Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Korby on October 11, 2010, 02:32:18 AM

Title: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on October 11, 2010, 02:32:18 AM
DEMO: http://www.4shared.com/file/1GWLghZM/MMB-vB.html (http://www.4shared.com/file/1GWLghZM/MMB-vB.html)

I decided to stop making lame excuses and make this topic.
Front Page last updated: April 2nd, 2012

NSFAQ:
Q: Why are you making this if the game JUST came out?
A: Why not?

Look, Ma! First expansion created!

Q: You're going to do this alone?
A: If I have to. Any help is welcome.


Q: What's gonna be in it?
A: Look down.

Q: How will the weapons work?
A: Glad you asked that, Korby.
(click to show/hide)

Content List:
This is everything that needs to get done for the release.

Skins:

Cold Man - TAKEN (Kenkoru)
Burner Man - FINISHED (Chimera Man)
     Burner Man - Zexion - TAKEN (LlamaHombre)
Magic Man - FINISHED (Mr. Joe)
Ground Man - FINISHED (Chimera Man)
Pirate Man - FINISHED (TheBladeRoden)
Dynamo Man - FINISHED (Copy Robot/Megaman)
King - TAKEN (Korby)

Bots - FINISHED (The_Broker)


Projectiles/Weaponry:
(click to show/hide)
Ice Wall - FINISHED (Messatsu)
Spread Drill - FINISHED(REQUIRES SOUNDS) (Asd967)
Copy Vision - PROBABLY FINISHED (ice)
Tengu Blade - FINISHED (Yellow Devil)
Magic Card - RELATIVELY FINISHED (ice)
Wave Burner - FINISHED (Yellow Devil)
Remote Mine - FINISHED (Jaxof7)
Lightning Bolt - TAKEN (Lego)

Tiles: FINISHED (NemZ)

Cold Man - FINISHED (RM&FFC NemZ)
(click to show/hide)
Burner Man -  FINISHED (NemZ)
(click to show/hide)
Magic Man - FINISHED (NemZ)
(click to show/hide)
Ground Man - FINISHED (NemZ)
(click to show/hide)
Pirate Man -  FINISHED (NemZ)
(click to show/hide)
Dynamo Man - FINISHED (NemZ)
(click to show/hide)
Astro (&Bass) - FINISHED (NemZ)
(click to show/hide)
Tengu (&Bass) - FINISHED (NemZ)
(click to show/hide)
King's Tower - FINISHED (NemZ)
(click to show/hide)
The Museum - FINISHED (NemZ)
(click to show/hide)

Stages:

Cold Man - TAKEN (Kenkoru/LlamaHombre)
Burner Man - FINISHED (LlamaHombre)
Magic Man - TAKEN (Roc's Creation)
Pirate Man - TAKEN (Messatsu)
Ground Man - TAKEN (Ivory)
Dynamo Man -
Astro Man -
Tengu Man -
King's Tower -
The Museum - TAKEN (BlueBrawl)

Props and such:

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 11, 2010, 02:35:07 AM
If somebody would provide me with a tileset, I might be able to do a stage or two.  Preferably one with minimal programming.
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 11, 2010, 02:36:46 AM
I was looking at Dynamo Man, don't not start on it because I'm saying this but... I think I'm going to try to start on it tomorrow when I'm not playing MM8BDM... which may be never so who knows. Also what will more than likely wind up happening is I'll just make the base sprites (re: front, Rfront, rightside ect) only because animating these looks like a pain.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blueiscooltoo on October 11, 2010, 02:37:54 AM
This sounds awesome, but I don't know if/how I can help.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 11, 2010, 02:42:31 AM
Quote from: "fizzyman"
I was looking at Dynamo Man, don't not start on it because I'm saying this but... I think I'm going to try to start on it tomorrow when I'm not playing MM8BDM... which may be never so who knows. Also what will more than likely wind up happening is I'll just make the base sprites (re: front, Rfront, rightside ect) only because animating these looks like a pain.
Just take it on one step at a time! I hate walk cycles too. It takes a couple of days to do.
Quote from: "Blueiscooltoo"
This sounds awesome, but I don't know if/how I can help.
You could try doing something small. Again, it takes awhile to make this stuff!
Title: Re: [EXPANSION] Megaman & Bass
Post by: brawlman9876 on October 11, 2010, 02:50:08 AM
i would attempt to make cold man because hes the easiest....but to late now :P all the others are very complex...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blueiscooltoo on October 11, 2010, 03:23:48 AM
remote mine view model
(http://i342.photobucket.com/albums/o421/blueiscooltoo/remotemine.png)

magic card view model
(http://i55.tinypic.com/25re9fm.png)

are these ok?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 11, 2010, 03:32:00 AM
Those work, Blue. However, you forgot to recolor some blue on the Magic Card model.
Believe it or not, that actually makes my life a little bit easier!
Also:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/kingshield.png)
Made something that shouldn't be too hard to code.

King's Shield. An item that replaces your buster, giving you King's Shield. It blocks most of your screen, but it acts as an infinite (weaker?) Mirror Buster. The trade-offs are, of course, blindness and no buster! Maybe it makes you slower too, if that's possible.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blueiscooltoo on October 11, 2010, 03:51:34 AM
Spread drill
(http://i342.photobucket.com/albums/o421/blueiscooltoo/spreaddrill.png)

Tengu blade
(http://i342.photobucket.com/albums/o421/blueiscooltoo/tengublade.png)

Lightning bolt
(http://i342.photobucket.com/albums/o421/blueiscooltoo/lightingbolt.png)

Ice wall
(http://i342.photobucket.com/albums/o421/blueiscooltoo/icewall.png)

Copy vision
(http://i342.photobucket.com/albums/o421/blueiscooltoo/copyvision.png)

Wave burner
(http://i342.photobucket.com/albums/o421/blueiscooltoo/waveburner.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kirbu on October 11, 2010, 04:00:39 AM
Will there be any gimmicks in the stages?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 11, 2010, 04:02:32 AM
Quote from: "Kirbu"
Will there be any gimmicks in the stages?
Of course! It just wouldn't be Megaman without gimmicks!
However, a couple might not be able to be done, like Dynamo's exploding platforms. Astro Man's enemy spawner...I'm not entirely sure if that's possible, but I'll try!

Also, thanks Blue!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kirbu on October 11, 2010, 04:04:57 AM
I think in burner mans stage the big telly should be there, and when you kill it the low ground is burned. Or the spikes traps.
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 11, 2010, 04:15:39 AM
Before I try and do this and make some monster of a sprite... is there like a set height and width I should know about? I've seen a few .png's on the forums with green backgrounds, should I just rip one of those and use that box as my area to work with? I wanna help out cuz this game is so great but again I don't want to put in a shift of sprite creation just to have it be unuseable.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 11, 2010, 04:24:47 AM
Unless King is higher, Stone Man is the highest skin height you should use.
Keep that in mind!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 11, 2010, 05:34:29 AM
so when I'm finished with a skin, I PM it to you right?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 11, 2010, 05:59:34 AM
Sure, I think that would be the most efficient way.
Then, if you guys don't send me them in .pk3 format, I'll make them into skins, and eventually put them into one huge .pk3 containing EVERYTHING!

Of course, I'll put credits on the first post, and pretty much everywhere! Credits for EVERYONE! HAHAHHAHAHAHA.
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 11, 2010, 06:18:43 AM
Ok, I messed around and came up with this:

(http://img375.imageshack.us/img375/9475/dynamoman.png)

What I did was I took a frame from the Dynamo Man sprite sheet where he is facing forward and cut it and pasted it over Stone Man's sprite. Then I tried to dumb down the colors so it didn't look 16-bit, but it still looks too high tech to me... Also I dunno if I'm cheating or not by doing this, I honestly have no experience making a sprite from scratch. I always have recolored or altered an existing sprite to make something different. Please tell me if I need to make his body smaller or something, he looks slightly large I dunno.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Copy Robot on October 11, 2010, 07:20:44 AM
I'm curious to know if anyone knew of these here? (http://www31.atwiki.jp/rockman8/pages/31.html)
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 11, 2010, 03:29:49 PM
Quote from: "Crazy Koopa"
I'm curious to know if anyone knew of these here? (http://www31.atwiki.jp/rockman8/pages/31.html)

Hmmm maybe I'll just start over then, that Dynamo Man looks a helluvalot more 8-bit than mine does.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 11, 2010, 04:17:53 PM
lol, my coldman is about 3 pixels taller (also notice they forgot the hoses too)
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 11, 2010, 04:20:52 PM
those sprites are all so small, look at their tiny heads! megaman sprites usually have much bigger heads than that!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 11, 2010, 04:25:50 PM
well, atleaset we have a 8bit treble now
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 11, 2010, 04:26:18 PM
Blarg I think I give up! >,< I can animate sprites that are on a sprite sheet (re my avatar) and I can recolor them but I doubt my skill at making something from nothing.
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on October 11, 2010, 05:04:12 PM
Tenguman stage needs the balloons!
Groundman stage could have the falling sand maybe?
Coldman stage... the iceblock shooters and ofcourse some water.
The thing about Pirateman's stage that sticks with me are the bubbles that make you go upward... hard to make i guess so a big room with platforms will be good enough i guess  :)
Magicman... CHOO CHOO!!!

And thats it for my idea's for this.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kirbu on October 12, 2010, 04:56:05 AM
Dynamo man canhave conveyer belts, and the twin electric enemies that respawn can be like the traps in elec man's stage.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 12, 2010, 05:19:14 PM
ugh, I'm almost 100% finished with coldman, but I need some tips for the 3/4 turn running animation

(http://www.deviantart.com/download/182431045/coldman_sprite_sheet_by_icebladeabra-d30m4p1.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 12, 2010, 06:10:47 PM
Change up the Pain/Death hit animation. Try to make it a bit more obvious that Cold Man's getting hit; a small change of eyes won't be noticeable in-game, and besides, it doesn't look too 8-bit that way anyway.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 12, 2010, 06:12:55 PM
lol, I wanted to use his MM&B hit pose, but I got lazy
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 12, 2010, 06:18:46 PM
Make his head pop off!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 12, 2010, 06:22:47 PM
I'll try to add the head thing, and work on the legs abit, any tips on the 3/4 running though?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 12, 2010, 09:01:28 PM
Okay, I'll edit this post later with a diagram on 3/4 running, but I really need to make this reference on his shooting frames.
"What're'ya buyin', strang'ah?"
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 12, 2010, 09:18:38 PM
Something I forgot about. The stages in MM&B have the same tilesets as the ones in MM8! Are Cold Man and Frost Man, for example, going to have to share a stage?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 12, 2010, 09:23:48 PM
They have the same tilesets as MM8?!
That's great news!
I don't think they'll need to share a stage though. I mean, if they did, that would make this expansion come out a lot earlier than planned, so I guess that's kind of a good thing.

EDIT: Decided to edit this post instead.
3/4 running is kinda like this:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/diagram.png)
i suck at diagrams and walk cycles asldfhf
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 13, 2010, 01:39:36 PM
coldman and frostman would have different skyboxes, and they are different robots after all! they just reuse a few of the tiles is all!
also i really want to play as that robot in your diagram, one thing you need to remember is that on the frames where they have one of their legs up they should be a pixel shorter than on the other frames so that they bob up and down as they walk.
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on October 13, 2010, 03:11:06 PM
Frostman needs the snowboard ^^
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 13, 2010, 03:20:58 PM
the evil snowboard  :shock: and somehow add the annoying "JUMP JUMP SLIDE SLIDE" voice
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on October 13, 2010, 03:50:18 PM
lol... there is no sliding in mm8bdm XD
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 13, 2010, 03:51:08 PM
Quote from: "brotoad"
coldman and frostman would have different skyboxes, and they are different robots after all! they just reuse a few of the tiles is all!

Having two stages with the same tileset would be... weird.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 13, 2010, 04:44:30 PM
the skybox would be different, as would the atmosphere! frostmans stage was like a frozen over city, whereas coldmans stage was more industrial, like some kind of factory!
Title: Re: [EXPANSION] Megaman & Bass
Post by: PressStart on October 13, 2010, 08:06:55 PM
Quote from: "ice"
the evil snowboard  :shock: and somehow add the annoying "JUMP JUMP SLIDE SLIDE" voice
It'd be kind of cool if this was like the JetSkis in WaveMan stage, except they activate on a narrow ice path. It'd be like having 'speed lanes' from place to place on the map, and possibly lead to dangerous races : (

...I really need to try makin' maps!
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 13, 2010, 10:20:50 PM
frostman is going to walk like a gorilla! i don't wanna be lazy and make him surf around, especially cause people would think he is using some kind of snowboard item!
Title: Re: [EXPANSION] Megaman & Bass
Post by: fizzyman on October 13, 2010, 10:25:35 PM
JUMP JUMP

SLIDE SLIDE
Title: Re: [EXPANSION] Megaman & Bass
Post by: Crystal King on October 14, 2010, 12:06:51 AM
I'd be glad to assist in making some stages, however I would like a glimpse at their tilesets before I begin making something. It's easier to make a stage starting with the graphics you need rather then going back and changing every single linedef and sector and all that really time consuming stuff.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 14, 2010, 02:36:11 AM
Mmm, it seems I've jumped into this unprepared.
You see, we don't actually have any tilesets at the moment.
HOWEVER, assuming the tilesets are the same, we always have the ones that are posted here for RM8FC. (http://www31.atwiki.jp/rockman8/pages/15.html)
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on October 14, 2010, 11:19:58 AM
I'd just want to help out with the game if i knew how to be usefull  :p
I could start practicing making some random maps and such...

(cant wait till the mm7 expansion ^^)
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 14, 2010, 02:47:56 PM
the only way to tell if the tiles are the same is to go into the original games and compare them!
or wait until MM&BFC is made
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 14, 2010, 06:25:02 PM
Actually, someone from Sprites INC was working on RM&FFC.
If you search through my old posts, you can probably find the link to the site.

EDIT: http://www1.atwiki.com/rockbassfc/pages/1.html See?
Title: Re: [EXPANSION] Megaman & Bass
Post by: CopShowGuy on October 15, 2010, 12:04:41 AM
Not related to MM&B, but I have tilesets for Fake Man, Nitro Man, and Strike Man if anyone wants to give those stages a shot.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 15, 2010, 12:07:26 AM
Fake Man and Strike Man I could do at some point.  Nitro I'll leave for more experienced programmers who could make the trucks.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brawlman9876 on October 15, 2010, 12:11:53 AM
it would be cool if strike mans stage had shootable soccer balls, could come in handy for stage design, even in fights, the balls did hurt you if you were underthem, imagine how useful that could be

"TIME TO GET SOME FRAGS!!!! OWOWOWOWOWOW" *fraged by brotoad* (brotoad did not give me permission to use his name, but i did it anyway.)
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 15, 2010, 12:12:13 AM
i'm liking those updated burnerman sprites!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 15, 2010, 12:25:53 AM
Oh, right, I was working on Burner at one point!
It looks pretty terrible though, so I stopped.
(http://i53.tinypic.com/3vvbc.png)
That's as far as I got. Height problems everywhere, posture is wrong on is side sprites...meh. I left the pieces there because they are very VERY useful.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 15, 2010, 12:28:31 AM
i really think that he should walk instead of dashing! i could have a try at fixin him but i want to finish the MM7 sprites and the two that i'm doing for MM8 first!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 15, 2010, 12:30:32 AM
I was very terrible at walk cycles back then(and I still am), plus he only dashed in game, so I guess I figured "HEY THIS WILL BE EASY I'LL JUST MAKE HIM DASH LULZ."
Now then, how to make King walk...Perhaps Stone-esque, but he seems more agile than that. I do know, however, he'll be using the "Heavy Land" noise!
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 15, 2010, 12:36:06 AM
he should walk very uhhhh...royaly? walking how a king should walk! with elegance but with the spirit of a warrior!

yes i know this isn't helping at all
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 15, 2010, 12:37:25 AM
Hmm, I think I might know what you mean.
Hold up, let me try and find some references. Elegance won't be easy because he doesn't have his cape on when he has his axe out!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 15, 2010, 04:48:32 AM
Let's see here...
I found a couple of walk references that fall under elegant and powerful.
(http://i52.tinypic.com/419ac.png)
King hopping around like a schoolgirl, while it would be hilarious, probably wouldn't fit him. I'm leaning more towards the second Ganondorf, myself.
Also, an idea on the layout of Cold Man's stage, or rather part of it.
(click to show/hide)
I can't seem to think of something for the middle! However, weapons and energy will probably go in the corners of the platforms on the outside, and Large health on the middle platforms with bridges leading into the middle section. If you can't jump gaps, stay out of outside, but they shouldn't really be too hard to cross.

Also, I should incorporate Ice Wall riding to get a weapon in here somewhere.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 15, 2010, 04:03:35 PM
definatly the second ganondorf one! as for coldmans stage, i figured it was meant to be an abandoned frozen over factory! so many playforms i don't think would work well in combat, maybe have four platforms around the outside then a building in the middle? don't forget that his stage also had water on the inside parts so maybe incorporate that into the map somehow?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 15, 2010, 04:05:29 PM
Indeed. Put some of those funny ice roads outside leading into the big factory with many levels. Water on the bottom.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 15, 2010, 07:19:56 PM
Mm, yes, a layout is coming to me.
However, "many layers" is impossible in Doom without the help of teleporters or other witty ways to do it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 15, 2010, 07:31:46 PM
You could do a series of balconies or bridges a la Mr. X's fortress.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 16, 2010, 04:42:50 AM
True.
HEY LOOK, HEADS.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/kingheads.png)
Is it just me, or am I cursed to make horrible side poses?

Also, I couldn't get his front antler-I mean axe heads to look straight like in the official art.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 16, 2010, 09:55:16 AM
Make the brims a little wider! I hate the side pose too. Unfortunatly it must be done!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 05:26:02 PM
Sorry for the bump and double post, but two quick questions!

The weapons in MM&B have two palletes, will you be using the Megaman one?

And 2., did you take my advice on the server?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 05:33:26 PM
1) Yes, I'll be using the Megaman one. However, I guess I could release a patch for the Bass ones as well? I dunno if that'd be possible.

2) I forgot it!

I was about to bump this myself, but...

(http://i74.photobucket.com/albums/i248/Cowman_bucket/kingfront.png)
Progress!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Trift-EXE on October 19, 2010, 05:35:19 PM
Quote from: "Korby"
1) Yes, I'll be using the Megaman one. However, I guess I could release a patch for the Bass ones as well? I dunno if that'd be possible.

2) I forgot it!

I was about to bump this myself, but...

(http://i74.photobucket.com/albums/i248/Cowman_bucket/kingfront.png)
Progress!

I think that doesn't looks like Mega Man style, maybe because of the head.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 19, 2010, 05:37:02 PM
Where does King change color at? So far, the only thing that looks like it changes is... his crotch. :lol:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 05:37:56 PM
He'll probably change Yellow and Orange.
I haven't recolored him yet, but his blue will stay the same, unless I recolor the blue to yellow/orange.

EDIT: Also, Trift, I'm not really sure what's causing that. I know it looks a little off...Hmm..

DOUBLE EDIT: Actually, I think it's the collar thing that's causing problems.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 05:41:31 PM
Quote from: "Korby"
1) Yes, I'll be using the Megaman one. However, I guess I could release a patch for the Bass ones as well? I dunno if that'd be possible.

2) I forgot it!


Patch would work, easily.

Two king maps? No Astro or Tengu?

Remember?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 05:44:55 PM
Oh, right.
Yeah, I'll probably do that. Do you guys think I should do that, considering two maps for robot masters(Astro and Tengu) would be a little weird?

By the way, after recoloring, it turns out that I need to change his color scheme a tiny bit to allow the Blue to work.(The blue for the eyelids/sash/boot triangle/axe stripe was the Megaman Blue)
(http://i54.tinypic.com/i2pl05.png)

The axe is going to look weird with any white = cyan weapons!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Trift-EXE on October 19, 2010, 05:47:53 PM
I mean, maybe you should scratch a Mega Man proportioned King, better than a resized sprite .-.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 05:48:43 PM
I thought it was good :(
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 19, 2010, 05:49:38 PM
Instead of two King maps, how about one King map and a map based off the Robot Master Museum?

Sorry, I just think that the museum was pretty badass. :p
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 05:52:02 PM
...It's resized?
Anyway, I used as many proportions as I could.
(http://i54.tinypic.com/wme0sp.png)
See?

EDIT: Yeah, that sounds like a good idea, SmashBros. The Museum was pretty cool.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 05:52:34 PM
I like him.

Accept the truth! He is perfect!

EDIT: Going by the 9 maps in a game (8 masters, 1 fortress) Maybe we can have the 6 MM&B masters, two kings and the robot mueseum?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Trift-EXE on October 19, 2010, 05:53:43 PM
Quote from: "Yellow Devil"
I thought it was good :(

Personally, it is, but he can do it MUCH better.

Quote from: "SmashBroPlusB"
Instead of two King maps, how about one King map and a map based off the Robot Master Museum?

Sorry, I just think that the museum was pretty badass. :p

I think it's a good idea.

Korby- Those are the proportions of a 32bit sprite, we are using here the chubby 8bit graphics.

EDIT: There is only one problem, the head.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 05:56:16 PM
Hmm...
I'm not entirely sure how I would go about doing it, other than perhaps putting less detail on the hands and making his feet point in the "default" directions.

EDIT: The head is what's wrong? How do I go about fixing that, then? And is it only the 3/4 head?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Trift-EXE on October 19, 2010, 06:00:54 PM
What about if you use Chill Man's head as a base? You'll see what I'm talking about.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 06:01:57 PM
His head is nothing like Chill Man's!

Are you saying he needs a face? He's fine as he is.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 06:02:38 PM
Hmm...Yeah, that could work.
I'll try it out, I guess.

ninja.
He didn't have a face in &Bass, so I didn't give 'im one here.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 19, 2010, 07:52:36 PM
Quote from: "Yellow Devil"
EDIT: Going by the 9 maps in a game (8 masters, 1 fortress) Maybe we can have the 6 MM&B masters, two kings and the robot mueseum?
Not neccessarily...

Look at Mega Man 1. Only six Robot Masters. Instead of one bonus stage, we used two bonus stages (the two Wily Hideouts), and it seemed fine.

Now look at MM&B. Only six Robot Masters. I suggested we use two bonus stages (Robot Master Museum and King Stronghold), which would bring the number of maps to eight.

Mega Man 1: Six RMs, eight stages.
Mega Man & Bass: Six RMs, eight stages.

I don't see why we need two King stages, to be honest. Then there will be another stage that Mr. X can whine to us about its crappy layout. :p
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 19, 2010, 07:57:53 PM
Ok, how many stages do I say have a crappy layout?  Seriously, I can't think of one that I hate due to horrible layout.  Glitchy water bikes and fans is what I complain about.

EDIT:  And item placement.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 07:59:39 PM
...SmashBro, Megaman and Bass had 8 stages, 12 when Wily/King/Intro stages are added.
Astro Man and Tengu Man were rehashed into the game. You seem to think there are only 6 robot masters.

Either way, I don't really see the point in having two King stages. They were rather similar to each other...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 19, 2010, 08:01:33 PM
One King stage, one robot master museum and the six new robot masters sound good.  You can combine Tengu and Astro Man's 8 and Bass stages as they would be a bit redundant.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 19, 2010, 08:06:52 PM
Quote from: "Korby"
...SmashBro, Megaman and Bass had 8 stages, 12 when Wily/King/Intro stages are added.
Astro Man and Tengu Man were rehashed into the game. You seem to think there are only 6 robot masters.

Not really. I know that there are "eight" RM stages, but since Astro and Tengu were from MM8, I never really counted them as RMs from MM&B.

Whatever, the point is that I think six RM stages plus the two bonuses would be fine. Just promise me that the museum stage won't have all those moles everywhere!

Oh, and Pirate Man needs his pirate ship DAMMIT

...
...
...

That will be all.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 19, 2010, 08:09:12 PM
Say, what if Pirate Man had a shipwreck?  That way, you could incorporate his actual stage (mostly underwater) with the pirate ship easily.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 19, 2010, 08:25:09 PM
Actually, in the background of his stage in the game, there IS a wrecked ship, so that could work.

Oh, and I WAS planning to have moles in the museum  :mrgreen:
I guess they'll just be in the background or somethin'
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 19, 2010, 08:34:31 PM
They can damage you!

Make a strong weapon like Dynamo Man's at the end of a mole tunnel! That would be great!
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 20, 2010, 02:23:38 PM
i think astro and tengus MM&B stages were different enough to deserve their own stages!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 20, 2010, 03:23:21 PM
Quote from: "brotoad"
i think astro and tengus MM&B stages were different enough to deserve their own stages!

I know, but imagine having two cut man stages. It doesn't fit. The theme is the same, most of the weapons will be the same... I just don't see the point.
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on October 20, 2010, 04:05:08 PM
Would be cool combining the level idea's of both stages for gimmicks and such
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 20, 2010, 04:31:09 PM
That's the plan.

Astro and Tengu have two weapons each though, which will both appear in their combined stages.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 20, 2010, 07:20:27 PM
Well this is a fine kettle of fish, my internet was turned off last week and from the look of things, it will be off for a while. I finished the coldman skin, but luck seems to be againsed me every step of the way, I forgot to save the pk3 file to my thumb drive so i couldent upload that, but I did save the actual sprite sheet to the drive, but unfortunatly the file was currupted :evil: I SO hate backwards incompatability, anyway, I'll try to get it uploaded ASAP. (just wanted you to know I'm not dead)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 20, 2010, 07:21:29 PM
Don't upload it now! The whole thing should be released as a whole :3
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on October 20, 2010, 07:24:55 PM
K :lol: , I ment upload as in send it to korby
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 20, 2010, 07:26:19 PM
Ahah! No worries.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 20, 2010, 09:12:02 PM
astros MM8 stage was set in a mechanical garden with trippy teleporters and a rocketship, wheras his MM&B stage was more focused on projection, such as the wall with all the enemy shadows on and the fact he had new powers in the game related to holograms. his MM&B stage wouldn't neccecarily need to have the astro crush in it!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 21, 2010, 03:38:26 AM
Cool to know Cold Man was finished, and I'm sorry that it got corrupted.

Also, I'm really not sure whether or not I should have Astro and Tengu. Brotoad has made excellent points, and YD made some interesting suggestions...I guess it all comes down to if we can actually get maps for them.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 21, 2010, 03:39:54 AM
My problem is that while Astro Man's stage was very different between the two games, Tengu Man's has a very similar theme that could easily be mixed together.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 21, 2010, 03:46:02 AM
So we don't need Tengu Man's stage then, and we should only have Astro's new one, is that what you're saying?
If so, I kinda agree.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 21, 2010, 03:51:35 AM
Yeah, but that kind of feels wrong giving only 1 robot master two stages.  Stupid Capcom putting two robot masters in two games.  They should have foreseen that someday a bunch of fans would be making 8-bit stages based on their games for a fan made Doom mod!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 21, 2010, 03:54:36 AM
Hmm...Perhaps mix Astro and Tengu together?
It'd be unique enough to give us an excuse for Tengu, and then we wouldn't have the only 1 robot master two stages.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 21, 2010, 02:02:05 PM
new idea- how about making astro and tengus MM&B stages CTF maps? that way they'd be different to the MM8 maps and would give your expansion more "beef"!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 21, 2010, 02:18:55 PM
Astro's MM&B can be mixed with his MM8 one easily! Remember that the MM8 one was "virtual reality" and not a space garden at all! Simply put a teleporter from one to the other and it will seem like the virtual reality has changed modules or something like that!

Not enough people play CTF :(
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 21, 2010, 02:46:55 PM
yet again i think they need to be separate so that this expansion has more stages! plus the different themes!
hopefully with more CTF stages more people will play that mode cause it's really fun!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 21, 2010, 04:26:16 PM
I'm liking the CTF idea.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 21, 2010, 06:13:39 PM
Yeah, I was thinking that some of the mainstream maps should be CTF, plus, that makes them both original enough to give us an excuse...
Let's go with that!
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 21, 2010, 07:10:45 PM
well, the main focus of MM8BDM is deathmatch, obviously it's in the name so it makes sense that all the main robot master stages are deathmatch bases, especially considering the story mode!

but because there would be two deathmatch stages for tengu and astro otherwise, it seems like making the MM&B ones CTF based would be good, plus it would give your expansion more variety! but obviously it's all up to you!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 21, 2010, 09:37:29 PM
Okay!
By order of the king awesome, Astro and Tengu will be CTF maps for this expansion!
Case closed. Next case, please.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on October 21, 2010, 10:03:35 PM
Hate to sound like a dick, but can you NOT use the words "Astro" or "Tengu" in the CTF map names? While I heartily agree that the choice to make their extra maps into CTF maps was the right choice, there's still that part of me that nags me and says "HEY HOW COME THEY GET TWO STAGES???"

I say that the stages should have both Astro/Tengu weapons, and be heavily based on their respective stages, but... name them something a little bit more original than "Tengu Man Stage" please?

And one more nag... how about for Mega Man & Bass, you make Astro's map DM and Tengu's map CTF, and for Mega Man 8 you make Astro's map CTF and Tengu's map DM (or vice versa). I may not know what the heck I'm talking about, but I think having the maps counterbalanced this way makes it so that neither game feels "shortchanged".
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 21, 2010, 10:44:13 PM
MM8 will need to have astros map be deathmatch for the sake of an expanded story mode! wouldn't make sense to just have one stage CTF! plus this MM&B isn't an official expansion! the CTF stages should just be MM&B TENGUMAN and MM&B ASTROMAN, considering thats the stages they're based on!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 23, 2010, 03:57:23 PM
Is anybody doing Magic Man's skin?  I might give it a shot.

