Channel of Star Man 2's director. I post updates about the game on here and on Twitter. Thanks for stopping by and checking the project out! Additionally, I make other content related mostly to games, but future video topics are subject to to change, as I experiment with new ideas occasionally.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
I'm the creator of Solar Inferno stage and here some little history for it. When I thought of my gimmick for my stage with that flash thing, I was thinking of you cannot see where you going, just like when you're looking at the sun for too long. "Feel the power of the sun! That's how strong my RM is." When making that stage, I was learning how the Megamix Engine works. I knew nothing about coding and I'm also bad at artwork. That's why I took Mr. Shine sprites and did some modification on it. My first two weeks was learning, getting idea of what to do and how to do it. The third one was making the stage and the last one, hoping for someone to code my boss. Since everyone was busy with their own stuff and didn't want a penalty for being late, I tried to code my boss myself. I had a bad time since I dint know how to make him what I wanted him to do, so I cut some attack and idea. At first, he had one bar of life and the clone appear after half life, but since the clone also take damage, it was easy to kill him using weapon that where not is weakness like tornado blow. Since the best part of my boss was with the clone, I put a secondary bar of life so the fight can be longer. In the end, it was still to easy and was consuming to much time to beat. I would have made is attack faster and try to rebalance the fight but I was already at the deadline. Near the end, before submitting, I had my stage tested and got the feedback about the flash thing. The ironic part is this, I am photosensitive and cannot watch a screen in the dark because it hurts my eyes. My stage never hurt me because my brightness is low on my screen in a room with strong light bulb in it. So in the end, I was just like, but if people have a hard time playing my stage because of this, maybe they should play it like me, or with shade, just like Proto Man who's not giving a **** about it. Deal with it! I submit because I was running out of time and I had already put so much effort into it. I thought of putting a sign at the beginning of my stage about this, but dint really know if it would have make a difference. Afterward I was wondering if I would get disqualified because of this or if the Dev team would put that sign before entering my stage. I also thought about contacting the Dev team if it was ok or should I modified something about that white screen. I end up doing nothing by fear of getting reveal to the judge and getting a penalty for not being anonymous anymore. Dint want to try to bend the rule for modifying the stage after the deadline either. So I remain silence about this thinking the team will know how to proceed with this and I was going to respect their decision. YES! I know what is an epilepsy and my stage don't have super quick flash with multi color in it in rapid succession. I thought getting one flash every few second was ok. I may have took my concept of "Feel the power of the sun!" a bit to far but I'm still proud of what I have done regardless. I'm also really sorry for the people who have health issue and may have gotten hurt by playing my stage. With all that said, I have learn my issue about getting better checkpoint after a long segment of waiting to go on. As for the boss, even if he would have die easier and way to quickly without the right weapon weakness, it would have been better this way than making him invincible. That's create a tedious fight and of course, people don't like it.
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Hey, it's Brash Buster: I made a video going over what development on Arcade Archives was like, but to summarize: I wanted to make a stage based on Arcade Man from Rockman Xover, since he never had a stage, and Bond Man from MaGMML2 being another contest entry that tried to give a stage to a boss who never had one inspired me. I managed to design and program all the enemies (though MelonadeM helped with the Shield Attacker variants - I called them "Diskulls"), but I had trouble figuring out gimmicks and spriting Arcade Man himself; I didn't manage my time well, and after designing the enemies I kinda forgot about it for a while, and the final stage was something I rushed out close to the deadline. I think my idea behind the first token was that I thought it'd be okay for it to be potentially missable, because if one could figure out how the Switch Blocks worked, they could replay the level and solve the puzzle. The second token was me thinking I "had" to have 3 tokens in the level, I really could have just removed it.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
ZatsuPachi, my Man, if you are reading this then no offense, I am disappointed. While this is certainly an improvement over Yggdrasil, it still contains elements that are very questionable. 1. Tokens are the main problem of the stage. It is nowhere explained how to acquire these. What are the thresholds etc. And even then, they are way too high for an average player. 2. Enemy spam. Somehow this stage is worse in that aspect then Yggdrasil. They aren't well put together. They spawn where ever they want, inconsiderate of the player’s location. This really hurts the weapon gimmick of the stage. 3. Visual noise. While I do understand some graphic choices, some other graphic choices are questionable. Strange color choices, almost ambushed spikes. They all take away the focus of the player from the main stage itself. This stage is incomparably different from Yggdrasil but at its core they both seemingly have the same problem. They weren't playtested. A stage that you can beat doesn't necessarily means others can as well. I will quote JupiHornet "You have to design your Stages with other people in mind"
I get why there is randomized enemy spam given it's meant to play like Metal Slug, but I wish the weapon energy could be infinite. If there's one big thing for me to complain about, it's Doe Joe, the purple Joe midboss. He is really tough. And of course the stage can be prone to crashes and Assault Man himself is very buggy. I wish Zatsu allowed people to playtest his stages. I liked the stage but with more playtesting, this could have been one of my favorites.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
In defense of Arcane Man. While, conveyance is a valid criticism on this level. I just don't get how you're mentally checked out just from the get-go of this level, making you not engage the level's concepts for a bit. The level DOES explain its mechanics, it's a bit obtuse at times, yes. Most I've seen thus far misses the teaching bit about Magnet Beam being able to pull the blocks or how Magnet Beam can stop Lasers. Granted shooting the laser shooters to stop the quick lasers is a bit unclear you could've tried weapons that hit in a wider range. The fading block rooms are simple and the first room is meant to teach you how it works but you just immediately cheesed it with Spark Chaser, not learning anything. The Yoku Teleporters are fairly simple too, the teleporter that matches the color that moves forward is what you take. The token room where this is tested is whether or not you paid attention on the teleporter colors; the red one getting you to the token is basically there if you observe that there is no corresponding red teleporter in that area which, you do find, lo and behold, where the token is found. This is a neat one. Arcane Man himself is messy, I agree. The second phase simply is just unreasonable due to how you're just dragged around by the vortexes. This is valid criticism on it too. Aether Man is actually a much more reasonable and a cool fight, if you just engaged with it. But hey, I appreciate this level a lot because it reminds me of something... The moment you saw the map and assumed the worse rubs me the wrong way considering how fast you go through those sections in a successful run.
