Infinity MUGEN Team
IMT Projects => Mega Man: Robot Master Mayhem => Topic started by: laspacho on December 25, 2017, 01:32:22 PM
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Bug Report thread:
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.
Thanks
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I really like this game, it's great, but this is the bug thread, so I'll only mention those.
That being said, a few things really quick that I noticed.
Fireman Stage had no music
Protoman KOs in a one-shot during Round 1 every time. I don't know why.
The stage in space with the Wily Fortress floating in the background could have the fortress colored a bit darker.
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The stage in space with the Wily Fortress floating in the background could have the fortress colored a bit darker.
This ain't really a bug.
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I'm not sure what happened with Fireman's stage music music. It worked last night. I don't have the issue as of yet with Protoman that your saying.
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This ain't really a bug.
It was just a bit of feedback, which is what I thought this thread was going for, but you're technically right, it's not a bug, so I apologize.
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Since I don't know where to put balance suggestions I'll post here that Hurrican Cutter is OP.
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I'm not sure what happened with Fireman's stage music music. It worked last night. I don't have the issue as of yet with Protoman that your saying.
I was playing with the .ogg version and had changed the music in the stage .def
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I just figured that out. Mugen doesn't want to play the ogg file. I changed it back to the mp3 file. This will be fixed in the forthcoming Rmm update molebox. We'll get out a quick fix to this one hopefully quickly.
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It works perfectly to me...
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Odd, it doesn't work for me. I just changed it back to the prior track I had setup.
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Me and my bud Walruslui found some bugs.
Tengu Man:
Katana Blade is an infinite if you combo it into itself before it launches the opponent.
Hitboxes on normals are off because Clsn2default is improperly used. (Putting a hitbox on a frame makes the CLSN2Default not appear on said frame)
Roll:
If you input QCF, :k during an air combo and the Powerset is set to Water Hose, Sweet Shield, Vaccum Dash or Friendly Help, she will stand in mid-air.
Crash Man:
Using Hyper Drill in the corner on Air Man's stage causes him to get stuck until he is hit.
Similar to Roll you can use Powersets in air but this time it's all the ones that don't already have air variants.
Axl:
Going from launcher to superjump looks awkward
General:
It's harder to do air combos with some characters than with others. (Protoman being one of the hardest)
You can barely hear the characters voices over the music.
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Thanks everyone for the bugs so far.
Now that we released a un moleboxed version 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. :)
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As snakeman in the duel vs crashman sometimes i 1-shot him in round 1, and block his attacks stuck me in guard animation, in other cases i cant attack with kicks or specials after block
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Roll and Crashman - I will take a look. I am pretty sure I've fixed it already, maybe someone changed something in the dropbox folder.
It's harder to do air combos with some characters than with others. (Protoman being one of the hardest)
Because not all the characters were build using the same template...
As snakeman in the duel vs crashman sometimes i 1-shot him in round 1, and block his attacks stuck me in guard animation, in other cases i cant attack with kicks or specials after block
Another thing I am sure I've fixed already.
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Roll and Crashman - I will take a look. I am pretty sure I've fixed it already, maybe someone changed something in the dropbox folder.
Because not all the characters were build using the same template...
Another thing I am sure I've fixed already.
O it's an intermittent problem. It happens with random characters at random times I've had it happen with Iceman and cut man
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In Logic, there is no such thing like "intermittent" problem, if you have the same subject, at the same place and under the same conditions.
We need to find what triggers it (I think I already know, but I need to test it).
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Because not all the characters were build using the same template...
If you play for long enough you start to notice things that make you find out which template was used for which character, making the game feel very awkward and inconsistent.
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I'm not sure what happened with Fireman's stage music music. It worked last night. I don't have the issue as of yet with Protoman that your saying.
I'm testing it in Watch mode, but it happened to me in normal arcade mode first. It only happens with Megaman vs Protoman as far as I can tell, and only if Megaman is 1P and Protoman is 2P. If you reverse their roles of 1P/2P, it doesn't happen. But every time, on the first round, if Megaman hits Protoman once, Protoman instantly KOs. I had Protoman fight other characters and it didn't happen, just with Megaman as 1P and him as 2P and only during Round 1
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It only happens with Megaman vs Protoman as far as I can tell, and only if Megaman is 1P and Protoman is 2P
Thanks, this helps us to fix it.
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I have returned and I have played a lot alone and with my brothers and some friends(vs mode),
the truth I must thank you because we had a good time, the game is very good, with great ideas and concepts. (is better than MVC:I, :P )
feedback/bugs:
Roll is my main, she is really funny and my favorite, but going to the serious she is broken AF, i can do a 60-75% damage with 1 hyper bar xD she is the combo godness and his blows do a lot of damage
a bug on her(besides the mentioned change of power set in air).. if u press forward medium kick command while you are crouching roll doesnt attack.
