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Pantha35

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A member registered Sep 14, 2019

Recent community posts

This comment is separated on purpose, but I wanted to ask if the E-Tanks are supposed to only fill your health like they do? Is it a glitch that just only fills to X's baseline health before the upgrades, or was that an intentional choice? If it is a choice, I can kind of understand it, in a ruined world, they wouldn't be able to be as potent. But something tells me it wasn't meant to be that way.

I just had a thought, might be an interesting suggestion. I was thinking that the Hadouken can become pretty useless to someone who hasn't perfected the game. Especially because of the rule to need full health, be on the ground, and input the command. But that could be changed. It would require changing the color of the sprite and changing the code a bit, but you could have two versions of it in the game. The concept is to use the Smash Bros. method.

The original, full powered version of the move could remain exactly the same.

But, you could also have a version of it that is basically just holding forward and hitting the special attack button. This version could do 20%-25% of the damage that the full powered version does. That way, when you earn the move, you can still use it without needing full health, but it does nowhere near as much damage as the command input version. I would also suggest recoloring the sprite for this one to being red, like how the color would change back on old consoles if you spammed the hadouken in Street Fighter II. Though this step isn't exactly necessary, would basically just show players which one they are using. I mean, this whole thing isn't necessary, but I still figured it was a decent suggestion.

I didn't break the background, but that would have been entertaining to see.

I was completely caught off guard when I fell through the floor. My natural reflex was to hit the jump button though. That kept me in the fight much longer than I expected.

Did you collect all of the chips?

I wish I was recording, but I just had a glitch on the Fortress 1 boss. It tried to squash me and I dashed out, barely making it, but I think I may have clipped through it. X became invulnerable, but I couldn't land solidly and had to keep jumping. Though I was able to still hit the boss and the enemies. I eventually ended up falling through the floor and just got stuck there. I was one hit from defeating the boss, but with X falling into the ground, I think it would have been soft locked anyway. Fortunately, I was still able to pause and exit out of the stage.

Version: 1.00.4
OS: Windows 11
Second Run

(2 edits)

Just finished my first run of the game, completed it up to 74%. It's pretty good for a what if based upon X dying instead of defeating Sigma. I imagine that would mean that X got defeated by Sigma with his Beam Sabre. I am curious though, how far into the future is this game from X1?  Is it so far that it would bridge into the Elf Wars or is it more like around the timeframe that X5 or X6 would happen? All and all, even with the more minor bugs and glitches, I enjoyed it.

Though I do have a couple of suggestions.

1. Add in a menu for the select/back button that allows you to quit the game, either to the title screen or simply to quit the application.

2. When X gains the air dash boots, his grounded dash becomes an air dash leaving platforms, but it neither gets an extended length for the state change, nor do it operate how it would in the classic X games where X (or Zero like in X3) would just fall. So, if you're going for accuracy, the latter is the better choice, if you're trying to create more of your own feel, then I would suggest allowing the dash -> air dash from the ground to air get an extension. It would basically be like X performed an air dash right off of the very edge of the platform, with it ending at the same length a normal air dash does.

[Edit] 3. There are a few spots where you are not really able to get around enemies without getting hit unless you have already played the level and know that they are there. So there may need to be some changes in enemy placements. One that I would definitely suggest changing is that flame thrower enemy that sits just off the bottom of the screen in Arson Vulpine's stage. You basically have to squeeze behind it in order to not get hit...and it also looks odd because you are basically making contact with the enemy to defeat it.

(2 edits)

I found a bug that was in v1.00.2, so I'm not sure if it was fixed in v1.00.3 (about to play it now), but in Sigma 1, if you beat Stellar Primate and go back up into the boss arena, you can trigger what I'm guessing is the transition animation (where X runs to his spot after you have made it through the door). If you go completely to the left X will turn and run the to right, fall to the next area and you'll be locked in place. You can't pause the game at all, you can move, you're just stuck until you force the game closed.
I'm playing on a Windows 11 desktop, but I figure this may be an issue across all platforms.

I see there has been an update since this morning, but I got stuck on the intro stage boss (I know who it is, but I am not spoiling it for others who haven't played yet) after beating him on the 1.00 version. I'm downloading the new one now to try it and see if things are different.

You investigate them like normal, but some don't have the capacity to actually have a conversation with you.