Drop (pickup): Difference between revisions
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'''Drops''' are a type of [[pickup]] that the [[player]] can touch to restore either their health or weapon energy. | '''Drops''' are a type of [[pickup]] that the [[player]] can touch to restore either their health or weapon energy. | ||
Drops can be placed in the [[Level Builder|editor]] directly or dropped by defeating [[enemies]]. If a drop is spawned from defeating an enemy, it will despawn a short while after its appearance on the screen. This can be disabled on a screen using the [[Drop Suppressor]]. Similarly to a [[Life]], drops are also a possible reward from the [[?-Tank]] | Drops can be placed in the [[Level Builder|editor]] directly or dropped by defeating [[enemies]]. If a drop is spawned from defeating an enemy, it will despawn a short while after its appearance on the screen. This can be disabled on a screen using the [[Drop Suppressor]]. Similarly to a [[Life]], drops are also a possible reward from the [[?-Tank]] and [[Targets]] while an [[Anti-Eddie]] can carry a Large Health or Large Weapon Energy. [[Romper]]s can also be set to take Small Health or Small Weapon Energy from the player. | ||
Drops can be grabbed by [[Ring Boomerang]], [[Hornet Chaser]] and [[Magic Card]] and returned to the player. If grabbed by either of these [[weapons]] and cancelled, the position of the drop in the level will be stored until the player dies. If a drop that is not dropped by an enemy is grabbed by either of these weapons and cancelled, the new position of the drop in the level will be stored until the player dies. The position of a drop dropped by a ?-Tank is stored but disappears when the player undergoes a hard screen transition. | Drops can be grabbed by [[Ring Boomerang]], [[Hornet Chaser]] and [[Magic Card]] and returned to the player. If grabbed by either of these [[weapons]] and cancelled, the position of the drop in the level will be stored until the player dies. If a drop that is not dropped by an enemy is grabbed by either of these weapons and cancelled, the new position of the drop in the level will be stored until the player dies. The position of a drop dropped by a ?-Tank is stored but disappears when the player undergoes a hard screen transition. | ||
From [[1.5.0]] onwards, [[bosses]] have the option to drop a Large Health or Large Weapon Energy upon death instead of triggering the victory. | |||
==Types of drops== | ==Types of drops== | ||
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|programmer=[[WreckingPrograms]] | |programmer=[[WreckingPrograms]] | ||
|sprite=[[File:SmallHealthIcon.png]][[File:LargeHealthIcon.png]] | |||
}} | }} | ||
'''Health''' (also known as '''Life Energy''') is a type of [[pickup]] in ''[[Mega Man Maker]]'' introduced in version [[1.0.0]]. When touched, the item will restore the player's health: either 2 health from a '''Small Health''' or 10 health from a '''Large Health'''. | '''Health''' (also known as '''Life Energy''') is a type of [[pickup]] in ''[[Mega Man Maker]]'' introduced in version [[1.0.0]]. When touched, the item will restore the player's health: either 2 health from a '''Small Health''' or 10 health from a '''Large Health'''. | ||
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|space=1x1 | |space=1x1 | ||
|programmer=[[WreckingPrograms]] | |programmer=[[WreckingPrograms]] | ||
|sprite=[[File:SmallWeaponEnergyIcon.png]][[File:LargeWeaponEnergyIcon.png]] | |||
}} | }} | ||
'''Weapon Energy''' is a type of [[pickup]] in ''[[Mega Man Maker]]'' introduced in version [[1.0.0]]. When touched, the item will restore the player's [[weapon]] energy: either 2 weapon energy from a '''Small Weapon Energy''' or 10 weapon energy from a '''Large Weapon Energy'''. | '''Weapon Energy''' is a type of [[pickup]] in ''[[Mega Man Maker]]'' introduced in version [[1.0.0]]. When touched, the item will restore the player's [[weapon]] energy: either 2 weapon energy from a '''Small Weapon Energy''' or 10 weapon energy from a '''Large Weapon Energy'''. | ||
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==Trivia== | ==Trivia== | ||
* When collecting Health or Weapon Energy, the game will briefly pause while the collected energy is replenished. This is true even when the [[Energy Balancer]] replenishes a [[weapons|weapon]] not currently equipped; the game will pause while energy accumulates despite the change happening outside the player's vision at that moment. | * When collecting Health or Weapon Energy, the game will briefly pause while the collected energy is replenished. This is true even when the [[Energy Balancer]] replenishes a [[weapons|weapon]] not currently equipped; the game will pause while energy accumulates despite the change happening outside the player's vision at that moment. | ||
*The design of the health pickups in ''[[Mega Man Maker]]'' resemble those from ''[[Mega Man 3]]'' through ''[[Mega Man 6]]'', ''[[Mega Man 9]]'' and ''[[Mega Man 10]]'' but keep the overall design of the ones from ''[[Mega Man 2]]'' minus the shine effect. | |||
{{clr}} | {{clr}} | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> |
Latest revision as of 11:00, 12 September 2024
Drops are a type of pickup that the player can touch to restore either their health or weapon energy.