*I finally discovered the bug with crashman, if u block the drill-shoryuken, u got stuck in guard animation.
*Power sets are cool, they can change the robot gameplay, but the command is tedious, many times me or my dudes does it accidentally and that meant being harshly punished(and lost the power set). We play too fast and it happens often
*Another thing, being based on the gameplay of MVC, many robots cant start a fast counter attack combo(dash + magic combo) because u cant attack while dashing with low kick or punch(basically the difference between mid tier and high tier what will I show next)
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I try all the robots, but dig deep into just a few(which I consider good),there is a imbalance in them. I already have a tier list, you enjoy playing and can win until the medium tier.
(I do not know if it's your priority at this time buff or nerf robots)
:'( godness tier: roll.(banned in my house tournament xd)
:) high tier: topman, burstman, megaman, fireman.(nice combos and powers)
:thumbsup: viable/mid tier: snakeman,cutman, airman(only for the low damage and his strange dash), tenguman, toadman, quint.
\-/o low tier: protoman(low damage and bugged launcher to air combo system), crashman(mid tier if u are good in poke and spamming projectiles).
L-) useless tier: sadly woodman, because i think he is the robot with the best sprites and animations (he walk/dash so slow, his attacks have many frames, low range and damage, long cast specials, and is hard do a combo, and a launcher is impossible to connect)
I just discovered Axl, so I have no opinion. :-??
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I hope you do not get offended with everything I said, it is not my intention, u made the game for passion and it's strange to criticize, but if there is a post for this..
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I hope you do not get offended with everything I said, it is not my intention, u made the game for passion and it's strange to criticize, but if there is a post for this..
No need to apologize. You can criticize as much as you want to. Feedback are useful to us.
a bug on her(besides the mentioned change of power set in air).. if u press forward medium kick command while you are crouching roll doesnt attack.
Those aerial bugs were fixed here http://www.infinitymugenteam.com/Forum_345/index.php?topic=46438.0
But about the crouching medium kick, its working to me. Strange.
(https://i.imgur.com/cKk9rYy.png)
*I finally discovered the bug with crashman, if u block the drill-shoryuken, u got stuck in guard animation.
I will check it.
*Power sets are cool, they can change the robot gameplay, but the command is tedious, many times me or my dudes does it accidentally and that meant being harshly punished(and lost the power set). We play too fast and it happens often
Because you guys are inputing DOWN DOWN too fast and any attack button after it will trigger the mode change. I will try to reduce the command time.
*Another thing, being based on the gameplay of MVC, many robots cant start a fast counter attack combo(dash + magic combo) because u cant attack while dashing with low kick or punch(basically the difference between mid tier and high tier what will I show next)
I think its intentional. Some can do it, some not. Roll, for example, execute an aerial combo while running.
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Thank you for the bug reports so far. We'll release a new Rmm with the mentioned bugs fixed sometime in the near future.
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So I just received a report from my Avast that it considers RMM a threat and wants to move it to the Virus Chest. Anyone know what's up with that?
Anyway, if you're close enough to the corner, you can just keep using Toadman's Quick Boomerang again and again, wailing on your opponent till they're dead without them being able to do a thing about it. It's an Infinite, basically. So you might wanna fix that.
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It's the moleboxed version, right? It's a know issue.
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Thank you for the bug reports so far. We'll release a new Rmm with the mentioned bugs fixed sometime in the near future.
In case you didn't know already, Whiplash made a thread on Quint over on the Guild and got some bug reports for him there and plans to fix them. Hope Quint's bugfixes make it to the update.
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We have the Quint Bug reports. Thanks!
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feed back from over on sprites INC.
While the characters are very funny to play, I can see some interessing diferences between them, some have less Hyper moves, some power sets are recycled (no issue here), some sprites are eerh, not very well polished, like Tenguman, Fireman, Axl, looks like the Pallete and shading doesn't fit to the other characters, being very less colorful.
The power set mechanic is very interessing, where I see a great use for some powers, others are very useless or simply 2~3 forward projectiles, I know how make unique moves for characters wich have only 1~3 attacks in the original game (and most are projectiles...) is hard, but I've see some examples on some of the characters of how the creativity can change this way, Like Toad Man, Top Man, Fire Man. But at same time Characters Like Crash Man have repetitive powers on the set...
The AI, oh, this is a important part of the game, but looks not finished yet, some characters don't do combos or use their powers, while characters like Burst Man and Top Man are very agressive, making very hard to defeat, make a full game is make a Progressive AI, based on the fight and on the AI level selected in options, in game the first fight on Normal 4 should be easy to handle, when the 6th or 7th fight must be challenging, on a dificulty close to hard 6 or 7. Without a balance on AI, the gameplay feels unbalanced.
