Difference between pages "Proto Man" and "1.6.3"

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{{Asset
Version '''1.6.3''' was a minor update to ''[[Mega Man Maker]]'' and the last update of [[1.6.0]], centered on reducing lag of [[Build Online|multiplayer editing]] and fixing glitches. This update was released on March 23, 2020.
|image=[[File:ProtoManArtworkMM10.png|250px]]
|caption=Artwork of Proto Man from ''[[Mega Man 10]]''
|description=Can Slide and Charge. Optional Double Damage and Proto Strike.
|category=[[Characters]]
|game=''[[Mega Man 3]]''
|version=[[1.3.0]]
|programmer=[[WreckingPrograms]]
}}
DLN-000, '''Protoman''' (or DRN.000, Blues, depending on localization) is the older brother of [[Mega Man]] and [[Roll]], created by [[Dr. Light]] as a prototype humanoid robot. Originally fought in ''[[Mega Man 3]]'' as a mid-boss, and later in the same game fought as a boss under the alias of '''"Break Man"''', his first playable role in numerical games was in ''[[Mega Man 9]]'' in a DLC. Proto Man is one of the additional player characters available as of version [[1.3.0]] alongside [[Bass]]. He is typically used defensively due to his limited shot count and a shield that can reflect projectiles.


==In Mega Man Maker==
==Changelog==
As a playable character, Proto Man automatically has the ability to slide and charge his [[Proto Buster]] in the ''[[Mega Man 4]]'' Charge Shot style. His [[Charge Shot]] process of his buster sounds different from the most known charge sound from the NES era games. If Proto Man is doing an uncharged Proto Buster shot, he can only have up to two bullets appearing simultaneously. This also extends to the Proto Strike projectiles. Unlike his appearance in ''Mega Man 9'' and ''Mega Man 10'', Proto Man does not lose the charging process if he receives damage. Proto Man shoots slightly lower than Mega Man or Bass due to his sprite difference, and therefore weapons such as the Proto Buster or [[Needle Cannon]] are fired a few pixels lower than when Mega Man or Bass fire.