EDIT:  Here's a comparison shot.

(http://img183.imageshack.us/img183/3111/magicmancomparison.png)
The left is my Magic Man (with a blue and cyan color test), the middle is the 8-bit remake sprites from the team who did the 8-bit 7 and 8 games (their sprite is ridiculously small for a robot master) and the right is, of course, Mega Man.  I did take the hands and eyes from the middle sprite when making mine because they looked good, but the rest is custom.

EDIT2:  Here's some rotations.  Any suggestions?
(http://img227.imageshack.us/img227/5924/magicmansampler.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: TERRORsphere on October 23, 2010, 11:21:54 PM
He's kinda massive... If I were you. I'd try and stick as closely to the size of Megaman as possible.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 23, 2010, 11:29:10 PM
I measured him, he's the same size as Yamato Man's sprite.

To clarify, his body is about the same as Yamato Man's and his hat is the exact height of the top of Yamato Man's sprite, which is his spear.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on October 23, 2010, 11:35:52 PM
i think he looks great! i'd say maybe make him get sliced in half for his hurt frame but it would look add cause there aren't many blade weapons
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 23, 2010, 11:38:51 PM
Thanks.  Yeah, I was thinking about the sliced in half thing since it is the same sprite but it wouldn't really make sense.  I might add a hole in him instead.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 24, 2010, 03:47:15 AM
Looks great! His face is kind of strange in Front/R, but I can't put my finger on it...Good job, X!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 24, 2010, 08:12:25 PM
I knew this was going too smoothly.  I've ran into major problems with the back rotations.  They just don't look good and his feet's positions make it extremely difficult to do the back-diagonal pose.

(http://img253.imageshack.us/img253/5924/magicmansampler.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on October 28, 2010, 09:13:49 AM
It actually looks pretty good! I like his hurt pose - "Forgive me lord"!

Bumping this because it needs to be finished, out of 4 expansions planned the Halloween one is the only one going anywhere. Now that I've finished Sheep Man (pretty much) I might start a &B skin... but which one...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Joseph Collins on October 28, 2010, 01:46:03 PM
I...know you already have a bit of work into this, buuuuut...

(http://img.photobucket.com/albums/v341/JosephCollins/Sprites/RockMagic.gif)

There's a reason 2chan (or whomever) made Magicman so "small"...  ^_^;

Also, don't try and mimic the exact pose his feet are in.  That perspective stuff simply doesn't work with tiny 2D 8-bit sprites.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on October 28, 2010, 01:50:55 PM
If the 8-bit sprites used exact sizes, Frost Man's sprite would have to be way larger than it already is.  Besides, I've already measured it next to Yamato Man and other robot masters and it looks fine.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Joseph Collins on October 28, 2010, 02:30:47 PM
Mm.  To each their own, I suppose.  Heh.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on October 28, 2010, 07:33:30 PM
Aha, yeah, sorry I hadn't updated this thing in awhile.
Anyway, because I'm a procrastinating idiot, King hasn't really moved an inch, but I'm thinking of how this stuff will work, and I plan on coding the weaponry soon.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Anonymous on November 02, 2010, 11:36:40 AM
@Mr. X: You were greatly attentive to detail I must say; it's hard to compress a character like Magic Man then render him from several different angles, and I think you pulled it off pretty well. Personally I would prefer this adaptation to the Japanese one, even if it scales wrong, just because I think it looks a little more stylistically fitting with the rest of the NES masters.

(http://img824.imageshack.us/img824/7940/magicmanedit.gif)

Screwed around with the sprite a little bit- not great by any stretch of the imagination but I thought I'd show the product of my tinkering, if it might inspire you or anything. Any way you cut the cards (ha..ha) he would be a bitch to animate.

Some of the changes I made are stylistic preference (tried to give the hat a more relaxed shape, and I made the size of the gem on his staff the same size from each pose).

I think for the diagonal view, the gaudy pose from the game works well, but yeah it's hard to make work with the N/S/E/W directions; so I kinda dumbed them down into more generic but vaguely reminiscent positioning.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 02:35:49 PM
SO, awesome people, if the spot isn't taken...

I started do Burner Man's sprites.

Because he's badass.  :cool:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 02, 2010, 04:25:14 PM
I think somebody is already working on Burner Man.  I swear I've seen it somewhere on here.  *goes to look*
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 02, 2010, 04:56:29 PM
I used to be working on him, and Brotoad said he might do him, but I guess if this guy can do it well enough, yeah, he can have him.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 05:03:34 PM
No worries, people. It's all good.  :)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 02, 2010, 05:04:15 PM
Awesome. I trust ya, Chimera. On to the front page you go, to be forever immortalized!
EDIT: Also, I'm dropping Cold Man's stage because I simply cannot think of a layout.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 02, 2010, 05:09:10 PM
If someone gets the 8bit textures I might try Cold Man and a few others! I got some ideas  :twisted:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 08:16:56 PM
Burnerman sheet: COMPLETE!

Here goes~  :lol:


(http://i53.tinypic.com/21mupaw.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 02, 2010, 08:18:03 PM
Holy CRAP that was fast! I like how you made him use his grenade throwing for attack.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 08:26:26 PM
Hehe, thanks man~
When I'm inspired, it's always faster.  :)

Funny thing is... I've never played his game, but he's just THAT badass for me!  :mrgreen:
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on November 02, 2010, 08:34:11 PM
Burnerman... awesome ^^
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 02, 2010, 09:33:13 PM
(http://i53.tinypic.com/25exq86.png)
Coming soon, to an expansion near you.
Also, I'll recolor the flame to an actual green later, because it decided to become tan.

EDIT: Curses, I should have used a fire weapon, it would have looked better!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 10:30:44 PM
It's looking awesome, good sir.

Thank you so much!  :geek:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 02, 2010, 10:32:29 PM
You need to add his sadistic smile!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 02, 2010, 10:34:30 PM
Hmmm, I guess it's no problem.  :)

EDIT: No can do... his mouth will "fuse" with his eyes if I did that.  :shock:
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 03, 2010, 01:11:26 PM
his pupils look a little small, did you use the FC sprites or are these custom?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 03, 2010, 04:21:29 PM
They're custom, with base on the regular MegaMansheet by PressStart.

Also, it's more 8-BIT that way.  ;)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 04, 2010, 03:31:32 AM
I'm gonna take Dynamo Man...is that fine Korby?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 04:00:56 AM
I don't see why not. The one guy who tried to do him originally kinda disappeared, so yeah, go for it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 04, 2010, 07:00:30 AM
Anyone doing Pirate Man?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 04, 2010, 11:05:54 AM
So, people? Any skin you want me to do... Quick-man-fast?  :cool:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 01:39:48 PM
Somebody can finish Magic Man, I'm better at stage building than spriting.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 02:13:23 PM
Ive noticed many of you have ran out of ideas for stage design. I have great ideas for each stage, but i cannot make them myself. So if anybody is interested in the ideas i have for these stages let me know.  :mrgreen:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 04, 2010, 02:18:20 PM
Oh No. I have tons of ideas. I'm just waiting until Korby actually needs mappers. Maybe even someone who needs to code the weapons, but I'm a horrible spriter.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 02:24:38 PM
Quote from: "Ivory"
Oh No. I have tons of ideas. I'm just waiting until Korby actually needs mappers. Maybe even someone who needs to code the weapons, but I'm a horrible spriter.
hmm, were you talking to me?
im saying that i have stage design ideas, and would like to work with anyone who can turn them into the actual stages.
were you saying we dont need ideas? i saw some people needing ideas for cold man, etc. stages.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 04, 2010, 02:29:21 PM
Indeed I was, because you said,
Quote from: "VyseTheLegend96"
Ive noticed many of you have ran out of ideas for stage design.
Which isn't true. I've had tons of ideas for MM8BDM, it's just Cutty did most of the maps on his own. I even replayed R&F just to have the ideas rolling. If another mapper needs inspiration, don't get me wrong, I'm not saying anything about you. I'm just defending the fact that there is still inspiration out there. If you had a great idea, then perhaps we can work something out. Being a Doom modding veteran, I have a good idea of what can be done and not done.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 02:32:55 PM
alright
maybe me and you could discuss our ideas together and maybe figure out stage design ourselves?
i do not know what exactly can be done on doom, but ive played the game, and i think most of my ideas are able to be done, the others ill have to ask you about
but i would not mind discussing ideas with you

EDIT: BTW, has anyone decided on what theme we are going to use for the stages? will we use the gba songs or 8bit remixes?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 03:46:41 PM
8-bit obviously.  You know, you can post your ideas here.  I mean, really, it's not like this is a top secret project.  All of the ideas for stages are pretty much derived from their actual MM&B counterparts.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 04:44:40 PM
yea yea i know, ill post them down here(through editing) in a bit
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 04, 2010, 05:09:18 PM
Quote from: "TheBladeRoden"
Anyone doing Pirate Man?
I take it that's a "no" then?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 05:10:30 PM
Cold Man - MAYBE KINDA FINISHED SORTA? (ice)
Burner Man - FINISHED (Chimera Man)
Magic Man - TAKEN (Mr. X)
Ground Man - MAYBE TAKEN (brotoad)
Pirate Man -
Dynamo Man -
King - TAKEN (Korby)

Could've checked the frontpage
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 05:15:51 PM
one last question before i post the ideas
are we combining the tengu man stages?
 and i think ill draw a map of each stage i design as well
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 05:16:50 PM
Quote from: "brotoad"
yet again i think they need to be separate so that this expansion has more stages! plus the different themes!
hopefully with more CTF stages more people will play that mode cause it's really fun!

Reading the actual thread answers all your questions.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 04, 2010, 05:28:28 PM
Quote from: "Yellow Devil"
Cold Man - MAYBE KINDA FINISHED SORTA? (ice)
Burner Man - FINISHED (Chimera Man)
Magic Man - TAKEN (Mr. X)
Ground Man - MAYBE TAKEN (brotoad)
Pirate Man -
Dynamo Man -
King - TAKEN (Korby)

Could've checked the frontpage

Blaze threw me for a curve
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 06:23:10 PM
Quote from: "Mr. X"
Somebody can finish Magic Man, I'm better at stage building than spriting.

Obviously, Magic Man is no longer taken.  Feel free to use the sprites already posted as a base, though.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 04, 2010, 07:37:38 PM
I do have the 8-bit stage made by the RM8FC Team for Cold Man...i could give ya'll the tiles off of it...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 07:38:53 PM
I say hold on to them until we know for sure who is doing Cold Man's stage.  Otherwise, somebody will take them and say "HEY GUYZ, I MADE THE STAGE, IT'S ALL ME" without telling everybody first.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 07:46:19 PM
Besides, I'd like the weapons to be coded first before any stages are made.
Anyway, I'm gonna go update the OP.
Magic Man was dropped but progress was done, Dynamo is taken, and so was Pirate.
Goody, that means all skins are being worked on(Well, except magic, but still....And Ground. Geez, I should really check my info before posting.)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 07:48:18 PM
Fizzyman gave up on Dynamo, he's free.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 07:52:12 PM
I think Blaze just said he was going to try and do it.
Anyway, after analyzing, the weapons we will probably not need any rotations for are: Ice Wall, perhaps Copy Vision, and Lightning Bolt.

However, if we don't want Copy Vision to just summon Megaman, and I'm pretty sure it's impossible to get it to summon the same skin you are, perhaps some generic robot could be summoned. Then, and only then, would we really need any rotations for this.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 07:53:15 PM
Ice wall needs rotations! It has to have side ones because it's a block and not a fence!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 07:54:30 PM
Silly YD. It would probably act like those giant pillars in Gyro Man's stage, so it would just kinda spin around.
However, if anyone wants to, they CAN sprite rotations.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 07:57:21 PM
But the gyros are hard to land on, they're bigger than they look! Just a side one so you can more accurately judge where to jump!

Knowing Blaze he'll never finish half the skins he says he will so if he gives up I might do Dynamo Man because he's my favourite from MM&B  :twisted:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 07:58:49 PM
Well, yeah, but as far as I know, it's impossible to give anything a "top" sprite.
If you can, by all means, go ahead. It would make jumping on it a lot easier.
But otherwise...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 07:59:55 PM
Quote from: "Korby"
Well, yeah, but as far as I know, it's impossible to give anything a "top" sprite.

Quote from: "Yellow Devil"
Just a side one

 :geek:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 08:09:50 PM
Yellow Devil.
This is how you seem to think it is going to be handled:
(http://i51.tinypic.com/9rq7fd.png)
Where, when looking at it from the front, it is the same, but looking at it from the side, it is paper thin.
However, it will really be handled like this:
(http://i52.tinypic.com/demudw.png)
All rotations will be the "front" frame, so that it is more like a cylinder than a fence.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 04, 2010, 08:34:26 PM
Well want I meant is that the wall has a side rotation so that it has depth and isn't paper thin... but whatever works.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 08:46:28 PM
All of its rotations will be the default one, so it will not appear paper thin if you walk around it. Instead, it will look like it's turning with you, similar to a Telly without eyes.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 08:52:05 PM
Ok, im not exactly sure if the burn man idea can be completed as i havent seen a thing odne like that before.

Cold Man:
Ok
Well, cold mans stage never snowed, so no snow falling.
Ok, if we examine the beginning of the stage you can see you are very high up. so we can assume, that the building is high up.
Since the building takes up mossstt of the level, it will be the "main" area.
So we can put the buidling in the middle of the stage, as a tower of course.
Now, if you look closely at the beginning og cold man's stage you see another tower next to it connected by the platforms you are walking on.
So, we can either make 2 towers(smaller) connected by the platforms or we can have one big tower with platforms around it.
Now, lets look at the main gimmick of cold man's stage. The main thing i remember from cold man's stage is those ice blocks that broke if you stand on them too long. if it is possible we could but some of these floors in each tower, with items or spikes underneath, or even a underwater passage under them(evetually getting a item). maybe a few tower like blocks coming out of the ground in the tower with items at the top.
Same if we used the big one tower idea, just obviously bigger.
Now for the platforms, this is kinda difficult as it would be hard to walk on them... so for the 2 towers connected idea, we can just make a small section of platforms, not just in a straight line.
For the 1 tower idea, we can have random platforms placed in a circle around the tower that you can have 2 openings in the tower to get to.
Another gimmick that comes to mind is the ice shooter block things, which for the 2 tower idea, you can add to the platform section, and for the 1 tower idea, just add it to the main tower.
This is my main cold man idea, but i may have missed something interesting, so obviously we all can add to this, if people like this idea.
I will draw a layout for both these ideas.

Burner Man: Im afraid of how this stage will turn out. His stage is a forest, with no fire except for a small section. This is released by those giant tellies. Im unsure if doom can do this, but if possible id like the ground to fire up when it drops it on them, but there must be some warning before it does. The way to dodge it would be to get to higher ground or into the building.so basically we can have a forest like area, maybe a building somewhere(as there was a building like area in burner man's stage). The other gimmick that comes to mind when i think burner man is the room with those spears the pop out of holes. so maybe we can add this room into the building, with you dodging spears to get better items.
this is all i really have for burner man, so ill draw a layout also for this idea.

Pirate man: Verrryyy short stage, this will be interesting to work with as it needs some creativity..so i just played in dive mans stage in mm8bdm and i liked this idea sorta for pirate man's stage(the buidling with a outside part to it) so if you look at pirate man's stage you noticed pirate ships sucken in the backround. So im think we can have a sucken pirate ship with treasure in side(gold, treasure chests, etc) with a whole in the pirate ship where you can go outside into the ocean. now
theres a few ideas on what i think is good next
idea 1: have bubble machines that can take you up above the water to a small land section like there is in pirate man's stage with a few good items
idea 2: we have a warp added that brings you up above the water to the land
idea 3: we forget about the land, and make the buble machines just random thigns that make bubbles appear and do nothing
i wanna go a bit more detail in the outide area, there are arch like rocks in the water in pirate man's stage, i think it might be cool to add those. maybe a whale added like the whale in dive man's stage(but make it look like the whale from mega man and bass) this is all i thought of ATM for pirate man's stage
I will draw a layout for this stage
Ground Man: Hmm lets to work with here...
i love pharoahs man's stage in comparison to this
so lets see ground man didnt have as much ground as sand in his stage
mainly sand waterfalls
i think adding these in certain area would be nice, maybe have one you can walk through and find a secret room or item,maybe make a room full of sand with sand flowing out the room in the form of a waterfall, and it draws you to these pits
or a area where the sand pushing you down, or doesnt make you jump as high,
or just sand that makes you move slower.
either way, its all underground in a building
i think those ANNOYING worm like things should be seen through out the stage(kinda like the bats in wood mans stage, entering and leaving holes in the wall) as scenery of course, unless you wanna add items into there path and you get hurt if you touch one(like quickmans stage but slower) i think this stage to be somewhat of a maze as well.
another gimmick rememeber is that spike wall that dropped onto you if you broke those statues, but im unsure how to incorporate that into a stage, so suggestions are very much welcome on that lol
laslty is that room with those drill mole things popping out the ground, so maybe make a room full of holes, will drill moles popping out, that may or may not hurt you, depending on what you guys think

i dont know much else about what we can add to ground mans stage, but ill draw a lay out

Tengu man: i find this stage much harder to design than his mega man 8 stage, as its mainly floating platforms and balloons. well there is that tower, but that is not as memorable for me...........but a stage cant be just floating platforms.......right?
idk
but lets use this tower as the main area as i believe if we included mostly balloons and floating platforms, it would not be good, as it would be difficult to jump on these ballons and use them.so we have the tower as the base, or middle of the stage with the platforms around it, kinda like the cold man with 1 tower idea(so i suggest the 2 towers, as this is the only idea i came up with for tengu man lol) balloons can float around, but i do not suggest them to be used that much, if you can even make balloons into platforms with doom. i think a dragon should be flying around outside as scenery(you know those dragon enemies) and maybe inside the tower you can add those guys that threw bombs at you, because they can kinda act like those enemies in air man's stage that push you
i dont know what else to say....so i will draw a layout for this, at the best of my ability hahaha
Magic Man: interesting interesting..
so lets see we have trains, toys, cards, and a thing that rings a bell and makes platforms rotate. alright, this stage is moslty done outside riding trains etc. so lets make this stage mainly outiside with few inside rooms maybe have trains connecting to the rooms, i think ones room should consist of cards, and the other, toys, and lastly a room with the bell guy, which you can try and climb the platforms, to get items
so basically im invisioning, a tower in the middle with a bell, and 3 rooms around it in a shape of a triangle, connect by train tracks, with trains going across them. One room should be filled with random toys , which slow you down, but can be used for hiding. a room with toers of cards, and the room controlled by the bell guy lol
i think this is a decent idea, but it feels like its missing something lol
ill draw a layout
Astro Man: i love this stage, becausethere is a city area above you, and below you kinda odd, but lets think of his stage like a floating building in the middle of the two cities. main gimmicks of astro mans stage is , blocks you cannot stand on too long, disappearing blocks, and block thats float up
*****One gimmick i have no idea how to use is that room with the enemies that go acroos the wall and pop out randomly, no clue how to use that***
so we can just have a big building floating with the gimmicks i just said, maybe some of the floating blocks can to you to a good item, same with the disappearing blocks, and the blocks you cant stand on very long should take you to new sections, but no ladders can be used in this stage! if anything, the blocks that float up! this is all the ideas i have for this stage! i feel like it could have more, but i dont see how you can put it into the doom thing.
Dynamo Man: last one   :mrgreen:  lets see, its like a powerplant place thing, so its all inside, first gimmick, conveyor belts that get faster every time you touch it, eventually resetting though lol(it would get wayy to fast if it didnt) maybe use these to get items, or try to jump on it continously to make it so fast that you puch an opponent into spikes. one gimmick we cant really use is the blocks you shoot to to explode them :(
im unsure if you can make rooms that are dark and are only lit by a small light that travels around the room, but tif you can, thats another oom/section. other than that, its all up to your imagination, so ill draw a layout
King Stages: ill do these soon, after i come up with a idea, ill draw my layouts of the other stages soon, but i cant draw very well, so ill try lol
hope you can read this! i didnt use very good english! haha, and sorry itll take up soo much of the page  :)
would anybody like me to work on how the weapons work? anyways, i might work on some sprites
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 09:05:33 PM
Quote from: "VyseTheLegend96"
The main thing i remember from cold man's stage is those ice blocks that broke if you stand on them too long. if it is possible we could but some of these floors in each tower, with items or spikes underneath, or even a underwater passage under them(evetually getting a item). maybe a few tower like blocks coming out of the ground in the tower with items at the top.

In Doom, you cannot have two floors directly on top of each other, so these would likely be impossible to make work.  You could have them as objects like Guts Man's platforms, but creating a floor of these would look terrible.  Good idea, but not really doable.  The rest is, as far as I know.

As far as I know, everything in Burner Man's stage is doable.  The rising fire might not be, but I would think it is.

For Pirate Man, we've basically already said everything you've said earlier in this topic.  The bubbles would be pointless unless you really want to have a level that's 500 feet tall.  The characters already jump high enough.

Clearly, Ground Man should have his sand since Pharaoh Man did.  I like the idea of the Worm robots popping out of the wall.

For Magic Man, you basically just said put a room for each of his gimmicks which is probably what was going to happen anyways.

Astro Man's stage will be CTF since he will already get a Deathmatch one for MM8.

Tengu Man is only getting one stage which will be a fusion of his MM8 and MM&B stages.

For Dynamo Man, I like the conveyor idea, I can see lots of "lol"s coming from the speedy conveyors.  I'm not sure if it's doable, but I hope it is.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 04, 2010, 09:15:46 PM
i believe tengu should have a CTF stage like astro, doesn't make sence only one of them gets a CTF map and the other one gets a fusion map!
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 09:19:07 PM
Quote from: "Mr. X"
Quote from: "VyseTheLegend96"
The main thing i remember from cold man's stage is those ice blocks that broke if you stand on them too long. if it is possible we could but some of these floors in each tower, with items or spikes underneath, or even a underwater passage under them(evetually getting a item). maybe a few tower like blocks coming out of the ground in the tower with items at the top.

In Doom, you cannot have two floors directly on top of each other, so these would likely be impossible to make work.  You could have them as objects like Guts Man's platforms, but creating a floor of these would look terrible.  Good idea, but not really doable.  The rest is, as far as I know.

As far as I know, everything in Burner Man's stage is doable.  The rising fire might not be, but I would think it is.

For Pirate Man, we've basically already said everything you've said earlier in this topic.  The bubbles would be pointless unless you really want to have a level that's 500 feet tall.  The characters already jump high enough.

Clearly, Ground Man should have his sand since Pharaoh Man did.  I like the idea of the Worm robots popping out of the wall.

For Magic Man, you basically just said put a room for each of his gimmicks which is probably what was going to happen anyways.

Astro Man's stage will be CTF since he will already get a Deathmatch one for MM8.

Tengu Man is only getting one stage which will be a fusion of his MM8 and MM&B stages.

For Dynamo Man, I like the conveyor idea, I can see lots of "lol"s coming from the speedy conveyors.  I'm not sure if it's doable, but I hope it is.
great! yeah i figured cold man stage ice block wouldnt work, but i have no ideas but that really haha
i thought someone said they were going to do 2 astro man stages since the 2 were so different?
same with tengu, i thought yellow devil just told me we were doing 2 stages seperate.
pirate man stage, i think the bubbles should be jus scenery then, maybe a teleporter to the higher area? idk
yea the worm one is pretty cool haha
magic man, yea i figured, but i was going to give a layour of where everything will be
the conveyor belt thing is the main gimmicck from dynamo man's stage, if it comes down to we cant make them go faster by stepping on them, then we can just use metal man conveyor things
so does anybody want to use these ideas for their stage?
is anybody actually working on the stages yet?
EDIT: If it is a fusion of both tengu's i have a great idea for a fusion, so lemme know
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 04, 2010, 09:40:13 PM
For Tengu's CTF stage, it'd probably involve lots of jumping, and a quicker but riskier path of balloon jumping on the sides or straight through the middle.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 09:43:23 PM
Quote from: "Korby"
For Tengu's CTF stage, it'd probably involve lots of jumping, and a quicker but riskier path of balloon jumping on the sides or straight through the middle.
hmmm yes
if i think i know what CTF stands for, then wouldnt his air ship need to be a part of it?
im still confused if we're doing a astro man stage and a tengu man stage for mega man and bass
EDIT: maybe i dont know what CTF means, what does it mean?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 10:05:42 PM
Astro Man is getting 2 stages:  One deathmatch and one CTF.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 04, 2010, 10:20:21 PM
CTF is capture the flag mode!
i think what korby is doing is making astro and tengus MM&B stages in that mode. because they'll have deathmatch stages in the MM8 expansion, it only makes sense, so they don't have two maps that are the same!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 04, 2010, 10:22:14 PM
Quote from: "Yellow Devil"
Bu
Knowing Blaze he'll never finish half the skins he says he will so if he gives up I might do Dynamo Man because he's my favourite from MM&B  :twisted:
Sorry there Mack,i WANT To do Dynamo Man...he uses one of my favorite Themes (Next To Ground Man's :|)

And out of the 16 Bit Series...Dynamo's My Favorite Stage,soo many good gimmicks
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 10:34:45 PM
Quote from: "Blaze"
Quote from: "Yellow Devil"
Bu
Knowing Blaze he'll never finish half the skins he says he will so if he gives up I might do Dynamo Man because he's my favourite from MM&B  :twisted:
Sorry there Mack,i WANT To do Dynamo Man...he uses one of my favorite Themes (Next To Ground Man's :|)

And out of the 16 Bit Series...Dynamo's My Favorite Stage,soo many good gimmicks
i have ideas, if you can make the stage, i would be willing to work with you on it
EDIT: I think cold man should have a CTF because of the 2 tower idea, yo know one flag on one side, etc Xd
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 04, 2010, 10:39:30 PM
there is already a snow themed CTF map!
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 04, 2010, 10:47:38 PM
oh so we're going by themed, yea i think they should both get a CTF, unless someone from mega man 7 8 9 10 get one(tornado man, galaxy man etc..)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 04, 2010, 10:50:44 PM
I'll make my magic work again, okay people?  ;)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 04, 2010, 11:09:13 PM
Korby...don't call me COG Anymore...i have dropped it a long time ago...

Well Anyway some info on Dynamo...

Using his FC Sprites...besides i've got the front pose done...the side pose is being a pain,along with the R/Back Sprites
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 04, 2010, 11:17:52 PM
Quote from: "VyseTheLegend96"
oh so we're going by themed, yea i think they should both get a CTF, unless someone from mega man 7 8 9 10 get one(tornado man, galaxy man etc..)

The reason why Tengu and Astro Man get CTF maps is because they have two stages for being in two games.  Nobody else gets one.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 05, 2010, 12:29:03 AM
Here's proof on progress of Dynamo Man

(http://img253.imageshack.us/img253/5585/dynamoprogresswip.png)

Yeah...i still need to work on a few poses...:|
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 12:31:21 AM
Looks good, CO-I mean Blaze, but you might want to make his vertical stomach strike wider.
Also, putting you down for Magic Man, Chimera.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 05, 2010, 12:34:04 AM
Quote from: "Korby"
Looks good, CO-I mean Blaze, but you might want to make his vertical stomach strike wider.
Also, putting you down for Magic Man, Chimera.
Good Boy *Hands Cookie to Korby*

Yeah...i need some help with a few poses also...i can at least finish the back pose (The Back Poses i discovered has tanks in the back)


Meh...i'd rather let someone touch it up once i'm done
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 12:36:51 AM
I think his dome is supposed to be like a dome on all sides.  From the front view, yours is too narrow.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 12:37:52 AM
One of us might be able to touch it up. Give it your all, Blaze.
I just realized that "NSFAQ"(Not so frequently asked questions) can also translate into "Not safe for any quail."

EDIT AFTER NINJA: Yeah, X is right. Try and make his dome a little more round.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 05, 2010, 12:38:42 AM
You'll see, Korby. You'll see.  ;)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 05, 2010, 12:40:05 AM
Yep Korby i can try my best at it...give me a few days mk?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 12:40:44 AM
Don't worry, Blaze, I'm pretty sure you have more than a few days before this pack comes out.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 01:41:02 AM
Quote from: "Mr. X"
Quote from: "VyseTheLegend96"
oh so we're going by themed, yea i think they should both get a CTF, unless someone from mega man 7 8 9 10 get one(tornado man, galaxy man etc..)

