Yep. I switched controllers and that Retroflag has a classic button placement that these old hands aren't used to anymore. I had to go back to my old Xbox controller. I haven't ever had my hand hurt like that from a video game.
GrimLordGames
Recent community posts
dash and then jump. That's all you have to do. One thing I've done with Mega Man games is nearly hold my finger on the dash button. Almost every jump I would make would be while holding the dash button. Once you're dash jumping all over the place, a lot of the game's hazards won't be that much of an issue for you. Dash jumping and Mega Man X are the bread and butter of the whole series. It's an essential mechanic you have to learn.
Yet another issue. The first Fortress stage was fun until I ran into a boss (I'm calling it Rangda Bangda 2.0 because that eye reminds me of one of Rangda Bangda's eyes) that can crush the player whenever it feels like and is ten times worse than the final boss of the original Sonic The Hedgehog. At least with that game, you had a signal of when to move. To be honest, that was one of my favorite boss battles to fight as a kid. It was easy to know when to move and then of course you would jump attack into one of the crushers that Robotnik had been hiding in. Usually they would move just a little to let you know they're about to crush, like a priming signal.
There's no signal of any kind here. I went from 9 lives to a game over because of this one stupid boss and its ability to just crush you whenever it feels like it. You could be standing on one platform and try to move, but then all of the platforms you would move to decide to raise up as well. I was able to cause a glitch (I'd like to call a happy glitch) where the crushes only registered as damage, not death. It still wasn't enough. The thing moves way too fast in my opinion. I've had it near dead so many times before it just opens its eye and boom, you're dead.
Well, I enjoyed the game up until I got to this part. I've tried and I've tried and I've tried and I just can't seem to do it. At this point I'd like to have someone who was able to do it come over to my place personally and see if they can do it, haha. It could be my controller, but I even had worse luck with the retroflag than I do with this Xbox controller. I'm just about to say forget it and go into the fortress levels without it.
Hey now, I played the originals on the carts. I owned the carts at one time. The difficulty is a bit much in some of these stages, bringing in things that I don't think Capcom would ever do (disappearing blocks in wall crusher areas.) I think you've been playing too many rom hacks. The classic games definitely weren't as tough as some of the hassle I've dealt with here. Many of the gimmicks I've run into (in some areas) were usually saved for fortress levels in the originals. Mavericks also take far more health from a single shot or collision than they do on the original carts. I could not believe how much health Bog Snapper took from me on a simple collision attack. That should have been three to five bits of health, not half the bar from one single collision.
First of all, longtime Mega Man X player and fan here. I've been playing Mega Man X since Mega Man X existed. Yep, I'm 41. I used to be extremely good at these games but you've definitely tested my declining skills with this one.
Note: For some of the older gamers here, the "rookie" mode from what I've observed is the original SNES version difficulty. I would recommend that first.
I mean, I honestly thought I was gonna play it like any X game ever, including fan made ones like 21xx (yes, I have fond memories of Arne Strout's DOS based classic, ported to Windows just a few years back.) By that I mean, there was gonna be heart tanks and sub tanks in obscure areas. I've checked a lot of obscure areas. I have been known to climb every wall ceiling and pit to find anything hidden. My skills DID pay off, but only for about 70 of these discs which I have no idea what they do. They are fun to collect, but help me out here, I'm dying! The whole time I'm saying, "where the hell did this guy put the hearts or the sub tanks?" This may as well be a regular Mega Man game with how much I've got to go on. I get that Sigma won ten years ago, but X himself is awful fragile in retrospect.
EDIT: Okay, so you need these things in order to use the capsules. That makes sense.
There's also several moves I can't possibly dodge. Normally there's a way to dodge at least some Maverick attacks, but Stellar Primate (who reminds me an awful lot of Dr. Doppler in his mannerisms) has a forward facing electric attack that I can't find any way to dodge. I felt accomplished in getting him down at least half a bar completely underpowered on Hunter difficulty. Maybe this old man still has it after all. Then you have the one I'm supposed to actually go after (Bog Snapper) and of course although he's easy to maneuver around, he makes you force follow him because he'll do that damn mouth of god beam and you're destroyed, not to mention how fragile X is to start with. it wasn't until I switched to rookie mode that I was able to take him out.
Also severe lack of health and weapon refill drops. Most enemies don't give me crap from defeating them. In a line of 5-10 enemies, at least two should have items. I can take out eight and get nothing for my troubles. And believe me, with the enemies alone hitting as hard as they do, you need those health refills every now and again.