Before responding and clarifying a few things about my commentary, I do want to say I don't hold anything against the level or the creator and I recognize that this stage had a lot of soul poured into it. That said, I stand by my commentary overall and I think the level deserves its position. I recognize that I did not start the stage with the best mentality, as the length of the map suggests another 45 minute slog of a stage, a phenomenon that plagues the lower tiers of this game (Hunter Tower, anyone?). I tried to give this stage as fair of a shake as I could, but this ultimately fell in the same category for me. I would contest that this level explains anything at all. After a bit of lore concerning the titular OC robot master, the player is thrown into a stage which casts a wide net in terms of gimmicks that do not come with setups that teach the concepts well. If the creator was willing to use text boxes for lore, I don't see what would have prevented them from dropping clearer hints on the level mechanics. I have no idea how anyone would figure out that Magnet Beam allows you to pull the blocks seen at the beginning. Not only is that not intuitive for an item that creates platforms, but said blocks are only a level gimmick for a handful of screens at the beginning. I admit that Magnet Beam being able to block lasers makes some level of sense, but the lack of any clear direction didn't make that stand out as a solution to me. I don't think I ever picked up on shooting the laser shooters to stop them from firing. Again, I'm not sure how this would come intuitively to the player. As for the fading/illusion block area, this was honestly the most egregious part of the level to me and I'm not sure how ANYONE would figure out the weird properties of the shape blocks and their collision without dying a bunch of times first. There is no rhyme or reason to the properties of the shapes minus a small amount of inference that can be made with the "X" blocks blocking your path. The Yoku teleporter segment was honestly fine. This was probably the best part of the level and didn't feel terribly obtuse minus the reuse of teleporter colors creating a lot of visual confusion. As for the bosses... after playing the rest of the stage, I can't say I had much patience left for them. The amount of visual chaos created by both of them makes it pretty difficult to understand what's even happening on screen most of the time, let alone damage the boss. All in all, these factors make this stage very difficult to like, even in spite of all the cool custom assets and the respect I have for the hours it must have taken to bring this stage to life. It's quite a shame, honestly. This level isn't the only one that's marred by a lack of restraint (less would be more) but the programming work that must have gone into the assets suggests a much higher level of potential that wasn't really reached in my opinion.
@@XenoStar54 with a bit of a keen observation, you do see the Magnet Beam picture when the blocks first show up. The Yoku Galaxy Man Portals are honestly fine, observation is key. My bit here is really just that the moment you started, you were already mentally checked out. This puts things into question when doing tutorialization happens. Are you ACTUALLY willing to READ key info to succeed in the level? (Though, this is just from my experience in these level design contests, people don't like to read or have to be forced to do so even if the text has important info.) The word "restraint" here has become much of a meme in MaGMML3's entries and sorta just lost it's meaning now just akin to levels with "overambition" or "too many custom assets." It's a slippery slope. Other bit really is just, which you can use to invalidate all of my other points is: I'm just more patient (accounting for past experience on judging MaGLX3) and more willing to play into the level's concepts however obtuse. It's trained me to be more observant and having a keen eye for details I might have missed. If a level plays off, I question: "Am I missing something?" And I try to look into my toolkit to see if I can get a reaction. I'm not denying the rank on where this level stands. It's just that I have better appreciation on what's being done here. I'm not the judges, their opinions are there's and the score they gave but it shouldn't paint your own personal opinion wholesale.
