måndag 30 mars 2015

Mega Man 42 v1.2 (definitive version)

To celebrate the greenlighting of Prometheus, here's a treat for you: The definitive version of Mega Man 42. I went back to the game after about a year of its release, and with a new perspective I realized that it was more than difficult enough already. So no need for a Nightmare mode. Also the graphics are fine enough for a fan game, so no need for a Redux version. Instead I've fixed a few bugs, most notably the ending now looks like it's supposed to do.

Changelog:
-----------
20150330 - Version 1.2
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- Fixed special weapons bug where you would sometimes not longer be able to use them (had to do with the on-screen limitation not adjusting properly when opening the menu)
- Fixed the game crashing when the player character would die at the same time as the very last boss
- Changed item-spawning so they appear inside solid ground less frequently
- Fixed bug where Roll would get stuck in the air when teleporting and after beating the very last boss

Mediafire link:
http://www.mediafire.com/download/mza6ha29q6w18a5/Mega_Man_42_v1.2.zip

Prometheus has been greenlit on Steam!

It's been a long time since my last post, for which I'm really sorry, but what better way to come back to the limelight so to speak, other than to tell you that Prometheus finally has been greenlit on Steam! I've been away from my computer over the weekend but read the e-mail today. I really can't wrap my head around this at the moment, but it feels great and it's very good news for my future game development.

Even though I've made no posts here for a very long time, I've been working on my games all the same. Like I wrote in the last post, Crimson Sky was the project I focused on during the autumn of 2014. However once I got something resembling a game together it just didn't play like I wanted it to. The hi-res graphics that had taken so long to make didn't look that good and the game just had no oomph. I had to make too many compromises in order to make Crimson Sky so the game just didn't pan out.

Because of this I made the decision to go back to Mission: Afghanistan instead. So that's what I've been working on since January or so, and so far the results really have been to my liking. I've come to the realization that retro is what I want to do and what feels fun for me to work with. Within a few weeks I think I will have the demo ready, 1/4 of the first stage is done at this point. I will post a few screenshots soon too to show how work is progressing.

Dan Butler will once again compose the music and be responsible for the SFX as well, I am very happy to have him on board once more. I plan to make a web site for Magical Hackers and my games sometime in the near future which means I will move away from the blog once that happens and post there instead.