About
Mega Man 2.5D is a fangame developed by a small team of obsessive Mega Man fans. It began in 2009 as an animated proof-of-concept. This got a surprising amount of positive response, and because of this a couple of us got together with the goal of making a playable game out of it.
There are mainly two things that set Mega Man 2.5D apart from most other Mega Man games. The first is the co-op mode, where two players team up to take on Dr. Wily. The other is the use of camera perspective changes which is featured a lot in the single-player mode of the game.
오랜 기다림 끝에 드디어 정식판이 나왔습니다.
공식사이트:
https://www.youtube.com/user/wartwartx
http://petersjostrand.com/index.php/forum
다운로드:
-무설치 버전 토렌트
Mega Man 2.5D 1.0 Installer Free.torrent
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Changes
V.1.0
(2017-01-31)
- Added all of the remaining stages for the single-player and co-op modes (Tornado Man, Time Man, and Dr. Wily's fortress stages). These modes are now fully playable!
- Added a VS-mode with 8 different arenas/stages based on various Mega Man stages not seen in the single-player and co-op modes of the game. Two different VS-mode game types are available, Death Match and Point Chase.
- Added a Save/Load mechanic, it is now possible to save and load your progress in both single-player mode and co-op mode. The save slots are separate for each mode.
- Optimized the game engine a lot. The game now runs faster and should run at a stable 60fps on most rigs.
- Improved camera behavior for all stages in the game. Especially noticable in single-player mode where the camera doesn't scroll upwards as often when Mega Man jumps, unless it is necessary.
- Improved textures and fixed faulty texture mapping for all stages in the game.
- Improved the player physics. Now the small step (tippy toeing) that you can do when quickly pushing left or right looks and feels much more like it does in the original games. Also you can no longer instantly switch between running for example left to running right without having a small pause, which is also how it works in the original games.
- Improvements made to player physics during moving water platforms (Splash Woman's stage), raft ride (Shadow Man's stage) and snake ride (Snake Man's co-op stage)
- Fixed the one frame delay when using other controller than keyboard.
- Changed the color of the life and weapon energy bars. They now look closer to the original games in terms of color choices.
- Redid the weapon select menu for the game. It now looks better, and is easier to bee than before.
- Added more remixed music, swapped out a few existing remixed tracks in order to try and keep the soundtrack a bit more coherent.
- Adjusted special weapon weaknesses for all enemy types in the game.
- Fixed issue where if you played as a certain secret character and used a throwing weapon (e.g, Shadow Blade) while on a ladder, the sprite of the character would display the wrong color.
- Improved the easy-mode and hard-mode of the game. These modes now differ more clearly from the normal-mode in terms of the number of enemies, the number of environmental hazards such as spikes and pits, as well as the number and types of power up items that can be found throughout the game.
- Fixed minor issue with the weapon icon for some of the special weapons.
- Changed the names of the music options in the game to "Original" and "Remix"
- Fixed issue in Splash Woman's single-player stage where an Okosutobon enemy (the floating mine enemy) could easily get stuck on an invisible wall while chasing the player.
- Fixed issue with the last Dachone (the big robot) enemy in Star Man's single-player stage. Before, if he dropped a powerup, it would fall off the stage, the enemy was positioned too close to the edge of the stage.
- Fixed issue with the third checkpoint in Snake Man's co-op stage where the players would spawn inside of a wall and thus be unable to progress.
- Fixed issue with some of the environment meshes in all of the stages, this issue made it possible for you to jump on the side of some walls and then use that as a point to jump off from, sort of like a wall jump. This was resolved by merging many such meshes.
- Removed the first pushable block that you encounter in Shadow Man's co-op stage, the reason being that this block was originally put there back when Shadow Man co-op was the only playable stage in the game. As such we used that first pushable block as kind of an introduction to that game mechanic. But
since we now have several stages in the game, that one pushable block in Shadow Man's co-op stage no longer served much of a purpose.
- Made the green color for the Search Snake special weapon slightly darker, so that it doesn't look too much like the special weapon Tornado Blow. Furthermore, Tornado Blow uses a dark green and light green color palette whereas in the original game it used a dark green and white palette.
- Changed it so that the 1-up sprite always shows Mega Man's face instead of alternating between that and Proto Man's face like before, the reason being that we now have more playable characters, so using a generic sprite seemed like the best option.
- Changed the color of Dr. Light's pants in the intro video from magenta to blue, which is his more common pants color in the original games.
- Added Rush to the intro video, he is shown being hurt by falling debris during the attack against Dr. Light's laboratory.
- Made the entrance to the hidden room of Star Man's singe-player stage a bit more easy to spot.
- Fixed sprite issue for a certain secret playable character where the white explosion that can be seen when taking a hit was black instead of white, provided that the character was covered in ink while being hurt, something that can occur in Splash Woman's stage.
