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Version 1.8.4 (03/07/2023)
New tiles:
- Lava.
- Shadow skins.
New enemies:
- Kamikamin Chest.
- Feeber.
New gimmicks:
- Kamikamin Chest.
- Magnet Wells.
- Droppers.
- Enemy Lava Hover.
- Lava Hover.
- Water Hover.
- Key Block Checker.
- Gravity Fields.
New bosses:
- Boobeam Rails.
Other:
- Various new spikes and ladders.
- Clean up a few tiles.
New Features:
-Weapon Energy Spawner and Health Spawner now have a new skin option.
-New color variant for Molier with golden treads, they turn around after bouncing or being pushed.
-Astro Gates now has a speed option, two slower and one faster.
-Quick Beams now can be set with a zero delay to instantly shoot lasers.
-Quick Beams now have a special delay option that will fill the full length at spawn.
-Pooker now can be set as a cloud directly on the level.
-Spikes can now be turned when there are multiple angle possibilities.
-Eye Dropper deep copy functionality is now available while building in multiplayer.
-Arrows now have color variations.
-Waterfall now has color variations.
-Ice wall now can be broken manually by holding Down and then pressing Shoot.
-Wily Machine 4 can now start at phase 2 of its fight like Wily Machine 6 can.
-Cossack Catcher has an option to ignore sliding resetting its AI pattern.
New Examples levels :
-Bushido - Warriors Way by Bush Bacon
-Seaside Steamworks by GamerFromTheWeb
Changes
-Various optimizations for levels with a big amount of sections.
-Added an option to Molier to define the direction it looks, and if it tracks the player position or not.
-Added an option to change character directly in the builder instead of removing it and placing a new one.
-Added a no delay option value for Icicle for it to drop instantly. With this specific delay, ceilings are not mandatory anymore but only one Icicle can drop.
-Added an option to Conveyors so you can split two conveyors and make them distinct.
-Added an option to Waterfall so they take the full size of the section instantly and never leave the section.
-Rain has been entirely reworked and should now be less prone to slow down the game when there is multiple rain in the section.
-Bari Heads are now pushed down when Magnetic Coil stands on it like Push Blocks.
-Visual for Oni Wind Generator wind effect has been improved to convey more about their speed and direction.
-Mokumokumo can now be trapped in the bubble of Danger Wrap.
-Icicle can now be moved offscreen by conveyors.
-All kinds of Push Block have been reworked to work better when pushed by others.
-Mobile Push block have been reworked so that higher speed takes priority, and same speed in different directions getting in contact will now make them both halt.
-Tengu BG (Animated) background has been renamed to Tengu BG (Alt)
-Hogale now spawns as soon as it is in view and not only when the center of the sprite is in view.
-Hogale hitbox is now a bit larger at the bottom to force the player to slide under it like in the source game.
-Water enemies react better to changes in water section height.
-Fukuhorn and Metall Sniper horizontal direction option has been removed as the enemy automatically looks out to the player.
-Ice Wall will now automatically break when inside other solids.
-Ice Wall in Water is now breaking after some time like in the original source game.
-Ice Wall will now automatically break when going up due to water and the player is standing on it while encountering another solid.
-Giree has been entirely re-done to work better with engine changes since 1.6.
-Giree and Giree Spawners now have a speed option.
-The Paste tool in builder has been changed and now erases anything under the copied asset when applied.
-Icicle can now spawn under Health Block Checker, Weapon Energy Block Checker and Key Block Checker when they turn solid.
-Pluto ground dashes are now able to break Pluto Blocks like the player can do with Break Dash.
-Punk logic has been tweaked a bit to be able to get out of Springs.
-Profile card now has level count properly aligned to account for higher level totals now.
-Moving Elevator is now drawn below enemies projectiles.
-Boobeams, Kamegoro Vortex Makers, and Big Pets body segment are no longer considered bosses by the editor minimap.
-Megaman can now use Tengu Slide even when the Megaman slide option is disabled.
-Nitron flame projectile now stays in place when spawning inside tiles and solid.
-Eye Dropper properties in Builder now keeps its properties when pressing Play instead of resetting to default parameters.
-Neo Cutman added to credits for the writing section as it was forgotten.
-Updated Roll's editor description to better indicate her ability to fall through 1 tile wide gaps.
-If Big Pets Head is out of view because of bad placement in the builder, the boss will automatically die to prevent a softlock.
-Ice Wall can now be spawned in a 2 tile corridor as opposed to the original game.
-Moving Light now works and moves when in a connected section and out of view.
-Centaur Flash now briefly illuminates the room when under darkness.
-Ice Block now has gravity and a new color option that makes it stay in the air.