@@dracmeister It's definitely possible that impatience on my end cost me a bit in terms of the gameplay (such as with the Magnet Beam indicator). As much as anyone tries to be an unbiased observer, it's very difficult to not have the context of the rest of the contest in mind when diving into any of these stages. I make sure not to read anything about the judge's comments before playing the level so that my thinking doesn't just slide into one of their perspectives. Sometimes, though, I do agree with the general conclusion. There are other stages where my opinion has diverged quite a bit more than this one. As for the concept of "restraint", this is another one of those concepts where the line being drawn could be done at many different points. I feel like once your stage takes the better part of an hour to complete, though, especially if you don't have every corner of it memorized, you've definitely crossed that line. If this stage had been maybe a quarter of the length presented here (hopefully with a narrowed selection of gimmicks to give the stage focus), my commentary would most likely have been significantly different.
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Watching your playthrough made me think that 'Progress' also should have been a criteria. A lot of the Stages here have good enemy placement but they are repeated until redundance. Obviously the judge rubric doesn't take that into account.
I think it is a criterium, but it would have fallen under the more general "Design" category, with "Fun Factor" possibly suffering from it as well. I do remember that Flashman85 at least subdivided his rubric into various subcategories, and challenge progression got its own subcategory under "Design". Here's the rubric he posted on his blog: *Design - X/35* Introductions (clear, appropriate) - X/5 Challenge design (deliberate, meaningful, fair, reasonably perfectible) - X/5 Challenge progression (↑ complexity/difficulty, challenge arcs, climax) - X/5 Focus (coherent vision, manageable roster, nothing over/underused) - X/5 Layout (logical/efficient architecture, obvious pits, safe transitions, sense of direction) - X/5 Player consideration (length, checkpoints, items, disability awareness, niceties) - X/5 Weapon consideration (balance of freedom and challenge, limitations inform the design) - X/3 Name (does the title fit the level) - X/2 *Fun - X/25* Totally subjective rating - X/10 Highs (do the best parts boost the level) - X/5 Lows (are the shortcomings forgivable) - X/5 Contest appropriateness (should other people be expected to play this) - X/5 *Creativity - X/15* Novelty (does the level offer new experiences, or present old experiences in new ways) - X/5 Potential (does the level adequately explore the potential of its various elements) - X/5 Impressiveness (am I surprised, charmed, impressed, or wowed) - X/5 *Aesthetics - X/15* Audio (appropriate, enjoyable, tolerable, music looped and implemented properly) - X/5 Visuals (clear, legible, appealing, unobtrusive, polished) - X/5 Atmosphere (theming, story, overall feel) - X/5 *Functionality - X/10* Construction (appropriate structural object use, polished programming, no surprises) - X/5 Feasibility (is the level beatable without risk of getting stuck or crashing the game) - X/5
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If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
Water Level? Ice Level? may be the most blatantly untested level here, especially since you can skip half of it with Ice Wall and Rush Jet near the beginning. Not to mention the Token rooms are just rude.
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Like how you didn't engage with Chaos Light City's gimmick at all. Also. Hm. I wonder if the map is a bit hard to decipher since, I had no trouble identifying one-way transitions and well, where screen transitions would be (and I'm not sure if you were looking at the right place.). Though I think you're not alone in having a bit of difficulty on reading the map. Also, ha! PU Oil. I did that. Sorry, not sorry~ Break Dash and Rush Bike bypass PU Oil by the by.
So, funny thing about this run is that I genuinely didn't even pick up on the gimmick until way after I was done with the stage and went to go read other people's feedback about it. I saw joes and decided that using Laser Trident was the way to go, but I guess it worked a bit too well for its own good...
@@quentc the story behind PU Oil in engine dev was that, I unintentionally fixed it alongside stun mechanics. There was a time in engine dev where Guts Man and a few other Robot Masters that caused earthquakes and stunned Megaman when they were on the ground weren't getting properly stunned-it was doing the gameboy stun where it just ate your jump by bouncing you up slightly off the ground. Seeing as this might be intentional behavior for some engine assets, I went and coded the getShocked function that causes Megaman to drop on his butt. I noticed that PU Oil was also getting the same thing from Gameboy stun so I fixed it with the getShocked function. This also the reason why Rush Bike is immune to PU Oil and Stun Mechanics since it used to cancel Rush Bike and you ended up in a glitchy state. I did consider this as intentional behavior too so, you can actually set it to affect the player anyways (though I think, it doesn't come into play in any future engine development?).
7:02 you got hit by the miniboss gate that was specifically there to keep you from just skipping the fight, not that you had to give it any attention anyway :3
You can also rush bike through oil. I'm glad I left most things easy to circumvent for people who wanted but yeah no new feedback here I got the gist already, thanks for playing!
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If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.
If you enjoyed this video, you might be interested in some of the other Mega Man-related stuff I get up to. Join me at discord.gg/hEtemS3 on Discord or perhaps @XenoStar54 on Twitter if you're interested in fangames, programming, reviews, or other fun videos like this one.