- Improved the sprite for the Sphinx miniboss in Pharaoh Man's stage.
- Made slight modification to Quick Man's single-player stage layout in order to place an optional item there.
- Tweaked behaviors for some of the enemies that were in the previous releases of the game. This is especially noticable in the stages like Shadow Man and Snake Man that were built early in the development, as we weren't as careful about getting the enemy behavior right then. Some of them are still a bit off and will be tweaked further at a later time.
- Fixed issue with checkpoint 1 in Shadow Man's co-op stage where if you tried to backtrack, a door and pushable button wouldn't show up, also fixed a camera issue related to it where if you did try and backtrack, the camera would get messed up and the players would be unable to progress through the stage.
- Fixed issue at the second big bubble part of Splash Woman's co-op stage. There were two mines that were left inside of another mesh by mistake. As a result, if a player pressed against the seemingly normal mesh, he would die as he collided with one of the invisible mines.
- Fixed issue with a gap that you slide through right before the boss hallway in Splash Woman's co-op stage. Before it would sometimes happen that your character would stand up while in the gap. This should no longer be an issue as we merged some of those meshes that make up that part.
- The life bar for the bosses no longer starts filling up as soon as the robot masters appear on screen, and instead waits until they've finished posing, like in the original games.
- Changed the font used in the game to one that scales better.
- Fixed issue with text overlapping itself when running the game at certain resolutions.
- Added the names of the robot masters under their respective boss portrait on the stage select screen.
- Moved Checkpoint 1 for Pharaoh Man single-player slightly. Now if you fail to access the alternate path in that stage, you can die on purpose and get to attempt it again without having to replay the stage all the way from the beginning.
- Improved the sprite for the Mega Snakey enemy (the ones that you ride on in Snake Man's stage). Also added blinking animations for them, so now they blink instead of just staring like before.
- The number of meshes making up the stages in the game have been optimized and merged as much as possible, drastically reducing the number of meshes. For example, Snake Man's co-op stage prior to this was made up of more than 1300 meshes, now down to less than 700 meshes.
- Changed the sprite used for the water splash effect from the one used in Mega Man 2 to the one used in Mega Man 5. As a result, the water splashes now look better.
- Added mod support, it is now possible to modify character sprites! Check the forum for more information about this.
- Changed Sniper Joe enemy so that his behavior continues even if he goes out of frame. Before, if he for example shot 2 out of 3 projectile and you made him go off screen, when he would later come back into screen, he would then shoot his 3rd projectile, regardless of how much time had passed.
- The hammer thrown by the Hammer Joe enemy now deflects buster projectiles, as well as laser tridents.
- Made it so that sound effects can't overlap each other too much. Otherwise it would be possible for certain sound effects to overlap themselves many times, resulting in it being really loud compared to everything else.
- Fixed problem where if you jumped while sliding, the SFX that plays upon landing would play as soon the player jumped.
- Fixed problem with the pause menu losing alignment.
- Fixed problem where it was possible to walk while using the Pharaoh Shot special weapon.
- Having the Star Crash special weapon active and colliding with the steam obstacle that come out of certain pipes in Splash Woman's stage would cause the game to crash, which is funny considering the name of the special weapon causing the crash.
- Fixed problem where some enemies in the game (e.g, Mets, Petit Snakey) would always target Player 2 in co-op, even if Player 1 was closer to it.
- Fixed issue where the Megasnakeys (The big snakes you ride on in Snake Man's stage) could push the Potton enemies (the red flying enemies) upon colliding with them.
- Fixed issue where the Dada enemy (The enemy in Snake Man's stage that jumps a lot) could jump on top of the invisible meshes that we use to trigger a player death if the player falls into a pit.
- Switched the placement of the life energy bar and weapon energy bar, they were placed incorrectly before compared to the original games.
- Highlighting a difficulty option on the title screen now shows visually what the player can expect in terms of changes, this is shown in a similar fashion in Mega Man 10.
- Fixed issue where items such as Life refills and weapon refills could land on the invisible meshes that we use for killing the player if he falls into death pits.
- Added the functionality to spawn things such as death pit meshes and regular meshes when the player reaches a certain coordinate. This is used for a couple of different things. For example during the Megasnakey ride (The big orange and purple snakes) in Snake Man's co-op stage, as the players progress through that section and get higher up, we then spawn death pit meshes (invisible meshes that kill the players if they fall into pits) higher up, meaning that if the players fall off the snakes, we can make sure to kill them, rather than risk them landing on a mesh further down that is out of sight,
but which wouldn't allow them to progress anyway. This way of spawning meshes is also very useful for our camera perspective changes. For example, before in Pharaoh Man's single-player stage,
when you change axis shortly after the miniboss fight with the sphinx, you would be able to see all the way back to the beginning of the stage as the camera turned, but, now we spawn a black wall there
which covers that up.