The reason why Tengu and Astro Man get CTF maps is because they have two stages for being in two games.  Nobody else gets one.
are you saying we're only going to make CTF stages for these since they already have mm8 stages?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 01:42:02 AM
Exactly.  Giving them two deathmatch stages would be confusing.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 01:47:54 AM
oh i see, so WE arent making the deathmatch stages? We're going to leave it to CutManMike to do that?
we're just making CTF stages i see
ill come up with a idea for that, i hope cutmanmike uses tengu man's airship for his stage lol
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 01:56:38 AM
That's not at all what I'm saying.  I'm saying we came to the conclusion that Tengu and Astro Man's MM&B stages should be capture the flag courses because they will already have deathmatch maps in MM8.  We felt that no robot master should have more than one deathmatch map.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 02:03:03 AM
oh i see, do you think cutmanmike will mash them together? if there is one for each i think he should, otherwise they are different stages entirely.
i will work on some CTF ideas.how large can a map be in doom? as my tengu man idea is good, but very large(only the scenery is large,(as im thinking 2 airships with a path connect by platforms/balloons), its not  a super large walkable area though)
Astro man im unsure, ill expand on these ideas soon
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 02:30:22 AM
Well, Vyse, considering the fact that this is Megaman and Bass, and I do not recall any airships in that stage...
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 02:59:17 AM
ahh yeah that is very true.........man i have no idea, random floating platforms? maybe use of two twoers connected by platforms? im unsure haha sorry
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 03:06:53 AM
That's okay, Vyse. Any help is welcome, even if it's just ideas.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 03:19:56 AM
Quote from: "Korby"
That's okay, Vyse. Any help is welcome, even if it's just ideas.
ill draw lay outs, if anyone uses them, be sure to give me some credit! haha
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 03:24:05 AM
That would be cool.
EDIT: By the way, Ivory, if you want, you can make some weapons after the sprites get done, but I don't really want to seem too needy...I mean, I want to do more than one thing.(King's skin.)
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 05, 2010, 09:59:07 AM
tell ya what would be badass, a weapon based on king that replaces the mega buster like proto or bass. like an extremely powerful but short range axe swing
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 05, 2010, 01:50:14 PM
yea thats along the lines of what i thought would be cool
but could he charge his axe swing? i mean he could charge it while holding up his shield like proto man
EDIT: Im not going to put items on these layouts because they havent came out yet
EDIT 2: are we doing a tengu mash up for his CTF or just a mega man and bass?
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 05, 2010, 05:32:47 PM
obviosuly the CTF stage will just be his MM&B level! otherwise it would be missing the point of him having two different stages entirely!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 07:05:38 PM
Hmm...
So I guess I'll have both King Axe AND King Shield.
Cool.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 05, 2010, 08:24:57 PM
Just popping in to say this is totally awesome.

Also, what could you do to make Magic Card unique? It's exactly like Ring Man's weapon... maybe you could make it able to pick up weapons if it touches them and then touches you? Would that be hard to do?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 09:35:37 PM
I'm assuming at least some of you have seen this video, but I just remembered it and suggest using it as a base for making the MM&B weapon sprites.

Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 09:43:49 PM
Magic Card will use little ammo, go rather far, do nearly no damage, but it will be able to retrieve health and ammo. Also, if we really want to, it can steal energy from enemies it hits, similar to what Magic Man used it for.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 05, 2010, 09:46:57 PM
I think, to make it unique, it should pick up weapons, items and the like. That way it won't be seen as a real weapon but more of a utility making it unique amongst all the other weapons. We don't really want another Shadow Blade.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 05, 2010, 09:52:12 PM
I'm not sure if it could pick up placed weapons, but ones that are dropped and things like Sakurgane(It respawns after grabbing it) would totally work.

If not, moving around the natural order of things is pretty neat too, I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 05, 2010, 10:28:38 PM
My idea is basically that the card goes through the weapon (or weapons), picks up a copy, and brings it back to you. The original weapon isn't moved at all, and if someone intercepts your card coming back, they get hit AND get the weapon instead of you. Rather useful to get special weapons that you can only get with Rush Jet and the like.

Tengu Blade would just be Charge Kick without the charging, right?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 05, 2010, 10:41:44 PM
I'm thinking Tengu Blade would have a sword swipe like action that does damage along with shooting a projectile that does less damage than the sword.  I'm actually considering trying to make it myself since it seems more like a combination of pre-existing weapons.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 06, 2010, 01:10:42 AM
I finished coldman and sent it to korby, I might try my hand at stage building now (had some 3D modeling experience with Blender 3D although it might be buggy at 1st) I'll try my hand at any stages noone's doing yet
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 06, 2010, 01:12:42 AM
No one is doing any stages yet because we haven't determined who is doing them and really how they are going to be done.  Plus, Korby wants weapons done first.  Finally, buiding stages for MM8BDM has absolutely nothing to do with true 3-D modeling like with Blender.  Fortunately, it's much simpler.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 06, 2010, 02:17:02 AM
Yeah, Cold Man is finished. I'll skin him soon and show you guys some pictures.
By the way, here are some bot lines Ice and I came up with, but I'm unsure if I should use these or someone else's.
(click to show/hide)
Perhaps have a few more strings in there.

I'll also be using Accel's Burner Man bot lines.(With a few modifications, to keep it PG, of course, despite the fact that there was, in fact, swearing in Megaman and Bass.)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 06, 2010, 02:18:05 AM
Which actually fits Bass quite well, I have to say.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 06, 2010, 02:18:51 AM
Are you referring to the swears or something else?
Because I tend to be very stupid about these things over the internet!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 06, 2010, 02:21:21 AM
Well I thought Bass saying damn and all those fun moderated words fit quite nicely, but then, I also really hate the GBA port and everything great about that game was ruined in the port.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 06, 2010, 02:22:15 AM
awesome, also I have a way to rip textures from the GBA games, so I might do burnerman and coldman (if I can get my ideas to work)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 06, 2010, 02:24:22 AM
Except that this is Megaman8BitDeathmatch and they are the ports cut down graphics. I don't like being mean, but I really hate that port.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 06, 2010, 02:26:45 AM
Well, if we can get the original tilesets, we can use them as reference for turning them 8-BIT, no?
However, let's use the SNES ones, because yeah, the port sucks.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 06, 2010, 02:35:29 AM
not sure what all this port buisness is about but,  it shouldent make much of a difference if its going to be made into 8bit format, anywho, in my downtime, I riped all the tiles from the museum and in the process accidently created a cherry jello devil
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 06, 2010, 02:41:52 AM
Quote from: "ice"
not sure what all this port buisness is about but[...]

The Original Megaman & Bass was on the super famicom, called Rockman & Forte (their japanese names). The games came so late in the snes life, that due to the n64, it was never translated to English. Later, the game gets ported onto the GBA and finally translated into English and released outside of Japan. However the every last aspect of the port was horrible. The original version for snes is superior, including texture quality. The original version even has a (better) English translation.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 06, 2010, 03:09:56 AM
i drew some of the pirate man layout , will upload soon
EDIT: Korby would you mind if i used the horshoe beach idea within the lay out?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 06, 2010, 06:25:13 PM
^_^; I'd create a stage, but unfortunatly I dont know a lick about creating deathmatch type maps (tried to make burnerman's stage, but it was too open and had trouble with the bulding)
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 06, 2010, 06:30:19 PM
Quote from: "ice"
^_^; I'd create a stage, but unfortunatly I dont know a lick about creating deathmatch type maps (tried to make burnerman's stage, but it was too open and had trouble with the bulding)
i could help you with it if you want
i mean i cant create it myself, but i could help with the lay out
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 06, 2010, 06:52:38 PM
thought i'd share this here but i've been making some custom MM&B sprites!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/MegamanandBass8bit-3.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 06, 2010, 06:57:26 PM
Quote from: "brotoad"
thought i'd share this here but i've been making some custom MM&B sprites!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/MegamanandBass8bit-3.png)
very awesome!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 06, 2010, 07:48:14 PM
Pirate Man's upper half seems a bit too big compared to his lower half, but the rest look good.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 06, 2010, 07:55:46 PM
Quote from: "brotoad"
thought i'd share this here but i've been making some custom MM&B sprites!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/MegamanandBass8bit-3.png)

All of them look absolutely perfect imo
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 07, 2010, 12:02:13 AM
I'm not dead yet!
(http://img822.imageshack.us/img822/936/piratepromo1.jpg)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 07, 2010, 10:55:24 AM
You're going to have to do 8 rotations... just so his hook hand doesn't change.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 07, 2010, 12:20:06 PM
you don't have to! there are plenty of robots whos weaponry flips when they're facing different directions, the biggest offender here being junkman, but this happens for any robot master that has a buster arm! the flipping makes it more NES like imo
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 07, 2010, 12:49:23 PM
But it makes more sense to be accurate. Duo's hand, which is HUGE, flips around and that really pisses me off. It's fine for buster robots, but ones that aren't symmetrical should have 8 rotations done just to make them look better.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 07, 2010, 01:19:25 PM
well really it's up to the original sprite authors if they want to make more rotations!
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 07, 2010, 05:47:57 PM
Quote from: "brotoad"
you don't have to! there are plenty of robots whos weaponry flips when they're facing different directions, the biggest offender here being junkman, but this happens for any robot master that has a buster arm! the flipping makes it more NES like imo

Yeah, I noticed even when running the same direction, Elec Man's little lightning bolt will flip back and forth

(http://img221.imageshack.us/img221/7342/elecflip.gif)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 07, 2010, 06:00:30 PM
It's possible to not have the sprite flips. It's just easier to not have full sprite rotations for symmetrical sprites.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 08, 2010, 06:57:03 PM
You know, even in game, his claw flips.
However, as everyone has said, it's perfectly fine not to do this, or perfectly fine to do it. It's up to Roden, really.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Disco on November 10, 2010, 04:09:52 AM
Cool, keep it up!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 10, 2010, 05:50:36 AM
I wanted to try my hand at maps and I got help from VyseTheLegend96 for a burnerman lvl design and this is what I concocted from the original design we came up with
(http://i573.photobucket.com/albums/ss180/iceblade10/bunermanmap.jpg)
in the center of the room is the building with 2 ground openings and a high colomn that would have the wave burner and to get it, you have to cross a bridge that lines the walls, it seems easy at 1st but spears will come out the walls. also at the sides of the building, there are walls with ladders that can be used as a shortcut to the bridges, but to access the shortcut you have to cross the flamable ground area to reach it. the gound area has W and E tanks and the bass and protobuster by the walls. also, I'm planning on adding passable foliage that can be used to hide and sneak around. Also, for the cherry on the cake, there will be a large telly that comes from the trees that drops a bomb that ignites the ground, but you can avert the disaster incase your on the ground unable to escape by shooting down the telly before it drops the bomb.

anything you think I should add?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 10, 2010, 05:54:19 AM
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.

Also, 2.5D screenshots plox.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 10, 2010, 06:04:31 AM
Quote from: "Korby"
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.

Also, 2.5D screenshots plox.
I would of added 3D pics but unfortunatly, I cant get the textures to showup in the test, I added all the textures and the music into the wad but none of them will regester (and besides, it looks horable right now with its current textures. Airman blocks for the sky and bombman walls for the building) but the hardman rock textures do look exactly like the ones on burnerman's
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 10, 2010, 02:52:05 PM
Quote from: "Korby"
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.

Also, 2.5D screenshots plox.
yes we did add things to the bottom part, but it isnt visible to the map much
btw, were we thinking about maybe allowing the wave burner or flame man's weap to the stage?
i think it would be cool to use rush jet with flame man weap and just ignite the ground lol
wave burner could ignite the ground from the building, but it limits the use of it so much that im unsure if we should make it be able to ignite the ground
2, i had a questio,n we should make the wave burner act different underwater right?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 10, 2010, 02:54:03 PM
Is there no interior part to Burner Man's stage?  That's odd considering about 2 thirds of the stage was indoors.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 10, 2010, 02:56:12 PM
Quote from: "Mr. X"
Is there no interior part to Burner Man's stage?  That's odd considering about 2 thirds of the stage was indoors.
in the center of the room is the building with 2 ground openings and a high colomn that would have the wave burner

a building is in the middle
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 10, 2010, 02:57:14 PM
It's very small, then.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 10, 2010, 03:02:00 PM
Quote from: "Mr. X"
It's very small, then.
i do agree it may need to be bigger....hmm...
but i do think the outside should be a big part of the stage as well
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 10, 2010, 04:52:57 PM
Quote from: "Mr. X"
That's odd considering about 2 thirds of the stage was indoors.
I admit I could extend the building back further, and maby add holes in the ceiling with ladders that you can climb to go to the upper area with more of a larger building feel (seeing as most of the building had ALOT of electronics , it would look weird fresh out of the forest, and maby incorperate some spikes somewhere)

I had alot of doubts about my map making capabilities, but you know, I'm feeling pretty good about this
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 10, 2010, 05:29:36 PM
Quote from: "ice"
Quote from: "Mr. X"
That's odd considering about 2 thirds of the stage was indoors.
I admit I could extend the building back further, and maby add holes in the ceiling with ladders that you can climb to go to the upper area with more of a larger building feel (seeing as most of the building had ALOT of electronics , it would look weird fresh out of the forest, and maby incorperate some spikes somewhere)

I had alot of doubts about my map making capabilities, but you know, I'm feeling pretty good about this
idk make the buidling look like there is a lot of stuff growing around it/on it, it would make it blend easily
Title: Re: [EXPANSION] Megaman & Bass
Post by: Crystal King on November 10, 2010, 07:43:01 PM
I would like to make an attempt at Magic Man's stage. I'll get to doodling and I'll see if I can post a picture of my basic layout for it sometime this weekend.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 10, 2010, 08:21:41 PM
I thought we weren't going to tackle stages until the weapons are done.  Korby, what do you say?  It's your project.


(And if we're tackling them now, I call Pirate Man)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 10, 2010, 08:23:49 PM
Weapons should come first. Since ideally, the stage should have the robot masters weapon as a benefit, not a hindrance. It's like making Groundmans stage very  cramped for the spread drill, which well...spreads.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 10, 2010, 09:38:41 PM
Yeah, like I said, weapons should come first.
If you really want to make the stages so early...Better make the weapons to, eh?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 10, 2010, 09:51:43 PM
That's what I thought.  Put the stages on hold, people!


Erm...who's making the weapons?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 10, 2010, 10:10:31 PM
...Good point.
I think I was going to work on them at some point, but if you guys want to hurry this up, I suppose someone else should do them.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 10, 2010, 10:13:39 PM
I thought you were
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 10, 2010, 10:14:02 PM
So did I, Blade. So did I.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Crystal King on November 10, 2010, 11:56:37 PM
Sorry, you probably should have mentioned that in the first post >_<

However, my idea requires the trains, so if it's ok, could I attempt (and likely fail because my spriting skills suck) to sprite those?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 11, 2010, 12:24:47 AM
Ladies and gentleman!...
Here comes!...

MAGIC MAN!


(http://i54.tinypic.com/fasozk.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 12:33:04 AM
Very good!  Very good indeed!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 11, 2010, 12:41:20 AM
so we can finnaly make the weapons and take this project off hold, here's some powerups
(http://www.deviantart.com/download/185734085/8bit_mmb_weapons_by_icebladeabra-d32kxc5.jpg) I had to work from the MM&B powerup icons and the 8bit sprites
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 01:21:47 AM
although it doesn't really help, I've made bot chat logs for 1/2 of the robot masters in this game. i could round up the other four or something and post them all here for consideration
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 01:27:34 AM
But I made Magic Man's chats before yours!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 01:35:15 AM
Quote from: "Mr. X"
But I made Magic Man's chats before yours!

aww, no way

well nobody ever took a stab at tengu man or ground man before me! :U

we could combine our chats to make ultimate lulziness

i'll make dynamo man later (you know, that robot master nobody remembers until it starts healing and then they're like OH THIS ASSHOLE)

i'd also like to say that chimera man, you fuckin rock. he just keeps coming out of nowhere with superb skins i mean jesus
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 11, 2010, 01:41:51 AM
i don't really like how loads of robot masters dash instead of walking but it's okay for magicman, he uses his powers to make him walk he doesn't need to use his legs!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 01:46:36 AM
Quote from: "Wil"
Quote from: "Mr. X"
But I made Magic Man's chats before yours!

aww, no way

well nobody ever took a stab at tengu man or ground man before me! :U

we could combine our chats to make ultimate lulziness

i'll make dynamo man later (you know, that robot master nobody remembers until it starts healing and then they're like OH THIS ASSHOLE)

i'd also like to say that chimera man, you fuckin rock. he just keeps coming out of nowhere with superb skins i mean jesus

Let's mix up the Magic Man ones, I like some of your quotes.  For the record, mine were...
(click to show/hide)

That was kind of buried in the future taunts topic towards the beginning.  For the record, not sure if this needs clarification but I put Rockman instead of Mega Man because it was supposed to be like from Rocky and Bullwinkle.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 01:59:45 AM
(click to show/hide)

added a couple of my favorites, you can do whatever since you did it first, i'll be the add-on
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 02:01:28 AM
Actually, I like your Roll comment better.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 02:05:44 AM
Quote from: "Mr. X"
Actually, I like your Roll comment better.

i do too but you can't have two of them, so i didn't replace it
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 02:10:39 AM
Replace it now, dang it!  I'm too lazy to re-post it!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 02:15:49 AM
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 11, 2010, 03:31:05 AM
Going away for a day is a bad idea in Cutstuff land.
Magic Man being done:
Sweet!
Weapon Icons being done:
Cool! There are some problems here and there(just a few), but those can easily be fixed up. I'll also probably release a patch wad in which certain sprites are changed so that you have Forte's colors for weaponry.
General Crystal King:
Go ahead! If it's something you want in, sprite it, and chances are, it will.
Combined efforts of X and Wil for Magic Man's chatlog:
Looks good! I'll certainly use this'n, unless you make any changes.
Dynamo Man wantingness:
Do you mean the skin, or the stage, or the chatlog? If you mean the skin, Blaze is doing it. If you mean the stage, go ahead. If you mean the chatlog, go ahead.

Pirate Man's stage:
Apparently, Vyselegendguy and someone else(Ivory?) are working on Pirate Man's, and so is X(?), so I figured let them both make one, the better will be chosen, and the second will be released as an expansion for an expansion.
Agreed?
Good.
NEXT CASE.
(Did I miss anything?)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 11, 2010, 03:59:46 AM
I'm doing Ground Man Stage on my own now. I'm helping Vyselegend with Pirateman's stage to go with it.

I won't actually start any of the two until I finish revising my submerged base ctf map, which is in the works now.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 04:05:43 AM
I am not going to create a stage that might not go in, so count me out.  I want a project I can do by myself.

Also, why aren't we posting these things on here?  I saw nothing about who is creating what stages, I was waiting to say which one I wanted to do, and then all of the sudden I hear that there's people already working on them.  What the Hell?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 05:53:59 AM
here is all my chatlogs!

(to be edited when i find/get them)

Magic Man (w/ Mr. X):
(click to show/hide)

Ground Man:
(click to show/hide)

Tengu Man

(click to show/hide)

Burner Man (slightly edited):
(click to show/hide)

Pirate Man: (i went with a sophisticated but still deadly guy, e.g. general zaroff)
(click to show/hide)

Cold Man (trying to avoid ice puns but it's so hard):
(click to show/hide)

Astroman:
(click to show/hide)

Dynamo Man:
(click to show/hide)

finally done god
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 11, 2010, 06:22:23 AM
Mmm, Frappeccino.
I am kinda sad at the lack of obvious ice puns(IT'S TIME TO KICK SOME ICE.[/mr. freeze]) on Cold Man, but those are pretty good.

However, Astro and Tengu man weren't really needed here, because their skins will not be included in the pack, and yet their weapons and ctf stages will be...
Odd, no?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 11, 2010, 06:25:20 AM
Quote from: "Korby"
Mmm, Frappeccino.
I am kinda sad at the lack of obvious ice puns(IT'S TIME TO KICK SOME ICE.[/mr. freeze]) on Cold Man, but those are pretty good.

However, Astro and Tengu man weren't really needed here, because their skins will not be included in the pack, and yet their weapons and ctf stages will be...
Odd, no?

oh

i didn't like astro's anyway, but i think tengu's was pretty cool.

Do you like Pirate Man's? DO YOU!?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 02:24:03 PM
So, can we have a list of stages being worked on since apparently a lot of them are taken?  Because quite frankly, I feel cheated since I've been waiting for the go ahead since you've been saying "we've got to do the weapons" since the beginning and then all of the sudden, half of them are being worked on.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 11, 2010, 06:28:17 PM
Blargh.

Well, X, Cold Man, Astro Man, Tengu Man, King's Palace, The Museum, and Dynamo Man are open.
However, I'm kind of wondering why they're doing stages even without the weapons...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 11, 2010, 06:31:12 PM
Well, you make the weapons and they send you their maps and you can revamp them with the new weapons.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 11, 2010, 08:01:31 PM
Well, I wanted to wait because you were telling us to wait.  I just don't think it's fair that everybody got to pick stages through private messages and deals and shit when we have a topic for it.  Also, it's kind of hard to make a stage when the tilesets don't exist yet.

Put me down for King Stage and maybe Robot Museum since the good robot master stages are taken.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 12, 2010, 04:38:54 AM
hilariously, even original tilesets don't seem to exist for mm&b
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 12, 2010, 04:54:55 AM
Quote from: "Wil"
hilariously, even original tilesets don't seem to exist for mm&b
I can rip the GBA textures out of the game, I'm using them, ones from this site http://www31.atwiki.jp/rockman8/pages/15.html (http://www31.atwiki.jp/rockman8/pages/15.html) , and existing sprites for mine, should I upload some tiles?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 12, 2010, 06:04:36 AM
Time for a positive post from me for once.  This was just posted a few days ago and only has 16 views.  I believe we've found the music.

Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 12, 2010, 06:35:15 AM
Ohh. Those are awesome 8 bit renderings. Great find.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 12, 2010, 12:25:12 PM
Awesome finding.

The cheers for Mr. X!  :mrgreen:
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 12, 2010, 04:25:53 PM
Quote from: "Mr. X"
Time for a positive post from me for once.  This was just posted a few days ago and only has 16 views.  I believe we've found the music.

ugh i dont like pirate man's theme
i find this better
http://www.youtube.com/watch?v=m-0BEYQcsIE (http://www.youtube.com/watch?v=m-0BEYQcsIE)
i like this ground man theme better too
http://www.youtube.com/watch?v=n0rACmJxQg4 (http://www.youtube.com/watch?v=n0rACmJxQg4)
dynamo man
http://www.youtube.com/watch?v=w7zz8Bbw ... re=related (http://www.youtube.com/watch?v=w7zz8BbwBhQ&feature=related)
astro man: http://www.youtube.com/watch?v=t6LfZx85 ... re=related (http://www.youtube.com/watch?v=t6LfZx85d0Q&feature=related)
i like magic man's theme already though
burnerman: http://www.youtube.com/watch?v=tFErKtFV0V0 (http://www.youtube.com/watch?v=tFErKtFV0V0)
tengu man: http://www.youtube.com/watch?v=lVEx92Os ... re=related (http://www.youtube.com/watch?v=lVEx92OsmhY&feature=related)
cold man theme: http://www.youtube.com/watch?v=rGQCEedK ... re=related (http://www.youtube.com/watch?v=rGQCEedKV3k&feature=related)
boss music is fine
king stage: is fine
wily is fine
these are just my opinions
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 12, 2010, 08:18:30 PM
Those aren't real 8-bit.  They were made using GSXCC or something like that.  You can tell because of the drums.

EDIT:  Actually, DJKlzonez are.  I prefer his Dynamo Man, but the rest, I kind of prefer the ones in the long video.

EDIT AGAIN:  Actually, now that I listen to it, only Tengu Man's is a fake.  However, the last three are too low quality to put in, in my opinion.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 12, 2010, 09:19:12 PM
Quote from: "Mr. X"
Those aren't real 8-bit.  They were made using GSXCC or something like that.  You can tell because of the drums.

EDIT:  Actually, DJKlzonez are.  I prefer his Dynamo Man, but the rest, I kind of prefer the ones in the long video.

EDIT AGAIN:  Actually, now that I listen to it, only Tengu Man's is a fake.  However, the last three are too low quality to put in, in my opinion.
i like pirate man and ground man from djklzonez, the rest its up to you, the others sound better to me idk
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 13, 2010, 02:37:56 AM
Quote from: "ice"
Quote from: "Wil"
hilariously, even original tilesets don't seem to exist for mm&b
I can rip the GBA textures out of the game, I'm using them, ones from this site http://www31.atwiki.jp/rockman8/pages/15.html (http://www31.atwiki.jp/rockman8/pages/15.html) , and existing sprites for mine, should I upload some tiles?

mother of god.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 13, 2010, 12:17:16 PM
DJKlzones posted Baiisilisk's old Cold Man song.

This is his new one.
While on the subject, here's his Pirate Man.

Other than that, great find, Mr. X! That will be VERY useful.

EDIT: Now that I think about it, I kinda prefer Baiisilisk's Boss battle(Available on his site in .nsf format) to this one, mostly because it holds a certain note that really bothers me. Am I just being nitpicky?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Jennifer on November 13, 2010, 02:48:30 PM
Could I work on Coldman's Stage?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 14, 2010, 12:43:56 AM
Wait until the weapons are done. When they are, feel free.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 14, 2010, 01:02:48 AM
I'm working on weapons sprites right now, I was delayed though cause I had to get my hair done, but I have the remote mine sprites done and I'm in mid spred drill
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 14, 2010, 01:07:21 AM
You rock, Ice.
With those, the coding for the weapons can be done. After that, the stages can be done.
Then, when all the skins are done, the pack is complete.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 14, 2010, 02:28:23 AM
When the weapons are done? I would think having the tiles done first is more important than the weapons. You can place weapons on later, but what are you going to do without tiles?

Unless I'm missing something here.
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 14, 2010, 03:03:54 AM
Quote from: "Ivory"
When the weapons are done? I would think having the tiles done first is more important than the weapons. You can place weapons on later, but what are you going to do without tiles?

Unless I'm missing something here.
no i do belive there is no tiles yet, i know ice is ripping some for burner man, but besides that, i do not think there is any
(im going on vacation, ill be back friday)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 14, 2010, 03:42:52 AM
Ripping some?  They don't even exist!
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on November 14, 2010, 04:55:50 AM
Quote from: "Mr. X"
Ripping some?  They don't even exist!
uh? thats weird....
idk..
maybe he took the gba/snes and just made it 8 bit himself?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 14, 2010, 05:18:40 AM
Oh. Right.
Hah, tiles, yeah, those would help. I'm not a very good leader if I forget one of the necessary parts, eh?

Well in that case, you can start making maps, but get tiles first.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 14, 2010, 09:00:54 PM
well, i finished most of them exept the spread drill (I need some help on the big one and yes I know, the some of the drills and icewall look horable)
anyway, for the remote mine explosion just cycle the top 6 sprites a few times (the ring around it cycles clockwise)then it dies down to the lower ones
(http://www.deviantart.com/download/186187688/mm8bdm_weapon_sprites_by_icebladeabra-d32unc8.png)
next I'll work on ripping the GBA tiles (will need some help converting them to 8bit)
the bars on the left is how much energy they use (except the wave burner, I think that lasts 12 seconds nonstop)

and yes, I made a failed king sheild icon
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 14, 2010, 11:08:15 PM
wait how the hell is the copy buster going to work
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 14, 2010, 11:10:48 PM
I can already guess exactly how it will work. But... wait. Whose doing the weapon coding anyways?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 14, 2010, 11:19:22 PM
I imagine that a green hologram of you stays where you shot and shoots for a while and uses up all your ammo and you can't switch?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 15, 2010, 12:33:41 AM
well, if there was reverse engineering involved, lets see
for remote mine I guess a mix of crashbomb amd gyro weapon
icewall, item 1?
magic card, I know it will be like shadowblade (no idea how to impliment the health steal)
tengu blade, charge kick + gemeni laser?
lightning bolt, same as any radiuse item
spread drill, gyro wepon again
copy buster,...well, you got me there
and king sheild as said a long list of posts back, a weaker permenant mirror buster that obscures vision (then again that might be waaaaay too broken due to its size and all you have to do is stand in a corner)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 03:52:55 AM
If all you're doing is standing in a corner, almost completely blind, waiting for someone to shoot you, no chance are you going to win.
Plus, someone could just jump on your head and shoot you to death.

However, if it is broken in testing(We gotta do that too!), then yes, it will be dropped.

To answer your question, Ivory, I will do them unless anyone else wants to help.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 15, 2010, 03:54:09 AM
Keep in mind not everyone has OpenGL. Software users can't aim straight down.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 03:55:27 AM
Ah, forgot about them. In that case, unless there's someway to completely fix its only weakness, other than ignoring the guy, it will definitely need to be dropped.

EDIT:
(click to show/hide)
So I'm having trouble figuring out how to make King walk and shoot.
For walking, there's on the shoulder, carrying, or just have it disappear, because he can summon it on command.

For shooting, do I have him swing the axe, shoot the "X" beams out of his stomach, or not shown, swing his non-existing cape as he does right before shooting the X beams.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 15, 2010, 04:16:10 AM
axe depends on if you want to include the axe as part of the king shield, cause him holding two axes would be odd
i wonder will copy shot allow the copy to be a green version of your skin or will it have to be megaman for everyone
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 04:17:38 AM
As I've said, I think Cutman Mike said it's impossible to detect what skin you're using, so we should use some sort of general model for Copy vision, such as a Sniper Joe.

