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Author Topic: Megaman Robot Master Mayhem - Bug Reports  (Read 17269 times)

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Offline laspacho

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Megaman Robot Master Mayhem - Bug Reports
« on: December 25, 2017, 01:32:22 PM »
Bug Report thread:

If there are any coders out there that wish to help fix bugs I'd be happy to work directly with you. 
The quicker we can identify and fix bugs the quicker I can upload a new Official Version of Megaman Robot Master Mayhem for everyone to enjoy.
Thanks
« Last Edit: December 26, 2017, 01:23:16 AM by laspacho »



Offline Chimoru

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #1 on: December 25, 2017, 02:33:46 PM »
I really like this game, it's great,  but this is the bug thread, so I'll only mention those.

That being said, a few things really quick that I noticed.

Fireman Stage had no music
Protoman KOs in a one-shot during Round 1 every time. I don't know why.
The stage in space with the Wily Fortress floating in the background could have the fortress colored a bit darker.
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Offline Magma MK-II

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #2 on: December 25, 2017, 02:40:24 PM »
The stage in space with the Wily Fortress floating in the background could have the fortress colored a bit darker.

This ain't really a bug.

Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #3 on: December 25, 2017, 02:47:12 PM »
I'm not sure what happened with Fireman's stage music music. It worked last night.  I don't have the issue as of yet with Protoman that your saying.

Offline Chimoru

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #4 on: December 25, 2017, 02:51:21 PM »
This ain't really a bug.

It was just a bit of feedback, which is what I thought this thread was going for, but you're technically right, it's not a bug, so I apologize.
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Offline jwilliams08

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #5 on: December 25, 2017, 02:59:31 PM »
Since I don't know where to put balance suggestions I'll post here that Hurrican Cutter is OP.

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #6 on: December 25, 2017, 03:00:52 PM »
I'm not sure what happened with Fireman's stage music music. It worked last night.  I don't have the issue as of yet with Protoman that your saying.

I was playing with the .ogg version and had changed the music in the stage .def

Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #7 on: December 25, 2017, 03:23:09 PM »
I just figured that out.  Mugen doesn't want to play the ogg file.  I changed it back to the mp3 file.  This will be fixed in the forthcoming Rmm update molebox.  We'll get out a quick fix to this one hopefully quickly.
« Last Edit: December 26, 2017, 03:14:41 AM by laspacho »

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #8 on: December 25, 2017, 03:41:19 PM »
It works perfectly to me...

Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #9 on: December 25, 2017, 03:44:45 PM »
Odd, it doesn't work for me.  I just changed it back to the prior track I had setup.

Offline jwilliams08

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #10 on: December 25, 2017, 11:10:44 PM »
Me and my bud Walruslui found some bugs.
Tengu Man:
Katana Blade is an infinite if you combo it into itself before it launches the opponent.
Hitboxes on normals are off because Clsn2default is improperly used. (Putting a hitbox on a frame makes the CLSN2Default not appear on said frame)
Roll:
If you input QCF,  :k during an air combo and the Powerset is set to Water Hose, Sweet Shield, Vaccum Dash or Friendly Help, she will stand in mid-air.
Crash Man:
Using Hyper Drill in the corner on Air Man's stage causes him to get stuck until he is hit.
Similar to Roll you can use Powersets in air but this time it's all the ones that don't already have air variants.
Axl:
Going from launcher to superjump looks awkward
General:
It's harder to do air combos with some characters than with others. (Protoman being one of the hardest)
You can barely hear the characters voices over the music.
« Last Edit: December 25, 2017, 11:23:47 PM by jwilliams08 »

Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #11 on: December 25, 2017, 11:45:38 PM »
Thanks everyone for the bugs so far.

Now that we released a un moleboxed version if there are any coders out there that wish to help fix bugs I'd be happy to work directly with you.  The quicker we can identify and fix bugs the quicker I can upload a new Official Version of Megaman Robot Master Mayhem for everyone to enjoy.   :)

Offline Tyrannosuarex

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #12 on: December 26, 2017, 01:06:36 AM »
As snakeman in the duel vs crashman sometimes i 1-shot him in round 1, and block his attacks stuck me in guard animation, in other cases i cant  attack with kicks or specials after block

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #13 on: December 26, 2017, 07:00:23 AM »
Roll and Crashman - I will take a look. I am pretty sure I've fixed it already, maybe someone changed something in the dropbox folder.

Quote
It's harder to do air combos with some characters than with others. (Protoman being one of the hardest)
Because not all the characters were build using the same template...

Quote
As snakeman in the duel vs crashman sometimes i 1-shot him in round 1, and block his attacks stuck me in guard animation, in other cases i cant  attack with kicks or specials after block
Another thing I am sure I've fixed already.



Offline Rage

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #14 on: December 26, 2017, 08:06:05 AM »
Roll and Crashman - I will take a look. I am pretty sure I've fixed it already, maybe someone changed something in the dropbox folder.
Because not all the characters were build using the same template...
Another thing I am sure I've fixed already.
  O  it's an intermittent problem. It happens with random characters at random times I've had it happen with Iceman and cut man

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Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #15 on: December 26, 2017, 08:10:54 AM »
In Logic, there is no such thing like "intermittent" problem, if you have the same subject, at the same place and under the same conditions.
We need to find what triggers it (I think I already know, but I need to test it).

Offline jwilliams08

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #16 on: December 26, 2017, 08:37:54 PM »
Because not all the characters were build using the same template...
If you play for long enough you start to notice things that make you find out which template was used for which character, making the game feel very awkward and inconsistent.

