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INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
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ACE_Spark Offline
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INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
While I didn't have time to make Christmas Carol 3... due to losing a significant portion of the month to illness.. I did manage to pull this one off instead.

   
Hope you guys had a good Christmas, and as my gift to you.... here's another mini-game.
Well, it would've been released yesterday... up until I decided to go and polish the game up some more.
The game has been "finished" for several days now, and I've basically just wanted to make sure it was.. well. good. Better a day after Christmas than a glitchy mess ON Christmas, am I right?



Game Info and Download
Download Here - 16meg


About
This is a remake of the original Christmas Carol. It has been rebuilt from the ground up, using Christmas Carol 2's engine. It completely obsoletes the original in every way.

Game Requirements:

* Direct x9.0.c minimum. The game will refuse to load without this.

If you have a "Joystick.mfx" not found Error.. YOU REQUIRE THIS VERSION OF DIRECT X.
I do not have a minimum specs, but the game will run on this:
Windows XP, Intel Celeron CPU at 1.6 GHZ with 2 gig of ram. 64 bit processor.
and
32-bit Windows Vista system with 800-some MB of RAM (split between the OS and video card) and a 2.0 GHz dual-core CPU.

These are probably not the minimum specs. I'm not sure what those are.
The game will not run on Linux or Mac, sorry.
I will not be making a Flash version of this.


Features:

* 5 Difficulty Levels
* 4 Rebalanced Robot Masters, given new attacks and new AI's.
* An endgame completely unlike the original with new boss fights.
* 3 Characters - MegaMan, ProtoMan, and Bass.
* 4 Obtainable Weapons and 4 bonus unlockable weapons from Christmas Carol 2.
* 10 Possible Endings
* 14 Achievements and Ranking System
* Online High Score
* Gamepad support.
* Remixed Soundtrack by Joseph Collins

Default Controls:
These controls can be modified by chosing the control setup option on the title screen. Your control method is set on the title screen depending on whether you press the Keyboard or Gamepad first. This can also be changed in the options menu and file menu.

* Keyboard:
Movement - Directional Arrow Keys
Jump - X
Shoot - Z
Slide - Down + X
Quick Slide - C
Pause/Select - Enter
Quick Weapon Change - 1,2,3,4,5,6,7,8,9,0

NOTE - The game may not pick the best controls for your joypad. Be sure to setup your Joypad in options before playing.


Too Easy? Too Hard?:
This game is not balanced around the boss weapons, but around the default starting weapon. If you want an easier time with the game, the master weapons provided are pretty effective.
Bass is the easiest character to beat the game with. Protoman struggles.
How hard the game is, is entirely up to you. For an added challenge - try besting the bosses with just the Mega-Buster. Have fun. It's just a short mini-game.

There are unlocks upon beating the game on Normal and on Hard mode.

Ranking System
Since people have asked, here is the Ranking System detailed:
Plastic - Just beat the boss.
Bronze - Beat the boss with the buster.
Silver - Beat the boss without taking damage.
Gold - Beat the boss without taking damage, with the buster.
Dragon - The above, but on either Hard mode or Wut mode.

Score System
The scoring system is deliberately obscure for random reasons.




Hope you enjoy it, and as always, please let me know if you have any problems or run into any glitches, and I'll try and fix those for future update patches.


Patches for Various Versions
These patches shouldn't erase your saves.. but just in case, copy your save.ini before patching, just to be sure.

Patch Version (from 1.2.6 to 1.2.7) (This only really applies to people who played the pre-release.)
Here
Patch Version (from 1.2.7 to 1.2.8)
Here
Patch Version (from 1.2.7 (Original YT Release) to 1.2.9)
Here
Patch Version (from 1.2.8 to 1.2.9)
Here

[Image: video2.gif]
(This post was last modified: 12-01-2013 09:03 AM by ACE_Spark.)
27-12-2012 01:43 AM
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Joseph Collins Offline
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Post: #2
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
Amigo, the game will also run on quite smoothly on a 32-bit Windows Vista system with 800-some MB of RAM (split between the OS and video card) and a 2.0 GHz dual-core CPU. ;3