He comes equipped with the [[Proto Shield]], which will reflect or block most projectile attacks in front of him while jumping; however, shooting while jumping will deactivate this shield until Proto Man lands. The attack reflection of the Proto Shield makes him able to defend and counter-attack even if he has no ammo for his current weapon or is equipped with only [[Nothing]]. If a projectile is reflected, the projectile will take the properties of whatever weapon Proto Man is currently equipped with, allowing Proto Man the potential to break [[Weapon Blocks]] without even firing his weapon. The Proto Shield can also protect Proto Man from [[Elec Beams]] and [[Fire Beams]] to some extent, by getting the current beam deactivated if Proto Man uses his shield in the most distant half of it. The Proto Shield is the closest in functionality to its appearance from Mega Man 10.
=== Changes ===
*Significantly reduced lag when building large levels online.
=== Fixed Bugs ===
* [[Crabbot]] starts moving in the wrong direction. The fix for this does not apply to levels made in previous versions.
* [[Mechakkero]] moves in the air even when not jumping. This can result in collision problems. The fix for this does not apply to levels made in previous versions.
* [[Mash Burner]] on connected screens can respawn with the wrong sprite when walking.
* [[Kaona Geeno]]'s head will fall off when teleporting into a section above you.
* [[Mash Burner]] reacts improperly when hit and killed by ice weapons.
* Horizontal Time Bombs appear to block water in the editor whereas they don't in-game.
* When a [[Bari III]] head is near the top of the screen and you screen transition downward, the head may crush the body pieces below it.
* [[Big Fish]] reflects its weaknesses when frozen by Ice Slasher.
* When screen transitioning on top of a [[Sheep Block]], it may fail to make surrounding blocks disappear.
* Mash Burner does not explode into flames when hit by shockwaves of explosions or certain explosive weapons.
* Kakinba Tank will shoot multiple projectiles when Time Slow is used.
* Jewel Satellite's reflected projectiles do not break weapon blocks of same type, dust blocks or chill blocks.
* Shine makes you take no damage from being hit by Bounce Man's fists.
* Bounce Man's body parts when split by his weakness no longer get destroyed by Charge Kick.
* Bounce Man's body parts when split get destroyed by weapons such as: Charge Kick, Top Spin and Oil Slider (when riding it).
* Wheel Cutter is 1 pixel away from the wall when climbing by itself.
* Proto Man's shield reflects Electriri's electric barrier.
* Mash Burner does not spawn his topsolid and flame when transitioning the screen while Flash Stopper is activated.
* Mash Burner does not properly go in the set direction when walking right after being killed by Flash Stopper and reentering the screen.
* The horizontal position that Pile Driver sends you back to upon hitting a wall is slightly inconsistent.
* Recents Selection Wheel will display Mets in empty sections which have yet to be populated.
* 2x1 Weapon barriers do not update their colours when switching characters when the buster is the selected weapon.
* The animation of Hot Dog's fireballs is unaffected by Flash Stopper and Time Slow.
* Endless Water 2 and 3 descriptions are swapped.
* Kaona Geeno's head teleports to its starting position if it falls after spawning.
* Wheel Cutter stops early while riding it for solid collision and key doors leaving a space between the ceiling and mega man's head.
* Wheel Cutter has a strange jitter when standing half on a solid and half on a ladder when trying to climb up a wall.
* Weapon locking does not work for Multi Bosses when the first placed boss does not drop any weapon.
* Level Card boss icon is wrong when: Sheep, Pump, Blast or Bounce Man are the last boss in a stage after removing another boss.
* Objects which reflect player projectiles reflect Mirror Buster instead of creating a projectile.
* Mirror Buster creates a projectile for projectile explosions.
* Crystal Eye does not make projectiles when it hits Crunch Don's hammer hitbox.
* In the editor, water appears to go through conveyor belts, whereas it does not in-game.
* When hosting a large level in multiplayer editing using the Direct IP method, it may overload the network socket and disconnect newly joined players.


In the level setting menu, Proto Man has two settings specific to him - Proto Strike and Double Damage. Enabling Proto Strike will turn any shots made with the Proto Buster into the Proto Strike, which does equal damage to charged shots. Proto Strike made its only appearance in [[Mega Man Powered Up]] as the main weapon for Proto Man to use. Enabling Double Damage will cause him to take double the damage from all sources.
[[Category:Version history]]
 
In the weapons menu, [[Rush Coil]] and [[Rush Jet]] are replaced by the [[Proto Coil]] and [[Proto Jet]] respectively. They are just reskins of the mentioned weapons and they function identically to the original utilities, however, Proto Jet will temporarily remove the Proto Shield. Proto Coil replaces the [[Power Adaptor]], [[Jet Adaptor]] and [[Super Adaptor]], although Weapon Blocks changed to these Proto Coil options will only be destroyed with the specific Proto Coil it was set to.
 
Similar to his original playable appearances in the games, Proto Man's whistle from Mega Man 3 plays whenever he enters a level or respawns upon death. Proto Man's victory pose is taken from ''[[Mega Man 2: The Power Fighters]]''.
 
==Trivia==
* Proto Man is currently the only character to have an option that makes gameplay harder.
==Gallery==
<gallery>
File:ProtoManStand.gif|thumb|Proto Man standing
File:ProtoManShoot.png|thumb|Proto Man shooting using the [[Mega Buster]]
File:ProtoManChargeShot.gif|thumb|Proto Man using his [[Charge Shot]] from ''[[Mega Man 10]]''
File:ProtoManStrikes.png|thumb|Proto Man using his Proto Strike ability
File:ProtoManJump.png|thumb|Proto Man jumping
File:ProtoManJumpShoot.png|thumb|Proto Man shooting midair
File:ProtoManSlide.png|thumb|Proto Man sliding
File:ProtoManHurt.png|thumb|Proto Man getting hurt
File:ProtoManLadder.png|thumb|Proto Man climbing on a ladder
File:ProtoManLadderShoot.png|thumb|Proto Man shooting from a ladder
File:ProtoManVictory.png|thumb|Proto Man's victory pose
File:ProtoManAerialVictory.png|thumb|Proto Man's aerial victory pose
File:ProtoManLadderVictory.png|thumb|Proto Man's ladder victory pose
File:ProtoManSlideVictory.png|thumb|Proto Man's sliding victory pose
</gallery>
 
