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Mega Man Maker

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Debug Flags#

To do:

  • Document the debug menu.
  • There seem to be some object-specific debug controls and displays (e.g. for objJewel).
  • There are more debug flags (global.isInputDrawn, global.isRollDebugInfoDrawn, global.isBossDebugInfoDrawn, global.isCritDebugInfoDrawn) initialized in gml_Object_objGlobalControl_Create_0. global.isBossDebugInfoDrawn needs to be toggled in-game to prevent crashes, and is probably set to a hotkey in development builds.

Setting the variable global.debug to true in gml_Object_objGlobalControl_Create_0 enables a number of debugging functions, including:

  • Hitbox display for playable characters, enemies, projectiles, and various objects
  • FPS display and associated controls; hold Ctrl and press one of the following Numpad keys:
    • +/- (or I/U): increase/decrease framerate by 5 (capped at 60 fps), or by 1 when FPS < 5
    • *: set framerate to 60
    • /: set framerate to 1
  • Debug menu (activated with Ctrl+Tab ↹ and controlled with the mouse), with options to show and modify player and enemy values
    • While player/enemy info is shown, Ctrl+Home/End cycles through pages of player info, and Ctrl+PgUp/PgDn cycles through pages of enemy info

Updated Content#

Updated Enemies#

Petit Devil and Caricarry#

As mentioned in the Unused Content sub-page, Petit Devil and Caricarry were officially added into the game in 1.5.0. While the Caricarry was untouched, the original Green variant (category 5, index 24) was modified to add a toggle, allowing players to switch it from Green to Yellow. For compatibility purposes, the original Yellow variant (category 5, index 25) is still in the game, though it lacks the palette/behavior toggle of the updated Green variant.

The unmodified Yellow Petit Devil has a placeholder description of: "Undefined: No description available."

Mecha Kero and Crabbot#

The original Mecha Kero object (category 5, index 12) had a glitch where, if placed in mid-air, it could start moving forward or even jump, which had the potential to cause collision problems with newer platforms and objects. The original Crabbot object (category 5, index 61) had an odd bug in which it would start moving in the opposite direction that the player chose, when spawned. With the 1.6.3 update, both of the objects were replaced by new ones (Crabbot: index 158; Mecha Kero: index 159) while the old ones remain in the game for compatibility purposes with pre-1.6.3 levels.

Updated Level Objects#

Force Beams#

All three Force Beam objects (category 6, index 6-8, shown on top) were replaced by identical counterparts (category 6, index 50-52, shown on bottom) as part of update 1.4.0. The only difference between the two is that the new ones can be pointed up or down in addition to left or right!

The new versions would later gain the ability to instantly fire upon a screen transition or be permanently on in 1.8.4.

Checkpoint#

As of 1.4.0, the Checkpoint object (category 6, index 15) was replaced by a new version (category 6, index 46) which, when touched, turns off all previously-touched Checkpoints in a stage without having the player die. The old version was replaced by the new version on the menu, making it inaccessible unless a level with Checkpoints made in 1.3.6 or earlier is loaded, or unless added to the Favorites/Recent menu.

Additionally, 1.8.0 added the ability to make checkpoints trigger when the player lines up with its vertical or horizontal position.

Teleporter#

(1.8.0) Instant one-way teleporter! No more pesky right-clicking!

The teleporter object from Galaxy Man's stage of Mega Man 9 had been available since the first release. When 1.5.0 added in a number of Mega Man 8 and 9 objects, some changes were also made to the teleporter object.

Originally at category 6, index 26, the teleporter in the Level Objects menu was replaced by an almost-identical version (category 6, index 65) which, if placed in a boss room, would stay hidden until the boss was defeated. The new teleporter also comes in any of nine colors, though the old one also gained this cosmetic change. Additionally, and the icon was also moved from the "Misc. Objects" sub-menu to the "Mega Man 9" section.

As of 1.8.0, this object works a little differently when used in the Level Editor. Placing the entrance object works as normal, but trying to place an exit object will do nothing. This, in turn, makes the legacy teleporter a fairly quick and easy way to make one-way teleporters -- which has been a "glitch-turned-feature" since 1.0.0. However, the actual object is still only accessible through editing the Favorites or Recent Items in the Builder.ini file.

Wanaan and Rotating Platform#

A couple of stage hazards -- Wanaans (Hard Man snap-traps, Mega Man 3) and Rotating Platforms (Stone Man, Mega Man 5) -- were given new palette options in 1.5.0, but they are otherwise unchanged. Despite that, the upgrade still required that the old Platform (category 6, index 12) and Wanaan (category 6, index 34) be replaced by new ones (indexes 67/68, respectively).

Boss Doors#

Prior to 1.5.0, if there was a boss door in a boss arena, the player could walk through it (on the correct side) and it would act as expected, pausing the game and shuffling the player through. However, with the implementation of having multiple bosses in a stage (and having it work correctly!), the old objects in the Bosses menu (category 8, index 0/1) were replaced by a new pair of doors (category 8, index 33/34) which look and act identical with one exception: they would no longer function at all until the boss (or sub-boss) is defeated.

(Source: Takes Azelfie, Original TCRF research)

Conveyor Belt#

Conveyor belts (Metal Man, Mega Man 2) were given numerous new cosmetic options with the 1.6.0 update. As usual, it was out with the old (category 6, index 2) and in with the new (index 73), though this change did make it possible to have two conveyor belts moving in opposite directions right next to each other... as long as they used different skins, anyway.

1.8.0 further changed the conveyor belts, adding speed options and the ability to actually split them mid-belt for true multi-directional conveyor action!

Flame Pillar#

Much more space-efficient, wouldn't you say?

As can be seen in the image to the right, the original Flame Pillar level object (category 6, index 29) took up a whopping 5 vertical blocks to place! Luckily, someone on the team decided to do something about it. The old object was replaced by a new one (category 6, index 163) in the menu, and all was right in the world.

Acid Drop#

Added in 1.7.0, the Acid Drop object (category 6, index 29) didn't come with any fancy customization options. When 1.8.0 rolled around, it was replaced by a new one (category 6, index 126) which added a timing function similar to other stage hazards.

Ice Block#

When the Ice Block from Mega Man 8 (category 6, index 134) was added in 1.8.0, it completely lacked gravity despite that the Ice Block Spawner from Rockman & Forte tossed out gravity-enabled ice blocks. The object was replaced by a new version (index 204) in 1.8.4 which would freefall. This version also had an option to make it flying, making it behave like the old one.

Steam#

Added in 1.7.0, the Vertical and Horizontal Steam objects (category 6, index 105 and 106) could be flipped and have their timers adjusted. It was replaced by a new one in 1.9.0 (category 6, index 254) which can be pointed in any of four directions.