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27-12-2012 02:19 AM
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Superjustinbros Offline
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Post: #3
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
I know in natural aspects difficulty doesn't make a game bad or whatnot, but there were a few things I didn't really like. And these are only for Normal:

*If you decide to Buster-Only Past, I didn't really like having three Robot Masters filling up the whole screen, as if it was a bullet hell.
*Add a way to hit Future without using the Present Suprise in the waiting room and then waiting 45 seconds in his arena (his Future Slicer is very devastating to dodge).
*Divide the fortress bosses into four different levels instead of two. I bet people will love having to refight the first boss of each respective stage if they are KO'd by the second. With the final fortress boss, make it it's own level; it is virtually unrelated to boss #3.

I think I'll stick with the second game. Confused
27-12-2012 04:28 AM
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ACE_Spark Offline
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Post: #4
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
I've been convinced by the chat to nerf Future. So he's been nerfed.

His regular scythes now die in 1 hit, and his red ones die in 2. He's also now placed in such a position that Megaman can hit him.

This now means all 3 characters can potentially kill him before his timer runs out. It's still not that easy to do.. after all, that's the point of the achievement.

Full Version:
Here.

Patch Version (from 1.2.7 to 1.2.8)
Here


I'll address what superjustin posted later, but right now I am fecking exhausted.

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27-12-2012 05:26 AM
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Joseph Collins Offline
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
You know, I can't explain this, but the game runs quite poorly on my vastly-superior new Windows 8 laptop. (Vastly superior to the other laptop I've been using, I mean.) The cutscenes and such run just fine, but as soon as it comes time to control the player, the game drops to about 20 FPS. According to Norton, it's also using a high amount of CPU.

I don't honestly know what the cause could possibly be. I just know it's pretty weird, considering the game runs at a smooth 60 FPS on the other laptop... (Then again, that computer has a 2.0 Ghz CPU while this one has a 1.3...)

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(This post was last modified: 27-12-2012 10:29 AM by Joseph Collins.)
27-12-2012 10:24 AM
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Zieldak Offline
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Post: #6
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
Woow, this is truly the best fan-game ever made yet. Big Grin...

...But, there are some things that are wrong...

*On Normal mode, when Past was in his ball form, I shooted him, he has 0 HP, but he didn't die, even after he turned back to his normal self.

*The game window shouldn't have say this is MMCC2 on the Weapon Get Screen.

*At the Select Difficulty Screen if you select Proto Man, the text shouldn't show Megaman or Blue Bomber.

*At the Select Difficulty Screen if you select Bass, the text shouldn't show Megaman or Blue Bomber.

*After defeating the game once, and returning to the Title Screen, the controls will be scrapped sometimes, because the game won't load the game save. Only Resetting can fix this. This can't be redone after a resetting.

*With Bass, at the Final Boss, when I shoot Light itself, the bullet disappears under him. I can only hit his santa hat. This should be changed I think. He's defeatable, but it's annoying the bullets just disappear if they are 1 pixel below whan they should be.

*If the player opens the menu right after the first phase, Light will come down without any warning. Hopefully, he won't attack.

*The Help Me. text shouldn't be above the Credits roll in an ending.

*Not really a bug, but there is an unnecessary black line in the text before "n"s.

*Marley's stage and boss fight really drops down the FPS. Also, shouldn't the Boss Warning be shown first instead of Marley appears and then the warning?

*Past fight is impossible with buster-only on hard mode... The bosses shouldn't have that many health. Volt Man shouldn't have a shiled, because he doesn't lose too many health if he's attacked. Or he should take much more damage. It's pretty annoying if you get trapped, you will most likely be killed without being able to do anything...

*Customizing the Keyboard or gamepad slows doen the game heavily.

Past's fire doesn't follow his head...

Subbmitting score should be failed if there is no internet connection. Now it says Score received even if there is no internet connection. I can't submit my 1323731 score because I didn't see I lost internet connection, and pressed start. ='( A resend score on fail option would be nice. At least for me. XD
I can't left even the Score Submit screen...!!! I have to get my achievement again... EDIT: Oh, I actually got out of this screen...

These are not bugs, these are my comments on the game.

*Lolled when selecting the Wut mode!

