too much time consuming, so it will stay at is, sorry

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #81 on: March 14, 2020, 01:25:37 PM »
I got questions that where asked of me.
Quote
Do level 3's work on bosses, Hyper Storm H, Metonger Z, and such?
I only checked Quints and it doesn't, haven't checked others. I think Quints is a custom state so that's why. I haven't given the player an answer the question.

Quote
Damage scaling player vs AI. Seems some characters have to work harder to get a kill. Characters with really hard AI do less damage.
To this I replied, " but that's good right, you don't want to die in an instant when facing a CPU on hard?"

there retort:
Quote
But in the player's hand the character is worthless, they can't dish out any damage.

I've yet to reply

Quote
Some of the game's super attacks are made weaker due to damage scaling. An example would be a four-hit combo such as light punch, light kick, medium punch, and medium kick into Enker's rush down hyper. Sorry, I don't know attack names. That hyper is stronger by its self than in a small combo.

I've yet to reply

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Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #82 on: March 16, 2020, 03:18:22 PM »
Quote
Do level 3's work on bosses, Hyper Storm H, Metonger Z, and such?
No and they aren't intended to work against bosses.

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #83 on: April 28, 2020, 03:01:45 PM »
I guess i'm going to dig this out of it's grave then...

Enker feedback:
- Enker (A.I. only) can combo "Rising spike" ( :6 :2 :6 :p) into another "Rising spike"; - not only that it can keep looping itself a lot if Enker's A.I. has good RNG (or in other words, if Enker's opponent is very unlucky)
- Player controled Enker can't combo any air normal into "Rising spike", only the A.I. can do it. - it's a bit of a bummer, but the point above is much more important

I'm trying to come back to this project, but i'm having issues finding will to do it, so excuse me for my absence

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #84 on: May 12, 2020, 02:08:51 PM »
In Watch Mode, Axel any others do not attack

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #85 on: November 15, 2020, 06:59:20 PM »
Today I've received a feedback about the game in portuguese, so I will use a translator to translate it to english:

Okay, I will send here a feedback of what I found interesting to report, sometimes they are small things, so I will post the most "unimportant" things first:

"Minor" notes
-In one of the winquotes Quint says "Sakugane" instead of "Sakugarne"
-In one of Shadow Man's winquotes, he says "don't hesitant" instead of "don't hesitate".

-It may be my impression, but in one of Bass's "victory poses", he seems to float slightly (I'm not talking about the one where he is surrounded by a purple aura), I don't know if it was intentional or not.
-The Ice Man doesn't have that Super Jump effect underneath him (those green lines that appear below the character when he does the Super Jump).
-Maybe I shouldn't question a small detail like that, and that must have been your design choice, but I missed the narrator a little bit saying "Perfect" when you beat Perfect.

"Average" notes:
-Wily's "Master of Robots" command is reversed in the manual.
-The roll bouquet of flowers, using the strong punch, is inconsistent, it seems that in some rounds it works, but in others it doesn't, and not if it was on purpose, but there doesn't seem to be an aerial version of it.
-If Roll uses the Mega Buster in the air, it speaks Japanese instead of English
-In the "Continue?" from Mega Man, he has a smiling face, instead of a "disappointed" one

"Bigger" notes:
-The Top Man can use his Power Set skills in the air if he starts an aerial combo, if he uses the "Spring Coil", he ends up being "stuck in the air" (as if he were floating) until he jumps.
-In the same way that you can use the Spring Coil in the air, Proto Man can use his Hyper "Proto Man Sonata" in the air, it doesn't always happen, but I already used it, and the enemy was stuck in a frame without hitbox, that is, the battle basically ended there.

Balancing:
-In general I see a problem in two sub-bosses: Hyper Storm H and Metool Daddy, both spawnam Metools, that in this game I consider them a bit boring, they can only be blocked if you use Low Guard, being both Metool Daddy and the MSM can use blows that need High Guard (ex: that "Gamma Wave" from the MSM) right after summoning the Mets, which basically means that you will have to take all the damage; sometimes 4 Mets come towards you, depending on the distance between them, if you take damage from one, you will fall, rise, take damage from the other, fall, rise, take damage from the other, until the Mets are over (maybe this problem is because of my incompetence, since I have the habit of rolling when I get up in that game). Destroying the Mets sometimes sucks, like Needle Man, it felt like you either attacked too early and missed the Met or that you attacked too late and will take damage. The HSH, for me, is the worst Sub-Boss in the game, when I played Quint, I think I needed half an hour or more to defeat him, because his Buster is weak compared to other Busters in the game, hence to generate more damage, it would be necessary to use Sakugarne and Servbot with every break that the MSM takes to inhale or exhale, which leaves you exposed for when he jumps. Both MSM and Metool Daddy have the movement to jump high and land on the ground, which in my opinion is a little overwhelming, even if you avoid the boss, if you are a little close to him, you will still take damage from the Wave of Impact, and I don't know if there is a way to predict where they will fall. I know that MSM has a double life bar in his game, but I think he should be nerfed, or at least he should do less damage, despite being a thug. Quint in particular has a problem dealing with these two Sub-Bosses, I can't say for the other two.


I know that messing with something that has already been done can be a bit boring, but would it be possible to replace the sprites of some characters if your team found them good enough?



I tried to redo this Fire Man sprite, changing the palette and modifying the image itself, if I know myself well, I know that I am good at procrastinating, but I would like to know if you would accept some new sprites, even if I am not part of the group of development.