Well Good Luck with your project, Its going very well, even with some fixes needed, the game in general is very funny, I'm still looking forward for RMM, I see too much potential here.
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I love them honestly. Quint especially cause the sprites are so fluid. But Roll & Snakemans portraits are HUGE please fix this. :Terry
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They are huge only outside the project. I am aware of that and will fix it on the next update.
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They are huge only outside the project. I am aware of that and will fix it on the next update.
Ahh i see, Cause i remember Burstmans was also huge at one point but was fixed when he was updated so figured i point it out. Thanks unc! :thumbsup:
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I love them honestly. Quint especially cause the sprites are so fluid. But Roll & Snakemans portraits are HUGE please fix this. :Terry
Thanx ^:)^
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Snakeman has a correctly sized 9000, 0 portrait in his sprites. Just change the number to that for now. ;)
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Snakeman has a correctly sized 9000, 0 portrait in his sprites. Just change the number to that for now. ;)
Iight thanks bro! O0
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I meant to say if you look at the beginning of the sprites you'll see the correctly sized portrait. Change that to 9000, 1.
Then change the sprite labeled 9000, 3 to 9000, 0. That is the normal sized select screen character icon.
Then change the old 9000, 0 sprite to something else like 9000, 33.
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Here's some feedback that I've been play-testing for a while. I'll be posting links from MFG for some of the characters as I don't feel like typing them again here or they may have been fixed already. I may update feedback to some characters whenever I missed something or feel like it:
General:
-The hitspark sound fx on some characters are inconsistent to others (Snake Man's uses MvC sounds, Crash Man uses default M.U.G.E.N sounds, etc.).
-Fx on characters are inconsistent to others (Dash, high jump, size of hitsparks, hitspark colors, etc.).
-Some characters' standing kick attacks use the same hit sound (Mega Man, Fire Man, Wood Man, Top Man).
-Some characters have inconsistent super jump.
-Some characters don't launch their oppenent in the air very high.
-Some characters have different hyper bgs on their supers or change during it.
Mega Man:
Skipped for now.
Proto Man:
-Dash fx and super jump fx are not from RMM.
-Hitsparks are too big (O Ilusionista says that there's supposed to be smaller).
-All his attacks except Shield Barrage uses the fightfx's guard sounds.
-Breakman Sonata is unblockable.
Roll:
Bug list posted here: http://mugenguild.com/forum/topics/roll-rmm-released-182313.0.html
Cut Man:
Skipped for now.
Fire Man:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-fire-man-rmm-182343.0.html
Air Man:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-air-man-rmm-182394.0.html
Crash Man:
-His intro where he appears when dropping a large crash bomb has no sound of him talking (Was not an issue on the EoH version).
-Hit sounds, hitsparks, and guard fx are from the default fightfx.
-The last hit of DP+LP Drill Upper uses an MvC2 hitspark instead of a slash spark and has no sound coming from it.
-The hyper bg on his supers are missing.
-The damage on Crash Dash and Crash Barrage are too high for level 1 supers.
-The guard fx on Ground Upper is misaligned.
-If you hit the opponent up close with the Junk Shield, the rest don't come out.
Wood Man:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-wood-man-rmm-182393.0.html
Snake Man:
Bug list posted here: http://mugenguild.com/forum/topics/snake-man-rmm-released-182329.0.html
Top Man:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-top-man-rmm-182365.0.html
Toad Man:
-His dash fx is missing.
-His standing kick attacks doesn't use the kick sounds from his jumping.
-Hit sounds, hitsparks, and guard fx are from the default fightfx.
-Leaf Shield doesn't register the last hit on the hit counter.
-Damage on Rain Flush is pretty low for a level 1 super.
-Missile Barrage is missing the guard fx when blocked.
Burst Man:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-burst-man-rmm-182381.0.html
Quint:
Bug list posted here: http://mugenguild.com/forum/topics/quint-public-beta-95-released-182308.0.html
Yellow Devil:
Bug list posted here: http://mugenguild.com/forum/topics/release-party-yellow-devil-rmm-182433.0.html
I waited a few more days before posting this in case there's more releases (Which is why it's a little bit late) and I noticed there's hasn't been anymore. There's some characters in here that are updated like Crash Man, Proto Man, and Toad Man, but unofficially released. Is that it?
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Thanks for your very complete feedback!
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Thank you for all the time taken to give us this feedback.
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I was watching my mugen game play & i was testing the megaman characters against Kung Fu Man and i ALWAYS have the difficulty set to the highest. & lets just say the only characters that showed great A.I. was Quint,Burstman & Fireman. All of the others played as if they weren't able to fight at all. (Constantly standing still or throwing random punches and kicks, or randomly jumping) And also i noticed that some of the characters don't explode after they lose. Quint & Burstman i believe (i could be wrong) were the only 2 that exploded afterwards. Everyone else still laid there.