Also, King "Arsenal" (Shield and Axe) would be awesome, but I'm not sure if it'd be OP. A powerful melee weapon and a shield that makes you immortal from the front...
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 15, 2010, 04:20:33 AM
maybe the king shield would increase defense rather than reflecting damage? would be fair considering you'd need to get fairly close to attack with the axe
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 15, 2010, 08:18:40 AM
update on burnerman's stage

I finnaly got the music to work
i added the inside textures inside the lower building (need ideas for the outer walls, I'm thinking trees)
added a upper part so there's a large building area above it that you can fall down to the forest and a teleporter hidden in the brush to get back up (any ideas for the upper area layout? I'm gonna impliment the spear's somwhere up there)
created bridges inside the building leading to the future spot for the wave burner
added a hidden yashichi (hint, not a cowards best friend)

Auther's note: this course might be pretty good for roboenza mode, plenty of places to hide but still easily accesed by infected. but I'm still having trouble scripting the giant telly, can anyone help me with it?

pics when I wake up
also, almost done with the museum tiles I'll upload them unconverted though (already have some hassles with the flashing lights in burnerman's stage) epecially cause I'm still having trouble sticking wth the 4 color rule even with the layer concept

also for a sugestion, in the museum, is it possable to add the crocodile boat?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 15, 2010, 08:27:06 AM
Quote from: "Korby"
(click to show/hide)
btw, the far right pose reminds me of this
(http://www.deviantart.com/download/186251806/burnerman_wryyy_by_icebladeabra-d32w0ta.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 15, 2010, 03:16:45 PM
Quote from: "brotoad"
maybe the king shield would increase defense rather than reflecting damage? would be fair considering you'd need to get fairly close to attack with the axe

Reduce damage and remove knockback? That way you can actually get close enough to axe.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 07:05:59 PM
Reduce Damage, Reduce Speed, Reduce Knockback, Increase Gravity, however, perhaps the axe is insta-kill, or 2-hit kill. Either way, it need to be pretty strong.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 15, 2010, 07:08:08 PM
How about you have to charge it to increase damage?

And same speed, it's a melee weapon after all.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 07:10:16 PM
Yeah, I was thinking about charging, but charging the axe would make you do King's "ultra spinny death dash," in my thoughts, anyway.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 15, 2010, 07:13:40 PM
Okay then, 3 hit kill axe (glued to the spot whilst moving) LV1 charge is a 2 hit kill (protobuster charge rate) LV2 is a dash that kills anything on the way.

You can implement the speed decrease then.
I don't even know if all this stuff is possible.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 15, 2010, 07:44:55 PM
sounds desturbingly somilar to the zombies in roboenza mode so yeah, I think that would be posable
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 15, 2010, 08:29:40 PM
Okay, now that the axe is pretty much confirmed, I guess I'll make King walk without the axe, and perhaps even attack without it as well.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 18, 2010, 08:18:03 PM
So, is anyone working on Dynamo Man and stuff? Any updates?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 18, 2010, 08:19:42 PM
Blaze is working on Dynamo man. Knowing him, he'll never finish it so I taxed Dynamo if Blaze gives up :3
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 18, 2010, 11:35:08 PM
I'll give Blaze another week before it goes to YD.
Also, no particular updates except Cold Man was skinned. I need to fix a few mistakes Ice made though.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 20, 2010, 07:31:05 AM
Quote from: "Korby"
I'll give Blaze another week before it goes to YD.
Also, no particular updates except Cold Man was skinned. I need to fix a few mistakes Ice made though.
Well Brotoad's version blew mine out...so i'd rather let someone use brotoad's version of dynamo...so i'm out...meh i forgot about the skin any ways


besides Call of Duty:Black Ops is in my way now so :P
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 20, 2010, 01:21:41 PM
Korby, may I do Cold Man's stage?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 20, 2010, 05:50:45 PM
Quote from: "Korby"
Oh. Right.
Hah, tiles, yeah, those would help. I'm not a very good leader if I forget one of the necessary parts, eh?

Well in that case, you can start making maps, but get tiles first.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 20, 2010, 10:46:59 PM
I'll need tiles then, hmm...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 20, 2010, 11:51:44 PM
I asked CopShowGuy to rip the originals so I could 8-bitify them, so really, we're waiting on him.(or some other guy to do it.)
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 21, 2010, 02:06:20 AM
woops, sorry, forgot about those (rips them now)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on November 21, 2010, 09:41:54 PM
Quote from: "Korby"
I decided to stop making lame excuses and make this topic.

NSFAQ:
Q: Why are you making this if the game JUST came out?
A: Why not?

Q: You're going to do this alone?
A: If I have to. Any help is welcome.

Q: What's gonna be in it?
A: Every weapon and master from Megaman and Bass, also King, and a couple of other things.

Q: How will the weapons work?
A: Glad you asked that, Korby.
Ice Wall: Spawn, push, damage. It'll probably only do contact damage, but you will be able to ride on it.
Remote Mine: A rocket launcher that sticks to enemies and detonates next time you fire. Cannot detonate midair.
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Spread Drill: Same as in game but horizontal
Wave Burner: Just like in the game.
Tengu Blade: Same. In. Game.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Copy Vision: Same as in game, but it might home in on enemies. However, it will probably summon some generic skin.
Treble Boost: Same as in game, but it'll shoot horizontally.


Content List:
This is everything that needs to get done for the release.

Skins: (If you have any ideas for more, post 'em!)

Cold Man - FINISHED (ice)
Burner Man - FINISHED AND SKINNED (Chimera Man)
Magic Man - FINISHED (Chimera Man)
Ground Man - MAYBE TAKEN (brotoad)
Pirate Man - TAKEN (TheBladeRoden)
Dynamo Man - TAKEN (Blaze)
King - TAKEN (Korby)

Projectiles/Weaponry:
I highly suggest we use this! It'll, at the very least, give is a jump start on this section. (http://retro.staticfire.co.uk/megafan/?act=resdb&param=02&c=1&id=192)

Tiles:

Cold Man -
Burner Man -
Magic Man -
Ground Man -
Pirate Man -
Dynamo Man -
King's Tower -
The Museum -

Stages:

Cold Man -
Burner Man - TAKEN (Ice and VyseteLegend)
Magic Man - MAYBE TAKEN? (Crystal King)
Ground Man - TAKEN (Ivory)
Pirate Man - TAKEN (Vysethelegend and Ivory)
Dynamo Man -
Astro Man (CTF) -
Tengu Man (CTF) -
King's Tower - color=#FFBF00]TAKEN[/color] (Mr. X)
The Museum - color=#FFBF00]TAKEN[/color] (Mr. X)

Other:

Magic Man's trains - TAKEN (Crystal King)

(click to show/hide)
Would it be dumb of me to ask why there's only 7 skins?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 21, 2010, 09:43:54 PM
No Tengu or Astro, they're in MM8 expansion.

BTW Korby, can I do Dynamo now?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on November 21, 2010, 10:13:29 PM
Oh. ok
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 21, 2010, 10:56:51 PM
Yeah, YD, you can.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 01:21:35 AM
*whistles quietly while waiting for Cold Man tileset*
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on November 22, 2010, 01:26:04 AM
I would do Coldman, but I'm too lazy to do that, and I'm not good with spriting and mapping, even with tutorials.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 22, 2010, 01:59:00 AM
almost done with the tiles, it really hard to get them cause there only in one pallet at a atime and the tiles are extreamly out of order, so you'll have to match up all the tiles and colors, but anywho I got the back ground, floor, and the walls ripped so far, in mid side tiles cause theyre green and yellow and the parts are on different tile pallets ^^; will be done in 20 mins
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 22, 2010, 03:00:42 AM
(http://i573.photobucket.com/albums/ss180/iceblade10/coldmantiles.png)
ok FINNALY here they are

that took forever to do
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 03:14:16 AM
sweet. nice job, ice.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 03:30:19 AM
Gracias, Ice.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 03:41:26 AM
Now to 8-bit them, eh?
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 03:43:17 AM
I will tommorow.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 03:50:31 AM
Oh, I was going to, but go ahead, I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 03:54:51 AM
Actually, I would love for you to do them. I am making a Cold Man bot ATM.
What enemy should we put in his stage?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 04:01:53 AM
Probably Cold Mist, unless you guys have a more memorable one.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 22, 2010, 04:41:43 AM
Quote from: "Korby"
Probably Cold Mist, unless you guys have a more memorable one.
What about the Snowman mini boss?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 04:46:03 AM
It depends on the layout of the stage. The mini ones could be lying around, I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on November 22, 2010, 05:06:47 AM
I have a question. Why are we making tiles? Since MM&B uses so much content from MM8, if we wait on the Megaman 8 Expansions, bam. All the tiles are there. That just means delaying the actual stage making untill MM8... well, just throwing this out there.
Title: Re: [EXPANSION] Megaman & Bass
Post by: brawlman9876 on November 22, 2010, 05:11:49 AM
Quote from: "Ivory"
brawlman made me think of a question. Why are we making tiles? Since MM&B uses so much content from MM8, if we wait on the Megaman 8 Expansions, bam. All the tiles are there. That just means delaying the actual stage making untill MM8... well, just throwing this out there.
Fixed.
Title: Re: [EXPANSION] Megaman & Bass
Post by: wildvine47 on November 22, 2010, 05:17:32 AM
Are you guys going to be releasing Coldman yet, or are you going to wait until the expansion.  I'd really love to play as him, being one of my favorite RM's and all.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on November 22, 2010, 05:25:23 AM
Expansion only.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 22, 2010, 05:32:18 AM
Quote from: "Ivory"
I have a question. Why are we making tiles? Since MM&B uses so much content from MM8, if we wait on the Megaman 8 Expansions, bam. All the tiles are there. That just means delaying the actual stage making untill MM8... well, just throwing this out there.
actually, the mm&b tilesets are entirly different from mm8 altogether, I mean sure both coldman and frostman's stages are similar but they dont have tiles that look anywhere like the other, same for searchman and burnerman (learned that the hard way)

(btw korby, can you pm me a few screenies of the fixed coldman skin?)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 05:37:10 AM
I didn't fix Cold Man yet, ice.

Also, I'm not entirely sure how different they are...I need a side-by-side comparison...
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 22, 2010, 05:59:31 AM
well in frostman's stage, the outside platforms are blue-green and covered with smooth shiny ice while on coldman's stage, the platforms are green & orange covered with snow, and the inside (oh dont get me started on that) the the backgrounds are extreamly different, frostman's back ground had a huge array of different shaped buildings (second part was closer to the ground with a epic met sign and beutiful lights)and coldman's was sortof plain in comparison and his had a few random cranes in the back ground

on searchman's the inside part had camo tiles while burnerman's where more heavily animated and blue, and the outside part, some of the grass was similar but the trees are way different, burnerman's trees had a small computers outside them with wire vines while searchman's are just normal curvy trees (but they both did have hardman like outside ground tiles though)

thats the best I can describe it (too lazy to take screenshots)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 12:57:39 PM
They only use similar themes.... some recycled tiles but most are original.

EDIT: And ALLL of the enemies are the same so you can rip those from RM8FC if you want them in your stage!

I'll get on Dynamo, yay. Maybe I'll do some more, &B was my favourite of the series when I was younger. (Yes, I had a Japanese Super Famicom... anything to play this masterpeice :D)
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 02:19:03 PM
Korby, are the tiles 8 bit yet?

I felt like being helpful, Ice, so....
(http://img84.imageshack.us/i/coldman8bit.png/)

if it doesn't show up, link here: http://img84.imageshack.us/i/coldman8bit.png/
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 02:55:20 PM
Ice has already finished Coldman, and I don't like that sprite, the head is too... wierd.

EDIT : Could ya put me on the frontpage, Korbz? Cheers.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 03:26:50 PM
Quote from: "Yellow Devil"
EDIT : Could ya put me on the frontpage, Korbz? Cheers.
This.

Also, a few more if needed:

Astro Man:
(http://img17.imageshack.us/f/astroman8bit.png/)
http://img17.imageshack.us/f/astroman8bit.png/

Burner Man:
(http://img201.imageshack.us/f/burnerman8bit.png/)
http://img201.imageshack.us/f/burnerman8bit.png/

Aaaaaaand Dynamo Man:
(http://img221.imageshack.us/f/dynamoman8bit.png/)
http://img221.imageshack.us/f/dynamoman8bit.png/
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 03:30:18 PM
Burner man is done, Astro one's ok but the Dynamo Man is terrrible
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 04:28:11 PM
Yeah, Dynamo Man sucked :P
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 04:32:38 PM
I made a things

(http://i270.photobucket.com/albums/jj107/MaxPower7137/Dynamosheet.png)

Da-tah
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 05:40:30 PM
I also did Astro LONG ago.
He's not going to be in this pack, he'll be in MM8.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 05:43:25 PM
How's my thingy?

I think he looks fat D:
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 05:44:24 PM
Cyan...?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 05:45:02 PM
After done...?
Title: Re: [EXPANSION] Megaman & Bass
Post by: brotoad on November 22, 2010, 05:54:05 PM
yeah, that front view is way too wide!
i don't mind you using my custom sprites but please ask permission in the future! just make sure to credit me!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 05:54:36 PM
Well I thought since you posted them here we were allowed to use them... whatevs.

ALSO I was looking at Dynamo's artwork, apparently he's like a battery and that's why I made him so wide.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 06:16:48 PM
Quote from: "Yellow Devil"
After done...?
Ok. I find it to be more work. But then again, I suck at converting to 8 bit.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 06:20:03 PM
Well you can select by colour and then change it in less than 5 seconds so :/
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on November 22, 2010, 06:28:15 PM
Mind if i could make the Grenade Man looking guys for Tengu's stage?

i'd like to give em a crack
Title: Re: [EXPANSION] Megaman & Bass
Post by: Crystal King on November 22, 2010, 07:43:22 PM
Making bits and pieces of progress on Magic's stage. The train's the hardest part for me, honestly (this'll be the first non-SRB2 "Thing" I make, and I'm trying it from scratch (usually they're edits). If not, I could probably pull behaviors from Moby and Bigeye and make some kinda demented love child train). If I can get that working, the rest of the stage shouldn't be that hard. I guess what makes me really mad is the simple behavior I just can't seem to get right. It's also a matter of actually spriting the stupid thing, the diagonal rotations really seem to hate me.

If anyone can make some 8-bit playing card wall and floor GFX, I'd like to utilize that in some way.
(click to show/hide)
Around when do you expect this to come out? Depending on how far down the line this gets finished, it'd be interesting to have some Megaman 7 weapons (namely Danger Wrap for this particular stage design I'm going for).
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 07:47:49 PM
Quote from: "Yellow Devil"
Well you can select by colour and then change it in less than 5 seconds so :/
GIMP or paint? And how?

Also, Korby;

1)Will we be playing 16 bit songs in the stages?
2)Are Cold Man's tiles 8 bit yet?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 07:48:12 PM
Paint OR gimp.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 07:49:59 PM
How?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 22, 2010, 07:51:06 PM
In which? Gimps easy, just select by colour and paint bucket it.

In paint, RIGHT click the colour you want, LEFT click the colour you want to replace. Grab the rubber, hold down RIGHT mouse and scrubb scrubbbbbb scrubbbbbbb!
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 22, 2010, 07:53:53 PM
Thanks. Now I can make Cold Man's tiles 8 bit. :D

EDIT: I'm confused. I'll leave that to Korby and get working on bots.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 22, 2010, 10:53:58 PM
Quote from: "MagnetMan497"
Also, Korby;

1)Will we be playing 16 bit songs in the stages?
2)Are Cold Man's tiles 8 bit yet?
1)No.
2)No.
That was easy!

Crystal King, it will come out when everything's finished. No deadlines.
Though I'd probably say before the end of next year.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 23, 2010, 08:58:46 PM
3 columns done!

Feet are hard
(http://img708.imageshack.us/img708/936/piratepromo1.jpg)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 23, 2010, 09:38:58 PM
Looks good so far. It was strange not seeing him lunging his entire body forward to shoot, but that's okay, I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 23, 2010, 09:44:12 PM
He doesn't look like he's shooting at all!

usually his claw retracts and he fires from there. Moving the claw doesn't really count as shooting in my opinion.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on November 23, 2010, 09:50:10 PM
Maybe have Pirate Man hold his buster arm with his claw while he's shooting? Kinda like Mega Man / MegaMan.exe / Geo Stelar in the TV show.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 23, 2010, 09:50:51 PM
Or, you know, BASS.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on November 23, 2010, 09:51:55 PM
hmm I suppose that part could use some work
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 23, 2010, 09:54:49 PM
Quote from: "SmashBroPlusB"
Maybe have Pirate Man hold his buster arm with his claw while he's shooting? Kinda like Mega Man / MegaMan.exe / Geo Stelar in the TV show.

His claw IS the shooting arm
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 23, 2010, 09:58:21 PM
No it's not.
(click to show/hide)
On his shooting frames you can see the claw.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on November 23, 2010, 09:59:24 PM
...oh. I thought his other hand was actually a hand.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on November 23, 2010, 10:02:32 PM
Quote from: "Yellow Devil"
...oh. I thought his other hand was actually a hand.
I THINK PIRATE MAN IS BASED OFF OF CAPTAIN HOOK (?)
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on November 23, 2010, 10:23:24 PM
Pirateman is based off awesomeness... and please dont caps all the time.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 23, 2010, 10:59:45 PM
Are cold man's tiles done
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 24, 2010, 12:55:44 AM
No, they are not. Between school, goof-off, and the pain in my neck at the moment, I did not really have much time to do them.

Why am I not doing then now?
...That's classified.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 24, 2010, 02:37:25 AM
Ok let me know when they are ready
Title: Re: [EXPANSION] Megaman & Bass
Post by: Accel on November 25, 2010, 11:07:39 AM
Would you guys like some help with bot chats? I actually did a bit of research on this specific cast of robot masters *MM&B CD's are quite useful. LOL.* and I'd love to try my hand at it. Even if it's just suggestions, I'd love to try my hand at it! I'm better for darker and edgier, but I can try to be a bit more funloving too~
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 25, 2010, 11:20:45 AM
Sure, go ahead!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Accel on November 25, 2010, 11:43:01 AM
Okay, awesome, I'll get started right away!
BotChat Progress/Order
Burnerman: Already Done
Coldman: Rough Draft Released
Dynamoman: Started
Magicman: Not Started Wil did a good one already
Pirateman: Not Started
Groundman: Not Started Wil did a good one already
King: Not Started
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on November 25, 2010, 12:03:55 PM
Quote from: "Wil"
(click to show/hide)

random chatlog for groundman

(click to show/hide)

and here's one for magicman

Wil got a few for these.
Thought they were pretty good.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Accel on November 25, 2010, 12:48:32 PM
Ah, alright, I'll go ahead and cross those two off then.
Anyways, heres a rough draft on Coldman, I think he needs a bit of improvement, but I can't figure out what. Any suggestions?
Coldman Roughdraft.
(click to show/hide)

EDIT: I just thought of a few things to add as well, but I'm still very open to suggestions on this chat. I'm not satisfied with how it came out just yet. Lol.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 26, 2010, 01:56:40 AM
I was gonna do that but... less work for me.


I drew a rough layout of Cold man's stage BTW.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on November 26, 2010, 02:25:52 PM
Coldman's looks fine so far. I'll probably put in "Curse you El Nino!" somewhere, simply because I love that line.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Accel on November 26, 2010, 10:10:19 PM
Oh jeez, how could I miss that one? That will be perfect! Thanks!

EDIT: Cold Man is edited now. I just finished a draft of Dynamo, I'll be posting it after I finish a draft for Pirate Man.
Title: Re: [EXPANSION] Megaman & Bass
Post by: jutopa on November 27, 2010, 03:51:12 PM
ColdMan Tiles:
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=10)
From:http://www23.atwiki.jp/rockmanforte/
They are doing a rockman and forte demake too!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 27, 2010, 05:04:33 PM
but i thought i did botchats for every master D:

also, not sure if you guys have seen this but http://www23.atwiki.jp/rockmanforte/?page=%E3%83%A1%E3%82%A4%E3%83%B3%E3%82%AD%E3%83%A3%E3%83%A9%E3%83%89%E3%83%83%E3%83%88%E7%B5%B5 more from that website linked above, has some pretty awesome shit
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on November 27, 2010, 05:16:01 PM
...this made my job a WHOLE LOT EASIER (better then spending hours ripping, aligning, and colormatching just one tileset)

(T_Tyou have the easiest one thats the only stage they made)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on November 27, 2010, 08:37:24 PM
It's cool to see this project is going so well.  :)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 27, 2010, 09:03:32 PM
Quote from: "Wil"
here is all my chatlogs!

(to be edited when i find/get them)

Magic Man (w/ Mr. X):
(click to show/hide)

Ground Man:
(click to show/hide)

Tengu Man

(click to show/hide)

Burner Man (slightly edited):
(click to show/hide)

Pirate Man: (i went with a sophisticated but still deadly guy, e.g. general zaroff)
(click to show/hide)

Cold Man (trying to avoid ice puns but it's so hard):
(click to show/hide)

Astroman:
(click to show/hide)

Dynamo Man:
(click to show/hide)

finally done god

dug up my chatlogs for everyone
Title: Re: [EXPANSION] Megaman & Bass
Post by: Accel on November 27, 2010, 09:56:20 PM
Your missing King, good sir. I'll go ahead and do him. Anyways, I read that my Burnerman MAY be used, but if yours is, well I'm fine with it, I'll go ahead and post what I have right now in a bit for Cold and Dynamo then.

May the best writer be chosen, or something like that~

EDIT: I HAD AN AWESOME IDEA! I love some of your botchats, but they need some work, but I also like mine...how about we combine ours somehow? My Dynamo is a bit of a jerk and a bit too dark, but if we combined ours, we'd have something awesome. Your Coldman is too punny, but mine isn't friendly enough. Combonation = Awesome. See what I'm getting at?

EDITEDIT: Heres what I have so far.
Coldman
(click to show/hide)

Dynamoman
(click to show/hide)

Ima go work on King now :D
Title: Re: [EXPANSION] Megaman & Bass
Post by: Wil on November 28, 2010, 03:05:36 AM
go for it if you feel like it
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on November 28, 2010, 05:03:12 PM
Quote from: "jutopa"
ColdMan Tiles:
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=10)
From:http://www23.atwiki.jp/rockmanforte/
They are doing a rockman and forte demake too!
THANK YOU!!!!

Working on his stage ASAP!
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 02, 2010, 10:32:59 PM
bumped
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 16, 2010, 11:53:01 PM
bumpage x2/borderline necropost
Title: Re: [EXPANSION] Megaman & Bass
Post by: NitroBro on December 17, 2010, 12:14:59 AM
need any spriting?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 17, 2010, 01:36:05 AM
What kind of spriting are you good at?
Title: Re: [EXPANSION] Megaman & Bass
Post by: NitroBro on December 17, 2010, 02:09:12 AM
Background, skins,and im getting into tilesetting
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 17, 2010, 02:19:51 AM
ugh, I need some help with tile coloring, I can make it 8 bit and everything, its just that the textures just come out in nasty mixed colors with a brown tinge
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 17, 2010, 03:31:56 AM
What program are you using?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 17, 2010, 07:45:13 AM
paint
heres how the textures are supposed to look
(http://i573.photobucket.com/albums/ss180/iceblade10/tiles.png)
heres how they look in game
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20101217_025602.png)

and yes I realised the larger one has 5 colors
Title: Re: [EXPANSION] Megaman & Bass
Post by: NitroBro on December 17, 2010, 11:55:08 AM
Replace black with dark grey and then replace drak grey with normeal grey etc.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 17, 2010, 02:26:08 PM
I got a feeling that it can be something of lighting...
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on December 17, 2010, 02:38:08 PM
Quote from: "tsukiyomaru0"
I got a feeling that it can be something of lighting...
hmm yeah, is brightness in the map 255?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 17, 2010, 08:53:47 PM
brightness was maxed out 100% (made sure of that when I started it) and I tried it in open GL mode (textures looked slightly better but still looked bad)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 17, 2010, 09:37:28 PM
Try using colors already in the game.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 17, 2010, 09:48:34 PM
Quote from: "Korby"
Try using colors already in the game.
Are you thinking it might be palette swap?

Another thought I had is that the enviroment illumination might be low for some colors.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 17, 2010, 11:08:36 PM
That doesn't even make sense, Tsuki.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 17, 2010, 11:21:09 PM
Quote from: "Korby"
That doesn't even make sense, Tsuki.
Suppose this: you have three lightbulbs: one green, one red, one blue.When they are together, what light do you get? white is the answer. Now, suppose you can control the intensity of each with a dimmer. Lower green and blue. What do you get? Red.

Point here is... This might be some problem of simulated light in the map. In this case, the red level is too high, I think
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on December 18, 2010, 05:21:58 AM
Full stop.  Lighting issues aren't your only problem.  Those textures aren't even close to being 8-bit.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 18, 2010, 05:30:41 AM
Quote from: "Mr. X"
Full stop.  Lighting issues aren't your only problem.  Those textures aren't even close to being 8-bit.
Oh, finally, you popped in here. You take from here on, BRB! ^^
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on December 18, 2010, 05:33:18 AM
...What?  I have no idea what you're even trying to say.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 18, 2010, 06:45:13 AM
*facepalm* I JUST SAID some were not true 8 bit (some I just put unconverted to see how it would look)
anyways, I'm still having issues with the colors, I even screwed around with the custom colors to see it it will fix it

and honestly, I dont know a darn thing about deathmatch map layouts at all (contemplating weather or not to give up and give it to someone else, with vyse's approval ofcourse)

I can still rip tiles though
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on December 18, 2010, 05:10:44 PM
Quote from: "ice"
*facepalm* I JUST SAID some were not true 8 bit (some I just put unconverted to see how it would look)
anyways, I'm still having issues with the colors, I even screwed around with the custom colors to see it it will fix it

and honestly, I dont know a darn thing about deathmatch map layouts at all (contemplating weather or not to give up and give it to someone else, with vyse's approval ofcourse)

I can still rip tiles though
I could take the map over completely myself, if you'd give me the tiles and everything, but i really dont know how to make burnable ground, or a telly that will burn it...lol..if i knew i could do it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 18, 2010, 05:11:34 PM
Hey Vyse, ever heard of tags?

What about decorate?
Title: Re: [EXPANSION] Megaman & Bass
Post by: VyseTheLegend96 on December 18, 2010, 05:13:20 PM
Quote from: "Yellow Devil"
Hey Vyse, ever heard of tags?

What about decorate?
Ive heard of tags, but i still dont understand how to make a telly spawn and flie over head and drop a flame onto the ground, i really have no idea.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 18, 2010, 05:13:42 PM
Decorate.

Coding.

Yay.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 18, 2010, 05:39:48 PM
I still couldent get the ground to burn (tried copying flameman) even tried making the ground oil, changing the script, and made 100% sure that my map spots were the same as flameman, but I could "try" to code the telly (has all of the sprites ready)
and vyse, I'll send the tiles in a PM
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 18, 2010, 05:53:18 PM
You couldn't make the ground burn as you didn't code the tags, copy Flameman's scripts lump and it should be fine.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 18, 2010, 06:51:51 PM
thats what I did
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 18, 2010, 06:54:32 PM
And use the right tag as seen in the lump.

I think it's 3?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on December 18, 2010, 08:10:27 PM
Quote from: "ice"
*facepalm* I JUST SAID some were not true 8 bit

I apologize, I didn't see that.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 19, 2010, 02:55:09 AM
well i fixed the coldman skin (I still think's he's a little tall for my comfort)
well, back to the loooong grueling process of ripping tiles from mm&b and uploading them (couldent help but feel I'm responsible for the delay on stages)

btw, hows the progress on the other skins?
and I feel like spriting again, any enemies I could sprite for anyone
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 19, 2010, 03:37:03 AM
Oh, you don't need to rip Astro Man. CopShowGuy did that for me.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 19, 2010, 05:42:27 AM
k, so my list is now
Museum (Done)
Coldman (No need)
Astroman (already done)
Burnerman (done)
Magicman
Groundman
Pirateman
Tenguman
dynamoman
King (which king stage should I use?)

Edit, added dynamo man to the list,... how the heck did I forget the memorable "OH CRAP THE QUICKMAN DISK! *disk falls into pit*" moments
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 19, 2010, 06:39:48 AM
I'd like King Stage 2, as it was far more memorable.

Plus it looks nicer.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 19, 2010, 01:37:34 PM
Quote from: "ice"
how the heck did I forget the memorable "OH CRAP THE QUICKMAN DISK! *disk falls into pit*" moments
Wow, Quickman is real quick!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on December 20, 2010, 02:23:58 AM
Well, I was planning on using both King Stages 1 and 2 combined for the King Stage.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 20, 2010, 02:36:30 AM
Sounds good.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 20, 2010, 03:14:47 AM
Ok, I'll try to get both of them
Title: Re: [EXPANSION] Megaman & Bass
Post by: CopShowGuy on December 20, 2010, 06:36:03 AM
I'll see what I can do for Pirate Man's stage.  If it has too necessary animated tiles or too many, I'll probably not do it.  But yeah, ripping those tiles is a long process.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 20, 2010, 03:37:14 PM
I can't do Cold Man's stage sorry. The tiles are on page 41 IIRC, if someone wants to do them. I constantly am keeping update on Rockman and Forte FC tho. Have the weapons already been coded? because I could try to do that.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 20, 2010, 06:11:06 PM
No, the weapons have not been coded yet.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 20, 2010, 06:28:21 PM
Quote from: "MagnetMan497"
I can't do Cold Man's stage sorry. The tiles are on page 41 IIRC, if someone wants to do them. I constantly am keeping update on Rockman and Forte FC tho. Have the weapons already been coded? because I could try to do that.

YES! I'll take coldman's stage (not much advanced coding i have to do) and its perfect for me to test the coldman skin on (and I actually have a idea for the inside part)
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 20, 2010, 06:40:27 PM
btw sorry for the wait, heres the museum (theres a red ship and green one cause it was 2 different tilesets and the colors were mixed)
(http://i573.photobucket.com/albums/ss180/iceblade10/lvl1musiemtile.png)
aaaand my burnerman sheet I was working off of
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 20, 2010, 07:59:15 PM
I'll do the weapons coding, then.

Ice, I was think ing 4 tall towers, with ice shooters, and water in middle.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 20, 2010, 08:26:41 PM
I'd like to see an example of your work before you begin coding.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 20, 2010, 08:36:02 PM
an example? Why, I've never coded a MM8BDM weapon. Only doom ones. I lost them, tho :/
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on December 21, 2010, 01:28:14 AM
Uh huh. That doesn't sound that qualified to me. Considering MM8BDM weapons are a bit more complicated then the standard doom weapon due to energy and other things.

