Checkpoint

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Checkpoint
Information
Level Builder
Description: When touched, you will respawn here upon death.
Game information
Series information
Development
Programmer(s): WreckingPrograms
Spriter(s): WreckingPrograms
Gaem


The Checkpoint is an asset that appears in Mega Man Powered Up. It has been in Mega Man Maker since version 1.0.0.

There are checkpoints in various Mega Man games, but the ones in Mega Man Maker are inspired on the functionality they had in Mega Man Powered Up. However, 1.8.0, Checkpoints had options to be triggered horizontally or vertically, which causes a small flag icon to be shown like in Mega Man 11.

Behavior

The Checkpoint is a 2x2 tiles sized general asset. When triggered, it plays a chime sound and raises a flag. Checkpoints are activated on contact, and are unaffected by gravity.

If the player dies while a checkpoint is active, all of their items (e.g. Keys, Weapon Capsules, Character Capsules) and weapons obtained before the player reached a Checkpoint are saved and the player is respawned back to the last Checkpoint they touched with full health.

The player can alternatively go to the previously activated Checkpoint by selecting "Checkpoint" in the pause menu, respawning the player and restoring their health back to full. If a Checkpoint has not yet been activated, the player is brought back to the beginning of the stage instead. When playing Wily Challenge, using the "Checkpoint" option costs 1 life.

In levels created in version 1.3.6 or older, whenever a checkpoint is activated, all other previously activated checkpoints in the level are not deactivated, meaning previous checkpoints cannot be reused (unless the player loses a life or selects "Checkpoint" from the pause menu). Playing levels created in version 1.3.6 or older will still retain this older checkpoint behavior even if played in version 1.4.0 or newer; this was likely done intentionally for the sake of backwards compatibility with older levels.

1.4.0 onwards

In levels created in version 1.4.0 or newer, whenever a checkpoint is activated, all other previously activated checkpoints in the level are deactivated, allowing them to be used again.