-Mobile Blocks were originally not supposed to keep momentum from conveyors, it has been changed, to change momentum Bouncy Balls are preferred.
Fixed Bugs-Loading a level from the Builder takes way more time than loading from the level list.
-Playing a level made after 1.7 and then playing a level prior to 1.7 can make the level never ends after killing the boss.
-Playing a level and then loading a level in builder may not play the right music.
-Darkness in transition can be very laggy in big levels.
-A crash can occur when using Super Adapter on enemies.
-A crash can occur when trying to place Rompers that fall from the top of the screen.
-A crash can occur when taking a Weapon Capsule Remover while Uber Chain is active.
-A crash can occur when there are multiple Pirate Man in the same section.
-A crash can occur when Cold Man is trying to land.
-A crash can occur when using Splash Woman in darkness and she uses the trident rainfall.
-A crash can occur when using Mega Ball into a Move Hover.
-A crash can occur when picking a Gori Three Rock with Super Arm and going in a transition.
-A crash can occur when Blocky is crushed by a Napalm Drill.
-A crash can occur when using Needle Cannon on Snoler and the Mini Snowman from Snoler.
-A crash can occur when using Needle Cannon on Lantern Fish.
-A crash can occur when Flame Man is shooting at a blank Weapon Block or Weapon Barrier.
-A crash may rarely occur when in play and the current active section is on the most left screen of the map.
-Depending on position on the screen, Alternating Conveyors can crash the game.
-Gori Rock doesn't damage the player.
-Using Ice Wall where an Icicle Spawner was can crash the game.
-Icicle that falls in the pit can still damage the player when he falls in the said pit.
-Icicle above a Lighter Push Block prevents it from moving up after an explosion below or a bounce.
-Carrying Gori Rock with Item-3 may crash the game.
-Soccer Ball doesn't slow down anymore after being punched.
-Molier is able to drill with his back after being bounced.
-Player cannot stand on Magnet Beam when it's over an On Off Ladder.
-Kakinbatank are stopped by On Off objects when they are in their Off state.
-Off Block and Yoku prevents the player from placing S.Arm blocks.
-Stacked Push Blocks after being pushed can be offset and not fall properly in 2 tiles pits.
-Press gimmicks can be moved by moving platforms.
-When time is stopped and resumed, Push Blocks instantly falls at maximum speed instead of keeping the speed it had before time was stopped.
-Mokumokumo can slow you down while his cloud is taking shape.
-Teleporter in Wily Airlines - Disaster Transport Example level are not working properly.
-Needle cannon doesn't attach properly to Hyoey and some enemies.
-Hyoey can damage the player while his death animation is playing.
-Various Sound Effects are playing in Mono instead of Stereo.
-Cossack 4 Tile 3 and Cossack 4 Tile 4 have the same icon in the builder menu.
-Respawning to checkpoint while Pirate Man is rising water makes the sound effect loops forever.
-Shell'n can be pushed by Wave Burner underwater.
-Kamegoro Maker Vortex Generator may zip the enemies and bosses out of bounds or inside a solid when pushing them against a solid.
-When Ammoner gets out of the water he dies no matter the distance with the ground.
-Amonner doesn't bounce with Bouncy Ball horizontally when underwater.
-Ice Blocks from the generator turn invisible and respawn on transition instead of being removed.
-Having the player standing on Ice Wall while in water makes it able to pass through ceilings.
-Bari's Head and Bari's Bodies are not respawning properly after a transition.
-Swapping to Electric Shock right after shooting results in a softlock of the player.
-Splash Platforms Spawners are not aligned with tiles when direction is set to the left.
-Splash Platforms when spawning can kill the player if against it.
-Splash Woman is blocked by Top Solids which was not the case in 1.7, and can also end up in a softlock because of it.
-Splash Woman is able to move horizontally when doing her dive attack but only moves vertically in the source game.
-The following background, Tengu BG (Animated) can desync after a transition.
-The following backgrounds, Tengu BG (Animated), Astro BG 3, Astro BG 4 and Astro BG 5 are not affected by Time Stopper, Flash Stopper and Centaur Flash.
-Placing Sun Rays on the corner of a section makes it not working.
-Dashing with Bass under Time Bombs with only 1 tile of space can result in a softlock of the dash behavior.
-Tom Daddy gets stuck against walls when on ceilings.
-Spike Platforms two tiles away from ground can not be activated from below, and neither can damage the player.
-Boobeam Traps are not affected by timeslow for their timers, but the projectile is.
-Damaging Blocky when against a wall on a conveyor pushing to that wall crashes the game.
-Battan struggles to move when some objects are on him and ends up clipping into the floor.