Maybe I'll code the weapons. But I really can't do that unless the sprite rotations are done.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 21, 2010, 02:20:26 AM
(click to show/hide)
Will these suffice?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ultima on December 21, 2010, 02:45:10 AM
Copy Vision is gonna be fun as hell to use.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 21, 2010, 04:03:41 AM
Ok. Thanks Ivory, I wasn't sure how large the difference was.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Disco on December 21, 2010, 10:13:53 PM
Just letting you guys know you have a wiki (http://mm8bdm.wikia.com/wiki/Mega_Man_%26_Bass) to play around with/use to coordinate stuff if you want
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on December 21, 2010, 10:22:18 PM
I'm not sure if you all know this, but the Genesis unit and their stages are going to be in RM&FFC...

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass
Post by: The_Broker on December 21, 2010, 10:43:40 PM
The Genesis Unit is in?! Wow! I have just recently sent my Genesis Unit botchats to Mr. CutmanMike, but if you guys ever make the bots for them, I'll give them to your expansion as well.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 21, 2010, 11:35:47 PM
They were all being made for the initial release, but none were finished.
Namo was doing Buster Rod G.
Someone was doing Hyper Storm H.
and I dunno who was doing the other one.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 21, 2010, 11:39:44 PM
Is Brotoad still working on the groundman skin?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 21, 2010, 11:51:30 PM
Probably.
Title: Re: [EXPANSION] Megaman & Bass
Post by: The_Broker on December 21, 2010, 11:55:52 PM
Quote from: "Korby"
They were all being made for the initial release, but none were finished.
Namo was doing Buster Rod G.
Someone was doing Hyper Storm H.
and I dunno who was doing the other one.

Sir, Namo was working on Buster Rod. G and Mega Water. S. Ceramic Bull was working on Hyper Storm. H.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 21, 2010, 11:57:03 PM
You rock.

Anyway, Magnet, if you really want to do it, I'd like to see some of your previous work.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on December 22, 2010, 03:53:32 AM
No, I was just wondering. Once I finish some skins you can have a look. Besides, creating rotations is hard and time consuming.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 22, 2010, 09:37:50 PM
Quote from: "jutopa"
ColdMan Tiles:
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=10)
From:http://www23.atwiki.jp/rockmanforte/
They are doing a rockman and forte demake too!
question for coldman's stage, I know the tiles are 8bit and all but, dose the snow have to be green?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Mr. X on December 22, 2010, 09:41:10 PM
Now that you mention it, no.  If I remember correctly, the NES can have only 4 colors per 8 by 8 area for tilesets.  Therefore, the snow could be a different color.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 24, 2010, 12:22:10 AM
Scince they never showed what the outside of the building looked like, is it ok to make the outside look like one of the ones in the background?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 24, 2010, 02:55:29 AM
Of course.
I was unaware you were doing Cold Man's stage though.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 24, 2010, 06:08:12 AM
Quote from: "ice"
Quote from: "MagnetMan497"
I can't do Cold Man's stage sorry. The tiles are on page 41 IIRC, if someone wants to do them. I constantly am keeping update on Rockman and Forte FC tho. Have the weapons already been coded? because I could try to do that.

YES! I'll take coldman's stage (not much advanced coding i have to do) and its perfect for me to test the coldman skin on (and I actually have a idea for the inside part)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 26, 2010, 04:31:08 AM
Cool, good luck. Hope the map comes out n.ice.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on December 26, 2010, 11:35:55 PM
Merry (delayed) christmas!

May as well for me doing another ground-breaking character sheet, alright?  ;)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 27, 2010, 12:55:55 AM
...You were doing another character?

Hmm...Roden hasn't posted an update on Pirate for awhile. I should PM about that.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on December 27, 2010, 03:43:37 AM
Here goes a Ground-breaking char!

(http://i53.tinypic.com/2zqea87.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 27, 2010, 03:46:29 AM
Holy CRAP.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on December 27, 2010, 06:41:38 AM
Awesome, btw front page edit please
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on December 27, 2010, 08:30:48 AM
Quote from: "Korby"
Holy CRAP.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 27, 2010, 03:52:21 PM
I think I completely fixed the front page.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 27, 2010, 04:01:31 PM
Oo-err I need to get working!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 27, 2010, 04:12:25 PM
Yeah you better start working.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 28, 2010, 05:28:23 PM
How does Dynamo Walk? I was considering dashing but Burner AND Magic already dash
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 28, 2010, 05:51:48 PM
Make him walk how you want him to walk. Just remember his personality and try to incorporate that into his walk somehow.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on December 28, 2010, 08:21:51 PM
I am saddened that my PM box is empty :(
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 28, 2010, 08:52:04 PM
I totally PM'ed you about it. I know I did!

ANYWAY.
How goes Piratemang?
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on December 28, 2010, 09:16:10 PM
Oh, err, right

Tried making his shooting pose more like the spritesheet. He's facing the wrong way in some of the directions since I haven't drawn over them yet
(http://img253.imageshack.us/img253/5307/piratepromo2.jpg)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on December 28, 2010, 09:17:22 PM
Is that his back frame?

Or is it a second front frame?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 29, 2010, 01:07:08 AM
You...You actually did both sides.
You're awesome.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on December 29, 2010, 06:58:54 AM
I'm tipping my hat off to you, mr. roden.  :geek:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Skye.EXE on December 30, 2010, 03:56:36 AM
Quote from: "Korby"
Remote Mine: A rocket launcher that sticks to enemies and detonates next time you fire. Cannot detonate midair.

IT CANT BE! :evil:
Thats what would keep it from being overpowered... :3
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on December 30, 2010, 04:30:42 AM
I don't think the actual remote mine from M&B could be detonated in mid air either. So seems fair to me.  :cool:
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 30, 2010, 05:37:16 AM
Quote from: "Ivory"
I don't think the actual remote mine from M&B could be detonated in mid air either. So seems fair to me.  :cool:
time for me to test theory, brb
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 30, 2010, 06:07:59 PM
Tsuki, I've played the game hundreds of times. I think I know when it can detonate.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 30, 2010, 06:41:26 PM
Quote from: "Korby"
Tsuki, I've played the game hundreds of times. I think I know when it can detonate.
I've only played a few times, so i never noticed that. Plus, that's my least favorite weapon, heheh. But... How will the detonation work in MM8BDM system?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 30, 2010, 06:43:41 PM
Exactly the same?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Skye.EXE on December 31, 2010, 12:58:35 AM
Will you be able to steer it? gawd that is such a stupid question
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on December 31, 2010, 01:11:29 AM
Well, you can't steer Hard Knuckle, so probably not. It's up to whoever codes it though.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on December 31, 2010, 01:14:21 AM
Quote from: "Korby"
Well, you can't steer Hard Knuckle, so probably not. It's up to whoever codes it though.
True.
However, if someone were to add a mean to steer the Remote Mine, i think it should behave like Tron 2.0's Disk Primitive (Hold click to steer the disk).
Title: Re: [EXPANSION] Megaman & Bass
Post by: The_Broker on December 31, 2010, 04:34:51 AM
I think if it were at all possible, the mines should be steered similarly to how the Half-Life 2 missiles followed your crosshair.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 09, 2011, 02:37:14 PM
Update: Burnerman.

Because he didn't have that creepy grin before.  :mrgreen:

-Link Removed-
Title: Re: [EXPANSION] Megaman & Bass
Post by: Skye.EXE on January 09, 2011, 04:04:17 PM
Quote from: "The_Broker"
I think if it were at all possible, the mines should be steered similarly to how the Half-Life 2 missiles followed your crosshair.
Now theres A Thought!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 09, 2011, 07:40:59 PM
Did you fix the color of his flame, Chimera?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on January 09, 2011, 07:45:38 PM
And now everyone has Burner Man early
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 09, 2011, 07:46:43 PM
For the love of...
Chimera Man, why? Whyyy?

Thanks a lot for mentioning it, YD, now people are going to look for the link.
Title: Re: [EXPANSION] Megaman & Bass
Post by: KillerChair on January 09, 2011, 10:08:16 PM
Nah... I'll wait ;)

How's this expansion coming along by the way?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 09, 2011, 10:28:08 PM
Oh fffffffff... *facepalm*  :?

Anyway, I couldn't fix the flame for some reason.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on January 09, 2011, 10:35:21 PM
What happened? can you screenshot or video it?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 09, 2011, 11:11:33 PM
The green of his flame is rather....pale. Not nearly green enough.

I already screenshotted it. It's in this topic somewhere.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 10, 2011, 12:03:58 AM
The thing is, Korby...
I picked the exactly same color as Burner's flames.

On the sprites looks the same as the original, so I don't know what's going on with that.  :roll:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on January 10, 2011, 12:20:38 AM
That would be problems with Skulltags Pallete.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 02:11:00 AM
Ah.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on January 10, 2011, 03:00:53 AM
Tried doing a color remap with XWE?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 10, 2011, 12:06:40 PM
I don't know how to do that.

In fact, it's the first time I heard of this (Shame on me)...
Title: Re: [EXPANSION] Megaman & Bass
Post by: ficarra1002 on January 10, 2011, 02:32:28 PM
Sorry if its been said, not reading through 52 pages.

For one, can you add weapons progress to the first post?
Also, are you sure the remote mines sticking to people is possible? I saw someone attempt something like that on a doom mod once, and when the person walked away, the mine just floated.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 03:17:03 PM
There is no progress on the weapons. However, none of them are open for taking.

I am unsure if Remote Mine sticking to players is possible.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 10, 2011, 03:25:18 PM
I really feel like helping out with this project, but I don't think there's anything open for me to do!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 03:26:51 PM
What are your skills?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 10, 2011, 03:31:04 PM
I'd say that's the problem. I don't have many yet!

I make skins all the time, but I'm not very confident in making any of the MM&B robot masters.(not to mention they're taken!)

I have never made a map before, but I'm learning how right now.

I'm not sure exactly how you go about with the tiles. Do you just need the stage graphics from the game in 8-bit form, or is there more to that?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 03:43:41 PM
Yeah, we just need to get the stage graphics in 8-bit.

There's also the matter of...secret skins.

If you wish to work on a secret skin, PM me your idea. There will be only three.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 10, 2011, 03:46:59 PM
The secret skins idea sounds nice, but I don't have any ideas for a secret skin at the moment.(I actually haven't played MM&B myself yet!)

I think I might be able to do tiles, though. Its worth a shot!
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 04:27:52 PM
Keep in mind Burner is already being done.

If you want, I can send you the Astro Man tileset CopShowGuy sent me.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 10, 2011, 04:28:41 PM
And then 8-bitify it?

Sure.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ficarra1002 on January 10, 2011, 04:31:36 PM
Quote from: "Korby"
However, none of them are open for taking.
Who's doing them?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 10, 2011, 04:40:53 PM
That is above your clearance level.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on January 10, 2011, 04:49:19 PM
For the "mine sticking to ppl"... I'd think of something like this:
Have it add an unuseable, undropable item to the one hit with it. The game should somehow check those who have that item and put a sprite over it. After the shooter presses trigger again, kaboom!. "mine" is removed from the target's inventory and the explosion occurs.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on January 10, 2011, 07:05:02 PM
how does the jetski and rushjet stick to people?
Title: Re: [EXPANSION] Megaman & Bass
Post by: CopShowGuy on January 10, 2011, 08:30:50 PM
Just a reminder, I'm working on ripping Pirate Man's tiles.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 10, 2011, 08:55:31 PM
Interesting.

That's the one I had in mind when talking about ripping tiles.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on January 11, 2011, 12:43:52 AM
I'll 8 bittify pirate mans tiles
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 11, 2011, 07:51:30 AM
I'll try my hand at weapon coding scince I've finished the weapons on my starfox mod
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 11, 2011, 08:28:50 PM
Quote from: "Korby"
There is no progress on the weapons. However, none of them are open for taking.
Meow.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 11, 2011, 09:53:20 PM
Quote from: "Korby"
There is no progress on the weapons. However, none of them are open for taking.
so noone can code them yet? (has a bad headache so I cant interpret things too well)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 11, 2011, 09:54:08 PM
Correct.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MLDKF on January 12, 2011, 05:56:47 PM
So what's it gonna take to finish this expansion?
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on January 12, 2011, 06:26:33 PM
"I need a weapon!"
Title: Re: [EXPANSION] Megaman & Bass
Post by: Ivory on January 12, 2011, 06:54:34 PM
I need Ground Man Textures to make his stage. That's what keeping me from doing it. But i'm not too great at texture and sprite related stuff. So I'm waiting on whoever was ripping everything.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on January 12, 2011, 07:16:02 PM
I volunteered to do some tiles, so maybe I can get it for you.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MLDKF on January 16, 2011, 06:53:44 PM
Quote from: "Korby"
For the love of...
Chimera Man, why? Whyyy?

Thanks a lot for mentioning it, YD, now people are going to look for the link.

Um, then how come someone put in Spring Man before the MM7 expansion? Or Time Man, Oil Man, and Megaman? before the Powered Up expansion? Or Uranus, Jupiter, and Venus before the MMV expansion? I would have liked to have Burner Man now.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on January 16, 2011, 06:55:53 PM
Because all those skins were made before the expansions were planned.

You may want Burner Man, but if all the skins have already been released thats 1/3 of the expansion gone.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on January 16, 2011, 07:00:07 PM
I still have that Burnerman, but I just don't use it. Other day I saw someone using it
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 16, 2011, 07:02:35 PM
What was the guy's name?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Blaze Yeager on January 16, 2011, 08:20:19 PM
Same as Tsuki

I have the skin,But NEVER use it...but i'm impressed by Chimera's Work on it,he did a good jobe with the Creepy/Rape Face of Doom
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on January 16, 2011, 09:29:28 PM
I think it was Alucard. But he only used ONCE. The other one I saw... I can't remember, but changed to Alien in the next round.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 16, 2011, 11:13:11 PM
Thanks for the compliments, gentlemen.  :geek:

Anyway... there's any work I can do with graphics?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 17, 2011, 01:50:54 AM
You able to make 8-bit tiles? If you could, that would be a great help.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on January 17, 2011, 02:09:56 AM
If I'm using Burnerman, you'll know by seeing someone named "alu the burning."
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 17, 2011, 02:47:01 AM
I'd really prefer if you deleted the skin.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Alucard on January 17, 2011, 02:54:00 AM
Well, sorry to say Korby, but I don't plan on it.

But then again, you won't be seeing much of me anymore...at least not until my friend forgives me...until then, I'm staying out of MM8BDM...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on January 19, 2011, 07:26:34 PM
I got the maps at vgmaps.com, so maybe I can do some tilesets.  :)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 19, 2011, 08:56:20 PM
yay.

Astro Man's tileset was ripped by CopShowGuy. I'll post it later.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 23, 2011, 07:32:06 PM
btw, how's King coming along?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 24, 2011, 01:54:08 AM
He's coming along as well as he always has been.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on January 24, 2011, 03:30:39 AM
Guess I'll rip Dynamo's tiles.
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on January 24, 2011, 03:47:15 AM
I have the RM&F FC pttunes, if you want them...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 24, 2011, 03:50:29 AM
Our music has been completed for a few months.
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on January 24, 2011, 03:53:27 AM
...Shit.

Oh well.

By the way, did you ever decide on whether you were making stages for the genesis unit?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 24, 2011, 04:02:37 AM
That is above your clearance level.
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on January 24, 2011, 04:14:31 AM
Oh. I understand.

My apologeese (correct spelling?) if I was asking the obvious.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 24, 2011, 04:29:50 AM
Apologies.

Also, we will probably be doing the Genesis Units, yes.
Title: Re: [EXPANSION] Megaman & Bass
Post by: The_Broker on January 24, 2011, 04:43:34 AM
Well I'd like to offer the Genesis Unit's botchats again. If you want them, I'll PM them over to whoever will be doing the botchats.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Hallan Parva on January 25, 2011, 10:16:10 PM
I think that the Genesis stage should be a combo of all three G-Units' stages, like some of the Wily Stages. This means 8 RM Stages, 1 King, the Museum, 1 Wily, and 1 for the G-Units. Making an even dozen.

Just my $0.02
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on January 28, 2011, 03:08:36 AM
Finally got tired of having Pirate Man still hanging over my head

(http://img814.imageshack.us/img814/4862/piratepromo3.jpg)
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 28, 2011, 03:10:18 AM
Coldman's stage is coming along pretty well, Ive made it so its floor over floor (scince the platform's base will never work as a solid block) only issue is it looks horible in software mode but I think I have a solution to that issue

also
Quote from: "TheBladeRoden"
Finally got tired of having Pirate Man still hanging over my head

(http://img814.imageshack.us/img814/4862/piratepromo3.jpg)
MY GOD that looks awesome
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 30, 2011, 12:55:21 AM
well, here is the skeleton of the outside area on coldman's stage so far
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110129_194351.png)
(and they said it couldent be done without visual issues in softwear mode)

I had to remedy the mirror wall problem by making the lower towers impassable middle textures

I'm looking at the coldman stage map (from the game) for ideas on the interior (dose anyone have the bossbattle ogg file?)

Also, only glitch I can see so far that can lead to an exploit is the search snakes flying, other than that, Ive eliminated virtually any exploits possable so far incase you play roboenza with it (although you can still camp on the outside area like the blizzard blocks) only downside is that zombie's can climb up the lower half and you cant shoot them untill they pass the invisable floor.

P.S. the building will look like one of the background ones
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 30, 2011, 04:25:17 AM
Don't worry about music for now, Ice. Layout is the most important thing at the moment.

That gap looks like a fairly long jump. You're not keeping the Mr. X textures there, are you?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on January 30, 2011, 03:55:22 PM
Quote from: "Korby"
Don't worry about music for now, Ice. Layout is the most important thing at the moment.

That gap looks like a fairly long jump. You're not keeping the Mr. X textures there, are you?

Nope, I said it was going to look like one of the background buildings (preferably the big wide one), maby have a break in a window or somethng, as for the gap, its actually pretty small, you could run off the side of a raised platform and land on a lower one
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 30, 2011, 07:58:10 PM
Small problem with Pirate Man's hit poses. His claw and buster switch vertical places on the different poses.
Title: Re: [EXPANSION] Megaman & Bass
Post by: TheBladeRoden on January 31, 2011, 01:36:43 AM
twas trying to keep his claw hand consistent
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on January 31, 2011, 02:43:20 AM
Understandable, but his claw is sometimes up and sometimes down
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 01, 2011, 11:30:48 PM
We need another update to the front page and maby ask some people if there still working on things (I can sprite magicman's trains if crystal king hasnt done it yet)

also update on coldman's stage

(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110201_182900.png)
LET ME OUT OF HERE!!!

(Btw korby, what needs fixing with the coldman skin now?)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 02, 2011, 01:37:50 AM
No changes are necessary on Coldman's skin as far as I know.

In other news, try and have less platforming on the outside. People are going to whine to all hell if they have to jump (oh nooooo) more than twice.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 02, 2011, 02:35:32 AM
I bought that up because it still says this on the front page

Cold Man - REQUIRES FIXING. I WILL DO SO. (ice)

also, I'll try to make the platforms double wide (then move and position all the bottom ones again)

I'm still working on the lower floor but for now it has a spiked pit with a ice block in the middle with a item you need coldman's weapon to get (for the life of me I cant get sprites in the wad to register as a thing texture, it will only work if its in the main pk3). I might do a upper 3rd floor too.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Tetrahesive on February 02, 2011, 08:02:04 AM
Ooh, maps that appear to be unclaimed!

I've just gotten into map-making, so I'd be interested in whatever's free!
Title: Re: [EXPANSION] Megaman & Bass
Post by: squidgy617 on February 02, 2011, 07:33:22 PM
What's this about the Genesis unit? Is it part of the pack now or something?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 02, 2011, 08:18:43 PM
I've decided against including the Genesis Units.

Tetra, keep in mind that even if you work really hard on something, there's still quality control to worry about. Meaning, if your map is not up to par it will not be in. Otherwise, go ahead and try a map, I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: CopShowGuy on February 03, 2011, 08:13:20 PM
Finally done with it!

(http://img534.imageshack.us/img534/7104/piratemantileset.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: NitroBro on February 03, 2011, 08:14:07 PM
image broke i cant see it  :?

EDIT: nevermind looks beautiful
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 03, 2011, 08:45:56 PM
Sweet, great job Cop! Guess we should start workin' on 8-bitting these.
Title: Re: [EXPANSION] Megaman & Bass
Post by: RevolverOshawott on February 04, 2011, 08:24:31 AM
Oh my God you people are amazing!
(Pretty much a bump to get updates from Cutstuff)
No but seriously this is awesome.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 05, 2011, 05:28:25 AM
...A bump after a day?
 :ugeek:

Anyway, progress is as normal.
Halted until we get other stuff done  :cool:
Ice, could you repost those weapon sprites?
Title: Re: [EXPANSION] Megaman & Bass
Post by: RevolverOshawott on February 05, 2011, 09:13:49 AM
Well, what I meant was it would allow me to get updates from the "view your posts" so I don't have to find it every day...
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 05, 2011, 04:52:07 PM
Quote from: "Korby"
(click to show/hide)
Will these suffice?

I still cant make rotations for the huge drill ^^; and the ice wall looks tacky but I did create a magic card weapon on a dummy file of mm8bdm
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 03:39:19 AM
btw, how is ice wall going to work, will it push the opponent hamlessly, cause damage then bounce off or what? Also how is it going to function, will it stay there untill you touch it or will there be a altfire with repultion that shoves it.


(Also, permition to make my own mm&b weapons for fun? I've learned alot from creating the mm1-6 bots and I would love to test my knowlage on weapons)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 11, 2011, 03:45:42 AM
If I recall, it was going to do continuous damage if you're being pushed by it.

Also, walking into it will push it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 03:22:54 PM
Out of sheer bordom I made this
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110211_101717.png)
this is just for fun its not official
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on February 11, 2011, 04:02:15 PM
Quote from: "ice"
Out of sheer bordom I made this
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110211_101717.png)
this is just for fun its not official
How does it work? Like Magicman's variant (When it hits, it steals health) or like the actual weapon (snatches items through certain walls and distance)?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 04:05:30 PM
I'm not sure how to get that to work at all so atm it just acts like ring boomerang
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 04:20:24 PM
Not sure how the heck that happened, but please deletethis doublepost
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on February 11, 2011, 05:02:09 PM
Quote from: "ice"
I'm not sure how to get that to work at all so atm it just acts like ring boomerang
For the "getting items from distance", the items that can be taken with Magic Cards should have a new condition, that kills them while giving the cards a new property and change the frame sequence.. So I guess.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 11, 2011, 07:22:27 PM
Magic Card shouldn't bounce off walls.

Also, if you could make it carry a (large?) life capsule whenever you hit someone, then it'd be great.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 08:42:54 PM
oh trust me I killed the crap out of the bouncing. also I'll try to experement with it. I'll try to make ice wall and see how that works out. btw, has anyone made rotations for the huge drill?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 11, 2011, 08:45:51 PM
Wait, didn't I say weapons weren't open?

You can continue Magic Card, but I'd like you to wait before you do any others.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 11, 2011, 08:52:25 PM
Like I said these were souly for fun and not official, basicly to test my knowlage on weapons creating (also I needed something to test my coldman stage gimick)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Russel on February 12, 2011, 08:23:06 PM
Due to the sheer number of pages on this thread, I will not go through them all.

Is Copy vision taken?
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 13, 2011, 12:54:20 AM
Quote from: "Legofan20"
Due to the sheer number of pages on this thread, I will not go through them all.

Is Copy vision taken?
weapons are not open. I only did mine to test my knowlage on weapon making
Title: Re: [EXPANSION] Megaman & Bass
Post by: Russel on February 13, 2011, 05:30:14 AM
What do you mean weapons aren't open? :?  is he making them?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 13, 2011, 06:46:45 AM
Weapons are not open to be made.

And yes, I am making Copy Vision.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Russel on February 13, 2011, 02:45:05 PM
On the way down the page, I saw you mention the weapons weren't open, and it clicked. I feel so stupid now
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 13, 2011, 03:03:16 PM
It's okay. I've made plenty of mistakes.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 21, 2011, 05:28:00 PM
Any progress?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 21, 2011, 08:14:36 PM
Copy Vision is complete aside from a few bugs.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 21, 2011, 08:36:58 PM
Ah splended Prof. Korby. Now, would you mind telling us how this wonderful contraption works?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on February 21, 2011, 09:46:36 PM
Simple. Spawns (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png) which spawns bullets.

Bugs include: Short hop of the (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png), firing bullets diagonally, it being able to shoot YOU.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 21, 2011, 10:04:05 PM
Quote from: "Korby"
Simple. Spawns (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png) which spawns bullets.

Bugs include: Short hop of the (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png), firing bullets diagonally, it being able to shoot YOU.
Ah yes, I had that problem with my pokemon monster summons, they'll help you and never target you, but get in the way of there shots, you take damage
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on February 22, 2011, 01:39:02 AM
Add +FRIENDLY to it and see if it works. To make it not harm you, just add a +MISSILE to it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on February 22, 2011, 01:56:12 AM
Quote from: "tsukiyomaru0"
Add +FRIENDLY to it and see if it works. To make it not harm you, just add a +MISSILE to it.
Add +FRIENDLY to the actual projectile or the monster (that I dont think fires at you)
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on February 22, 2011, 03:45:37 AM
Quote from: "ice"
Quote from: "tsukiyomaru0"
Add +FRIENDLY to it and see if it works. To make it not harm you, just add a +MISSILE to it.
Add +FRIENDLY to the actual projectile or the monster (that I dont think fires at you)

I suppose the Copy Vision does a SpawnItemEx to create the CopyVision Actor

If CopyVision Actor lacks both flags, it CAN and WILL harm you, and you'll always be its TARGET (Anything you spawn or fire sets you as their Goal/Target)

With the FRIENDLY, it'll target anyone but you, but it still can cause you damage.

With the MISSILE, it will target you right away, but won't damage you (Unless CustomMissile in it lacks a certain aimflag, me thinks.)

With both flags mentioned above, it won't target you and it will only damage others.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on March 18, 2011, 06:06:51 PM
Progress? In MY MM&B? It's more likely than you think.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/Screenshot_Doom_20110318_140325.png)
(Getting him to look the right with basic colors is rather hard!)
I'll be changing the red on his bow/mask/staff soon, because it's rather faded at the mo'

Skinned Skins:
Cold Man
Burner Man
Magic Man
Pirate Man

To be skinned:
Ground Man

To be finished:
King
Dynamo Man(Hurry up, YD!)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on March 18, 2011, 06:16:10 PM
Oh, uhm... Dynamo Man?

*runs away*
Title: Re: [EXPANSION] Megaman & Bass
Post by: WheelieCarbonate on March 19, 2011, 01:29:19 PM
ColdMan skin?
Where I want it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on March 19, 2011, 05:23:51 PM
sorry, you'll have to wait like everyone else

(only me and korby has it atm)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Russel on March 19, 2011, 09:45:44 PM
Quote from: "Yellow Devil"
Oh, uhm... Dynamo Man?

*runs away*
Worried about spriting, Brotoad made his 8-Bit spritesheet on his deviant art account, why don't you ask him for its use? Unless you already have it done and was being sarcastic

(I also may be unaware of an FC version of this game)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on March 20, 2011, 01:06:50 AM
There is in fact an FC for MM&B, but most of the masters they have up there are....questionable in quality.
Title: Re: [EXPANSION] Megaman & Bass
Post by: -FiniteZero- on March 20, 2011, 01:11:09 AM
Quote from: "Korby"
There is in fact an FC for MM&B, but most of the masters they have up there are....questionable in quality.
Well, of course. They're not done spriting them yet.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on March 21, 2011, 10:13:41 PM
I know copy buster is done, sorta, what other ones needs to be made (and do you need any help with some?)
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on March 21, 2011, 10:23:44 PM
Quote from: "ice"
I know copy buster is done, sorta, what other ones needs to be made (and do you need any help with some?)
Could I give a peek in the coding? Just to ensure it goes right.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on March 21, 2011, 10:26:58 PM
-_- and now my question gets a guarenteed no
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on March 22, 2011, 01:26:26 AM
Maybe later, Tsuki.

Perhaps, Ice.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kingman on April 28, 2011, 12:31:57 PM
Quote from: "ice"
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110129_194351.png)
I know, that I'm posting about an old post, but I wanna ask: Is that tower the tower from mr. X's Stage in Tier 6?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on April 28, 2011, 03:41:38 PM
Yeah, it's a temporary texture. I dunno if Ice has replaced it yet though.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on April 28, 2011, 09:39:04 PM
yes I changed it, but I'm still drawing a blank on the interior
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on May 03, 2011, 02:11:37 AM
seeing CMM's screenshot for cloudman's stage gave me a idea on how to fix the outside area on coldman's stage, and vyse offered to help me with the interior layout
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on May 04, 2011, 01:53:02 AM
tripplepost cause noone will see this post for another month or two if I would add it to my previouse post, anywho, I know you said you would do all of the weapons but, regarding the old magic card weapon I made a while back, I found out how to make it heal when you attack someone with it, if I can make it decent enough, would you consider adding it? because I really want to see this project make progress again, Ive sat back long enough seeing all of these great expansions and stuff go untouched for months and this was the #1 project I hoped to be completed 1st, I hope the forums will return back to the way they were when everyone was actively participating in moving projects forward.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on May 04, 2011, 02:14:00 AM
Sounds fine to me.
I'll look over Magic Card when you finish it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on May 04, 2011, 02:35:07 AM
I'll try to have it to you by tomorowDone, btw is crystal king even doing the trains anymore dose he even post on the forums anymore?

