GameMaker: Studio

GameMaker: Studio

Megaman Dos Remake 2.20B
200 Comments
Willburb  [author] 17 Jun, 2018 @ 5:05am 
I don't quite have the original files, at least from what I can find. I've been through a few harddrive crashes now, and I tend to focus on only keeping the more updated files around them old versions. There IS a review/letsplay though that inspired me to remake it over the course of a year for 2.0 https://www.youtube.com/watch?v=NO_cTl7hHlk
Finale 16 Jun, 2018 @ 10:31pm 
I want to comare this against the 1.0 version to see how you've adjusted some aspects of the design- do you happen to still have the original version lingering around somewhere that I could snag a copy?
Willburb  [author] 27 Oct, 2017 @ 1:40pm 
The downloadable version in the description appears to still work. I'll look into the subscribable player version. It's crashing on my end, but I've not done any uploads in a long time. Yoyo recently ended their support of GM player/their own webstose as well. This may be related. I will put a notice in the description.
htv04 27 Oct, 2017 @ 12:14pm 
I subscribed to this, but after I did, Game Maker Studio kept crashing upon launch. I unsubscribed from this game, and the problem was fixed. Any way to fix this? I really want to play this game. Thanks!
Tsuki Zero 6 Aug, 2017 @ 8:40pm 
I think it's dead D:
Tsuki Zero 10 Jun, 2017 @ 10:30pm 
any news on this?
TheGucc 3 Feb, 2017 @ 11:15am 
Cool thanks
Willburb  [author] 3 Feb, 2017 @ 5:13am 
http://gtm.steamproxy.vip/workshop/filedetails/discussion/618780083/357284131783563229/ directly lists all boss weaknesses. Certain weapons also do more damage then others, and at least one less then the buster.
TheGucc 2 Feb, 2017 @ 6:46pm 
Are there weaknesses in this remake?
Willburb  [author] 10 Dec, 2016 @ 1:51pm 
No worries. I'm glad that got resolved though. Hope the game is fun for ya!
Indoras kal 10 Dec, 2016 @ 1:22pm 
well, i think i downloaded a very ancient version, i downloaded this in the start of the year, i think this explains all
Willburb  [author] 10 Dec, 2016 @ 1:21pm 
That's very odd as I've not actually uploaded a new version for a long time now. Were you playing on one older then 2.20B? From another download location or from a download you did a long while back?
Indoras kal 10 Dec, 2016 @ 9:28am 
aw www, looks like you fixed the problem in this new version, thank yuo very much! now i can play this awesome game without bugs, thnaks a lot man!
Indoras kal 9 Dec, 2016 @ 9:23pm 
Ok, i will send a screenshoot of the problem
Willburb  [author] 6 Dec, 2016 @ 7:43pm 
Nodus, can you give a screenshot of the issue? I'm unable to reproduce the sliding issue on my end on 2.20B, unless you are somehow on a different version.

ElectricFalcon. I redownloaded each version and have already confirmed the workshop, zip and executable versions are clean in both malwarebytes and windows defender. Do you have the virus log of what kind of detection it was so I can attempt to narrow any possible issues down? The workshop version should be the most likely to be clean as Valve likely takes down infected files quickly. I am more concerned to know if my file server is potentially compromised.
Indoras kal 6 Dec, 2016 @ 4:40pm 
dude, your game is very cool, but, you need to fix various bugs, like when megaman slides he enter into the ground .-.
Diet Dr. Kelp 6 Dec, 2016 @ 2:27pm 
I would avoid downloading this, as I received a warning from Windows Defender that malware had been detected on my computer. When I looked at where the malware was from, it came from the Mega Man DOS remake files. Im not sure if it came from the game itself or a custom level, but just be alert.
Andy Miira 23 Nov, 2016 @ 9:40pm 
This is the best Megaman fangame I've ever played! :steamhappy:
Played it today, from start to finish!
I almost cried from nostalgia by playing this (specially during the last stages and bosses, those were so AWESOME and unexpected!)
Willburb  [author] 17 Nov, 2016 @ 5:23am 
Lo siento, yo no. (google translate.)
Sorry, I do not.
Toy_machin 16 Nov, 2016 @ 4:39pm 
hablas español?
Stephen 19 Oct, 2016 @ 10:43am 
Well decent
Willburb  [author] 8 Oct, 2016 @ 8:30am 
I'll mark it down for changes in the future then. Even though I use the application resizing method (It's likely rounding wrong due to me screwing up the code.) Though as for right now I really want to focus on other projects before I go back to this one. There are a few other things I want to change, fix, and add, but not right now. Saving won't be in the main game, but due to how I can't exactly make random password generators for user made campaigns I'll be using saves there.
Tsuki Zero 7 Oct, 2016 @ 9:36pm 
Tsuki Zero 29 Sep, 2016 @ 9:58am 
yes, but in cases like a 2.68x size, the pixels do not look right at all. And you could implement a sort of "remember password" for saving and loading (saving stores the password, loading takes you to the password screen but with the password already entered, so you will only need to confirm)
Willburb  [author] 29 Sep, 2016 @ 5:02am 
The password system was chosen to let players skip as far back or ahead as they want in the game, as well as being more easy to share with friends. It also allows me to hide some secrets in it. As for resolution. The game should automatically take the size of the window while keeping its aspect ratio. Simply maximizing should work in most cases without much distortion.
Tsuki Zero 28 Sep, 2016 @ 7:17pm 
Will it have a save/load function, as well as a way to adjust the windows by 1x, 2x, 3x and 4x of the original size and remember that size?
ByucknahTheRed 27 Sep, 2016 @ 8:38am 
The way you handle the Yoku blocks is genious! The fact that you can see them in the background when deactivated is awesome!
star 30 Aug, 2016 @ 11:28pm 
Alright.
Great game man!
Willburb  [author] 26 Aug, 2016 @ 4:57pm 
Music will likely stay like this for a while due to how difficult it is to get music "right". After all, the game could be an alright game, but unplayable due to abysmal music. that gets on people's nerves, and makes the entire experience suffer. Though custom music loading for player made levels will be included in a later update (along with a change in file format to allow this.)
star 26 Aug, 2016 @ 4:31pm 
An amazing game with only only complaint:
The variety on music?
The robot masters have themes:https://www.youtube.com/watch?v=VKkLmE8C-Rw
You could just remix them to fit.
Other than that, the game is amazing.
Truly feels and acts like a Mega Man game.
Er- Remake?
Schmiddi  [author] 14 Aug, 2016 @ 3:33pm 
More explosions needed atm.