[[Category:Playable characters]]

Latest revision as of 06:46, 24 June 2022

Version 1.6.3 was a minor update to Mega Man Maker and the last update of 1.6.0, centered on reducing lag of multiplayer editing and fixing glitches. This update was released on March 23, 2020.

Changelog

Changes

  • Significantly reduced lag when building large levels online.

Fixed Bugs

  • Crabbot starts moving in the wrong direction. The fix for this does not apply to levels made in previous versions.
  • Mechakkero moves in the air even when not jumping. This can result in collision problems. The fix for this does not apply to levels made in previous versions.
  • Mash Burner on connected screens can respawn with the wrong sprite when walking.
  • Kaona Geeno's head will fall off when teleporting into a section above you.
  • Mash Burner reacts improperly when hit and killed by ice weapons.
  • Horizontal Time Bombs appear to block water in the editor whereas they don't in-game.
  • When a Bari III head is near the top of the screen and you screen transition downward, the head may crush the body pieces below it.
  • Big Fish reflects its weaknesses when frozen by Ice Slasher.
  • When screen transitioning on top of a Sheep Block, it may fail to make surrounding blocks disappear.
  • Mash Burner does not explode into flames when hit by shockwaves of explosions or certain explosive weapons.
  • Kakinba Tank will shoot multiple projectiles when Time Slow is used.
  • Jewel Satellite's reflected projectiles do not break weapon blocks of same type, dust blocks or chill blocks.
  • Shine makes you take no damage from being hit by Bounce Man's fists.
  • Bounce Man's body parts when split by his weakness no longer get destroyed by Charge Kick.
  • Bounce Man's body parts when split get destroyed by weapons such as: Charge Kick, Top Spin and Oil Slider (when riding it).
  • Wheel Cutter is 1 pixel away from the wall when climbing by itself.
  • Proto Man's shield reflects Electriri's electric barrier.
  • Mash Burner does not spawn his topsolid and flame when transitioning the screen while Flash Stopper is activated.
  • Mash Burner does not properly go in the set direction when walking right after being killed by Flash Stopper and reentering the screen.
  • The horizontal position that Pile Driver sends you back to upon hitting a wall is slightly inconsistent.
  • Recents Selection Wheel will display Mets in empty sections which have yet to be populated.
  • 2x1 Weapon barriers do not update their colours when switching characters when the buster is the selected weapon.
  • The animation of Hot Dog's fireballs is unaffected by Flash Stopper and Time Slow.
  • Endless Water 2 and 3 descriptions are swapped.
  • Kaona Geeno's head teleports to its starting position if it falls after spawning.
  • Wheel Cutter stops early while riding it for solid collision and key doors leaving a space between the ceiling and mega man's head.
  • Wheel Cutter has a strange jitter when standing half on a solid and half on a ladder when trying to climb up a wall.
  • Weapon locking does not work for Multi Bosses when the first placed boss does not drop any weapon.
  • Level Card boss icon is wrong when: Sheep, Pump, Blast or Bounce Man are the last boss in a stage after removing another boss.
  • Objects which reflect player projectiles reflect Mirror Buster instead of creating a projectile.
  • Mirror Buster creates a projectile for projectile explosions.
  • Crystal Eye does not make projectiles when it hits Crunch Don's hammer hitbox.
  • In the editor, water appears to go through conveyor belts, whereas it does not in-game.
  • When hosting a large level in multiplayer editing using the Direct IP method, it may overload the network socket and disconnect newly joined players.