Btw, we need a front page edit to tell what weapons are done, all I know is copy vision is done to an extent, I made treble boost for the classes mod, and I'm waiting on your aproval for magic card
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on May 06, 2011, 12:26:19 AM
welp, its official, magic card is now done, need any help with some other weapons? (looked at the front page and remembered that this was started scince mm8bdm's official release)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Dark Phil on May 06, 2011, 12:30:47 AM
In regards to the Ground Man sprite, will there be a sprite of him standing and not in tank mode?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on May 06, 2011, 12:44:15 AM
Yep. He's not in tank in Shooting and Standing, like Turbo Man and Nitro Man.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Russel on May 06, 2011, 12:45:51 AM
Quote from: "ice"
is crystal king even doing the trains anymore

I could probably help with that, y'know, if he is not doing it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on May 06, 2011, 02:22:27 AM
I think the trains are probably open now, crystal king hasnt logged on in months
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on May 18, 2011, 08:22:52 PM
I could do the trains. Will they just be sprites or an actual skin?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on May 18, 2011, 08:29:07 PM
We'd need rotations for them.

So in a way, yes, make a skin. But not blue and cyan.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Max on May 18, 2011, 08:35:26 PM
Unsure, but weren't all the rotations already done in MM8FC?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on May 18, 2011, 08:36:30 PM
Possibly.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on May 18, 2011, 08:37:16 PM
Well, yes, they were, but I was thinking I could add steam to them to look like they're moving.
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on June 04, 2011, 01:28:21 AM
(http://exehunter.yakuzas.org/wp-content/uploads/2009/12/hippo_bump.jpg)

I'd love to do something that isn't weaponry.

Dynamo Man, maybe?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 01:36:49 AM
Progress:
(http://img825.imageshack.us/img825/9240/trainr.png) (http://imageshack.us/photo/my-images/825/trainr.png/)

Yes, I have been working on it.  :mrgreen:
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on June 04, 2011, 03:49:47 AM
Great job so far. Glad to see some progress.

Llama, considering YD hasn't even showed progress, you can go ahead and do Dynamo Man. I suggest using Brotoad's as a base, with permission first, of course, because those sprites are just superb.

(PS: If anyone wants to make walking sprites for Magic Man so he's not just another dasher, that'd be great!)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Gummywormz on June 04, 2011, 04:16:14 AM
You guys need weapons done?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on June 04, 2011, 04:30:09 AM
May I see Magic Man's sprite sheet?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kenkoru on June 04, 2011, 06:08:59 AM
No, you may not.

(http://i54.tinypic.com/fasozk.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on June 04, 2011, 06:24:20 AM
Does he ever walk in game?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kenkoru on June 04, 2011, 06:29:20 AM
No, he does not. Unless I have terrible eyes.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Jafar on June 04, 2011, 09:18:39 AM
Magic Man just dashes back and forth across the room. Come to think of it, I don't think any of the RMs in that game walked...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 12:16:43 PM
Are we gonna get medals for this?

Not saying we have to, but technically, this is sort of an official expansion, right? After all, we were going to do it eventually...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Jafar on June 04, 2011, 12:23:18 PM
Does it matter? The important thing is making the expansions good, not winning awards.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Kapus on June 04, 2011, 12:27:03 PM
We aren't getting medals for this.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 12:28:02 PM
Yeah, you're right. The medals just look awesome, and I think it's in my nature to have one. We get to brag to our friends about it too I guess I just wanted something that makes me truly feel like I was part of this project.

Guess I was just being my selfish self again. *slaps himself*

Anyway, I'll finish the train for you guys by today. unless I forget
Title: Re: [EXPANSION] Megaman & Bass
Post by: Jafar on June 04, 2011, 12:46:24 PM
It's alright to want to help out. Just remember that there's more to working on an expansion than getting medals.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 02:36:20 PM
Very true. It's seeing the joy of a thing you worked on coming true!

but medals are nice also
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on June 04, 2011, 04:20:19 PM
So, I ripped Ground Man's tiles... (finally!)

(http://i55.tinypic.com/2mow8k0.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 04:21:13 PM
They aren't 8-bit, though...
Title: Re: [EXPANSION] Megaman & Bass
Post by: LlamaHombre on June 04, 2011, 04:22:05 PM
They'll be 8bitified later.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on June 04, 2011, 04:22:12 PM
Yeah... I will try my hand at them, see...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 04:25:20 PM
Oh. Never mind then.

Just a quick thing about the choo choo- do you also want his angry sprites, or just the normal ones?

Edit: If you only want the normal ones, then it iz dun:

(http://img405.imageshack.us/img405/4298/trainuz.png) (http://imageshack.us/photo/my-images/405/trainuz.png/)
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on June 04, 2011, 04:37:02 PM
I'm still having mappers block, I can easily impliment designs and textures and weapon placement, but I am terrible with comeing up with layouts on my own, dose anyne have any ideas for coldman?

so far only the middle outside section is done
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 04, 2011, 04:39:13 PM
Hmm... Maybe you could have an outside sector, and then an inside one. The inside one is like a fort with a bunch of rooms, and at the top could be be something like Dive Missle if there is a roof.

IDK, it sounds kind of stupid...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Galaxy Sisbro on June 04, 2011, 05:31:17 PM
Make 2 outsides (a big and smaller one) and 1 inside. Works pretty well.
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on June 04, 2011, 08:11:52 PM
Here, Ground Man tiles.  :geek:

(http://i53.tinypic.com/2wpl8xu.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on June 04, 2011, 08:12:45 PM
They're still not 8bit...
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on June 04, 2011, 08:15:42 PM
Can't let you rant again.  :|

Since that was said, I invite yourself to try it.
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on June 04, 2011, 09:03:53 PM
Quote from: "Chimera Man"
Can't let you rant again.  :|

Since that was said, I invite yourself to try it.
Check it ALL 8x8 tiles have NO MORE THAN 4 colors. (Transparent counts as color). The active sand layer (the ones considered as sprite) and the totem can, however, have 8 colors (transparent can count as one or two, depending on the case)

Also, there's a palette that can be used.

But, sincerely? I'm okay even if it is not 8-bits, as long as it is not an eyesore like the CSCM15.
Title: Re: [EXPANSION] Megaman & Bass
Post by: MagnetMan497 on June 04, 2011, 09:36:57 PM
Dogman isn't really an eyesore...

Also, Korby will not let this be 16 bit. Trust me.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on June 04, 2011, 09:39:28 PM
I can try my hand at 8bitafiying them
Title: Re: [EXPANSION] Megaman & Bass
Post by: Chimera Man on June 04, 2011, 09:51:11 PM
Quote from: "ice"
I can try my hand at 8bitafiying them

Sure. At least you will try to do something about it, unlike... you know.  ;)
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on June 05, 2011, 12:22:24 AM
If we use any of Chimera's tiles, I've made a few extra ones, and edited a few as well.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/additionaltiles.png)
Title: Re: [EXPANSION] Megaman & Bass
Post by: tsukiyomaru0 on June 05, 2011, 12:59:37 AM
Quote from: "Korby"
If we use any of Chimera's tiles, I've made a few extra ones, and edited a few as well.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/additionaltiles.png)
Very good... /me likes it.

But... Will it blend?
Title: Re: [EXPANSION] Megaman & Bass
Post by: Korby on June 05, 2011, 02:51:20 AM
Oh, because it's not too obvious on the side blocks for the brown and white, I made them one pixel taller because they were 32x15  :p
Title: Re: [EXPANSION] Megaman & Bass
Post by: Magnet Dood on June 05, 2011, 02:51:49 AM
So are you guys all right with the train?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 03:00:07 AM
Funny! I came to this page because I forgot to say excellent job on the train!

Yeah, it's great!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 05, 2011, 03:01:19 AM
Thanks, bro.

Any other props you need working on? I can do some more.

BTW: You might want to update the list... It's a tad outdated.

Edit: Never mind, you beat me. XD
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 03:04:22 AM
When I think of any, I'll put them on the list.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 05, 2011, 03:07:47 AM
I'll say it again:

Do you need someone to code the weapons?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 03:10:08 AM
Go ahead. If I like it, I'll use it.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Asd967 on June 05, 2011, 04:32:14 AM
Quote from: "Korby"
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.

I already have coding similar as how these three weapons work. No sprites, but the coding.

Quote from: "Korby"
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.

These are easy to do.
If you want, I could make them.

Send me a PM if you're interested.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 05, 2011, 05:00:45 AM
I will probably do magic card and tengu blade.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 05, 2011, 05:41:21 AM
korby already did c vision (still hurts you if you walk into its path) and I made magic card (VERY low damagebut heals on hit and it has a crapload of ammo, DON'T try to frag with these unless your good with dive missile, spark shock, or flash stopper)

Oh so NOW everyone is suddenly interested, where were you guys a year ago when we needed you?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 05:46:43 AM
Oh no, my C. Vision is terribly borked.

Ice, could you post the weapon graphics?

I'll be accepting the weapons I like the best! So it's a competition, I guess. Completely different than how I was going to do it.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 05, 2011, 05:47:28 AM
I was going to make magic card also possibly grab items. I'll still work on tengu blade then.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 05:48:22 AM
If you can make it grab items, that would be absolutely awesome.

Otherwise, a boomerang that heals you is good too.
Title: Re: [EXPANSION] Megaman & Bass
Post by: ice on June 05, 2011, 05:57:46 AM
Quote from: "ice"
Quote from: "Korby"
(click to show/hide)
Will these suffice?

I still cant make rotations for the huge drill ^^; and the ice wall looks tacky but I did create a magic card weapon on a dummy file of mm8bdm
quote of a quote of a quote
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Asd967 on June 05, 2011, 05:58:55 AM
To make a projectile grab items, you'll need to inherit from loreshot, replace all current MM8BDM items with counterpats with +SHOOTABLE, which means they'll get hit by some shots and cause unwanted behavior such as footstooling or messing around with bouncing weapons.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 05, 2011, 06:13:27 AM
I'lk make remote mine, I have a perfect idea for it

Btw, PLEASE post the sprites on the front page so I wont have to post it a 5th time

also, anyone want to make rotations for the large drill?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 05, 2011, 06:17:41 AM
I'll figure it out ;)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 05, 2011, 12:37:14 PM
I can attempt Dynamo Man's map if someone could send meh 8bit tiles. I've already got a layout in mind, I'll just need to play his MM&B stage several times through again.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 05, 2011, 02:54:14 PM
And i can do tengu man for ya. Just need help coding the balloons (If you want these to be there)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 04:48:59 PM
May I see some references to your work?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on June 05, 2011, 04:51:40 PM
MM1DW1X, I believe he did.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 05, 2011, 04:53:41 PM
...I've never really released a map before. I've spent the last several days looking at videos and guides and tips on how to make a good map. I could make an example map for ya, if ya want, but maybe I could just try... It's up to you.

Also, Galaxy made CSCM14 (a pretty damn good map.)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 05, 2011, 05:03:23 PM
Hey, Korb, what's wrong with the list on my name?

There's no color there, only a code for it.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 05:18:52 PM
There was an extra # lolz
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on June 05, 2011, 05:46:20 PM
Say could i attempt Magic Man's stage?

Once i have tiles,i can get started on it's layout and i can code it once i get a general idea for what you want the Trains to do
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 05, 2011, 07:29:27 PM
Keep in mind we need tiles before you can make the stages. Get to work on those!

Remember, there is a quality bar. Work on these hard!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 05, 2011, 07:43:15 PM
I think MEND is working on ground man or tengu man tiles. I'll better wait to him to finish it.

Also, Tengu man and astro man really need to be ctf? Why do not make 2 ctfs apart with all the textures? Well, that's me.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 05, 2011, 07:45:09 PM
Probably because there will already be a tengu / astro DM stage whenever mm8 finishes.

I have a crazy idea for magic card to pick up items that doesn't involve loreshot. I'll also attempt copy vision.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 05, 2011, 07:45:56 PM
I can't sprite edit for life, so I'll need someone else to do the tiles. I do have the layout down, though.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 05, 2011, 07:50:15 PM
Quote from: "Gummywormz"
Probably because there will already be a tengu / astro DM stage whenever mm8 finishes.

All the whole textures and stages are different (If i'm right). Mimics changed, and i don't think making another DM of the same robot master is a bad idea (considering they are in different games).
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Myroc on June 05, 2011, 07:58:38 PM
All the tilesets in MM&B were based on the one's from MM8. There were a lot of similarities, sure, but there are some differences. Even Tengu and Astro man's are a bit different.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 05, 2011, 08:14:15 PM
Okay, I'll make it as CTF.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on June 05, 2011, 08:20:52 PM
For the record, I still intend to do Ground Man's stage.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Hunter_orion on June 06, 2011, 04:30:17 AM
Hmm..this seems to be quite interesting, and it seems that a lot of things are already ready. I'll be definitely looking forward to this, mainly because of the memories of playing this game (moreso as Bass, seeing as how the game was clearly made for him) Still, I'm really anticipating the availability of the Magicman skin, since he's second in my favorite 5 robot masters. Question: How's wave burner going to operate? Is the user going to have to stand still, or will they be allowed to move?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 06, 2011, 04:31:33 AM
I made a beta version of remote mine, and lets just say, it gave me a idea for a new last man standing game mode, everyone gets a 1 shot slow moving highly homing ripping instagib metalblade weapon, if the blade hits a wall or stops for some reason the owner will die, anyway, the current beta mine is a rather slow moving homing bomb that works like crashman's alt in classes. I also accidently rigged it so it explodes on impact if you fire again after the bomb is airborn

also for wave burner in the game, each small flame takes a 1/5 of a ammo bar so it takes 5 flames to take 1 ammo, on the front page in the sprites you'll notice the ammo bars on the left are missing a few peices, thats how much ammo each shot takes

Edit: well scince the intro of mm8bdm says they all run on megaman tecnology they will obviousely have megaman's waver burner, in other words run with it
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 06, 2011, 05:15:11 AM
Quote from: "Hunter_orion"
Hmm..this seems to be quite interesting, and it seems that a lot of things are already ready. I'll be definitely looking forward to this, mainly because of the memories of playing this game (moreso as Bass, seeing as how the game was clearly made for him) Still, I'm really anticipating the availability of the Magicman skin, since he's second in my favorite 5 robot masters. Question: How's wave burner going to operate? Is the user going to have to stand still, or will they be allowed to move?
See Flashman's Boss Weapon in Classes Mod. Should behave like his buster.

I know of a good way to make an aimmable Copy Vision (the copy will fire in the direction you were aimming at).
I need all sprites for it and one question answered: Flicker (like in SNES) or Transparency (like in GBA)?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Shade Guy on June 06, 2011, 08:28:06 AM
Flicker would go more with the 8 bit theme, but with lag, it may appear invisible. I'd say transparent.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: TheBladeRoden on June 06, 2011, 05:42:39 PM
raah I suppose I'll try my hand at Pirate Mang tiles
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 06, 2011, 05:54:05 PM
Quote from: "Shade Guy"
Flicker would go more with the 8 bit theme, but with lag, it may appear invisible. I'd say transparent.
The flicker often falls victim to lags when the object is animated due to another object (example: Pharaoh Shot charge). Because, to exist, those need to constantly be spawned around.

I don't know if it would affect the object's individual animation, so we have to try and see.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 06, 2011, 07:05:21 PM
Flicker should work fine.

If you want, go ahead and try it. Sprites are on the front page.


Wave Burner's gonna act like Mega Man's and allow you to run with it on.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 06, 2011, 07:23:54 PM
Quote from: "Korby"
Flicker should work fine.

If you want, go ahead and try it. Sprites are on the front page.


Wave Burner's gonna act like Mega Man's and allow you to run with it on.
Aye, sir! *salutes*

Sprites missing: Spawning Copy.
As for the Copy itself, I'll do through editing of the normal buster animations for Megaman, of course.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 06, 2011, 08:49:42 PM
The copy sprites are somewere several pages back, on a side note Ive finished remote mine, I just need to add the 1st person sprites, ammo bar and I'm done.

basicly, here are the stats

Homing: semi, easily strafe dodged in closed areas
speed: average
fire rate: ???
damage: 2 hit kill on direct hit granted the opponent dosent move or if there standing right on the mine when it goes off
ammo: 10 shots
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 06, 2011, 09:08:19 PM
The spawning of a copy is just it "teleporting" in, I'd assume. If not, you could ask Mr. Zexion if you could use his.

I'd love to test it soon, Ice.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 06, 2011, 09:11:45 PM
I'm not doing anything and I need work.

I need moar props to do bro. Can you hook me up with some?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 06, 2011, 09:15:02 PM
If you need them, I made a semi-fully working party ball. There's a minor bug in it but it works!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 07, 2011, 12:08:45 AM
ladies and gentlemen, I bring you, the remote mine

(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110606_195129.png)
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110606_195133.png)

Btw magnet dood, if you want work, you can always help me sprite in the battle & chase mod
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 07, 2011, 08:06:29 PM
Well, NemZ made some wonderful Ground Man tiles!
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 07, 2011, 11:34:13 PM
if I can regain access to the computer, I'm uploading the tiles to burnerman and the meuseum

and, I might get a headache, but I'm going to try my hand at ice wall, tough I dont think it's posible to make it rideable and a step ladder at the same time (might as well make all of them scince theyre all easy to code, and the fact that this is a competition now XD)

it summons ice wall on the 1st click that you can stand on, shoves on the second click, but if its a ripper, how would it work without outright gibbing the opponent if it pushes them?

also korby, have you ever had a chance to test the mines?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 07, 2011, 11:56:21 PM
I need the Dynamo tiles so I can show Korby the stage I had in mind
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 07, 2011, 11:58:39 PM
Maybe use temporary tiles.

EDIT: Yeah, Ice, I did get a chance to test it. Nice job with Magic Card as well. I'm going to play around with Remote Mine's damages because at the moment, it's not actually that useful.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 08, 2011, 12:25:18 AM
I still need a lil' help with the spawning effect for the copy vision...
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Shade Guy on June 08, 2011, 12:33:47 AM
I'm confused. Do you mean sprites or coding?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Asd967 on June 08, 2011, 01:20:10 AM
Quote from: "tsukiyomaru0"
I still need a lil' help with the spawning effect for the copy vision...
What effect?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 08, 2011, 01:44:31 AM
He means the sprites used when summoning.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 08, 2011, 03:00:44 AM
Quote from: "Korby"
He means the sprites used when summoning.
Exactly!  :D
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 08, 2011, 03:28:19 AM
Just use Megaman's warping in sprites recolored to Copy Vision as a temporary thing. Maybe permanent, I dunno.

Also, added Dynamo Man's exploding blocks to the front page.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Gummywormz on June 08, 2011, 04:59:45 AM
I think I'm just gonna attempt to do all the weapons when I get my new computer... because why not.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 08, 2011, 05:20:22 AM
Again, I'll be using the ones I like the most, and I'll be having several people test. If they want to, of course.

EDIT: When I say "ones" I mean out of all the weapons the people made.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 08, 2011, 06:17:41 PM
I finished all of the weapons except for ice wall(imposible/ragequit) spreaddrill (borked code causing simulsplitting instantly releasing the smaller drills) and lightningbolt (didnt feel like it), I'm going to hold off for a while and get the tiles now

so for now heres burnerman's tiles
(click to show/hide)
and the museum
(click to show/hide)

and some screen shots that has some stuff I missed or stuff that might help
(http://i573.photobucket.com/albums/ss180/iceblade10/0902-MegamanBassU_04.png)
(http://i573.photobucket.com/albums/ss180/iceblade10/0902-MegamanBassU_23.jpg)
(http://i573.photobucket.com/albums/ss180/iceblade10/0902-MegamanBassU_41.jpg)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Asd967 on June 08, 2011, 08:34:57 PM
Ice wall is surely possible.
I made an early version of it but got bored in the middle of coding.
But yeah, it works if you add the right flags/properties.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on June 08, 2011, 09:42:57 PM
I think this may work:
Code: [Select]
actor Ice Wall
{
Projectile
+RIPPER
+PUSHABLE
+NOEXPLODEFLOOR
Damage 1 //?
Height 32
Radius 32
States
{
Spawn:
ICEW AB 4
ICEW A 0 A_ChangeFlag("NOGRAVITY",0)
goto land
Land:
ICEW CD 35
stop
}
}

The upside is that is it pushable, effected by gravity, and does damage.
Downsides, does not keep going
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Asd967 on June 09, 2011, 01:22:07 AM
Korby, when is the deadline for the weapons?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 09, 2011, 01:25:02 AM
there is no deadline, the project is about a year old XD
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 09, 2011, 01:31:37 AM
There is no deadline. Take your time and make them as well as possible.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 09, 2011, 02:32:28 AM
I'll wait for those "spawning effect" sprites... I can't simply use the teleport effect, it doesn't feel much right for me... D:
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Chimera Man on June 09, 2011, 02:39:38 AM
Here, completed Spread Drill and fixed King Shield.  ;)

(http://i55.tinypic.com/29o01s5.png)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 09, 2011, 02:56:56 AM
Quote from: "Chimera Man"
Here, completed Spread Drill and fixed King Shield.  ;)

(http://i55.tinypic.com/29o01s5.png)
You are the man! :D
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on June 09, 2011, 03:20:06 AM
Here (http://www23.atwiki.jp/rockmanforte/?page=%E3%83%A1%E3%82%A4%E3%83%B3%E3%82%AD%E3%83%A3%E3%83%A9%E3%83%89%E3%83%83%E3%83%88%E7%B5%B5) are the spawning effects you wished to see. (hoping the link is not too long)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 09, 2011, 04:18:14 AM
Oh, I guess King Shield's stayin' in then.

Do you guys think we should use the FC Team's Icons? I personally like them a lot, no offense to Ice.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Chimera Man on June 09, 2011, 04:29:33 AM
Quote from: "Korby"
Do you guys think we should use the FC Team's Icons? I personally like them a lot, no offense to Ice.

Sure, except for Spread Drill (it doesn't fit).
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 09, 2011, 05:25:19 AM
Doesn't fit what?
The border? Or do you mean the weapon.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 09, 2011, 08:00:49 AM
Sure go ahead, I was just using those as place holders till better ones were made

(runs off to change the icons on my weps)

Edit: I don't know why the hell I never tried these, ALOT less hassle than ripping every tile in a random order, rearange them, recolor them

king 1
http://www.vgmaps.com/Atlas/SuperNES/Me ... Stage1.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-King'sPalace-Stage1.png)
King 2
http://www.vgmaps.com/Atlas/SuperNES/Me ... Stage2.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-King'sPalace-Stage2.png)
king 3
http://www.vgmaps.com/Atlas/SuperNES/Me ... Stage3.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-King'sPalace-Stage3.png)
dynamo wait, I never noticed this, but the stage is...in SPACE!?
http://www.vgmaps.com/Atlas/SuperNES/Me ... amoMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-DynamoMan.png)
astroman
http://www.vgmaps.com/Atlas/SuperNES/Me ... troMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-AstroMan.png)
Burnerman
http://www.vgmaps.com/Atlas/SuperNES/Me ... nerMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-BurnerMan.png)
unnesesary Groundman
http://www.vgmaps.com/Atlas/SuperNES/Me ... undMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-GroundMan.png)
magicman
http://www.vgmaps.com/Atlas/SuperNES/Me ... gicMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-MagicMan.png)
pirateman
http://www.vgmaps.com/Atlas/SuperNES/Me ... ateMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-PirateMan.png)
tenguman
http://www.vgmaps.com/Atlas/SuperNES/Me ... nguMan.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-TenguMan.png)
meuseum
http://www.vgmaps.com/Atlas/SuperNES/Me ... Museum.png (http://www.vgmaps.com/Atlas/SuperNES/MegaMan&Bass-RobotMuseum.png)

another stealth edit noone will see until someone decides to post
(http://i573.photobucket.com/albums/ss180/iceblade10/FCIcons.png)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 09, 2011, 07:27:30 PM
Thank you very much, Ice.

Also, it's "Treble Boost" but I can handle that later  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 09, 2011, 07:31:33 PM
I made the treble boost in the classes mod along with bass, so i had no need to sprite that, I was toying with making a beat barrier weapon though
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Messatsu on June 10, 2011, 04:30:17 AM
Ice Wall (Yay for OpenGL filters)
Works pretty good too in my completely unbiased opinion  :twisted:

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: SmashTheEchidna on June 10, 2011, 05:06:11 AM
Now I've never played Megaman&Bass far enough to really get any weapons, so this may not mean much coming from me.

But I think you should be able to see through the ice wall, at least a little bit. It'd make it seem a little more ice like, I think.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 10, 2011, 05:13:26 AM
can I have a copy of Ice wall so I can finnaly stop beating my head on my desk trying to figure it out and finish my coldman collection
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 10, 2011, 06:50:10 AM
Quote from: "SmashTheEchidna"
Now I've never played Megaman&Bass far enough to really get any weapons, so this may not mean much coming from me.

But I think you should be able to see through the ice wall, at least a little bit. It'd make it seem a little more ice like, I think.
Sorry, but according to Blizzard Man's stage, Ice Slasher, and Chill Spike, ice is not transparent!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 10, 2011, 07:16:27 AM
yeah I'm not transparent at all

btw who are going to the testers for this?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 10, 2011, 07:30:47 AM
People who worked on it and people who I trust.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: SmashTheEchidna on June 10, 2011, 11:27:19 PM
Quote from: "Korby"
Quote from: "SmashTheEchidna"
Now I've never played Megaman&Bass far enough to really get any weapons, so this may not mean much coming from me.

But I think you should be able to see through the ice wall, at least a little bit. It'd make it seem a little more ice like, I think.
Sorry, but according to Blizzard Man's stage, Ice Slasher, and Chill Spike, ice is not transparent!
You can still slightly see through Ice Slasher.

It might just be the Opengl rendering, but that Ice wall looks really weird. That's why I suggested some transparency.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 11, 2011, 01:11:44 AM
I was actualy planning on making ice wall's sprites light blue and maby cyan, but yeah the current one seems fine to me, it works beutifully
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 11, 2011, 01:17:45 AM
Ice wall really should be brighter, I agree. We could also use black outlines to actually define what side is what.

Galaxy, you have my permission to do Tengu Man, assuming you want to.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 11, 2011, 01:19:13 AM
I'm not on the front page for Dynamo...
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 11, 2011, 01:20:40 AM
Have you finished placeholder texturing it yet? Because I'm not too sure on your abilities as a mapper!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 11, 2011, 01:22:25 AM
Oh, ok. I should finish once I get home tommorow. My apologies.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 11, 2011, 01:34:57 AM
No apology necessary.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 11, 2011, 08:27:19 AM
Scince just about all the weapons and skins are taken and done, all theres left are the stages, scince I can't make a unique map (unique as in not based off a existing design or shape ex. Wily fortress 2) to save my life (I'm extreamly handy with doombuilder though) may I do coding for props? (giant telly, gutsmangorillas, Ice shooter, pirate bubble spawners, balloons, virtual wall, etc.) I badly want to speed up development
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 11, 2011, 01:38:14 PM
I will finish this today, now confirming my home internet is borked.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 11, 2011, 03:03:56 PM
Quote from: "Korby"
Ice wall really should be brighter, I agree. We could also use black outlines to actually define what side is what.

Galaxy, you have my permission to do Tengu Man, assuming you want to.

Yay!!

Ok. I'll start working when MEND makes the tiles. If it takes so much time, then I'll start making them by myself.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on June 11, 2011, 03:08:24 PM
I may attempt Burner Man's stage.

I unfortunatly don't have any record of my DM maps though, so I understand if you wouldn't want me to.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: The_Broker on June 11, 2011, 03:33:10 PM
Are you guys going to make skins/bots for Tengu Man and Astro Man? If so, would you be wanting to use the botchats that Mr. CutmanMike said would be used in MM8's expansion? They're even designed to reference M&B.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 11, 2011, 03:45:26 PM
...The broker, if there will be a tengu man and astro man skin bots in MM8 expansion, then why to make it OTHER TIME?

just me.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: The_Broker on June 11, 2011, 03:48:33 PM
Quote from: "Galaxy"
...The broker, if there will be a tengu man and astro man skin bots in MM8 expansion, then why to make it OTHER TIME?

just me.

I'm not quite sure what you said sir, but I was just covering all of my bases. I wanted to be nice and offer the use of the official botchats.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 11, 2011, 09:39:32 PM
We will not be including Tengu Man and Astro Man skins, so having bots for them may not be the best idea.

Thank you for the offer, Mr. Broker. I would, however, love to see your take on the Megaman and Bass masters though.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: The_Broker on June 11, 2011, 10:51:41 PM
Quote from: "Korby"
We will not be including Tengu Man and Astro Man skins, so having bots for them may not be the best idea.

Thank you for the offer, Mr. Broker. I would, however, love to see your take on the Megaman and Bass masters though.

You want me to make you botchats? I'd be delighted to do so! Make me a list of bots you will be including and I'll get on them ASAP!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 12, 2011, 12:01:26 AM
Included skins so far will be Burner Man, Cold Man, Ground Man, Dynamo Man, Pirate Man, Magic Man, and King.

There may or may not be secret skins, we'll figure it out later.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: The_Broker on June 12, 2011, 12:33:44 AM
Quote from: "Korby"
Included skins so far will be Burner Man, Cold Man, Ground Man, Dynamo Man, Pirate Man, Magic Man, and King.