Offline Chimoru

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #17 on: December 27, 2017, 07:45:46 AM »
I'm not sure what happened with Fireman's stage music music. It worked last night.  I don't have the issue as of yet with Protoman that your saying.

I'm testing it in Watch mode, but it happened to me in normal arcade mode first.  It only happens with Megaman vs Protoman as far as I can tell, and only if Megaman is 1P and Protoman is 2P.  If you reverse their roles of 1P/2P, it doesn't happen.  But every time, on the first round, if Megaman hits Protoman once, Protoman instantly KOs.  I had Protoman fight other characters and it didn't happen, just with Megaman as 1P and him as 2P and only during Round 1
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Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #18 on: December 27, 2017, 08:11:25 AM »
Quote
It only happens with Megaman vs Protoman as far as I can tell, and only if Megaman is 1P and Protoman is 2P
Thanks, this helps us to fix it.

Offline Tyrannosuarex

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #19 on: December 27, 2017, 04:29:04 PM »
I have returned and I have played a lot alone and with my brothers and some friends(vs mode),
the truth I must thank you because we had a good time, the game is very good, with great ideas and concepts. (is better than MVC:I,  :P )

feedback/bugs:

Roll is my main, she is really funny and my favorite, but going to the serious she is broken AF, i can do a 60-75% damage with 1 hyper bar xD she is the combo godness and his blows do a lot of damage

a bug on her(besides the mentioned change of power set in air).. if u press forward medium kick command while you are crouching roll doesnt attack.

*I finally discovered the bug with crashman, if u block the drill-shoryuken, u got stuck in guard animation.

*Power sets are cool, they can change the robot gameplay, but the command is tedious, many times me or my dudes does it accidentally and that meant being harshly punished(and lost the power set). We play too fast and it happens often

*Another thing, being based on the gameplay of MVC, many robots cant start a fast counter attack combo(dash + magic combo) because u cant attack while dashing with low kick or punch(basically the difference between mid tier and high tier what will I show next)
   ---------------------------------------

I try all the robots, but dig deep into just a few(which I consider good),there is a imbalance in them. I already have a tier list, you enjoy playing and can win until the medium tier.
(I do not know if it's your priority at this time buff or nerf robots)

 :'( godness tier: roll.(banned in my house tournament xd)

 :) high tier: topman, burstman, megaman, fireman.(nice combos and powers)

 :thumbsup: viable/mid tier: snakeman,cutman, airman(only for the low damage and his strange dash), tenguman, toadman, quint.

 \-/o low tier: protoman(low damage and bugged launcher to air combo system), crashman(mid tier if u are good in poke and spamming projectiles).

 L-) useless tier: sadly woodman, because i think he is the robot with the best sprites and animations (he walk/dash so slow, his attacks have many frames, low range and damage, long cast specials, and is hard do a combo, and a launcher is impossible to connect)

I just discovered Axl, so I have no opinion.  :-??

-----------------------

I hope you do not get offended with everything I said, it is not my intention, u made the game for passion and it's strange to criticize, but if there is a post for this..



« Last Edit: December 27, 2017, 04:44:34 PM by Tyrannosuarex »

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #20 on: December 27, 2017, 05:29:01 PM »
Quote
I hope you do not get offended with everything I said, it is not my intention, u made the game for passion and it's strange to criticize, but if there is a post for this..
No need to apologize. You can criticize as much as you want to. Feedback are useful to us.

Quote
a bug on her(besides the mentioned change of power set in air).. if u press forward medium kick command while you are crouching roll doesnt attack.
Those aerial bugs were fixed here http://www.infinitymugenteam.com/Forum_345/index.php?topic=46438.0
But about the crouching medium kick, its working to me. Strange.


Quote
*I finally discovered the bug with crashman, if u block the drill-shoryuken, u got stuck in guard animation.
I will check it.

Quote
*Power sets are cool, they can change the robot gameplay, but the command is tedious, many times me or my dudes does it accidentally and that meant being harshly punished(and lost the power set). We play too fast and it happens often
Because you guys are inputing DOWN DOWN too fast and any attack button after it will trigger the mode change. I will try to reduce the command time.

Quote
*Another thing, being based on the gameplay of MVC, many robots cant start a fast counter attack combo(dash + magic combo) because u cant attack while dashing with low kick or punch(basically the difference between mid tier and high tier what will I show next)

I think its intentional. Some can do it, some not. Roll, for example, execute an aerial combo while running.



Offline laspacho

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #21 on: December 28, 2017, 10:07:26 PM »
Thank you for the bug reports so far.  We'll release a new Rmm with the mentioned bugs fixed sometime in the near future.

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #22 on: December 30, 2017, 12:39:47 AM »
So I just received a report from my Avast that it considers RMM a threat and wants to move it to the Virus Chest. Anyone know what's up with that?

Anyway, if you're close enough to the corner, you can just keep using Toadman's Quick Boomerang again and again, wailing on your opponent till they're dead without them being able to do a thing about it. It's an Infinite, basically. So you might wanna fix that.
« Last Edit: December 30, 2017, 08:29:00 PM by novasod »

Offline O Ilusionista

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #23 on: December 30, 2017, 07:37:13 AM »
It's the moleboxed version, right? It's a know issue.

Offline jwilliams08

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Re: Megaman Robot Master Mayhem - Bug Reports
« Reply #24 on: December 30, 2017, 08:32:01 PM »
Thank you for the bug reports so far.  We'll release a new Rmm with the mentioned bugs fixed sometime in the near future.
In case you didn't know already, Whiplash made a thread on Quint over on the Guild and got some bug reports for him there and plans to fix them. Hope Quint's bugfixes make it to the update.

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