MegaMan 2.5D V1.1 洛克人2.5D 同人游戏

admin 2022-9-29 116

官网地址:

http://petersjostrand.com/index.php

官方PV:

https://www.bilibili.com/video/BV1vs41187Nw

分流下载:

https://onedrive.live.com/?authkey=%21AOV6vpWFGe9CAh8&cid=23EC972CD982C213&id=23EC972CD982C213%21105&parId=root&action=locate

https://onedrive.live.com/?authkey=%21ABlxXrZhsJooYFQ&id=6DD9C6D821A6A7C%21354&cid=06DD9C6D821A6A7C

以下是英文说明:

About

Mega Man 2.5D is a fangame developed by a 求爱all 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.

The game was completed in february 2017, but is still ongoing. We expect to release further updates with more bug fixes, tweaks, as well as additional content like extra stages, more playable characters, and other cool stuff.

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.

You can check out some videos of Mega Man 2.5Dhere

Changes

V.1.1

(2021-01-17)

- Added a new extra stage (Spark Man's stage from Mega Man 3) which can be unlocked in the game, and then accessed through the extras-menu.

- Added a new playable character to the game which can be purchased in the in-game shop.

- Added weapon demonstration cutscenes that play after each completed stage. These showcase the ability of your new special weapon.

- Added an unlockable Bass Dash that can be toggled in Options > Misc. With this enabled, if Bass dashes and then jumps, his momentum from the boost will carry into the jump, making him able to jump longer distances.

- Added some new achievements.

- Fixed an issue where if a Hammer Joe enemy is close to the edge of the screen, the hammer that he throws at you would disappear as he throws it.

- Made changes to the animations for the Pickelman Bull enemy, since the previous animation, while true to the original animation in Mega Man 3 didn't look very good with how our version of this enemy behaves.

- Using Shadow Blade now stops the player momentarily, as it does in the original Mega Man 3. This means, that unlike before, you can no longer keep on running at full speed while using this weapon.

- Fixed an issue where if you quick swapped weapon to Quick Boomerang, the SFX when shooting Quick Boomerangs would be too loud at first, due to the SFX playing over itself multiple times.

- Fixed an issue where the Time Slow special weapon would remain active when it shouldn't in some situations.

- Fixed multiple situations where Mega's Charging SFX would linger.

- Fixed an issue where if the player shot at a very specific time during the teleportation animation playing, the player character would be visible when they weren't supposed to be.

- Fixed a situation where dying with one of the unlockables active would cause a certain SFX to be stuck playing continously.

- Reworked the in-stage player input, preventing cases where the player could cause the Time Slow effect to remain permanently active, or could reset to buster (Pressing the "Previous weapon" & "Next weapon" button at the same time) in certain situations where this should not be possible, such as death, teleporting in, etc.

- Flipped the icon for the Charge Shot icon in the in-game shop. It now faces to the right, which looks better.

- Changed the look of some of the unlockables icons in the in-game shop. For some of these, you now have kind of a subtle hint as to what you're actually buying before you commit to it.

- Fixed the animation speed for some of Bass's animations that were running at an incorrect speed. Among these were his running animations which were too slow.

- Changed it so that the Met type enemies now get blown off screen if you use the Tornado Blow special weapon on them. (provided that they aren't shielded)

- Fixed an issue with a pit in Pharaoh Man's co-op stage which should kill the players, but didn't, and instead caused them to fall endlessly if they were to fall into the pit.

- Made some minor collision related changes to the big pushable blocks that are used throughout the co-op campaign. Hopefully, they are now a little less prone to get stuck on things.

- At checkpoint 1 of Quick Man's co-op stage, there's a Sniper Joe enemy. If you were to respawn at this checkpoint, the Sniper Joe would easily be able to get a hit before the players are able to do much. Because of this, the platform that the Sniper Joe is on has now been raised up a bit.

- Fixed an issue where sometimes, certain images in the in-game art gallery may not show. (Thanks to Carlo Pistritto)

- Fixed an issue where if you destroyed the enemy Yambow as it appears and is slowly moving straight down, it would not actually explode until it stopped going down. (Thanks to Emilio Amaral)

- Added pupils to the Goblin's (the big purple blocks that function as platforms.) in the Air Man VS-stage. They now appear to be looking up at the players.

- Edited the description for the Challenge Stage on the Unlockables screen which refered to it as a map rather than a stage.

- Tweaked a camera trigger in Wily 5 co-op. Before, if the players used Rush Jet towards the end of the stage, they were able to trigger the vertical autoscrolling section too early, causing the camera to glitch out.

- Tweaked the Credit screen a bit. The last part of the credits should now come to a stop at the center of the screen, whereas before it was a bit too low. The timing for when it comes to a stop should also sync up better with the music now.

- Improved the behavior of the Okosutobon (the floating mine enemy) in Splash Woman's stage. It's now less prone to getting stuck on things.

- Adjusted some of the character specific title songs for the different title screens variations. These now loop better.

- Lowered the volume a bit for a couple of sound effects related to the Charge Shot. It was a bit on the loud side before. (Thanks to NE0MARU / ねおまる)

- Fixed an issue where sometimes, if you jumped at almost the exact time as you took damage, the player would keep his upwards momentum and complete the jump, instead of getting knocked down.

- Corrected a few enemy placements in various stages that were previously slightly off.

- Fixed an issue where pressing Start several times to skip a cutscene just prior to the Wily stages could crash the game.

- Slightly shortened a platform in Quick-Man's single-player stage. It is now possible to get the optional letter in that stage without using Time Slow. You still have to be really fast to make it though! This change was made to ensure that our new playable character can also get the letter, since his version of the Time Slow special weapon functions differently.

- Fixed various faulty textures in various stages, the worst offender being the single-player and co-op versions of Shadow Man's stage. These had a number of textures that didn't adhere to the same kind of standards that our other textures in the game do.

- Fixed an issue with Rush Jet where if you summoned him and there were spikes/mines over you, as Rush Jet went through them, he would slow down and/or get stuck there.

K.N.L.A.万岁!二次元人民大团结万岁!

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