I was able to get the buster arm, but what does it do? And when I do get it, why doesn't it show on my standing sprite and in most running animations? This is the most bizarre upgrade I've ever seen. It only shows when X is firing his buster. If it does anything at all. Heck, I think it's a joke from Dr. Cain at this point. Seriously, I'm trying to find out what makes this buster upgrade better than the one he had before. Where's my pretty pink shot that wipes the floor with these enemies? Honestly, it would've been just as useful if the buster upgrade added a little flag that came out of the end that said "Bang!"
But let me be fair. I like your level designs, the atmosphere of the game and the Maverick designs themselves. A lot of people gave you guys crap about these Maverick designs in YouTube comments section, but I don't see any real problem with them. Mavericks aren't easy to design and come up with ideas for. These suffice. Although combining Crush Crawfish with a squirrel got a bit of a chuckle out of me, I'll admit.
There might be a little bit of input lag on my end, but I am NOT a shoulder button dasher (and I didn't know how many were) so I'm glad I could set it to the right circle button on the joypad. (A on the SNES pad)
Ultimately, I've gotten rusty over the years, but you did bring me back to the old days of classic Mega Man X gameplay. I haven't even scratched the surface of it, but it's a pretty fun game so far. I'm just gonna have to play it rookie even though I've played through all these games many times over the years. Yep, including X6 which I was pretty good at (aside from fighting Gate).
This also comes from an old vet who would always take out Wheel Gator first. Unfortunately, the patterns here seem to be a bit more complex for me to try that sort of thing today.
Suffice all this to say, "thanks, but I'm gonna stick with the rookie mode." I think I've earned it after twenty-five years.
The game sold a million freaking copies. I get it "piracy" and everything, but these guys sold more copies of one game than most devs sell in their entire lifetimes. I don't want to have to buy this thing on Steam. You made your money, now give the folks at itch something other than a taste of it. They can either release the full game or delete this page.
So I have a problem here that I'd like to address, because I see it happening on itch all the time. This dev, like others, has a version of the demo here on itch which is a DRM-free platform for the most part with offline installers that don't require a client to play. However, now I am being forced to buy the full game on a DRM platform that requires a client to play. Why even put the game on itch.io if you're just going to exclusively lock it to Steam? Not everyone wants to use Steam to play their games. I hope that eventually the dev will actually sell the game on this platform instead of just providing a demo.
I've got a major glitch. this only happens with the main executable, but sometimes the 32 bit is also affected.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "renpy/common/00start.rpy", line 234, in script call
call _splashscreen from _call_splashscreen_1
File "game/script.rpy", line 20, in script
with Fade(1, 1, 1)
NameError: global name 'name' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "renpy/common/00start.rpy", line 234, in script call
call _splashscreen from _call_splashscreen_1
File "game/script.rpy", line 20, in script
with Fade(1, 1, 1)
File "renpy/ast.py", line 1397, in execute
renpy.exports.with_statement(trans, paired)
File "renpy/exports.py", line 1646, in with_statement
return renpy.game.interface.do_with(trans, paired, clear=clear)
File "renpy/display/core.py", line 2610, in do_with
clear=clear)
File "renpy/display/core.py", line 3101, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
File "renpy/display/core.py", line 3897, in interact_core
renpy.display.behavior.skipping(ev)
File "renpy/display/behavior.py", line 272, in skipping
if map_keyup(ev, "skip") or map_event(ev, "stop_skipping"):
File "renpy/display/behavior.py", line 242, in map_keyup
if (name in ev.eventnames) and ev.up:
NameError: global name 'name' is not defined
Windows-10-10.0.19041
Ren'Py 7.4.3.1414
Bare Witness 1.0.1
Sat Aug 17 13:36:53 2024
I don't think this is his mentality at all. He's on the last chapter. It'll be coming to Steam, GOG and more than likely here too when it's ready. Book One was just the first few chapters of the game. The next ones will be delivered as Book Two. No one has abandoned anyhing, lol. He's just trying to finish the game first and then release.
COBD has been split into Book One and Two. Book One is on Steam. Book Two will come out when the game is done, so probably by the end of the year. Both will be on Steam and hopefully GOG as well. I dunno about itch, I hope he hasn't completely abandoned it, but I dunno. Philly is a cool guy, I've spoken to him several times in the discord.