Game
Megaman X in Sonic Blasting Adventure
6 years ago

Com o lançamento da versão final, vou focar nas correções de erros e bugs do jogo. Alguns já foram corrigidos, tais como:

-Personagem travado na parede.

-Som do tiro comum um pouco alto demais.

-Tiro desalinhado com o buster do Zero enquanto agachado.




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For the next release (Version 7), I'll be merging both versions (Complete and Legacy) into one single game. I guess it's much better than upgrading two versions of the same game all the time.

(The image does not represent the final product.)

Version 4.1.0 is here.

Now the game has a native joystick support, without the need of programs like JoyToKey. After you choose the language, the game will detect if the joystick is inserted, so you can map the jump, shoot and dash buttons.

The final update is coming.

The Showdown

Fun fact: The intro stage's name (Point F940412) is a reference to my birth date. Year 94, month 04, day 12.

A new update is coming. I'm collecting the feedback after SAGE 23 in order to improve the game.

For now:

- X and Zero's sprites improvement

- Return of Z-Buster (More suitable for a game like this)

Honestly, how low can someone go to steal arts from my game and make such lousy edits out of it? If you want to make stuff, do it with your own effort — DON’T STEAL OTHER PEOPLE’S WORK.

Some people pointed out that Sonic’s Spin Dash was very slow. Good news — I'm working on a way to make it faster.

And yes. Green Hill is looking a lot more like Swamp Hill right now.

"Light versus darkness. Good versus evil. Positive energy versus negative energy.

As the final battle approaches, only one shall survive...

...The Second Round!"

Coming soon - Native gamepad compatibility, without the need of JoyToKey. You'll be able to map the shoot, jump and dash buttons if the game detects the gamepad.

The same will be done to the original Sonic Blasting Adventure.