- Tweaked the checkpoint after the Space Ship segment in Star Man's single-player stage. Now it activates as soon as you reach the end of the ship segment. So if you were to land the ship but then
fall off the platform and die, you won't have to replay that entire part.
- The color of the boss health bar is now unique to each robot master, it now matches the color scheme of the robot master instead of using a generic color like before.
- Quick Man and Pharaoh Man are more agressive at the start of their boss fights and will begin to attack instantly, instead of waiting a while like they did before.
- The game now remembers which character you used when clearing a stage, so when you get back to the stage select screen to go to the next stage, it no longer reverts to Mega Man as default.
- The blinking arrow on the right teleporter on the stage select in single-player mode no longer blinks, as there is no second player in that mode.
- Fixed issue with the music that plays during boss battles. Before the boss music would not loop seamlessly if the battle went on for a long time, now it does.
- Made the frame surrounding the robot master health bars slightly thicker to make it easier to see how much of their health remains.
- Improvements made to Star Man's boss pattern, he now behaves more like he does in Mega Man 5.
- Hitboxes for Sasoreenu (Green scorpion enemy) in Pharaoh Man's stage moved down slightly, it's now easier to jump over them.
- Fixed a bug where the Walking Bomb enemy in Shadow Man's stage would explode if it ran into the player.
- Fixed a bug where before, it was possible to slide through the steam obstacles in Splash Woman's stage without getting pushed back.
- The special weapon Star Crash no longer blocks certain projectiles (E.g, Pharaoh Man's attacks.)
- Before, if you did the slide move during a part where the camera allowed for scrolling in Y position, the camera would shift slightly in Y position since the hitbox for the player when he slides is smaller, we've now added an offset for that so that the camera will not shift even when you slide.
- Fixed issue in Snake Man's co-op stage where if one player was far ahead of the other in the boss hallway, it was possible for the boss fight to glitch out so that the boss never spawned.
- Tweaked camera for Splash Woman's boss fight in co-op mode. Before, the camera was a bit too zoomed out during this boss fight, compared to the other boss fights.
- Fixed an issue with Pharaoh Shot where if you're hit while you have a fully charged Pharaoh Shot charged up, you could discharge it even after having lost it. This is actually how it functions in the original Mega Man 4 as well, but we're fairly certain that the reason for it is due to a bug in the original game, as if would make little sense otherwise.
- Fixed an issue with the Space Ship section of Star Man's stage where before, you could leave the screen, killing you. Now, the ship stops if you get close to the edge.
- Higher quality rips than before for certain sound effects, for example when you use Shadow Blade.
- Sprite improvements and new color palette for the Snakey miniboss in Shadow Man's co-op stage.
- Reworked a part of Snake Man's single-player stage that made use of a pushable block before. This seemed out of place as it is the only time in single-player mode that the pushable block is used as a game mechanic. It is now only in the co-op mode of the game where it is used more frequently.
- The spaceship in Star Man's stage now has its own type of projectile instead of using the regular buster.
- Tweaked the angle of one of Shadow Man's Shadow Blades that he throws at you during his boss fight. It's a bit steeper now, making it a bit more fair when you're trying to dodge it by jumping.
- Fixed an issue with the quick sand in Pharaoh Man's stage where previously. There would sometimes be a slight delay before you actually started sinking into it.
- Made the raft ride in Shadow Man's co-op stage slightly shorter, as Shadow Man's co-op stage was too long before compared to the other co-op stages.
- Added a sound effect for when you hit a shootable button in the game, to make it more clear that something is happening.
- Fixed issue where you could grab ladders too low down on the non-starting axis in single-player stages.
- If there are any small fish on screen when you defeat Splash Woman, these now get destroyed along with her.
- Search snakes will now be blocked by the Sniper Joe enemies if they are shielding themself, instead of just passing right through them which used to be the case.
- Made it so that Search Snakes can no longer climb on invisible walls that we use in a couple of spots throughout the game.
- The background during the boss introduction that follows the stage and character select now animates instead of being a single static image like before.
- Made some change to Snake Man's behavior to make him act a bit more like the does in Mega Man 3. Also resolved an issue where his search snakes would
get deleted if they collided with the door that you enter his boss room through. Now his search snakes are able to keep traveling all the way up to the ceeling.
- Made the Fire snakey miniboss in Shadow Man co-op purple instead of orange like before to make him stand out a bit more from the rest of the stage.
- The color of Snake Man's snakes that he throws at you during the fight now have their own green color which matches that of Snake Man himself, instead of using the darker green color that the player(s) search snakes use.
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