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Author Topic: Megaman Robot Master Mayhem 2.5 Bug Fix Release 3/9/2019 - Bug Reports  (Read 3437 times)

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Offline laspacho

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Bug Report thread:

Please report any bugs found.

If there are any coders out there that wish to help fix bugs I'd be happy to work directly with you.
The quicker we can identify and fix bugs the quicker I can upload a new Official Version of Megaman Robot Master Mayhem for everyone to enjoy.

*Unless a game breaking bug is found, any further bugs will be addressed in Megaman Robot Master Mayhem 3.0.
« Last Edit: March 09, 2019, 01:03:32 PM by laspacho »



Offline Rage

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I noticed this for awhile while in watch mode in doubles  P1 will take awhile into the match b4 damage is accrued. I dont know if this extends to other modes but i assume it does.


may want to check crash man for a bug. That hyper with missile that freezes the opponent in place glitched out when he was hit while preforming it and Gutsman remain frozen in place until he was hit again.
« Last Edit: March 09, 2019, 06:12:40 PM by Rage »

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Offline O Ilusionista

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I am aware of it. I need to recode that hyper, but I won't have time for now I think

Offline Rage

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I think this is caused by the mirror buster vs YD's hyper



message read: Error message, "State machine stuck in loop (stopped after 2500 loops): 5000 for Yellow Devil
Check your states for infinite ChangeState loops."

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Offline laspacho

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RagingRowen: 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.

-----

SolidZone 26: Feedback:
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.

Offline Rage

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 sometimes when using the jumping attack thats like goros jumping attack  enker rolls when landing resulting in him being left open? I thought it was because he was being blocked but the more i play the more it occurs else where.

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Offline O Ilusionista

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I've been working to fix those cases. Some where already been fixed.

Quote
I think this is caused by the mirror buster vs YD's hyper
This could be a huge issue, because it affects the way I code bosses.
If is this the case, I can do a workaround only for this project... because to get rid of this would make me to change the way I code bosses characters to a way which consumes me way more time and effort and I have no plans to do it, sorry.

Quote
sometimes when using the jumping attack thats like goros jumping attack  enker rolls when landing resulting in him being left open? I thought it was because he was being blocked but the more i play the more it occurs else where.
He should roll only when rising. About being open, its intentional - he needs some ballance.

Offline lcfreezer

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- Metal Man doesnt appear in Continue Screen
- Check 23:43 of this video, Axl keeps rolling a while after being defeated.

Offline O Ilusionista

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Thanks, I was about to post this here :)

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