1.4.0

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Version 1.4.0 was a major update to Mega Man Maker, released on July 25, 2018. This update introduced a brand new challenge mode, and added content from Mega Man 6 and, after much anticipation from the community, Mega Man 7. Since Mega Man 7 is a 16-bit game, all the content from it had to be remade from scratch to fit Mega Man Maker's 8-bit art and music.

In addition to the content from Mega Man 6 and Mega Man 7, two assets from the NES games were introduced as part of the programmer call for this update, namely Shadow Blade and Bubukan.

Changelog

New Features

Bosses

Enemies

Weapons

Level Objects

Pickups

Tilesets

  • MM1 Wily 2 Tile
  • MM1 Wily 3 Tile
  • MM1 Wily 4 Tile
  • MM2 Wily 3 Tile
  • MM3 Wily 4 Tile
  • MM3 Wily 5 Tile
  • MM3 Wily 6 Tile
  • Dark Man 4 Tile
  • Mr X 2 Tile
  • MM6 Wily 1 Tile
  • MM6 Wily 2 Tile
  • MM6 Wily 2 Tile (Alt)
  • MM6 Wily 3 Tile
  • Spring Tile
  • Freeze Tile
  • Slash Tile
  • Slash Tile 2
  • Junk Tile
  • Shade Tile
  • Burst Tile
  • Turbo Tile
  • Cloud Tile
  • MM7 Wily 1 Tile

Backgrounds

  • MM1 Wily 2 BG
  • MM1 Wily 4 BG
  • MM3 Wily 4 BG
  • MM5 Wily 1 BG
  • Blizzard BG 2
  • Wind BG 2
  • Flame BG 2
  • Tomahawk BG 2
  • Centaur BG 2
  • Knight BG 2
  • Yamato BG 3
  • Plant BG 2
  • Mr X 1 BG
  • Mr X 2 BG
  • Mr X 2 BG (Alt)
  • Mr X 3 BG
  • Mr X 4 BG
  • MM6 Wily 1 BG
  • MM6 Wily 1 BG (Alt)
  • MM6 Wily 2 BG
  • MM6 Wily 4 BG
  • Spring BG
  • Freeze BG
  • Slash BG
  • Junk BG
  • Junk BG 2
  • Shade BG
  • Shade BG 2
  • Shade BG 2 (Alt)
  • Burst BG
  • Turbo BG
  • Turbo BG 2
  • Cloud BG
  • MM7 Wily 1 BG

Spikes

  • Freeze Spike
  • Shade Spike
  • Wily Spike 12

Music

  • MM7 Intro Stage
  • Spring Man
  • Freeze Man
  • Slash Man
  • Junk Man
  • Shade Man
  • Shade Man (Alt)
  • Burst Man
  • Turbo Man
  • Cloud Man
  • MM7 Wily Stage 1
  • MM7 Wily Stage 2
  • MM7 Wily Stage 3
  • MM7 Wily Stage 4
  • MM7 Robot Master
  • MM7 Wily Boss
  • MM7 Wily Boss (Capsule)

Changes

  • A brand new challenge mode! Play through a randomized Wily castle filled with community levels, with several lengths and difficulties to choose from. You have limited lives though, so be careful!
  • Added profile icons of all Mega Man 7 Robot Masters.
  • 4 new example levels: Creepy Castle by TimeLink, Kerosene Fane by CSketch and Storm Fortress and The Tower of Wily by Aze.
  • Force Beams can now be angled, allowing for vertical lasers.
  • You can now upvote or downvote a level by pressing the weapon switch left and weapon switch right buttons.
  • Touching a checkpoint now resets all other checkpoints. Levels made in previous versions are not affected.
  • Brick Drop has been renamed to Block Dropper, the canonical name for the weapon.
  • Rolling Cutter can now hit enemies again on the way back.
  • After testing your level in the level builder, the map and UI settings are no longer reset.
  • Restarting a level resets your E-Tanks and M-Tanks, removing an exploit.
  • Drill Bomb's explosion has a larger hitbox.
  • Mummira has a smaller hitbox.