*Maan... Dr. Light is serious. Even Dr Wily couldn't think about making a Robot like that? Anyway, the first phase is pretty easy, Past Minion will help, you just have to dodge the sparks. Second phase, you just have to be on the sides and attack with that weapon. The third phase... You don't really have to move, just attack him from below with a specific weapon.

*Wow, a secret enemy in Misery Hall? You can take out that Joe's shield with a specific weapon.

*Bass is truly evil in an ending.

*RIP Jacob...

*It is me, or the Achievements are much easier in this game? I just got the Yoink achievement by trolling with the boss. XD

*Oh, a reference to MMCC2. Hidden up in the clouds. This also let's you to get the E-Tank without need to use the weapon..

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(This post was last modified: 27-12-2012 06:25 PM by Zieldak.)
27-12-2012 12:35 PM
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ACE_Spark Offline
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Post: #7
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(27-12-2012 10:24 AM)Joseph Collins Wrote:  You know, I can't explain this, but the game runs quite poorly on my vastly-superior new Windows 8 laptop. (Vastly superior to the other laptop I've been using, I mean.) The cutscenes and such run just fine, but as soon as it comes time to control the player, the game drops to about 20 FPS. According to Norton, it's also using a high amount of CPU.

I don't honestly know what the cause could possibly be. I just know it's pretty weird, considering the game runs at a smooth 60 FPS on the other laptop... (Then again, that computer has a 2.0 Ghz CPU while this one has a 1.3...)

Does Christmas Carol 2 do the same thing?

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27-12-2012 02:17 PM
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ACE_Spark Offline
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Post: #8
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
Full Version:
Here.

Patch Version (from 1.2.8 to 1.2.9)
Here
Patch Version (from 1.2.7 (Original YT Release) to 1.2.9)
Here



For some reason, this patch is huge filesize wise, almost as big as the main download so you may as well just download another copy of the game and copy over your save file.
Still, a lot of fixes.

Patch changes:
* Some text changes here and there. Updated credits list.
* Hopefully fixed a glitch involving Past not dying.
Can't replicate the glitch, though. So let me know.
* If there are serious FPS spikes in the game, it will disable certain special effects.
* Added an option to enable V-Sync.
* Beat Whistle and Helpers are enabled for Easy or Baby mode by default.
* "WARNING" text no longer disappears if you exit the stage.
* Hopefully fixed glitches involving the exit unit.
* Final boss is now easier on Easy mode.
* Added platforms below pits when a boss is defeated.
* Future has been nerfed even further.
* Past's Voltman summon has fewer hitpoints.
* Marley's Shackle now affects more projectiles.
* Minion Solarman now blocks a better variety of projectiles.
* Minion Woodman now blocks a better variety of projectiles.
* Fixed animation error with Minion Skullman. He now shoots the same speed both ways.
* Fixed Minion Solarman in the Snow Miser stage. He is now a viable option.
* Increased the range of weapon-boss interactivity.
* Decreased the game's filesize? Not sure how that happened.
* Fixed a few minor graphical errors.

[Image: video2.gif]
(This post was last modified: 27-12-2012 06:00 PM by ACE_Spark.)
27-12-2012 05:39 PM
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The Walrus Offline
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Post: #9
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
So how'd you nerf Future more?

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27-12-2012 06:24 PM
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ACE_Spark Offline
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Post: #10
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
Specific Changes to Future:

* His green and red projectiles now have 5 and 15 health respectively. A standard buster shot does 10 damage.
This means all characters can destroy the basic versions with a single bullet. It takes Megaman 2 shots to destroy a red one, Protoman 1, and Bass 3.
* He has been lowered vertically. This now means it is possible for all 3 characters to defeat him via various methods before he goes into Pinch mode.
He only returns to his Beta screen height when he is spamming the screen with triple spreads of scythes.
* A certain weapon interaction can make the fight a lot easier.

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27-12-2012 06:37 PM
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Zieldak Offline
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Post: #11
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
*Well, the same thing happened at Present's stage... With Proto Man, using charge shot, I hit Present when he had 3 HP, it went to 0, but didn't die, like Past. The same happened at Duff Cannon Twins, but this time when the Rubber Duff exploded on the right one... Weird.
I wasn't able to take the screenshots in time though... And I can't replicate them now either.

