Whoa! I just decided to google your old games on a whim and did not expect this to be what came up. Hard Hat must have been the first Mega Man fangame I ever played. Your games played a big role in inspiring me to learn Game Maker. Thank you for making this and for keeping it alive!
Really cool game! Would be nice if some weapons use less ammo, like metal blade, one of my favorite weapons. I am almost at the end now, thank you for creating this masterpiece!
Ah geez, that's a strange one. I am surprised it never came up. That object is responsible for all transitions to the next room going down.
I think I have rectified it. I have added a check in the step event that now checks to ensure that the surface actually exists before copying it.
sur_newroom = surface_create(guiWidth,guiHeight);
if (surface_exists( sur_newroom ))
{surface_copy(sur_newroom,0,0,application_surface);}
It shouldn't have needed this as the line right before the copy actually creates the surface it so my only guess is it was a frame rate thing. This change should fix the bug.
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Whoa! I just decided to google your old games on a whim and did not expect this to be what came up. Hard Hat must have been the first Mega Man fangame I ever played. Your games played a big role in inspiring me to learn Game Maker. Thank you for making this and for keeping it alive!
I'm glad you found this and remember the originals fondly <3 Thank you for playing!
Really cool game! Would be nice if some weapons use less ammo, like metal blade, one of my favorite weapons. I am almost at the end now, thank you for creating this masterpiece!
Hey SilverCartridge, could you please help me with finding some old fangames that were on fangamez.net? I can take this to DMs if need be.
Could you fix this bug?
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object roomPusherDownNextObj:
Trying to use non-existing surface.
at gml_Object_roomPusherDownNextObj_Step_0
############################################################################################
gml_Object_roomPusherDownNextObj_Step_0 (line -1)
Ah geez, that's a strange one. I am surprised it never came up. That object is responsible for all transitions to the next room going down.
I think I have rectified it. I have added a check in the step event that now checks to ensure that the surface actually exists before copying it.
It shouldn't have needed this as the line right before the copy actually creates the surface it so my only guess is it was a frame rate thing. This change should fix the bug.
Thank you for letting me know!