100%
Willburb  [author] 5 Aug, 2016 @ 2:19pm 
small update for 2.20B mostly bug fixes and some new art for end game!
Willburb  [author] 4 Aug, 2016 @ 8:58pm 
On a second note. Custom audio loading will be delayed till a later major update. Due to size restrictions on what can be stored in a gm string (even when base64 encoded, gm does not like storing up to 5mb buffers that stage music needs.) As such I'll need to work on a new file format for levels when the time comes to include that feature (along with a few others that will benefit from a new format as well.)
Willburb  [author] 4 Aug, 2016 @ 8:44pm 
Update 2.20 is out. Covering a massive range of changes, fixes, and a few additions. Namely the incredible contribution by Schmidkalkan of his custom tiles for the games robot master (and a few fort) stages! Rush items are now present to help out players who want another way to approach obsticals, and a new pause menu to fit them! A large number of fixes and tweaks have also been done, and can be seen in the change log if you wish to find out the specifics!

I'll be moving over to my other projects from now on. Beyond bug fixes I plan to leave this game be for now. No major updates for a bit!
Mungus 31 Jul, 2016 @ 9:02pm 
I agrre with liquid. this does what mighty number 9 didnt, and feels like a mega man game. keep up the good work!
Willburb  [author] 31 Jul, 2016 @ 8:14pm 
Steam notifies me of comments and new posts in the discussion forum for this. So I try to stay up to date on bug and feedback reports. Upcoming for 2.20 is going to be new tiles for all the stages. It's not a full conversion, and some of the ripped tiles will still be in the game, but this should help give the game a more solid identity. Custom levels will be unaffected, and the new tiles will be added to the editor. I may try to also get custom audio track loading in. Helping to relieve the limits on the stage editor just a little more, but I've got no promise on that last one.
Liquid Cool 31 Jul, 2016 @ 8:08pm 
Tangent...I've recently joined this thread and since you're around I wanted to thank you for your hard work on this game. Absolutely appreciative! Best, Liquid Cool
Willburb  [author] 31 Jul, 2016 @ 7:38pm 
Gyroman's theme should be playing in sharkman's stage. Otherwise there are a few tracks included just for use in the editor ( like quickman, and crashman's theme)
Trainiac 31 Jul, 2016 @ 6:54pm 
Nice GYRO MAN Theme in the Level Editor, Wheres That in the Game...
Mungus 31 Jul, 2016 @ 4:22pm 
ive tried to recreate it since and cant, so good luck!
Willburb  [author] 31 Jul, 2016 @ 4:11pm 
It's fixed for 2.20 though that will be a little while longer due to what is planned for that update.
Willburb  [author] 31 Jul, 2016 @ 3:42pm 
I'll try to reproduce. I may know what's up. the buildings object that has the windows fly past seems to be disabled when the alarm for them to start moving is triggered.
Mungus 31 Jul, 2016 @ 3:09pm 
I started the volt sheild, but that was all that should affect it
Willburb  [author] 31 Jul, 2016 @ 2:05pm 
hmm, was there anything you did prior in the fight with bitman? that's the floor object that explodes suddenly during the fight (hence the name). though this report can also be moved into the bug topic for longer posts.
Mungus 31 Jul, 2016 @ 1:04pm 
that just happend
Mungus 31 Jul, 2016 @ 1:03pm 
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 11
for object obj_whatnowbitch:

Unable to find any instance for object index '341'
at gml_Object_obj_whatnowbitch_Alarm_11
############################################################################################
Mungus 30 Jul, 2016 @ 7:17am 
Just got this, I love it! you guys rock, keep up the good work!
Willburb  [author] 13 Jul, 2016 @ 11:20am 
2.19 should fix any issues people had with the game refusing to load the last key config. Along with being able to break key configs by setting them to the same thing twice. I've also added a new message from dr.light that should let the player know that the doc robot stages are optional. Lastly some balance changes to dynaman and torchman, as dyna was somewhat of a pushover, almost always missing his attacks, and torchman during phase 2 practically never shot his fire attack. A few smaller fixes for the level editor as well. Change log is always updated as soon as Steam lets me post it.
Willburb  [author] 13 Jul, 2016 @ 7:05am 
can you post the contents of the ini file to the bug reporting thread? Being able to look at it might lead me on the right path. I've not been able to replicate it even with a clean config and a different computer on my end.
Delta 13 Jul, 2016 @ 5:49am 
Did some more testing. Audio changes are saving just fine, but control changes of any sort (keyboard and gamepad) aren't saving and loading properly on my end.