New Project: Nevermore

Hi everyone,

I am happy to announce that the development of my next game is getting serious.

‘Nevermore’ is going to be a sidescrolling action-adventure set in a fairy-tale version of 19th century Central Europe.

In the game, you will join a freshly risen vampire on her journey to figure out her new powers, gather allies and – most importantly – bite a lot of tasty people.


If you want to stay updated on the development, keep checking out this blog and consider joining my Discord-Server (Invite: https://discord.gg/3EA478J).

If you want to follow the development even closer and get regular looks behind the scenes, or if you just want to support the development, please consider joining my Patreon:
https://www.patreon.com/dennisengelhard


See you around,

Dennis

Mega Man: Rock N Roll v1.3

Happy new year everybody.
Version 1.3 of Mega Man: Rock N Roll is out. Get it here:

( The AUR package will be updated in the next few days)


As before, your savegames will carry over automatically without the need to do anything on your part. Just unzip the new version and boot it up. Control and Display settings should also carry over.


  • Palladium346 from my Discord-Server did some improvements on the Artworks of the Weapon-Get-Screen. Thank you VERY much for that.
  • Removed a glitch where entering the containment field right when Wily Machine 2 died could remove your ability to jump.
  • Removed two instances where backtracking on Fireman’s Path in the Castle could lock off his route.
  • Backtracking in Roll’s second castle stage could make the Mini-Devils glitch. This should not happen anymore.
  • Fixed some spots where entering a gate in a certain way while being carried by beat could get you stuck in the floor. Nobody except Butz should be doing something like this to begin with, but it’s fixed regardless.

Mega Man: Rock N Roll v1.2

Hi everybody. Version 1.2 of Mega Man: Rock N Roll is available now, fixing some bugs that have been reported.

Also, a Linux version of the game is available now.

( Arch or Manjaro Users can use the AUR package: https://aur.archlinux.org/packages/megaman-rocknroll/ )


As before, your savegames will carry over automatically without the need to do anything on your part. Just unzip the new version and boot it up. Control and Display settings should also carry over.


  • Fixed an screen in Endgame:Robot-Factory where Met’s could get stuck on the conveyor belt.
  • Fixed an issue where the ice-blocks in Reactor Man’s stage could appear inside a wall.
  • The refight stage could potentially have problems with resetting properly after a double-KO. This is hopefully fixed.
  • An issue about Mega Man’s second castle stage has been reported where Fireman would run away without clearing the path for you. I have not been able to reproduce that situation on my end, so I had to try and implement a failsafe without being able to check it. Please let me know if this solved the problem.
  • On the fight with the Machine (phase 1), the flying enemies that are spawned were never meant to be trapped with Ghost’s weapon (and therefore produced the wrong sprite when they were).
  • In some cases, a boss-door on ice-physics would not open until you jumped around to realign yourself with the floor. This should not happen anymore.
  • The Teleporters in Dagger Man’s section could potentially teleport you on the same frame you touched spikes, causing you to explode after the teleportation. This is fixed (in the players favor – teleporting will take priority over spikes).

Mega Man: Rock N Roll, v1.1

Hi everybody. Version 1.1 of Mega Man: Rock N Roll is available now. Your savegames will carry over automatically without the need to do anything on your part. Just unzip the new version and boot it up. Control and Display settings should also carry over.

Changelog:

  • The game was optimized to perform better on older systems. I hope that
    players who encountered that issue will experience less lag when playing the game now.
  • Vsync can now be toggled in the main menu.
  • There was an issue where the game could crash if the player was playing
    as Roll and defeated Drake-Man right before a cutscene. This should be fixed.
  • Mega Man’s buster was changed to charge slightly faster.
    I hope he get’s some more love in playthroughs now ;P
  • Watching playthroughs, I noticed a lot of people never figured out that
    a enemy that was pushed with the soul-trap could be aimed. This especially
    caused frustration on a certain castle-boss. To account for this, the way
    an enemy is thrown has been changed. Instead of using the direction-buttons,
    an enemy will now fly in the opposite direction of where you make contact
    with him (e.g. touch him in the lower left corner to push him upwards and right)
  • Several minor issues have been fixed that I won’t list in detail, mostly because
    I forgot to take notes. Thanks for reporting these.

Welcome

Hi there. I’m Dennis and I make videogames. Well, right now I made one, and it’s probably the reason you are here – so go and get Megaman: ‘Rock N Roll’