1.8.3: Difference between revisions
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'''Version 1.8.3''' is a minor update for ''[[Mega Man Maker]]'' released on 1st January, 2023 that added a few new features, changes, and fixed bugs. | |||
==== New Features | ==Changelog== | ||
*Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness. | === New Features === | ||
*[[Cold Man]] has his missing heal resistance to [[:Category:Ice weapons|ice weapons]] when they are not set as a weakness. | |||
*Sun Rays, adds visual effects at the top of water. | *[[Decorations#Sun Rays|Sun Rays]], adds visual effects at the top of [[water]]. | ||
*Time | *[[Time bomb]]s now can be set with a zero delay to instantly explode after activation. | ||
=== Changes === | |||
*Online Builder is no longer in maintenance. | *[[Online Builder]] is no longer in maintenance. | ||
*Weapon Block and Weapon Barriers now show the weapon icon and colors in the builder. | *[[Weapon Block|Weapon Block and Weapon Barriers]] now show the [[weapon]] icon and colors in the builder. | ||
*Astro Door Horizontal can now push the Lighter Push Block. | *[[Astro Gate|Astro Door Horizontal]] can now push the [[Lighter Push Block]]. | ||
*Weapon can now be removed from the list of weapons by right clicking on it on the builder menu. | *Weapon can now be removed from the list of weapons by right clicking on it on the [[Level Builder|builder]] menu. | ||
*Oni Robo Wind machines no longer push Gori Three | *[[Oni Wind Generator|Oni Robo Wind machines]] no longer push [[Gori Three Rock]]s but only Lighter Push Blocks. | ||
*Shell'n weakness to Electric Shock was missing. | *[[Shell'n]] weakness to [[Electric Shock]] was missing. | ||
*Better performances when the level uses a lot of backgrounds. | *Better performances when the level uses a lot of [[backgrounds]]. | ||
*Better performances in long sections. | *Better performances in long sections. | ||
=== Fixed Bugs === | |||
*GB Crystal Spikes are badly cropped. | *GB Crystal Spikes are badly cropped. | ||
*The following Spikes are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt). | *The following [[Spikes]] are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt). | ||
*Icon for Wily Spike GB II in the builder menu is the wrong color. | *Icon for Wily Spike GB II in the builder menu is the wrong color. | ||
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*Astro BG 3, 4 and 5 can sometimes desync from one screen to another. | *Astro BG 3, 4 and 5 can sometimes desync from one screen to another. | ||
*Super Arm does not trigger Soccer Ball Jet. | *[[Super Arm]] does not trigger [[Soccer Ball Jet]]. | ||
*Super Arm does not trigger Kakinbatank's movement. | *Super Arm does not trigger [[Kakinbatank]]'s movement. | ||
*Super Arm draws above certain objects such as enemies. | *Super Arm draws above certain objects such as [[enemies]]. | ||
*End of Credits do not scroll to the right position. | *End of [[Mega Man Maker:Credits|Credits]] do not scroll to the right position. | ||
*When there's multiples Oni Wind | *When there's multiples [[Oni Wind Generator]]s, the speed for pull and push is inconsistent depending on positions. | ||
*Astro Door stops moving after a screen transition while in movement. | *[[Astro Gate|Astro Door]] stops moving after a screen transition while in movement. | ||
*Oil Slider on moving platforms acts differently than it was in previous versions. | *[[Oil Slider]] on moving platforms acts differently than it was in previous versions. | ||
*Hell Metall DX can drop pickups when the threads are destroyed. | *[[Hell Metall DX]] can drop [[pickups]] when the threads are destroyed. | ||
*Target animation doesn't stop when time is stopped. | *[[Target]] animation doesn't stop when time is stopped. | ||
*Target rails are still active and moving targets while time is stopped. | *[[Targets|Target rails]] are still active and moving targets while time is stopped. | ||
*Weapon Barriers and Weapon | *[[Weapon Block|Weapon Barriers]] and [[Weapon Block]]s are not acting as a wall of section anymore. | ||
*Astro Door Horizontal going into each other gets stuck. | *[[Astro Gate|Astro Door Horizontal]] going into each other gets stuck. | ||
*Yellow Devil placed vertically between two sections damages player during transition and boss intro. | *[[Yellow Devil]] placed vertically between two sections damages [[player]] during transition and boss intro. | ||
*Wily Machine 6 gets stuck during a jump when moving platforms enter it. | *[[Wily Machine 6]] gets stuck during a jump when moving platforms enter it. | ||
*Big Pets platforms behave incorrectly with certain projectiles. | *[[Big Pets|Big Pets platforms]] behave incorrectly with certain projectiles. | ||
*Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water. | *Cold Man's [[Ice Wall]] loses all speed and rises in water when a single pixel touches water. | ||
*Giant Springer's missile goes invisible as it flies a certain way. | *[[Giant Springer]]'s missile goes invisible as it flies a certain way. | ||
*Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition. | *Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition. | ||
*Dark Man 3's stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu. | *[[Dark Man 3]]'s stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu. | ||
*Dark Man 3's stun causes the player's colour to return to Command Select's default colour instead of the currently selected weapon's colour. | *Dark Man 3's stun causes the player's colour to return to [[Command Selection|Command Select]]'s default colour instead of the currently selected weapon's colour. | ||
*Super Arm blocks placed by the player do damage to the Acid Drop Spawner. | *Super Arm blocks placed by the player do damage to the [[Acid Drop|Acid Drop Spawner]]. | ||
*Soccer Ball Jet activates and damages players when they are at rest and the player is under them. | *Soccer Ball Jet activates and damages players when they are at rest and the player is under them. | ||
*Dynamo | *[[Dynamo Conveyor]]s may crash the games when on edge of screens at start of the level. | ||
*Dashing with Bass and swapping to Charge Kick weapon gives the wrong hitbox to the player. | *Dashing with [[Bass]] and swapping to [[Charge Kick]] weapon gives the wrong hitbox to the player. | ||
*Magnetic Coil SFX can be heard from outside of the section. | *[[Magnetic Coil]] SFX can be heard from outside of the section. | ||
*Magnetic Coil SFX doesn't stop when leaving the section. | *Magnetic Coil SFX doesn't stop when leaving the section. | ||
*Hyoey SFX doesn't play properly when another Hyoey is dead or out of section. | *[[Hyoey]] SFX doesn't play properly when another Hyoey is dead or out of section. | ||
*Plasma's connection SFX doesn't play properly when another group of Plasma are connected on the section. | *[[Plasma]]'s connection SFX doesn't play properly when another group of Plasma are connected on the section. | ||
*Plasma's connection SFX doesn't stop playing when leaving the section. | *Plasma's connection SFX doesn't stop playing when leaving the section. | ||
*Surumaker in water is not able to track the player properly. | *[[Surumaker]] in water is not able to track the player properly. | ||
*Shooting Tornado Hold while inside Waterfalls makes the projectile teleports. | *Shooting [[Tornado Hold]] while inside [[Water Fall Spawner|Waterfalls]] makes the projectile teleports. | ||
*Switching weapons to or from Power Adaptor while shooting locks up player controls. | *Switching weapons to or from [[Power Adaptor]] while shooting locks up player controls. | ||
*Certain bosses do not target Copy Vision when it is made. | *Certain [[bosses]] do not target [[Copy Vision]] when it is made. | ||
*Bosses always target Copy Vision even when it is not a primary or secondary weakness. | *Bosses always target Copy Vision even when it is not a primary or secondary weakness. | ||
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*Water animation can get desync after a transition. | *Water animation can get desync after a transition. | ||
*Icicle spawning on a jumpthrough moving platform may crashes the game. | *[[Icicle]] spawning on a [[Jumpthrough Platform|jumpthrough moving platform]] may crashes the game. | ||
*Icicle cannot spawn if overlapping with Spinning | *Icicle cannot spawn if overlapping with [[Spinning Wheel]]s on spawn. | ||
*Ice Wall does not properly lose durability to hitting enemies or bouncing off walls. | *Ice Wall does not properly lose durability to hitting enemies or bouncing off walls. | ||
*Spark Shock teleports to enemies starting position when they are stunned and despawned. | *[[Spark Shock]] teleports to enemies starting position when they are stunned and despawned. | ||
*On/Off Ladders make enemies move up slightly when transitioning while over them. | *[[On/Off Switch#On/Off Ladder|On/Off Ladders]] make enemies move up slightly when transitioning while over them. | ||
*Boss projectiles are drawn behind plates. | *Boss projectiles are drawn behind [[plates]]. | ||
*Hornet Chaser is drawn under yoku blocks. | *[[Hornet Chaser]] is drawn under [[Yoku Block|yoku blocks]]. | ||
*Brain Break does not properly take damage from Ballade Cracker. | *[[Brain Break]] does not properly take damage from Ballade Cracker. | ||
*In the editor water goes through some things it should not. | *In the editor water goes through some things it should not. | ||
*Jewel Satellite does not destroy small masked projectiles like the ones from Hot Dog. | *[[Jewel Satellite]] does not destroy small masked projectiles like the ones from [[Hot Dog]]. | ||
*Music Changer on transitions doesn't work properly. | *[[Music Changer]] on transitions doesn't work properly. | ||
{{clr}} | |||
{{Versions}} | |||
[[Category:Version history]] | [[Category:Version history]] |
Latest revision as of 01:15, 1 September 2024
Version 1.8.3 is a minor update for Mega Man Maker released on 1st January, 2023 that added a few new features, changes, and fixed bugs.