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lets just say the only characters that showed great A.I. was Quint,Burstman & Fireman. All of the others played as if they weren't able to fight at all.
Because not all characters have custom AI, and they use the common Mugen AI behaviour. From that list, there are missing names like Crash Man and Roll.
I plan to add AI to Snake Man too. And MAYBE some basic AI for other characters, but I am not sure.
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Because not all characters have custom AI, and they use the common Mugen AI behaviour. From that list, there are missing names like Crash Man and Roll.
I plan to add AI to Snake Man too. And MAYBE some basic AI for other characters, but I am not sure.
Ahh i see...So what about some of the characters not exploding after defeat?
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Yeah, that needs to be fixed.
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launch and super jump values need rebalancing: Some characters SJ higher than others and some launchers don't launch high enough causing chasing to overshoot the target for air combos.
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launch and super jump values need rebalancing: Some characters SJ higher than others and some launchers don't launch high enough causing chasing to overshoot the target for air combos.
yes, we are aware. Because not all characters were made using the same template.
By the way, I will be in charge of fixing all the bugs. But any help is appreciated.
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yes, we are aware. Because not all characters were made using the same template.
By the way, I will be in charge of fixing all the bugs. But any help is appreciated.
I figured, just barely getting my hands on it now cause I'm been busy IRL. Life went from 0 to 100.
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Proto has a frame with the Mega Man "underwear"
(https://i.imgur.com/qQ42Rdd.jpg)
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Appears in the standing and blocking frames, likely the aerials as well. Very simple fix luckily
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Proto has a frame with the Mega Man "underwear"
I fixed Protoman's underwear in the blocking frames. At least he wasn't wearing Roll's underwear.. ;*))
It will be in the next Rmm update.
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Hello there.
I am working to fix all reported bugs.
(https://i.imgur.com/WVAgKD0.png)
Stay tuned for more news soon :)
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I think it's better to post the game updates in the public post, so people can get track of what is being done (and it's a lot).
News: I've improved the Weapon Change on all characters. Now you need to input the command a bit faster.
ThI think it's better to post the game updates in the public post, so people can get track of what is being done (and it's a lot).
News: I've improved the Weapon Change on all characters. Now you need to input the command a bit faster.
(https://i.imgur.com/5JxHToi.png)
This will prevent you to change weapon while executing other moves.is will prevent you to change weapon while executing other moves.
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Bug Report thread:
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.
Thanks
Fire Man's stage has no music. Fire Man himself has brutal AI comparable to Super Mario even on the 3rd easiest difficulty, as does Crash Man and Top Man. Toad Man is only a little bit better.
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For now if you download the un mole boxed Rmm Fireman's music will work.
Great work with the Bugs O Ilu. We are inching closer to a eventual next bug fix release. :)
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Music were fixed. The AI is intentional.
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Just to give some info:
I am still working on those fixes, very, VERY slowly. Thanks to some issues (including health condition) on my real life.
My apologize if this is taking more time than we had expected.
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Just to give some info:
I am still working on those fixes, very, VERY slowly. Thanks to some issues (including health condition) on my real life.
My apologize if this is taking more time than we had expected.
Take your time :)
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Everything to this point has been recorded and copied to our master Bug List Sheet.
Thanks everyone for helping report things you found.
We are still working on fixing the bugs for the next Rmm Update, a bunch has been fixed already but there is still more to do. :)
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An important bug, take player 1 made by holding right and top (right and jump), to hold then take player 2 made right and jump (aaaaaaaaaaahhhhhh, he does not jump somebody character ).
try it.
problem with elecbyte mugen?
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An important bug, take player 1 made by holding right and top (right and jump), to hold then take player 2 made right and jump (aaaaaaaaaaahhhhhh, he does not jump somebody character ).
try it.
problem with elecbyte mugen?
I don't get it. Can you explain?
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I don't get it. Can you explain?
first 1 player make button right + jump.
second 2 player I make right during my first player forword + jump and right + jump 2 player. My second player does not jump.
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Are you playing with 2 people using the same keyboard?
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Yeah, I think its a keyboard config issue.
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Perhaps player 1 and player 2 have some of the same keys mapped? I've seen Mugen in general do some odd things in this case. I have made this mistake before.
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All right, here's a bug i found on megaman (and maybe some other characters but i didn't test this on anyone else)
The animation 5050 (the air fall animation, the one that says going up) repeats one time despite my small efforts of preventing this, like making the last frame looping or making the last frame lasting -1 ticks, at first i thought there was something with the common states, so i copy-pasted the original common states to see if it would change the result, well... the animation still repeats, so i don't really know what makes this happen.
Uh help?
Also, i don't think this is a bug, but it's game balance breaking:
Megaman's mega buster projectiles are infinites
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Mega man is full of those things.
Try using Burst Man.
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All right, thanks