Drops can be placed in the editor directly or dropped by defeating enemies. If a drop is spawned from defeating an enemy, it will despawn a short while after its appearance on the screen. This can be disabled on a screen using the Drop Suppressor. Similarly to a Life, drops are also a possible reward from the ?-Tank and Targets while an Anti-Eddie can carry a Large Health or Large Weapon Energy. Rompers can also be set to take Small Health or Small Weapon Energy from the player.
Drops can be grabbed by Ring Boomerang, Hornet Chaser and Magic Card and returned to the player. If grabbed by either of these weapons and cancelled, the position of the drop in the level will be stored until the player dies. If a drop that is not dropped by an enemy is grabbed by either of these weapons and cancelled, the new position of the drop in the level will be stored until the player dies. The position of a drop dropped by a ?-Tank is stored but disappears when the player undergoes a hard screen transition.
From 1.5.0 onwards, bosses have the option to drop a Large Health or Large Weapon Energy upon death instead of triggering the victory.
Types of drops
Health
Health | |||||||||||||||||||||||||||||
Artwork for the Life Energy by Capcom. | |||||||||||||||||||||||||||||
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Health (also known as Life Energy) is a type of pickup in Mega Man Maker introduced in version 1.0.0. When touched, the item will restore the player's health: either 2 health from a Small Health or 10 health from a Large Health.
Weapon Energy
Weapon Energy | |||||||||||||||||||||||||||||
Artwork for the Weapon Energy by Capcom. | |||||||||||||||||||||||||||||
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Weapon Energy is a type of pickup in Mega Man Maker introduced in version 1.0.0. When touched, the item will restore the player's weapon energy: either 2 weapon energy from a Small Weapon Energy or 10 weapon energy from a Large Weapon Energy.
Weapon Energy will restore the energy to the currently equipped weapon. If no weapon is selected or the weapon has max energy already, the Energy Balancer mechanic will restore the weapon with the least energy.
Trivia
- When collecting Health or Weapon Energy, the game will briefly pause while the collected energy is replenished. This is true even when the Energy Balancer replenishes a weapon not currently equipped; the game will pause while energy accumulates despite the change happening outside the player's vision at that moment.
- The design of the health pickups in Mega Man Maker resemble those from Mega Man 3 through Mega Man 6, Mega Man 9 and Mega Man 10 but keep the overall design of the ones from Mega Man 2 minus the shine effect.
Gallery
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A Large Health in Mega Man Maker
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A Small Health in Mega Man Maker
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A Large Weapon Energy in Mega Man Maker
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A Small Weapon Energy in Mega Man Maker
Pickups | |
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Large Health Small Health Life E-Tank M-Tank Weapon Capsule Weapon Remover Character Capsule Health Spawner Weapon Energy Spawner Yashichi Anti Yashichi ?-Tank Drop Suppresser |