-Time Stopper, Flash Stopper and Centaur Flash have no effect on Bell Ringer.
- Sliding next to a wall of spikes with Charge Kick makes the player clip through the other side.
-Fuse Laser Turrets next to a Crystal Switch can't activate it.
-Enker animation doesn't stop under the influence of Time Stopper, Flash Stopper and Centaur Flash.
-An animation frame is missing when the player gets at the top of ladders compared to previous versions.
-Hogale can get stuck on the ceiling after bouncing on a Bouncy Ball.
-Hogale hitting a ceiling of Bouncy Ball ends up clipping in the ceiling.
-Shadows are drawn in front of waterfalls.
-Pausing after clearing a Target that would finish the level, makes it so you finish the level in the menu.
-Fankurow can move the player horizontally while climbing a ladder.
-Downward Fans can push the player inside the ground.
-Tango from Roll can get softlock after using it against a solid.
-Fuse Laser Crawler directly placed on the builder may not appear in the level when in a corner of the screen.
-Illusian projectors no longer appear in long horizontal sections.
-Flame Blast cannot melt horizontal Ice Barriers.
-Boss can still be hit by a Tengu Blade projectile when the weapon is set as immunity.
-Bombier and Katonbyon projectiles are not exploding when hitting a top solid or a ladder anymore.
-Lighter Push block keeps its momentum when picked up with Super Arm.
-Pierobot Wheel can clip into the ground depending on position.
-Heavy enemies that spawn on top of Chill Block damage the block without having to jump.
-Searchies from Searchy Spawner are not despawning after a transition.
-Subeil alt color hitbox is different and makes it able to be hit by a buster shot when shrunk.
-Placing Fire Wave Spawner Edge on the builder at the right edge of the section makes it not spawning anything.
-With specific layouts of the map bosses can lock the previous section making it a softlock of the level.
-Crash Man easily clips inside walls when surrounded by them.
-Splash Woman Fishes appear behind Bosses Doors.
-Kaminari Kogoro doesn't appear when the player enters the section from the top.
-Weird things can result when you place an object inside another object and change the tool to the selector to copy paste in the builder.
-Shooting Time Slow right as it ends doesn't damage bosses.
-Napalm Bomb acts weirdly with the Time Slow attack from Time Man, and flies very far.
-Napalm Bomb crashes the game when landing on ground after Time Man use his Time Slow attack.
-Cloud Man can end up killing himself in corners of the screens when turning into clouds.
-When Plasma is reconnecting and is despawned, the connection sound effect never stops.
-Killing an enemy with Water Wave in water could make the enemy drop an item multiple times.
-When Snoler is trapped between walls, ground and ceiling, he will end up clipping inside the walls after a while.
-Mini Snowman from Snoler will clip into the ground when landing on a conveyor.
-Needle Cannon can stay in the air after an enemy is defeated with a certain number of enemies with a lot of health.
-Bass is unable to double jump if aiming down with his weapons.
-When the player is in the Super Arm weapon slot but hasn't acquired the weapon yet, Super Arm Blocks are blinking like they could be picked up.
-Health and Weapon Energy Blocks sometimes are showing in their solid state when they are not solid.
-Pluto phases through ground when it's made with Pluto Blocks without breaking them.
-Pluto can get stuck on the edge of the screens when there are no walls.
-Weapon Energy Setter eternally softlocks you if you change from one specific weapon to changing all weapons.
-Kamegoro Maker and Kamegoro get stuck in an infinite loop of turning around on section edges of connected rooms.
-Big Pets body segments get stuck when 1 tile's worth of width is over the current section border.
-Bass can lose his momentum when jumping on a Spring or a Bouncy Ball.
-Punk can die offscreen when going too high in the section.
-Weapon Blocks and Barriers stops water from going further which was not the case in previous updates.
-When pick-ups appear inside solids they sink for a few seconds.
-Placing Napalm Fire on a right wall or on a ceiling inactive at start moves them out of the wall or ceiling.
-Megaman 8 Big Telly enemy animation sometimes stops.
-Ice Block coming from Ice Block Generators may not rise up when spawned in water.
-Pressurized Crack Block can be hit by player projectiles when they are not placed on tiles.
-Pick-ups falling in a pit appear in the section below.
-Spread Drill does not bounce off bosses properly like in Megaman And Bass.
-Ice Wall does not break when in water.
-Bari doesn't make any sound effect when growing or shrinking.
-Ice Wall buster shots do not do proper damage to bosses.
-Thunder Claw kills you mid swing if you are just above them.
-When Super Arm breaks on enemies the particles are not erased when off screen leading to increased lag.
-Yellow Devil's eye can be pushed by Wave Burner when underwater.