-----
Some points I was already, some not. Some I agree, some not.

About the Mets issue, I was planning to change the guard to not be low, because I really want to keep the guard against the stomp moves to be high. But won't it be weird to have something attacking your legs and you guarding high?

About Fire Man's sprites, I like that shoulder pad (and he has it on the original), but I don't like the new face too much.

What do you guys think?


« Last Edit: November 16, 2020, 09:24:33 AM by O Ilusionista »

Offline laspacho

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #86 on: November 15, 2020, 10:52:15 PM »
I just fixed the two winquotes.  Simple enough.
I didn't notice the Iceman effect, that would probably be a quick fix.
Yea in the game manual pdf the Wily command is reversed.
I never noticed the roll bouquet thing, that's up to you to tinker with if you want to O Ilu. 
The Roll Japanese line would probably be quick to replace with a English line.
The Megaman on the Continue screen is fine lol.  He can smile away.  It would be quick to change it to something else though.
The two Topman bugs are a good find and will need to get fixed.
The balancing stuff, it's a boss so it should be hard.  If you want to tinker go right ahead though.

Fireman.  I'll admit the bigger shoulders look nice.  I'm not a big fan of the new head.  I have no plans to revisit Fireman's sprites.  I think my time would be better spent on a new character.

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #87 on: November 16, 2020, 08:52:23 AM »
- Fixed Top Man weapon bug
- I wasn't able to reproduce Proto Man bug (reading the code, it was impossible to happen). But I've moved some triggers around.
- Fixed Ice Man bug

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #88 on: November 16, 2020, 09:12:52 AM »
Yeah, i don't know about the head, but the shoulder pads sure are nice, not gonna lie.
Changing the metool's guard from low would be a godsend, no really it would.
Yo, i've been compiling the known bugs in a text file, shall i add these in?
I think it would be easier if everyone on the team could grab an accessible text file, you agree?

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #89 on: November 16, 2020, 09:15:46 AM »
@Mistah Jorge you can post it here (i've moved this discussion to the right area), so we can edit the post as we handle the bugs).

- Roll's bugs fixed.
- Ice Man fixed.
- Bass intro changed (it was not a bug per se).

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #90 on: November 16, 2020, 09:23:43 AM »
Enker feedback:
- Enker (A.I. only) can combo "Rising spike" ( :6 :2 :6 :p) into another "Rising spike"; - not only that it can keep looping itself a lot if Enker's A.I. has good RNG (or in other words, if Enker's opponent is very unlucky)
- Player controled Enker can't combo any air normal into "Rising spike", only the A.I. can do it. - it's a bit of a bummer, but the point above is much more important

1- Fixed.
2- Yes, it can :)

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #91 on: November 16, 2020, 09:34:27 AM »
Oh, i just noticed, thank you.
By the way, i've just found out by accident what causes a bug that annoyed me for quite a while.
There's a bug that makes some characters (i have yet to confirm if this happens to every character) play the animation 5050 even tho it was playing already to begin with.
Anyways this is what causes it:
Code: [Select]
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim)
value = anim
persistent = 0
I do understand what this piece of code's supposed to do but i think it needs a check, it's in the common state 5050.
I'm looking into fixing this as i'm writing this post but for now replacing "[5050,5059]" with "[5051,5059]" didn't break anything (because 5050 is a standard animation anyways).
I'm trying to make a better but also not bug inducing fix that includes every possible animation a character might have between [5050,5059] tho.

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #92 on: November 16, 2020, 09:41:33 AM »
I just tried Crashman myself.  Yea something is up with him.  It seems like I can't use any specials or hypers for some reason.
(The Dropbox un released version of Crashman.)

Weird enough, some files of this character were deleted - this is why nothing was working.
I've replaced it by the last released version.

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #93 on: November 16, 2020, 09:58:36 AM »
All right, i'm posting the text file, i was going to add in what was allready found on the forums, but i'll paste it here instead... these are what i have found while heavy play testing.
I'll leave balance changes out because frankly it's all opinions based and i can't be sure everyone agrees on those.
(click to show/hide)
« Last Edit: November 16, 2020, 09:33:36 PM by O Ilusionista »

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #94 on: November 16, 2020, 10:00:59 AM »
@Mistah Jorge

Thanks! I got a suddenly inspiration to work on Mugen today and I should be fixing all those points (excluding the characters that are with you).

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #95 on: November 16, 2020, 11:05:21 AM »
That all right, just leave something for me :P

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #96 on: November 16, 2020, 11:06:29 AM »
Maybe I won't be able to fix everything today, so you can take Cut man and Needle Man :)

Offline Mistah Jorge

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #97 on: November 16, 2020, 11:56:03 AM »
There's a bug that makes some characters (i have yet to confirm if this happens to every character) play the animation 5050 even tho it was playing already to begin with.
Anyways this is what causes it:
Blah, blah blah
Anyways, i grabbed the state from the common states on the original mugen 1.0, replacing the occurence of the code above with this fixes the problem...
Code: [Select]
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim + 10)
value = anim + 10
persistent = 0
I'll be fixing this particular problem on characters that O'Ilusionista isn't dirtying his hands with already.
I'm not sure if the project uses Const720p(#insert number), so after after some testing i found out that it's okay to straight up delete them if you guys want it or not... either way i'm keeping them until someone objects with a reason.

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #98 on: November 16, 2020, 12:02:21 PM »
I think we can get it from WinMugen version if needed.

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Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
« Reply #99 on: November 16, 2020, 08:07:11 PM »
 :o

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