There may or may not be secret skins, we'll figure it out later.

Okay sir, I'll get right to work on the botchats.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Cacodemon on June 12, 2011, 10:41:31 PM
You guys might have missed the stuff from magic mans stage that steal your bolts.
Make em steal your weapon energy
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 12, 2011, 10:59:41 PM
Quote from: "Cacodemon"
You guys might have missed the stuff from magic mans stage that steal your bolts.
Make em steal your weapon energy
I approve, I could make that if you want, also I want to sprite the tencrows
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 13, 2011, 03:58:54 AM
I don't know how well they would work in the game, especially if they stole your energy! That could get incredibly annoying, especially for duels. Perhaps they would just be background props?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Chimera Man on June 13, 2011, 04:20:56 AM
Quote from: "Korby"
I don't know how well they would work in the game, especially if they stole your energy! That could get incredibly annoying, especially for duels. Perhaps they would just be background props?

Indeed. V2A's Kyorowns are annoying already.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 13, 2011, 04:46:14 AM
What if, upon killed, they dropped a large weapon energy?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 13, 2011, 04:47:57 AM
Because then you have people camping them for the WE.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 13, 2011, 05:14:58 AM
What if they stole a weapon and gave you another?  I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else.  It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.

A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Hallan Parva on June 13, 2011, 06:02:56 PM
Quote from: "NemZ"
What if they stole a weapon and gave you another? I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else. It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.

A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.

^ This.

I wholeheartedly support this. Hell, I honestly believe this one stage gimmick would make everyone download the whole map pack JUST to see this. I know I would ;)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tesseractal on June 14, 2011, 01:33:52 AM
Quote from: "SmashBroPlusB"
Quote from: "NemZ"
What if they stole a weapon and gave you another? I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else. It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.

A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.

^ This.

I wholeheartedly support this. Hell, I honestly believe this one stage gimmick would make everyone download the whole map pack JUST to see this. I know I would ;)

I'm wholeheartedly against it.

The enemies IIRC also served the function of slowing you down. That's far easier to implement and would actually be canon. This whole "weapons exchange" system you've formulated sounds like trying to change a common grunt into a Weapons Archive. On the other hand, I see this idea being totally impractical if implemented, not a must-see. If the weapons received only come from the last player, it basically becomes a dumping ground for bad weapons. You would basically get hundreds of things like Gemini Laser. If it was actually easier to get a weapon from the "scrap heap" than by actually getting it yourself, no one in their right mind would throw it in the junkyard to begin with. People who play the map the first time might actually lose a good weapon by accident but I see that only happening once. At this point the gimmick becomes stale.

You may disagree with me on the rest however: I feel that focusing on actors is not necessary at all. It was a huge deal to add tons of actors to MM7 and it's fine, but the actors are like salt and pepper. (I've made this analogy to describe foreground objects on CSCM15 as well) Look at MM1-6. Sure, you have a few pickaxes in Guts Man, or some Colton in Tomahawk. That's fine, it adds a tad bit of flavor. Now if you added Pickaxes that throw instant-death pickaxes over cliffs or you added a Guts Dozer actor, it'd be a bit excessive, don't'cha think? Interesting level designs will last. (Provided you don't cave and make it easier for noobs to navigate them in a second release) Unnecessary actors and gimmicks associated with them will not. I am really glad this expansion doesn't have any maps done because now you have time to sit down, relax, and talk about things you want to add to the maps. This part is crucial because maps are what people will host the expansion for.

In short: Sometimes emulating elements of a game will be advantageous; sometimes it will be disastrous. Mega Man 1 had no etanks. There are e-tanks in MM1ELE and the wily stages. A future-gen element was added, but only in a tiny amount. Luckily there are no games after Rockman & Forte (9+10 are a simple retrogression). Rockman & Forte is my favorite MM game, btw. I'll list a few gimmicks that I think would be appropiate for maps. There may be others I don't list, and you might not approve of some, but it's just a start.

-Burner Man: Burnable grass. You don't want it spammed the hell out of like IDM05 oil pits or Cloud Man's raintrolling. In the game, destroying the telly prevented the grass burning; here, it'd be easier to implement the opposite: destroying the telly causes the grass to burn. (Blame it on explosions) Placing the telly at the top of the map where he belongs, and giving him a long respawn time would prevent overuse. It's only an example, but it would make sense to have the Telly easy to see, hard to get. (like outback's Ghold. OLOLOLOLOLO)

(Going to replay the game now that I've re-acquired it. Just grab my patch and we're set. Cold Man, here we go! Also I'm starting mapping right now but I doubt I will have anything substantial in the meantime. Just ask savior ololololo. Things that I'll talk about: Changeable speed conveyors, Ceilings that drop with totem poles, falling sand, ice wall over deathpits, and MORE!)

Edit1: Astro Man stage complete. In the stage you've got; enemies who jump out of a screen, rising/falling blocks and yoku blocks, the "simon says" miniboss, and... that's about it. Enemies out of a screen is a definite no, rising blocks/yoku blocks is definitely do-able and simon says might have to just stay an easter egg/background actor.

@Nemz: Not to crush your ideas with the fist of righteousness, I only had a problem with that idea being bandwagon fodder. What's this about MM8? I never actually finished that game but only Tengu and Astro man were carried over.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 14, 2011, 02:07:12 AM
Eh, you're probably right, Ice.

The real problem for almost all these stages and possible gimmicks is mm8 already has nearly all of it covered and it would be a shame to steal the thunder of the eventual official release.  There needs to be an extremely sharp focus on what makes these stages different from their mm8 counterparts.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 14, 2011, 03:12:19 AM
If you want you can take coldman and help vyse with burnerman, I am terrible with map layout unless it's copied from something existing, only thing I'm good at with maps are texturing scripting, making actors, and balance, I also have too much on my plate to really help and I'm just holding you guys back with mapping, but if you need help with stuff like adding props, water, conveyers and spawners feel free to ask me
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 14, 2011, 05:23:16 AM
Quote from: "Ice-IX"
What's this about MM8? I never actually finished that game but only Tengu and Astro man were carried over.

MM&B's stages are built from scraps of demoted MM8 graphics (though some were more heavily edited than others).

Frost -> Cold
Clown -> Magic
Sword -> Ground
Aqua -> Pirate
Grenade -> Dynamo
Astro -> Astro
Tengu -> Tengu
Search -> Burner
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tesseractal on June 14, 2011, 06:35:55 AM
Quote from: "Korby"
Q: How will the weapons work?
A: Glad you asked that, Korby.
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Remote Mine: In short, exploding hard knuckle. Should travel slower than Hard Knuckle and stick to whatever it touches. If it touches a player it should probably fall down to the floor unless we want floating mines everywhere.
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.
Treble Boost: Same as in game, but it'll shoot horizontally. Not required.
King's axe has been cancelled until further notice.

Ah, interesting. Quick questions about the weapons, partly for my curiosity but also for you to consider:

Ice Wall: If it spawns inside someone, would it insta-kill? The effect isn't that strong in-game but given the strength of most close-range weapons (e.g. Power Stone) it would probably fit. Ripping damage, you say? So does the weapon pass through a player as it does damage, or does it damage them and push them(like how you push Burner Man)? I'd assume the former, although the latter would be hilarious on pit-heavy stages.

Remote Mine: It wouldn't stick to players? That would seem to be the most reliable way to use such a slow weapon. It reminds me of an FPS in which you could throw timed mines onto bots, which would cause them to scramble in terror before eventually exploding. If it's much slower than Hard Knuckle it might be too slow to use other than a "trap weapon" like "Ha ha, I put one on a corner and you walked into an explosion!". The animation also leaves me to believe it did ripping damage, and if the explosion was ripping... gee I don't know which one would be more powerful, the massive explosion or 'DA RIPPER. But if it ripped you could make it so that taking all the hits would make it a kill (e.g. 5 hits of 20 damage) so you could reward accuracy(and item-1 people for instakills. Dohoho!- if it ripped, definitely make it non-stick.) The other easy solution is "explode on contact" although that's a bit boring and might end up "remote crash bombs". Yeah, actually ripping in general seems to make it more like crash bombs, so I'll hold my peace on that one. This weapon I only have meaningless ideas. Damn this weapon and its awesomeness!

Lightning Bolt: Does it freeze the player? Of course they would also be invincible while frozen. "But Roc, they would just spam invincibility frames! That's too much like the game!" - Say for example it was a 4-use weapon, they could outlast you for four uses and then they'd be dead, if you weren't. If the lightning is really powerful (like I hope) the movement-lock would be a good counter so people use it wisely(like Toad Man...)

Spread Drill: I assume altfire/second fire splits the drill (I'll be damn surprised if it's automatic...) If you don't want a boring horizontal spread, you could use a "V" spread- the two of the drills that split actually spawn ABOVE the first drill. Basically, it would split like an X-wing fighter (I can't even ascii represent this...) so it's not just a plain' ol' "spreads horizontal weapon". Or blizzard attack.

Wave Burner: Sexy.
Tengu Blade: I assume altfire is the dash here as well.
Copy Vision: This one sounds like it'd hard to make useful (while it's an especially underrated weapon in the game). If you want to give it a little kick you could have the summon do contact damage (if an opponent touches the copy, they take damage) like astroman's. I assume weapon changing is possible after summoning (as mega buster isn't quite as useful in DM). I'd like to suggest using it multiple times, but that sounds totally lag-horrific.

I looked through the first dozen pages didn't see anything about the weapons, so I figured I'd throw some ideas(the weapons are mostly complete anyway but I just had to say something. I don't really know a whole lot about the extent of ACS and all that but I do like weapon variety.) Since I don't really feel important I'll look for textures for the "crystal hud" stage. Back to other map gimmicks:

Cold Man: Cracking ice would be fun, ice shooters could be a potential obstacle. Focusing a lot on ice would differentiate this map(and NOT the kind you walk on. Freeze Man's done it.)

Burner Man: I forgot how large the interior of this map was... Spear-obstacles will probably just frustrate more than anything, so I'd axe that (lol weapons triangle). Fake floors are pretty lame as well so... yeah, giant telly says hi.

Bubbles/Balloons: I actually don't see them as necessary. You could use a balloon as a stationary platform in Tengu, although I don't think the mechanic would carry over real well.

 Ground Man's stage I like a lot and think has a lot of potential. More on that later.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 14, 2011, 07:23:46 AM
well here are the descriptions of the ones I made and a icewall I tested

Copy vision, it summons a stationary clone that fires in 1 direction with strong buster shots, while it's active you're stuck with a weaker buster, the clone itself dose slight ripper damage (will ditch ripping as it's op at point blank)

magic card: dose very low damage but it heals when it hits and heals more if you hit multiple targets, you can also fire trough walls

remote mine, fires a semi homing mine, the explosion is a 2hit kill granted you get a bulls eye, also if you click while it's airborn it explodes on impact, but scince its semihoming, its easily strafe dodged, the explosion just explodes rapidly, not rip

wave burner: Ivory's doing it too but in mine it fires a steady stream of fire while it goes side to side, it has 12 seconds of steady fireing

spread drill: Borked

tengu blade, it's 4 hit kill and 2 at point blank, still working on this

lightning bolt: too lazy

Ice wall: creats a temporary wall that blocks shots and you can stand on it, pushing it turns it into a ripper but I could still land on it
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 14, 2011, 07:28:23 AM
Could Copy Vision just spawn a pair of actors with your skin that follow you around and spam buster shots when you shoot anything else, like options from Gradius?  I'm thinking a Junk shield sort of weapon, use then switch to something else.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on June 14, 2011, 07:34:24 AM
Oh shoot, I forgot about Wave Burner when I got into making Jousting Mode. Oh well, if you already have it working, then I won't bother. I didn't like the way I had it anyways.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Shade Guy on June 14, 2011, 07:41:30 AM
Quote from: "Ice-IX"
It reminds me of an FPS in which you could throw timed mines onto bots, which would cause them to scramble in terror before eventually exploding.
I spy Timesplitters 2.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on June 14, 2011, 04:27:45 PM
it's imposible to make the clone move with out it hitting you, atm it works just like in mm&b, it also foats if you summon it in the air, as for attack power, basicly the clone spams proto buster shots with 20 damage while you have bass buster shots that do 7, and yes you can switch weapons but you can only have 1 copy at a time. Also the official weapons will very scince I'm not the only one working on them
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Messatsu on June 14, 2011, 04:33:26 PM
Hm, thinking about it.  Treble sentry's function is nearly identical to what copy vision could work like.  Just a thought.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on June 14, 2011, 04:37:54 PM
Personally, I don't think it should act like Treble Sentry. Like in MM&B, it should fire in one direction and only that direction. Reason being, Copy Vision could be the ultimate deterrent. If it's spamming shots in front of a hallway or a door or something, then who will try to chase you? Not all weapons have to be suited for direct combat. Also assuming you can switch weapons after making a Copy Vision Clone, could make for wonderful additional or suppressing fire.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tesseractal on June 14, 2011, 05:22:50 PM
Quote from: "Ivory"
Personally, I don't think it should act like Treble Sentry. Like in MM&B, it should fire in one direction and only that direction. Reason being, Copy Vision could be the ultimate deterrent. If it's spamming shots in front of a hallway or a door or something, then who will try to chase you? Not all weapons have to be suited for direct combat. Also assuming you can switch weapons after making a Copy Vision Clone, could make for wonderful additional or suppressing fire.

Quote from: "ice"
it's imposible to make the clone move with out it hitting you, atm it works just like in mm&b, it also floats if you summon it in the air, as for attack power, basicly the clone spams proto buster shots with 20 damage while you have bass buster shots that do 7, and yes you can switch weapons but you can only have 1 copy at a time
Which is why I brought it up. Copy Vision does do contact damage(unlike Treble Sentry) but now that that weapon exists CV probably shouldn't home. I would suggest shooting through walls (if it doesn't induce lag). How I would distinguish CV from Treble is by shot speed/amount of shots fired. Treble seems to fire one fast shot at at a time. Say CV shoots three shots a time a direct hit would be 60 damage from the vision alone. (This idea alone is reminding me Messatsu's "Captain" class...) Then the only issue left would be shot speed... Which I'm no good with. I have no clue where to go with that.

But if you use it in a hallway you COULD use it for a direct combat. I think an "option"/assistant weapon would be rather unnecessary. I'd be upset to see it as "the ultimate non-offensive weapon" because I like weapons designed for combat. (You know, like non-Junk Shield weapons.) Save your options for the X6 expansion. (read: never.)

Quote from: "ice"
tengu blade, it's 4 hit kill and 2 at point blank, still working on this
When you dash while holding the weapon you get a "charge kick" effect and you get a slash. The that damage sounds about right - the Point-blank blade SHOULD be stronger than the thrown one (which ricochets). I hate to tell you "edit charge kick for the altfire" although I can't possibly see it becoming something really dissimilar to charge kick when you're done with it, so... ripping charge kick? Charge /Slash combo? >.> It's a largely multifaceted weapon so I'm curious to see how much you implement.

Remote Mine / Card sound fine. Not gonna talk much about Magic Man because I hate his guts. Dirty thief. >.>
Wave Burner: It would be cool if this kills really fast, to make it superior to basic "rapid fire close range" weapons. I don't see any trouble with this one(what I meant by my previous comment).
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 14, 2011, 05:29:42 PM
So much stuff to respond to.
(click to show/hide)

Quote from: "NemZ"
Could Copy Vision just spawn a pair of actors with your skin that follow you around and spam buster shots when you shoot anything else, like options from Gradius?  I'm thinking a Junk shield sort of weapon, use then switch to something else.

Unfortunately there is no way to detect your skin.

Quote from: "Ivory"
Oh shoot, I forgot about Wave Burner when I got into making Jousting Mode. Oh well, if you already have it working, then I won't bother. I didn't like the way I had it anyways.
Nuhh! Please still do yours, it had underwater features D:

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on June 14, 2011, 05:36:54 PM
But why would you NOT have an altfire for that dash? It would make more sense to do that.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 14, 2011, 05:42:15 PM
Because there is not a single altfire in the entire game. Me having one would not only break my rules- NO ALTFIRE. - but it would also break the game's canon.

Not. A single one.
No altfires.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on June 14, 2011, 05:43:29 PM
This is the only weapon in ALL of the classic megaman games that has an alternate attack with no charge
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: tsukiyomaru0 on June 14, 2011, 05:56:37 PM
Quote from: "Korby"
Because there is not a single altfire in the entire game. Me having one would not only break my rules- NO ALTFIRE. - but it would also break the game's canon.

Not. A single one.
No altfires.
Honestly, who EVER uses the dash attack of Tengu Blade?
Also, if they want the dash, here's a better idea: have it check if momx+momy is between a certain negative and positive value. If it is, then just uses the blade. If it is above the positive or below the negative, it uses the dash.

So, Ice's version of Copy Vision is pretty much what I had in mind, eh? Guess I won't be needed then... Unless it comes to creating the splitting drill for Groundman's weapon. If so, the creator of it can contact me and provide the script. I'll tune it up and return it to him.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 14, 2011, 06:01:39 PM
Or it could dash while you walk+fire. No matter how it's done, no altfires.

Also, Tsuki, so many people use the dash. Heck, I use it all the time by accident.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 15, 2011, 01:57:02 AM
Why not just have Copy Vision create a bot?

Tengu Blade should probably just fire a secondary close range projectile like Fire Storm does, one that lingers a bit longer but only hits forward rather than orbiting.  That should cover both the extra damage at close range and offer a dash-like option.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on June 15, 2011, 02:14:29 AM
Because a bot wouldn't score you points. Infact, if it's not a team game, creating a bot would be against you as well. There are just too many problems with that idea, so no bots.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 17, 2011, 09:16:20 PM
SMALL 3-DAY SORT OF NECROBUMP

Say Llama... You still working on Dynamo Man? I'll give it a shot, if you want.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on June 17, 2011, 09:17:39 PM
Go ahead, mine looks like an obese cop
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 17, 2011, 09:19:49 PM
*snickers*

You mind if I could have a sprite for it? I suck at spriting something from the ground up.

Say, Korby, do you have the one Brotoad made?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on June 17, 2011, 09:20:45 PM
You might prefer YD's sprites to mine.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 17, 2011, 09:22:08 PM
And they would be... where, exactly?

Man, this guy is changing hands all over the place...
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Max on June 17, 2011, 09:23:45 PM
Mine also looks like an obese cop

Quote from: "Yellow Devil"
(http://i270.photobucket.com/albums/jj107/MaxPower7137/Dynamosheet-1.png)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 17, 2011, 09:30:48 PM
:lol: They look pretty good YD. I'll use them.

(And claim them as my own!  :twisted: )
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 17, 2011, 09:55:23 PM
Go ahead.

Man, this obese cop just cannot decide who to stick with!


EDIT: I'll probably be setting up a Skype conversation for this soon, by the way.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Max on June 17, 2011, 09:57:41 PM
Brotoad made the front right. I'd reccomend touching up the others cuz I made them absolutely ages ago!

You'd better give credit! (MMMM!)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Strange Metool on June 17, 2011, 10:11:20 PM
I'd be happy to work on Magic Man's tilesets.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 17, 2011, 10:19:03 PM
Go ahead, if you'd like.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on June 17, 2011, 10:54:16 PM
Korby...i can still do Magic Man's stage right?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 17, 2011, 10:57:12 PM
Quote from: "Strange Metool"
I'd be happy to work on Magic Man's tilesets.
Quote from: "Blaze"
Korby...i can still do Magic Man's stage right?

Well, he just said he is gonna make the tilesets. So yeah
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 18, 2011, 12:10:20 AM
You may try, Blaze.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: MagnetMan497 on June 19, 2011, 03:00:25 AM
Complete redo of Dynamo Man's stage! Still need mai textures, and someon to code the exploding blocks (explode 3 seconds after contact)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on June 19, 2011, 07:52:49 PM
Quote from: "MagnetMan497"
Complete redo of Dynamo Man's stage! Still need mai textures,

I'm working on it, but that one just doesn't inspire much.  So much damn GREEN everywhere, ugh.  I hate green.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 21, 2011, 06:56:44 PM
Quote from: "Korby"
EDIT: I'll probably be setting up a Skype conversation for this soon, by the way.

Aw man. I don't have skype. D:

It's not about Dynamo, is it?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on June 21, 2011, 10:05:46 PM
What? No. I had every intention of adding you.

If you don't have Skype, I'll be keeping you in the loop with PMs.

Except you won't be able to be in contact very often, so...

Oh, and the group is set up already.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 25, 2011, 07:43:36 PM
Mkay, thanks for the info. (Damn this wiimote. It moves around too much. >_>)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on June 25, 2011, 09:20:17 PM
I'm rather busy this month. So i'll join at july, whenever i can.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on June 29, 2011, 03:45:10 PM
Well, I managed to smuggle this in using my DSi. I'm afraid that, being an idiot, I didn't download the Dynamo sheet before the forums were blocked.

I will work on it when I get the chance (which will most likely be quite a while till I can. :/), but for a while, I won't be available.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on June 29, 2011, 03:49:43 PM
What's the reason they blocked THIS site again?

mediafire and 4shared I understand, but Cutstuff?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 02, 2011, 03:57:58 PM
They don't like me talking to people I don't know. :l
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 02, 2011, 04:53:36 PM
(click to show/hide)

May as well close off the internet then!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 02, 2011, 09:11:15 PM
Yeah, really. It's like they know who that random guy from ebay we bought games from is.

They let my little sister go on webkinz, which most likely has child predators on there, and they won't even use their credit card to buy Wiipoints off of our Wii.

:/ Lots of flawed logic, huh?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 10, 2011, 04:39:46 AM
Finally, I got Dynamo's sheet.

Now I can work on it.  ;)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 10, 2011, 04:48:33 AM
Sweet, looking forward to progress.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 10, 2011, 08:00:05 PM
I have all of the Megaman and bass chars and der 8-bit! I could show dem????
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 10, 2011, 09:33:58 PM
Let me guess. You got them off of the FC site.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 11, 2011, 01:59:18 PM
no I made dem it took 6 days  :|
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 11, 2011, 06:31:03 PM
Alright then, you can show them to me if you'd like.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 11, 2011, 07:45:25 PM
nah I dont wana show  :| mabye next time ok? ima working on king
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 11, 2011, 08:15:59 PM
If you made them, I see no reason for hesitation, but whatever you say.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Jennifer on July 12, 2011, 01:54:19 AM
Just asking,But is there a Release date Set for the MM&B Expansion As of yet? Been waiting for this thing for MONTHS.(Ever since the Leaked Burner man skin)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 12, 2011, 03:00:51 AM
It'll be released when it's finished. I find deadlines hard to follow, and when we break them, the public gets disappointed.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tesseractal on July 12, 2011, 03:48:49 AM
Quote from: "Travis"
Just asking,But is there a Release date Set for the MM&B Expansion As of yet? Been waiting for this thing for MONTHS.(Ever since the Leaked Burner man skin)
Really? This project has been mostly in cryptobiosis for the majority of its existence, with only tiny little supplements keeping it alive. The meat of the expansion (weapons/maps) hasn't shown any significant progress until recently, but I didn't expect any of them until after v2 to happen. For an independent project like this, a deadline has no real benefit - I don't consider placebo motivation/hype useful to development (you could achieve the same things by horse racing under a guillotine, same effect). After reading / probing into this topic a bit, I feel Korby is capable of making / finishing the R&F Weapons in high quality, so I see no need to rush him.

Given the variable time of mapping, I'd say the project will be finished before July 2012. (this is just speculation, I don't have authority to issue hard deadlines) It's not something you can really countdown to, because of variable progression speeds.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 12, 2011, 05:41:55 PM
Mind updating the OP?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 12, 2011, 11:30:53 PM
Your wish is my command  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 13, 2011, 12:34:39 AM
Quote from: "LlamaHombre"
I may attempt Burner Man's stage.

I unfortunatly don't have any record of my DM maps though, so I understand if you wouldn't want me to.

Quote from: "Korby"
Burner Man -
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 13, 2011, 02:58:44 AM
Hmm...I'm not too sure about your skills, but I guess I'll put you down for it.

Don't fail me, Llama!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 14, 2011, 05:14:02 PM
Reconsidering it, I'll better do astro man, since tengu man needs so much work in term of linedefs.

I'll try to make mimics similar to the original stage, excepting the numeric sub-boss.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 14, 2011, 05:45:23 PM
Coldman and burnerman have been up for grabs for a while (But I would like to see the stage, then my coldman  collection will be complete)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: RTV on July 15, 2011, 01:33:03 AM
Hi, I want to do the dynamo man stage ... its ok??
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 02:50:00 PM
Ima done king now  :)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 15, 2011, 04:09:14 PM
So post it already.  What's the point of saying you've done something and then not sharing it?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 15, 2011, 04:18:10 PM
The textures won't work for me, so would you mind applying the textures to Burner Man if you like the map, Korby?

EDIT: Hold on, I think I know what's wrong.
EDIT2: Yeah, no. We still got problem.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 04:31:38 PM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/cold.png)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 04:34:07 PM
oops wrong thing...




(how you make a pic for dis...? like to take da pic from paint...)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 15, 2011, 07:31:06 PM
Use a site like Photobucket, Tinypic, or Imageshack and host it on that, then give us the link.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 08:25:33 PM
(click to show/hide)
try looking at it  ;)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Max on July 15, 2011, 08:26:43 PM
That's not even close to 8-bit.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 08:32:28 PM
well I tried I can try my best at more hmm... cold man is a good Idea? :|
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 08:35:42 PM
http://imageshack.us/photo/my-images/192/8bitcoldman.png/





testing.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 15, 2011, 08:42:49 PM
I'm going to call your bluff here.

I've seen this cold man before.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 15, 2011, 09:31:52 PM
what about dis? http://imageshack.us/photo/my-images/10/astroman.png/
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 15, 2011, 09:35:50 PM
I love how your "Astro Man" is 8FC's Tenguman.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tails on July 15, 2011, 09:42:29 PM
http://brotoad.deviantart.com/art/Coldm ... -194524883 (http://brotoad.deviantart.com/art/Coldman-8-bit-194524883)
Is this the Coldman you were thinking of Llama?

http://browse.deviantart.com/?qh=&secti ... t#/d390zr4 (http://browse.deviantart.com/?qh=&section=&q=Tenguman+8-bit#/d390zr4)
And if I'm right, this was the Tenguman he posted
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on July 15, 2011, 09:46:54 PM
Hmmhmm. Comparing side by side, they are exactly the same.

Not cool overwarelord. If I see you claiming other peoples work as your own, you'll get a warning. I'm not tolerable to theft.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 16, 2011, 12:02:15 AM
nope those arnt mine where I got those I made the  :mad:
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 16, 2011, 01:09:44 AM
No.

They're not.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tails on July 16, 2011, 01:57:47 AM
I can't understand what he's saying anyway :/
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on July 16, 2011, 02:03:03 AM
Listen, this is your last chance. Both those sprite makers are in this very community. Hell, I remember Brotoad showing me this very Cold Man sprite. They aren't yours, and if you are going to continue to claim they are, you'll get a warning.

I'm not going to tolerate any kind of theft on these forums.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Tails on July 16, 2011, 03:16:29 AM
There's proof that you stole them. Just admit that you stole them, son.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: zexion-teh-wolf on July 16, 2011, 10:11:29 AM
I like it how he's trying to claim my Tengu Man as his own sprite, when I'm a member of this forum... Not the smartest move I've seen this year...

Either way; The sprites are both stolen except for King, who doesn't even look remotely like King.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Jc494 on July 16, 2011, 11:08:43 AM
I've seen worse. Once someone took my brother's work (not of anything MM8BDM) and made a video of it on youtube claiming it was his. Of course there was consequences to his actions.......
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 16, 2011, 12:31:25 PM
fine If you dont belive me im just oging to make somthing else instead
like parite man I think hes taken...
so im going to make something for Mega Man 5 gameboy im not going to be on this topic anymore
for the megaman 5 gameboy I have a easyer chance to make sprites
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 16, 2011, 01:05:40 PM
You have a chance to MAKE (not steal) sprites anywhere, but unless they are of sufficient quality and aesthetically agreeable to the rest of the work nobody will use them.  Yes this is just a fan game but that doesn't mean we don't have standards... more likely we actually are stricter about such things then CAPCOM would be because they treat the franchise as second-tier at best these days.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: overwarelord on July 16, 2011, 02:32:04 PM
I dont steal sprites I make them
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Jc494 on July 16, 2011, 02:35:09 PM
Quote from: "overwarelord"
I dont steal sprites I make them

Then prove you make them by making something.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on July 16, 2011, 03:41:56 PM
First warning. I know where both sprites originated from, and they aren't yours. Stop trying to test our intelligence over the matter or else you will be removed from Cutstuff.

I won't allow theft on these forums.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 16, 2011, 07:48:31 PM
While I was gone, I experimented with A_CustomMissile, I managed to create a controllable projectile, that might be better than a homing mine, the current method of control is use of your placement to turn it
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 16, 2011, 09:51:28 PM
Ooh, that could be very interesting, Lego.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: brotoad on July 17, 2011, 06:53:56 AM
i'm so honoured to have my work stolen!

makes me feel like a PRO
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LifeCraft J on July 18, 2011, 04:23:29 AM
I hate thieves that take credit.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 18, 2011, 04:44:53 AM
Arrrrgh!! I WISH MY PARENTS WOULD FALL INTO A DITCH!

*me calms himself*

Sorry mom. Sorry dad. I apologize.

My parents have blocked me from the computer, which means no Dynamo, Saturn, Yudon... no anything!

