1.8.3: Difference between revisions

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=== Version 1.8.3 (01/01/2023) ===
'''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 ====
==== New Features ====
*Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness.
*[[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.
*[[Sun Ray]]s, adds visual effects at the top of [[water]].


*Time bombs now can be set with a zero delay to instantly explode after activation.
*[[Time bomb]]s now can be set with a zero delay to instantly explode after activation.


==== Changes ====
==== 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]] and [[Weapon Barrier]]s 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 Rocks but only Lighter Push Blocks.
*[[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.
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*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 Generators, the speed for pull and push is inconsistent depending on positions.
*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.
*[[Target rail]]s are still active and moving targets while time is stopped.


*Weapon Barriers and Weapon Blocks are not acting as a wall of section anymore.
*[[Weapon Barrier]]s 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 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 Conveyors may crash the games when on edge of screens at start of the level.
*[[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 [[Waterfall]]s 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 Wheels on spawn.
*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 Ladder]]s 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.


[[Category:Version history]]
[[Category:Version history]]

Revision as of 15:28, 6 August 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.

New Features

  • Cold Man has his missing heal resistance to when they are not set as a weakness.
  • Time bombs now can be set with a zero delay to instantly explode after activation.

Changes

  • Weapon can now be removed from the list of weapons by right clicking on it on the builder menu.
  • 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 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.
  • Target animation doesn't stop when time is stopped.
  • Target rails are still active and moving targets while time is stopped.
  • 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.
  • Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water.
  • 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.
  • 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 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.
  • Switching weapons to or from Power Adaptor while shooting locks up player controls.
  • Bosses always target Copy Vision even when it is not a primary or secondary weakness.
  • Water animation can get desync after a transition.
  • 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.
  • Brain Break does not properly take damage from Ballade Cracker.
  • In the editor water goes through some things it should not.