-Freeze Man does not react to players' Wave Burner if held down prior to the start of the fight.
-Names of redirector and shifting falling stone are incorrect.
-Napalm Bomb's explosion does not do proper damage to bosses when set as a weakness.
-Jumping from Charge Kick in the air gives more jump boost than it should.
-Changing weapons while sliding and having Mirror Buster active could prevent the character from moving when the slide ends.
-Switching to adaptors from Weapon Capsules while being in slide under a ceiling can result in the player being stuck in the ceiling.
-Elec'n can appear in the section above itself when in drop mode.
-Holding Fire while using Wave Burner and moving between out and in water doesn't change the sound effect.
-Being pushed while on a ladder can lock the character in the air.
-Ice Block doesn't reset its position after a transition.
-Explosive Crates may keep their solid after being destroyed.
-Cutting Wheel can get stuck on ground in certain conditions.
-Some Weapon can hit Cossack Catcher while the player is grabbed by it.
-Sliding under 1 tile while changing screen with a Weapon active can clip the player.
-Whooper can be seen twice when killed by a Black Hole.
-Blocky can stop moving when meeting a solid and trying to turn around.
-Tango GB is still locked on a target after he destroyed it.
-Hornet Roll when placed on the left of an Astro Gate can prevent it from moving when offsection.
-Fighting Commando Man with Treble Boost can create weird visuals and controls for the player when stun or concrete.
-Ballade Cracker explosions can be reflected by enemies.
-By using Command Selection you can stack Treble Boost with other weapons, resulting in weird visuals.
-Switching from Break Dashing to Adaptors results in weird visuals.
-When leaving a section containing Cutting Wheel with a Teleporter, the sound effects replays on the next room.
-Plant Barriers works on Big Pets Platforms making it an infinite source of life refilling.
-Big Pets Platforms don't stop properly when meeting a wall.
-Burner Man diving attack doesn't work properly on top solid platforms.
-Burner Man throwing grenades attack doesn't despawn properly when leaving the screen making him unable to create a new grenade.
-Thunder Wool doesn't affect Snoler when hit from the top.
-Cold Man Ice Wall doesn't freeze Fire Wall.
-Cold Man freeze attack sometimes appears in the wrong positions and ends up inside solids.
-Kamegoro doesn't produce an explosion when killed by Time Slow or Time Stopper.
-Dark Man 4 when surrounded by walls in a 2 tile space doesn't work properly.
-Mole Spawners may not work properly after taking a Teleporter.
-Switching back to uber while active from certain weapons crashes the game.
-Using certain weapons when stunned by Dark Man 3 causes crashes instead of properly showing the stunned white sprites.
-Kamegoro Vortex Generators display the wrong direction option for vertical ones while in editor.
-Fighting multiple Shade Men and getting hit while caught allows you to use weapons.
-Magma Beam Generator Projectiles being solidified doesn't properly remove the solid on changing sections, making an invisible wall.
-Boobeam Traps setup as bosses, can hit the player prior to the start of boss fight when not visible.
-Copy Vision and Ice Wall buster shots shot by player when weapon is out cause Move Hover to move too far when hit.
-Copy Vision buster shots shot by the player dealt wrong damage to bosses.
-You can grab Ladder in the next section left or right before doing the transition.
-Wily Machine 6 gets its jumps stuck when it starts off in the middle of two sections.
-Dark Man 3 & 4's projectiles do not reach the player if they are right up against a section border.
-Dodge rolling with Roll while you have I-frames makes you able to be double hit.
-Dodge rolling with Roll while uber is active can get you take damage if touching a damage source.
-Rotating Spike Box spikes sometimes are desync with the box and ends up in the wrong position.
-Wily Machine 6 will softlock on Fire Walls when killed because it preemptively kills the boss controller instead of doing proper multi phases.
-Move Hover will not move when shot with Buster or Needle Cannon when point blank from the right side.
-Big Pets Body segments do not react to Mega Ball and Bounce Ball.
-Weapon Energy Modifier does not properly refill Time Stopper after first refill when time is stopped.
-Moving Light respawned when it should not have when out of view.
-Rolling into boss rooms with Roll with a low ceiling causes you to roll in place during boss intro.
-Cold Man can push ice walls which are not directly in front on him.
-Fire Met can get blocked by its own Fire Met Spawner and clip out of bounce.
-Targets can sometimes not get hit by a projectile at the edge of the section.
-Lot of conveyors in a level makes it easy to lag even when off section.
-All types of push blocks will eat Power adaptor shots and play sfx for when in contact with it, Bounce Man's fist or punch blocks while the block is dead.
-Dying on the same frame as opening the menu does a weird animation on the bar of the first weapon slot and the health of the player.
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