Changelog
New Features
- Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness.
- Time bombs now can be set with a zero delay to instantly explode after activation.
Changes
- Online Builder is no longer in maintenance.
- Weapon Block and Weapon Barriers now show the weapon icon and colors in the builder.
- Astro Door Horizontal can now push the Lighter Push Block.
- Weapon can now be removed from the list of weapons by right clicking on it on the builder menu.
- Oni Robo Wind machines no longer push Gori Three Rocks but only Lighter Push Blocks.
- Shell'n weakness to Electric Shock was missing.
- Better performances when the level uses a lot of backgrounds.
- Better performances in long sections.
Fixed Bugs
- GB Crystal Spikes are badly cropped.
- The following Spikes are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt).
- Icon for Wily Spike GB II in the builder menu is the wrong color.
- Tengu BG (Animated) can sometimes desync from one screen to another.
- Astro BG 3, 4 and 5 can sometimes desync from one screen to another.
- Super Arm does not trigger Soccer Ball Jet.
- Super Arm does not trigger Kakinbatank's movement.
- Super Arm draws above certain objects such as enemies.
- End of Credits do not scroll to the right position.
- When there's multiples Oni Wind Generators, the speed for pull and push is inconsistent depending on positions.
- Astro Door stops moving after a screen transition while in movement.
- Oil Slider on moving platforms acts differently than it was in previous versions.
- Hell Metall DX can drop pickups when the threads are destroyed.
- Target animation doesn't stop when time is stopped.
- Target rails are still active and moving targets while time is stopped.
- Weapon Barriers and Weapon Blocks are not acting as a wall of section anymore.
- Astro Door Horizontal going into each other gets stuck.
- Yellow Devil placed vertically between two sections damages player during transition and boss intro.
- Wily Machine 6 gets stuck during a jump when moving platforms enter it.
- Big Pets platforms behave incorrectly with certain projectiles.
- Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water.
- Giant Springer's missile goes invisible as it flies a certain way.
- Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition.
- Dark Man 3's stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu.
- Dark Man 3's stun causes the player's colour to return to Command Select's default colour instead of the currently selected weapon's colour.
- Super Arm blocks placed by the player do damage to the Acid Drop Spawner.
- Soccer Ball Jet activates and damages players when they are at rest and the player is under them.
- Dynamo Conveyors may crash the games when on edge of screens at start of the level.
- Dashing with Bass and swapping to Charge Kick weapon gives the wrong hitbox to the player.
- Magnetic Coil SFX can be heard from outside of the section.
- Magnetic Coil SFX doesn't stop when leaving the section.
- Hyoey SFX doesn't play properly when another Hyoey is dead or out of section.
- Plasma's connection SFX doesn't play properly when another group of Plasma are connected on the section.
- Plasma's connection SFX doesn't stop playing when leaving the section.
- Surumaker in water is not able to track the player properly.
- Shooting Tornado Hold while inside Waterfalls makes the projectile teleports.
- Switching weapons to or from Power Adaptor while shooting locks up player controls.
- Certain bosses do not target Copy Vision when it is made.
- Bosses always target Copy Vision even when it is not a primary or secondary weakness.
- Water animation can get desync after a transition.
- Icicle spawning on a jumpthrough moving platform may crashes the game.
- Icicle cannot spawn if overlapping with Spinning Wheels on spawn.
- Ice Wall does not properly lose durability to hitting enemies or bouncing off walls.
- Spark Shock teleports to enemies starting position when they are stunned and despawned.
- On/Off Ladders make enemies move up slightly when transitioning while over them.
- Boss projectiles are drawn behind plates.
- Hornet Chaser is drawn under yoku blocks.
- Brain Break does not properly take damage from Ballade Cracker.
- In the editor water goes through some things it should not.
- Jewel Satellite does not destroy small masked projectiles like the ones from Hot Dog.
- Music Changer on transitions doesn't work properly.
Versions | |
---|---|
1.0.0 1.0.1 • 1.0.2 • 1.0.3 • 1.0.4 • 1.0.5 • 1.0.9 1.1.0 1.1.1 • 1.1.2 • 1.1.3 1.2.0 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 1.3.0 1.3.1 • 1.3.2 • 1.3.3 • 1.3.4 • 1.3.5 • 1.3.6 1.4.0 1.4.1 • 1.4.2 1.5.0 1.5.1 • 1.5.2 • 1.5.3 • 1.5.4 • 1.5.5 1.6.0 1.6.1 • 1.6.2 • 1.6.3 1.7.0 1.7.1 • 1.7.2 • 1.7.3 • 1.7.4 • 1.7.5
1.9.1 • 1.9.2 • 1.9.3 |