Also, what was the deal about Shadow-Man? He was like perfect for this, but I heard that the original author did not want their creation in or something?Yes, Gate doesn't wants Shadowman on this project and I agree with his decision, sorry.
ps: topman ai is pretty hard, don't know it is propositalYes :)
A 425 MB exe file is the unmoleboxed version? /:O
:'( everyone ignored me my issue with the download.....I never going be able to play...sadly merry Christmas to me...... :'(
Haven't downloaded yet but aren't Bass, Iceman, Elecman & etc. all complete? Why aren't they in?
EDIT: I just downloaded it and it took only 5 minutes
Bass, Iceman, Elecman, and Metalman would be on the top of the list to be added next because they have older versions that just need to be updated to the Rmm standard. Hit sparks, hyper backgrounds, add the 6 power sets, dodge, slide, ect.
After that we have quite a few more characters that have the sprites ready that have never been coded before. :)
Ah, alright.
By the way, Protoman has a special intro against Megaman.... I like it (kind of)
Haven't downloaded yet but aren't Bass, Iceman, Elecman & etc. all complete? Why aren't they in?In Elecman's case, it's a little more complicated. Laspacho made new set of sprites for him, to make it less Megaman Clone and I will recode him on a near future.
I've been trying hard to get to play as Axl (through the Random Button). At this point I gave up, but during my attempts I managed to play as the Yellow Devil, Dr. Wily & Metool Daddy. I'll try later, but I hope that when I finally get to play as him I won't end up against Topman.
I've been trying hard to get to play as Axl (through the Random Button). At this point I gave up, but during my attempts I managed to play as the Yellow Devil, Dr. Wily & Metool Daddy. I'll try later, but I hope that when I finally get to play as him I won't end up against Topman.
No idea what was going on but I was playing as Crashman and I one-hit-killed Tenguman. Is this normal?
hehehehe this is why I think we should remove the random select.I agree there were no random select on any of the megaman games sep for the arcade version but. I feel that ramdom select should of been removed completely
First off, just want to say kudos for making this. It's pretty good so far. That said, there is a problem with it, though it's one I see in a lot of 'full games' with MUGEN. A lot of them don't bother to adjust the damage ratios of all of the different characters so that their damage outputs are more or less the same, and it's the same thing thing here. As a result, you have Snakeman's normals and some of his specials dealing out that much more damage than Mega Man or some other characters despite having similar start-up and recovery time, or Wood Man's HK doing that much more damage than Fireman's HK in spite of having no discernable difference in length, recovery time, or start-up time. So it might be a good idea to make sure the different character's damage outputs are a touch more homogenized.
I think this belongs more to the bug report thread - http://www.infinitymugenteam.com/Forum_345/index.php?topic=46429.0 - but let me reply:
You are right in some points. Not all characters uses the same template, somes still uses that broken EOH template with just new effects. This is something we should fix on the future (I just don't know when and who will do it). But in one of examples (Woodman), it should be the way it is - bigger characters, like Woodman, Hardman and others should do more damage when attacking.
Thanks for the video, Gui!