Fixed Bugs

  • If you die while holding Atomic Fire, it stays active.
  • Enemy projectiles are unaffected by Ice Slasher.
  • Magnet Missile sometimes refuses to home in on enemies.
  • The Cossack Platform's description contains a typo.
  • Totem Polen and Subeil's descriptions reference Mega Man, which is inaccurate with the new characters.
  • Mega Man 2 Wily 1's background has a transparent pixel.
  • If you walk on a conveyor slowing you down, then spawn a Pukapucker walking towards you, the head may disappear.
  • Proto Man shoots projectiles slightly further away from him than he should.
  • Clearing a level on Rush Jet, then jumping off Rush Jet and letting it move off screen can crash the game.
  • You can pick up health and weapon energy pickups while undergoing a screen transition, allowing for clipping.
  • When jumping on an enemy with Top Spin when close to a ceiling, it may not damage the enemy.
  • When opening a Drop Platform, then undergoing a screen transition and going back, it will stay open.
  • Player projectiles can ding off invisible hitboxes below Flame Pillars.
  • Magnet Missile can home in on Teckyuns.
  • Touching a Character Capsule and Energy Element on the same frame crashes the game.
  • Health and Weapon Energy pickups from spawners float up through jumpthrough solids.
  • Standing on a ladder with another ladder two tiles above makes you unable to go down the bottom ladder.
  • Pierobot cannot fall through moving platforms while spawning.
  • Water appears to go through Wanaan platforms in the editor, while in-game it does not.
  • If Crash Man shoots a Crash Bomber up in the air, he may never be able to shoot again.
  • Hyper Bomb cannot bounce on the edges of springs.
  • Komasaburo tops are unaffected by Ice Slasher.
  • Jumping on Wind Storm right under a solid moving platform can make you clip.
  • Magnet Missile can sometimes make enemies disappear before hitting them.
  • Bosses sometimes do not detect when you're shooting, leading to exploits.
  • Going through a boss door outside the current section sometimes causes graphical bugs.
  • Quicksand can push you through jumpthrough platforms.
  • Hitting a boss with the same Wind Storm projectile twice doesn't play a sound effect on the second hit.
  • Ring Boomerang can be reflected by Flame Pillars.
  • Stone Man cannot jump when under the effect of Time Slow.
  • Shield weapons can destroy Flame Pillars. When frozen, it can additionally leave its collision mask behind.
  • Hitting Brain Break with Wind Storm creates a duplicate on the first hit.
  • When Water Wave is fired directly against a wall in the air, it will move once it loses contact with the wall.
  • When firing Water Wave on the ground directly against a wall, with a wall close behind you, it may appear behind that wall.
  • Taking a pickup from a pickup spawner with Ring Boomerang, then scrolling the weapon off-screen, disables the spawner.
  • Super Arrow can crash the game when destroyed at the right time.
  • When a moving platform moves you into spikes, you often do not die.
  • Wind clipping should be reduced.
  • When wind pushes you into spikes, you often do not die.
  • Spines sometimes act weird when falling in a one-tile wide gap.
  • Mega Buster and Needle Cannon can, when not set as the primary weapon, overflow the ammo bar.
  • Pierobot can fall through jumpthrough platforms.
  • When teleporting to a Teleporter near the top of the screen, it can put you on the screen above incorrectly, sometimes causing death.
  • Placing Magnets in a stair formation can remove some of their collision.
  • If you have a weapon as your primary weapon with a duplicate as a non-primary, and the non-primary is equipped, using L+R does not take you to the primary variant.
  • Firing Hyper Bomb in a two-block tall wall from the right while holding down puts it inside the wall.
  • Shooting Super Arrow in a one-block wide gap causes it to clip backwards.
  • When loading a level in-editor, backgrounds can sometimes overlap.
  • Drill Bomb and Dive Missile deal double damage to bosses.
  • Komasaburo tops can clip with springs in tight corridors.
  • The chain of Presses looks different in the editor and in-game.
  • Footholders vibrate when set to not move.
  • Screen transitioning into a solid moving platform can cause you to clip.
  • Homing weapons can target bosses before they spawn.
  • Character-exclusive weapons for Proto Man and Bass are shown incorrectly in the editor for weapon capsules, blocks and barriers.
  • Blocky shoots its body parts at a slower speed than it should when under the effect of Time Slow.
  • Moving left or right while about to be crushed between a moving platform and the ceiling can make you clip.
  • Presses lose their hitbox during Flash Stopper.

Trivia

  • As of version 1.7.5, version 1.4.0 is the only major update to not include a new spawner.