*After defeating the game once on normal, and I viewed my achievements, well, after selecting Proto Man on Hard Hode the Boss Select screen was empty! After selecting a boss however, it returned to normal.
Screenshot:

[Image: EmptyBossSelect_zpsa2042e02.png]

*That thing in Marley's stage (no spoilers, huh!) is really glitchy if you are standing on it. Slows down the game a bit too. Mystery Machine 1.5's arms are doing the same thing too.

*When sliding, sliding and sliding toward the Boss Door, it's possible to get in facing back, by turning back at the last moment. It's actually a fun glitch.

*Not really a bug, but. The game doesn't load settings.ini file after viewing the whole intro. It only loads in the save.ini. Should load settings.ini file too after viewing full intro. It can be loaded manually by going to the achievements and going back to the Title Screen.

I'm still searching for glitches...

Oh, and, there was no need to add me to the credits. But, oh, well, I shall thank you instead!

Off-topic: Only 4 achievements left, huh. But the WUT mode will be evil... I'm scared...

---EDITED SECTION!!!---

Marley's achievement can be actually done in 2 ways. With the old good way (from MMCC1), and with a new way.

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(This post was last modified: 27-12-2012 08:28 PM by Zieldak.)
27-12-2012 07:52 PM
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Joseph Collins Offline
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(27-12-2012 02:17 PM)Pinkie Pie Wrote:  
(27-12-2012 10:24 AM)Joseph Collins Wrote:  You know, I can't explain this, but the game runs quite poorly on my vastly-superior new Windows 8 laptop. (Vastly superior to the other laptop I've been using, I mean.) The cutscenes and such run just fine, but as soon as it comes time to control the player, the game drops to about 20 FPS. According to Norton, it's also using a high amount of CPU.

I don't honestly know what the cause could possibly be. I just know it's pretty weird, considering the game runs at a smooth 60 FPS on the other laptop... (Then again, that computer has a 2.0 Ghz CPU while this one has a 1.3...)

Does Christmas Carol 2 do the same thing?
As a matter of fact, yes.

It's probably worth mentioning this is Windows 8 64-bit.

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27-12-2012 09:08 PM
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Ndraxian0 Offline
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Post: #13
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(27-12-2012 07:52 PM)Zieldak Wrote:  Marley's achievement can be actually done in 2 ways. With the old good way (from MMCC1), and with a new way.
Nice find! after reading this and trying it myself... I think this means theres about 4 different ways.

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27-12-2012 09:39 PM
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Zieldak Offline
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(27-12-2012 09:39 PM)Ndraxian0 Wrote:  
(27-12-2012 07:52 PM)Zieldak Wrote:  Marley's achievement can be actually done in 2 ways. With the old good way (from MMCC1), and with a new way.
Nice find! after reading this and trying it myself... I think this means theres about 4 different ways.
No, there are only 2 ways. One of them is the old styled one, the other one can be done in various ways, but you do basically the same thing. That's why I said it's only 2.


I finally know what is behind this "0 HP Boss won't die" problem! Actually, the bosses are fine... The Boss Health Bar is 1 bar shorter, and placed 1 pixer lower than it should be!
Here is a screenshot to prove it!

[Image: BossBarwrong_zps5cb75410.png]

*The game often crashes for me if I close it when I'm on a stage.

Also, to be off-topic as always, I've completed 13/14 achievements! But the WUT mode is impossible, I'll definitely won't be able to complete it. Whew...

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(This post was last modified: 27-12-2012 10:22 PM by Zieldak.)
27-12-2012 10:18 PM
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Post: #15
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
As a heads up. Drax is the first person to obtain all the achievements. And he even has all the Dragon medals of well. Very nice work!

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27-12-2012 10:46 PM
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Post: #16
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
congrats Drax!!!

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28-12-2012 01:06 AM
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
Plays newest version, reaches Light Machine as Bass on Normal with 0 E-Tanks. Dies on Light boss. Finds out I have to fight the Twin Cannons again.

If moving the Light Machine to an entirely new level is impossible, put a checkpoint so when the player reenters the boss room, the Twin Cannons are still there, but are OHKO'd by any weapon, so that the player can battle the Light Machine right away. The first two Fortress bosses are fine since they're related (but the overpowered Sniper Joe should be delt with; it often drains my health by one quarter before I even fight the first Castle bosses).

Got two achievements as of the time I'm writing this. Not going to bother getting all Dragon medals considering how terrible I am at battling Mega Man bosses. And how Past always manages to defeat me with two Robot Masters on screen at the same time. I say Past should leave the battlefield when Toad, Volt, Nitro, or Heat Man enters taking with him any Robot Masters he called out so I'm not getting double-teamed until that specific Master is defeated.

EDIT: I guess you can scratch that rant about Past; I Buster Only'd (but nearly got killed by) Past as Bass.
(This post was last modified: 28-12-2012 04:13 AM by Superjustinbros.)
28-12-2012 04:02 AM
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Joseph Collins Offline
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
You know, there's an (unintentional?) oversight with the "Trusty Sidecannon" achievement. It seems like so long as the last hit is done with the Buster, it doesn't matter if you use weapons to attack. I distinctly remember using Marley's Shackle on Frost Miser and using Past Minion on the Duff Cannons, but I got the final hit on both the Heat Miser and what I'm calling "Santa Gamma" with the Buster (Bass' buster counts, folks!), and it gave me the achievement anyway. XD

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28-12-2012 08:14 AM
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Zieldak Offline
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RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(28-12-2012 04:02 AM)Superjustinbros Wrote:  I say Past should leave the battlefield when Toad, Volt, Nitro, or Heat Man enters taking with him any Robot Masters he called out so I'm not getting double-teamed until that specific Master is defeated.
No, no, and no. Past shouldn't leave the battlefield. How will you attack him if he isn't there? Maybe a doesn't summon other bosses while a Past Minion (Toad Man, Volt Man...) is there would do it. But I actually like it as it's now. And now Volt Man is easier too than before soo...

*When Heat Man is going to the other side of the room in his "Fire form", the FPS drops dramatically. It's pretty annoying, huh.

Oh, I haven't checked yet. But do the Past Minions have weaknesses? Not the low-hp ones, the ones which are breaking in during fight.

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(This post was last modified: 28-12-2012 10:08 AM by Zieldak.)
28-12-2012 10:06 AM
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Post: #20
RE: INC's 2012 Christmas Present - Megaman's Christmas Carol Remix
(28-12-2012 04:02 AM)Superjustinbros Wrote:  Plays newest version, reaches Light Machine as Bass on Normal with 0 E-Tanks. Dies on Light boss. Finds out I have to fight the Twin Cannons again.

If moving the Light Machine to an entirely new level is impossible, put a checkpoint so when the player reenters the boss room, the Twin Cannons are still there, but are OHKO'd by any weapon, so that the player can battle the Light Machine right away. The first two Fortress bosses are fine since they're related (but the overpowered Sniper Joe should be delt with; it often drains my health by one quarter before I even fight the first Castle bosses)..
I usually resort using special weapons on that Joe. And it's worth the weapon energy. The timing required to hit him is pretty precise. You can increase your time to hit and still react if you stand farther away though and figure out his timing.


(28-12-2012 10:06 AM)Zieldak Wrote:  
(28-12-2012 04:02 AM)Superjustinbros Wrote:  I say Past should leave the battlefield when Toad, Volt, Nitro, or Heat Man enters taking with him any Robot Masters he called out so I'm not getting double-teamed until that specific Master is defeated.
No, no, and no. Past shouldn't leave the battlefield. How will you attack him if he isn't there? Maybe a doesn't summon other bosses while a Past Minion (Toad Man, Volt Man...) is there would do it. But I actually like it as it's now. And now Volt Man is easier too than before soo...

*When Heat Man is going to the other side of the room in his "Fire form", the FPS drops dramatically. It's pretty annoying, huh.

Oh, I haven't checked yet. But do the Past Minions have weaknesses? Not the low-hp ones, the ones which are breaking in during fight.

Yes it does appear that Past's statue minion's have a weakness, in fact, Past's weakness works really well.

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28-12-2012 02:09 PM
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