They must reeeeeally hate you guys.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 04:49:14 AM
:cry:

WE AREN'T THAT BAD, MISTAH AND MISTRESS DOOOOOOOOOOOOOOOOOOOODS
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 18, 2011, 05:33:12 AM
i'll take dynamo off your hands *yonk*
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: WheelieCarbonate on July 18, 2011, 05:34:26 AM
Quote from: "brotoad"
i'm so honoured to have my work stolen!

makes me feel like a PRO
Don't feel like it,you ARE a pro!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 18, 2011, 01:24:43 PM
And i'll get to work on Magic Man's stage Korby...That is if i can
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 03:54:37 PM
Part of me thought Mr. Joe was working on Magic Man...?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 18, 2011, 04:47:14 PM
Someone can give me a hand?

Quote from: "Galaxy"
I've tried to put astro man tiles, and i got a problem:

Every time i'm putting numeric values over 1 at the end of every texture made in the texture lump, they'd dissappear from DB. For example, i'm making MMBFLO1 AND MMBFLO2. Only MMBFLO1 appears, while MMBFLO2 oddly vanishes. It's strange, because it never happened to me before. I think it has to do with animdefs. But i don't have these in the map. So what's on? As for now i just have letters.

I never had that problem when making the texture replacement of CSCM17 :/
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 04:51:15 PM
Me and Korby are also stumped on a texture problem with Burner Man.

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Jc494 on July 18, 2011, 04:53:47 PM
Quote from: "LlamaHombre"
Me and Korby are also stumped on a texture problem with Burner Man.

(click to show/hide)

I think the scale is off. I think I can fix it though.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on July 18, 2011, 04:53:57 PM
Are you sure the textures have the scale coding in? That's the only reason I can think of.
Code: [Select]
 
XScale 0.5
YScale 0.5
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 04:56:27 PM
That's the exact scale.

And that's what stumps me and Korby.

What's odd is that it looks just fine in Doom Builder.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 18, 2011, 05:02:39 PM
You're not the only one stumped here.

Maybe posting what you have done in the texture lump helps a little?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 18, 2011, 05:04:43 PM
I thought somebody else might have been doing Magic Man's tiles but wasn't sure, that's why I saved him for last of the RMs.  I'm doing King (stage 2) now.

Ice:
Are you still working on the museum?

Galaxy:
Random guess, but maybe it's the zero?  I just noticed none of the core game's texture files start with zeros in the numbers.

No idea whatsoever on the scaling issue.  Did you have doom builder and slumped open at the same time and it didn't save properly, maybe?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 05:07:40 PM
WALL OF TEXT AHEAD.

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 18, 2011, 05:47:26 PM
Quote from: "NemZ"
I thought somebody else might have been doing Magic Man's tiles but wasn't sure, that's why I saved him for last of the RMs.  I'm doing King (stage 2) now.

Ice:
Are you still working on the museum?
I ripped the tiles, but I never 8-bitafyed them, you can find them somewhere in this thread
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 18, 2011, 06:13:20 PM
Quote
Galaxy:
Random guess, but maybe it's the zero?  I just noticed none of the core game's texture files start with zeros in the numbers.

No idea whatsoever on the scaling issue.  Did you have doom builder and slumped open at the same time and it didn't save properly, maybe?

Nope. I do not have any zero (A problematic number, specially in slumped). Also i never used these programs together. And i saved it properly. That's what makes it odd.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Jc494 on July 18, 2011, 06:23:30 PM
Quote from: "LlamaHombre"
WALL OF TEXT AHEAD.

(click to show/hide)

/me scratchs head. I don't know whats wrong.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 18, 2011, 07:02:50 PM
Quote from: "Galaxy"
Nope. I do not have any zero (A problematic number, specially in slumped).

oooh, mistook O for 0.  Sorry.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Kapus on July 18, 2011, 09:01:48 PM
Quote from: "LlamaHombre"
Me and Korby are also stumped on a texture problem with Burner Man.

(click to show/hide)
Which tiles are small? I think I may know what the problem is (I have encountered this issue before,) but everything looks fine to me.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 18, 2011, 09:36:46 PM
Every tile is 1/4 the size it should be.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Kapus on July 18, 2011, 09:55:00 PM
Hmm..

Try doubling the size of the textures in the TEXTURES lump. Like this.

Code: [Select]
texture BURNBRDG, 16, 16      <-- turn the 16 to 32
{
XScale 0.5
YScale 0.5
Patch BURNBRDG, 0, 0
WorldPanning
}

Code: [Select]
texture BURNFLR2, 32, 32      <-- turn the 32 to 64
{
XScale 0.5
YScale 0.5
Patch BURNFLR2, 0, 0
WorldPanning
}

I know you said the textures are "1/4" of the size they should be, but I just want to know if this method will be able to fix the problem.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 18, 2011, 11:10:04 PM
These Magic Man Textures are making me have a Headdesk moment...i mean seriously,i'm looking at the actual map and i literally want to take a tengu blade to myself...these textures are damn confusing (yes i'm looking at NemZ's and i'm trying to make sense at what they look like compared to the actual ingame ones :/)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 18, 2011, 11:25:56 PM
Hehe, happened to me with astro man.  Now i know how to use them properly. Just see around the map.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 19, 2011, 12:31:22 AM
Wait, Astro? I thought you were doing Tengu  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 19, 2011, 12:42:16 AM
... It seems korby cannot check this topic more commonly...

Also i really hate linedefs. I really do. So.... please?  ;)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 19, 2011, 12:54:53 AM
I'm happy to help if you have questions about the textures, guys.  Just shoot me a PM so I don't miss it in the middle of a thread somewhere.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LifeCraft J on July 19, 2011, 01:55:09 AM
I like this.
So is Tenguman's stage going to be like Airman's,Gyroman's, or cloudman's stage?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 19, 2011, 02:27:17 AM
Quote from: "Kapus"
Hmm..

Try doubling the size of the textures in the TEXTURES lump. Like this.

Code: [Select]
texture BURNBRDG, 16, 16      <-- turn the 16 to 32
{
XScale 0.5
YScale 0.5
Patch BURNBRDG, 0, 0
WorldPanning
}

Code: [Select]
texture BURNFLR2, 32, 32      <-- turn the 32 to 64
{
XScale 0.5
YScale 0.5
Patch BURNFLR2, 0, 0
WorldPanning
}

I know you said the textures are "1/4" of the size they should be, but I just want to know if this method will be able to fix the problem.


This did not work.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 19, 2011, 04:11:59 AM
Galaxy, I read every single post in this topic. You never mentioned Astro Man  :p

If you want to switch to it, okay.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 19, 2011, 04:25:30 AM
Quote from: "Galaxy"
Reconsidering it, I'll better do astro man, since tengu man needs so much work in term of linedefs.

I'll try to make mimics similar to the original stage, excepting the numeric sub-boss.

Page 84. Hehe, I won this time
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 19, 2011, 07:25:15 AM
You win for now, but I'll get you back!

Yes, I'm already cooking up my plan, if I replace the credits, you shall be put last! Bwahahahahaha!
I hope you can detect the obvious silliness of this~
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 19, 2011, 11:46:11 AM
Well i should have Magic Man's textures done by Tonight (that is if i don't have other things to do today. )
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 20, 2011, 04:20:57 AM
(http://i973.photobucket.com/albums/ae214/IBEBLADEMAN/dynamosneak.png)

how's it looking so far?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 20, 2011, 04:49:36 AM
I'd prefer if you'd use Brotoad's sprites as a base, because they're just the best  :p

However, the way you have it, his head's looking a bit fat on the front frame, and the coils on his shoulders seem to change heights. A lot.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 20, 2011, 04:58:27 AM
its your expansion so i will highly consider it, eh what the hell ill take a look at 'em and see what i can use

also i forgot to make sure the fr and right coil were align so when i aligned the front frame it created more chaos *facepalms* so i could either change his fr frame or change his front and right frames
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 20, 2011, 09:00:02 PM
Well, korby, as for now i will make 2 versions of astro man: One of DM (Without symmetry) and a CTF one (With 2 lines of symmetry).  Either way, I'm still in the point of making Astro Man and Tengu Man as DM (And make 2 CTF apart with MMB textures) But you're the leader here.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 20, 2011, 09:03:29 PM
You can make a DM stage if you'd like, but it won't be included. We had a really long discussion on this'n,  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 20, 2011, 09:08:03 PM
...CTF is underrated. Bawww...

Ok, then...
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Max on July 20, 2011, 09:15:38 PM
I would prefer the Astro and Tengu stages to be DM. I-Pack v1/2 was never hosted for CTF and now it's DM only.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 20, 2011, 09:49:52 PM
Quote from: "Yellow Devil"
I would prefer the Astro and Tengu stages to be DM. I-Pack v1/2 was never hosted for CTF and now it's DM only.

> This
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 21, 2011, 04:57:46 AM
Hmm...I'll think about it. It really depends on one factor.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 21, 2011, 05:01:43 PM
I'm going to have to drop Magic Man

1.I'm going to be gone for a week,most likely,so i won't be able to do alot of maps.

2.My DB2 Refuses to work.If by chance it works...it'll be for the other maps i need to do,sorry for the inconvenience Korby,i have some maps i need to do/work on for some other things.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 21, 2011, 05:20:12 PM
My db2 is refusing to work, too. It's because the DirectX of my pc has been updated, and The Direct3D of it isn't working, actually. I'm trying to solve it, as for now
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 21, 2011, 05:21:23 PM
I won't give up, but the maps I make are shit soooooo

You can choose if you like it or not.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 21, 2011, 07:59:01 PM
Don't continually bash yourself, Llama, just keep practicing. If you keep saying to yourself that your maps are terrible, then you'll never get better. Be optimistic!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 21, 2011, 08:33:13 PM
I personally think my maps are fucking awesome, but nobody tends to like them so

By the way...

I know Burner Man is done, but...

(http://i52.tinypic.com/ny9ueb.png)

How's this?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 21, 2011, 08:37:13 PM
I think his left leg should probably face the other direction.
I'm expecting Zexion to come in here and say something.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 21, 2011, 11:36:16 PM
I honestly think this topic is not getting enough done.

We don't have any maps finished. We don't have many weapons done.
We only have a few skins skinned.
The only thing we have completly finished is textures.

We must have something to help rekindle this dying flame.

Also Tengu and Astro have to have CTF maps. They'll have those stages as DM maps in the MM8 Expansion. :/
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 21, 2011, 11:41:56 PM
Actually, no.

All of the skins are done beside King and Dynamo Man.

I'm just doing this for shits and giggles.

That and Ken threatens to eat me
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 21, 2011, 11:59:01 PM
well brotoad did not answer my pm and i cant really complain on xat because he hardly gets on so dynamo man will stay to the sprites im using, also star dood it helps to read the whole topic, it saves face, :cool:
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 22, 2011, 12:01:08 AM
brotoad allowed me, Magnet Dood, and Yellow Devil to use his sprites.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Magnet Dood on July 22, 2011, 12:03:53 AM
I'm just annoyed by the lack of progress and that I can't help.

HNNNNNGH
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 22, 2011, 12:04:08 AM
ya see toad has something against me otherwise I WOULD HAVE MADE CLOWN AND STRIKE
time to have a chat with my old pal brotoad  :evil:
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 22, 2011, 12:05:57 AM
I'm pretty sure he'll allow you to use his sprites!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NitroBro on July 22, 2011, 12:09:36 AM
we'll see... *while slowly walking out*
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 22, 2011, 02:57:11 AM
Llama, you forgot about how he let me use his single King sprite to start workin' on him  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 22, 2011, 04:39:29 AM
(http://i54.tinypic.com/34sp91e.png)

I won j?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 22, 2011, 04:46:52 AM
His legs are on backwards in his back pose.
Also,
(http://i74.photobucket.com/albums/i248/Cowman_bucket/burnermanstuff.png)

EDIT: Did a few fixes on the front pose, and some on the side pose.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Max on July 22, 2011, 12:07:03 PM
Quote from: "Star Dood"
Also Tengu and Astro have to have CTF maps. They'll have those stages as DM maps in the MM8 Expansion. :/

Yes, this is true. However the only similarity is the name. The Tengu and Astro stages for MM8 will have different tiles, layout, music and weaponry.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Shade Guy on July 22, 2011, 12:39:06 PM
Also, don't think it's a sin to remake a level. Some maps have a total of 3 versions so far (some with questionable quality, but maps nonetheless).
I'm looking at you, Remixed Maps.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 22, 2011, 02:14:19 PM
Burner Man Looks good Llama!

keep up the good work
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Galaxy Sisbro on July 22, 2011, 04:56:16 PM
Quote from: "Shade Guy"
Also, don't think it's a sin to remake a level. Some maps have a total of 3 versions so far (some with questionable quality, but maps nonetheless).
I'm looking at you, Remixed Maps.

And Powered Up, too.

Also, good work at there, llama!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 12:03:30 AM
Burner Man's textures are fixed and a-ok! :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Kapus on July 24, 2011, 12:06:16 AM
What was causing the problem?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 12:14:51 AM
I had done what you had suggested, but I had resized all the textures as well as the texture dimensions.

It looks much better now.

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Kapus on July 24, 2011, 12:16:33 AM
Nice addition of the boss room there.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 12:24:07 AM
What I love about the screenshot I took is that it's the same angle and everything of my previous screenshot.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 24, 2011, 01:34:21 AM
The orange texture above the rocks on the left doesn't look so hot.  That texture's meant to be used with the others next to it on the sheet as a patch either 2 or 3 blocks high and of some arbitrary length, like a fence.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 01:42:51 AM
I had placed down the wrong texture, sorry for worrying you.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: mike858 on July 24, 2011, 01:50:26 AM
can i do robo masta chats for ths?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 02:28:11 AM
WHAT THE FUCK.

So I get into Doom Builder to test out the map, suddenly BAM.

HUGE TEXTURES.

How did I go from MINISCULE to NORMAL to FUCKING GIGANTIC.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 24, 2011, 02:31:22 AM
Bipolar much? This might have a lot to do with Kenkoru's wanting the map
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 24, 2011, 02:35:23 AM
Perhaps something is off in the settings of whatever program you were using first?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 02:39:50 AM
Maybe.

The tiles are back to normal though.

I have an idea for King's stage though.


How about we get three mappers to do a single section of the map each, and we link those three sections together via teleporters?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Ivory on July 24, 2011, 02:41:36 AM
Sounds interesting. So long as the all the sizes aren't too large.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: chuggaafan1 on July 24, 2011, 03:16:59 PM
Quote from: "mike858"
can i do robo masta chats for ths?


THE_BROKER is doing them i believe.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 03:18:24 PM
Having a bit of a problem with the Flame Telly but other than a bit of decoration, I think Burner Man's stage is done!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: The_Broker on July 24, 2011, 05:03:49 PM
Quote from: "chuggaafan1"
Quote from: "mike858"
can i do robo masta chats for ths?


THE_BROKER is doing them i believe.

Done them actually. Maybe the first post should be edited to say that they're done to avoid anymore confusion.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 24, 2011, 07:07:02 PM
I can easily code the telly, just PM me a copy of the map (needs it to judge distance), also, is the grass burnable?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 07:10:04 PM
Lego's almost done coding it, we just need to learn HOW TO MAKE IT DIE HNGH
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 24, 2011, 07:16:05 PM
there are 2 options, make it a monster with thingthrust, or give it a shootable flag and health
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 07:23:58 PM
Oddly enough, we have both of those.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 24, 2011, 07:26:23 PM
odd, can I see the code for it
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 24, 2011, 07:51:23 PM
I'll send it to you in a bit, I need to get a texture working.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 24, 2011, 09:09:40 PM
Actually, we got it working. The main problem was just having it leave without dying, but I forced it to do that  :ugeek:

Why all this took me 2 hours, I have no clue
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 24, 2011, 10:57:41 PM
Hoo boy, haven't been here in awhile(for my standards).

Alright, let's get down to business to defeat the Huns.

Great to see progress on Burner Man, Llama!

I've also updated the front post to include The_Broker's contributions.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 25, 2011, 02:04:31 AM
Quote from: "LlamaHombre"
I have an idea for King's stage though.
How about we get three mappers to do a single section of the map each, and we link those three sections together via teleporters?

If I might make a suggestion, the red section (tank) should be generally open and flat with trenches, the green section (jet) should feature some precarious jumping over death pits and the blue section (king) should contain more vertical movement and some twisty hallways.
Title: No, this is not the same post as Llama's. <_< >_>
Post by: Kenkoru on July 25, 2011, 02:13:32 AM
I know Cold Man is already done, but...

(http://i837.photobucket.com/albums/zz294/Kenkoru/ColdManSprites.png)

How's this?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 25, 2011, 02:15:01 AM
I will eat your children, Kenneth
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 25, 2011, 03:57:13 AM
As I've said, it looks incredibly great.
Title: Again, not copying Llama's post. <_< >_>
Post by: Kenkoru on July 25, 2011, 05:46:57 AM
(http://i837.photobucket.com/albums/zz294/Kenkoru/ColdManSprites-3.png)

I won j? Sprites in the red box are for reference.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 25, 2011, 06:13:34 AM
I will find the bodies of the seven hundred children you've murdered and send them to the cops

Looking good!
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 25, 2011, 07:06:14 AM
Lookin' really nice, though his thumbs shouldn't be visible on the back pose.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 25, 2011, 11:44:42 PM
Hm, I have done Lightning Bolt Hoo boy, it is quite useful, if you're lucky already, why not make a map as well, I think I will try the museum. WHERE THE HELL ARE THOSE TILES, ICE!?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: ice on July 26, 2011, 06:55:18 AM
I said several pages back that I ripped them but not 8bitafying them, I could of sworn nemZ was in the middle of doing those
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 26, 2011, 04:04:30 PM
Bleh. I was only joking about the textures anyway. I just hope they are done soon.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 26, 2011, 06:22:34 PM
Quote from: "ice"
I said several pages back that I ripped them but not 8bitafying them, I could of sworn nemZ was in the middle of doing those

I am indeed.  Depending on what comes up I may have them done tonight.
Title: Re: No, this is not the same post as Llama's or Ken's. <_< >
Post by: Copy Robot on July 26, 2011, 11:11:29 PM
I know Magic Man is already done, but... oh wait no he's still dashing

(http://img691.imageshack.us/img691/9631/magicmansprites.png)

How's this?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 26, 2011, 11:14:56 PM
I WILL MURDER YOUR FACE.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 26, 2011, 11:42:24 PM
Again, it looks great.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 27, 2011, 02:26:19 AM
...if these are done pre-release, would it be possible to have these official? I think they look endlessly better
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 27, 2011, 04:05:45 AM
I am seriously considering making this Magic Man the official one, yes.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 27, 2011, 04:10:02 AM
Make Burner Man official too

Could you please make the Magic Man skin have his Magic Card toss like Mr. X/Chimera Man's, though?

(http://i55.tinypic.com/acy9fd.png)

The firing frames suck, I know.
Title: Re: Again, not copying Llama's or Ken's post. <_< >_>
Post by: Copy Robot on July 27, 2011, 04:49:29 AM
(http://img191.imageshack.us/img191/9631/magicmansprites.png)

I won j?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 27, 2011, 04:56:16 AM
You won on ridiculous levels.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Copy Robot on July 27, 2011, 05:14:26 AM
Quote from: "Korby"
I am seriously considering making this Magic Man the official one, yes.

Do itttt.

Quote from: "Korby"
You won on ridiculous levels.

Is it mostly because mine is actually walking
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 27, 2011, 05:18:42 AM
Magic Man needs to be recolored to change with weapons, but otherwise looks really good.

...yeah, something came up.  Maybe tomorrow.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: SaviorSword on July 27, 2011, 05:44:54 AM
I'll put my hand on Dynamo Man's stage, may take awhile since I'm workin' on other maps.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Russel on July 27, 2011, 06:29:15 AM
I agree with Korby on the Magic Man. It is much much MUCH nicer than the previous one. By chance, did you MAKE ALL of the walking frames?
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 27, 2011, 07:44:43 PM
Yes, actual walking is a large factor  :p
Title: Re: Again, not copying Llama's or Ken's post. <_< >_>
Post by: LlamaHombre on July 27, 2011, 07:47:58 PM
Quote from: "Mr. Joe"
(http://img191.imageshack.us/img191/9631/magicmansprites.png)

I won j?

[insert raging post here in tiny print because merr joe wants one]
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Blaze Yeager on July 28, 2011, 02:50:38 PM
Nice Magic Man.

Anyway i'm liking how Burner Man's coming Llama
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 28, 2011, 04:08:26 PM
Ken hates it, j.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 28, 2011, 06:00:12 PM
I still want to see that walk animated before I make up my mind  :p
Title: Still not copying Llama's post at all <_< >_>
Post by: Copy Robot on July 28, 2011, 06:32:05 PM
(http://img190.imageshack.us/img190/9631/magicmansprites.png)

The firing frames suck, I know.
Actually the Back Right sucks I know
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: Korby on July 28, 2011, 06:35:04 PM
Joe, I don't think his hat can be tilted forward and backward at the same time  :p
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: NemZ on July 28, 2011, 08:18:12 PM
the stick of his cane should also be more visible in the back frames, not blocked by the hand.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: LlamaHombre on July 28, 2011, 08:30:44 PM
I CLAIM THE 100TH PAGE WITH PROGRESS

(http://i52.tinypic.com/wi3szq.png)

EDIT: I'll eat your children too, Mr. Joe

Nope.
Title: Re: [EXPANSION] Megaman & Bass - Burning Demo.
Post by: Korby on August 07, 2011, 08:28:12 PM
Well. It's been nearly a year since I started this, and only recently progress picked up, so I've decided to repay y'all who've waited patiently with this.
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - No longer a newt.
Post by: LlamaHombre on August 07, 2011, 08:30:49 PM
inb4 the map sucks and people hate me
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on August 07, 2011, 08:32:10 PM
I love you Korby. :p DL'ing right now.

Also thanks for unlocking so I could tell you that I love you :lol:
Title: Re: [EXPANSION] Megaman & Bass - No longer a newt.
Post by: MasterXman on August 07, 2011, 10:28:00 PM
Quote from: "LlamaHombre"
inb4 the map sucks and people hate me
Don't ever lock a topic again. plus. Do you have a mirror for this?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 07, 2011, 10:30:17 PM
http://www.sendspace.com/file/wsreju (http://www.sendspace.com/file/wsreju)
Here you go.

By the way, if you couldn't tell, this is why I Llama locked the topic.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: CHAOS_FANTAZY on August 07, 2011, 10:45:45 PM
...
YOU MEAN YOU MADE US WAIT ALL THIS TIME FOR A SCR--Ooh, a beta!  /instantforgiveness

*Cracks knuckles* Time to critique!

+ Burner-Man sez:  "Burn!  Burn to the ground!"
To put it quite simply...I lol'd.

~ I like the Wave Burner, but maybe make it refill more from ammo packs?
~ I like the Giant Telly, but doesn't its death effect seem a bit...iunno...much?  You can't even get into that, like, third of the level unless you have S-Barrier.

- If you stop on the Wave Burner bridge where the drop-off for the instakill pit is, you fall through and die.  Either move that point or remove that annoyingness altogether.
- The pit linedefs aren't properly set up to keep bots from walking into them.
- Maybe it's just me, but...all the orange on the ladders makes them look like...not...ladders.
- Pardon me for not knowing my MM&B, but having Burner-Man dash forward for his walk seems lazy.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: MasterXman on August 07, 2011, 10:50:50 PM
here is a reason to run and scream like a girl when you're on burnerman's map when you see that firetelly.
IT BURNS! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-!
FIRE TELLIES DROP FIRE BOMBS! WHY IS IT IN THE GAME! NO ONE CAN GET PAST THEM!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: WheelieCarbonate on August 07, 2011, 10:51:55 PM
-_-
It will only drop bombs if you shoot it.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 07, 2011, 10:52:53 PM
Quote from: "CHAOS_FANTAZY"
~ I like the Giant Telly, but doesn't its death effect seem a bit...iunno...much?  You can't even get into that, like, third of the level unless you have S-Barrier.
You can move around the grass fairly easily.
- If you stop on the Wave Burner bridge where the drop-off for the instakill pit is, you fall through and die.  Either move that point or remove that annoyingness altogether.
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
- The pit linedefs aren't properly set up to keep bots from walking into them.
Fixed.
- Maybe it's just me, but...all the orange on the ladders makes them look like...not...ladders.
Blame NemZ.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 07, 2011, 11:01:47 PM
Don't you ever try a stupid joke agai- ooh! Demo Stage!

Can't wait to play it!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: CHAOS_FANTAZY on August 07, 2011, 11:07:28 PM
Quote from: "LlamaHombre"
You can move around the grass fairly easily.
Well, you can't cross through the area easily, so I still think it's a bit much.  How about we get fire up until "X" distance from Giant Telly's death?
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
It isn't, but it's still annoying.  When you find it withing two minutes of opening up the map--not to mention before I found the death pit itself--it's a potential problem.  Could you at least move the drop-down pit over to the side to eliminate potential problems?
And no, I've never played MM&B.  Thought that'd be obvious when I said "pardon me for not knowing my MM&B."
Blame NemZ.
Yo dawg, just because it's an issue with the map doesn't mean it's your fault.  Don't act as if I'm blaming you when it's not your fault.  'Kay?  'Kay.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 07, 2011, 11:09:32 PM
It was never a joke. This is exactly what I wanted to do as soon as I locked it.

Also, it dashes forward because Chimera Man made it like that.

EDIT: Also, if you hold forwards or backwards while falling down the pit, you'll get caught on the bridge and be fine.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 07, 2011, 11:12:11 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "LlamaHombre"
You can move around the grass fairly easily.
Well, you can't cross through the area easily, so I still think it's a bit much.  How about we get fire up until "X" distance from Giant Telly's death?
It would be WAY too annoying to code.
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
It isn't, but it's still annoying.  When you find it withing two minutes of opening up the map--not to mention before I found the death pit itself--it's a potential problem.  Could you at least move the drop-down pit over to the side to eliminate potential problems?And no, I've never played MM&B.  Thought that'd be obvious when I said "pardon me for not knowing my MM&B."
I sorta like it the way it is though. If more people complain, I'll change it, but...
Blame NemZ.
Yo dawg, just because it's an issue with the map doesn't mean it's your fault.  Don't act as if I'm blaming you when it's not your fault.  'Kay?  'Kay.
Kay.

I do believe you are out of colors.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: CHAOS_FANTAZY on August 08, 2011, 07:04:32 AM
Quote from: "LlamaHombre"
It would be WAY too annoying to code.
Aaand this is about the only reason you can call yourself a noob at mapping.  If you're having trouble, why don't you ask someone experienced for help, like Ashley ...I dunno, I can't think of someone right now, but I'm sure it could be done!  After all, the Giant Telly flies a preset path every time...we could theoretically set it up with multiple sectors so if Giant Telly dies here, only "X" sector catches fire.  Doesn't sound too complicated to me, but this is from someone who doesn't know everything he's talking about...
I sorta like it the way it is though. If more people complain, I'll change it, but...
Okay, that's fair.  I suppose you can't argue with the majority, after all.
I do believe you are out of colors.
Is that a challenge?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 08, 2011, 01:52:05 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "LlamaHombre"
It would be WAY too annoying to code.
Aaand this is about the only reason you can call yourself a noob at mapping.  If you're having trouble, why don't you ask someone experienced for help, like Ashley ...I dunno, I can't think of someone right now, but I'm sure it could be done!  After all, the Giant Telly flies a preset path every time...we could theoretically set it up with multiple sectors so if Giant Telly dies here, only "X" sector catches fire.  Doesn't sound too complicated to me, but this is from someone who doesn't know everything he's talking about...
You would need to set scripts for every possible possibility, which includes millions of distances. Not even Lego, the person who wrote the code, has the patience for this.
I sorta like it the way it is though. If more people complain, I'll change it, but...
Okay, that's fair.  I suppose you can't argue with the majority, after all.
Thanks.
I do believe you are out of colors.
Is that a challenge?
God damn it.

Also, I love how everyone's mad at me.  :cool:
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 08, 2011, 02:29:43 PM
Look what colorful posts we have! They're so pretty!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Kapus on August 08, 2011, 02:33:55 PM
I find the Giant Telly to be just fine, really. I never had any trouble getting around the map.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 08, 2011, 05:45:56 PM
Plus the Telly melted the entire screen at once in the game.

Anyway, it's great to have community input!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 08, 2011, 06:31:04 PM
Just to tell you, Korby: Sora is workin on Dynamo.

If only I practiced mapping more. I would so take the museum stage. (even though I have no idea how to import textures)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on August 08, 2011, 06:44:16 PM
Some observations:

1)  The trapdoor seems to be instant death as I never land on the platform.
2)  Texture alignment needs some tweaking (background behind trees and the one wall were the 'circles' are split in half at top and bottom.
3)  Fire telly effect probably lasts a bit too long.
4)  The 'post' where the grass texture reveals just a part of the blue circle texture looks really odd.  I suggest changing the shape of the grassy area so that the post lands on solid ground with a lip around the edge.
5)  Why is there a thin inaccessible trench of grass along one side of the 'boxes' area?
6)  I'm suprised you didn't use any of the little foliage textures to decorate the grassy areas.  Was it just too cluttered?

Would you like me to remake the ladders as doublewide tiles since you never use them in singles?
How about a second grass texture to make the height differences stand out a bit?

PM me if you need anything guys, really.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 10, 2011, 12:37:03 AM
Quote from: "NemZ"
Some observations:

1)  The trapdoor seems to be instant death as I never land on the platform.
Hold forward or backwards to survive.
2)  Texture alignment needs some tweaking (background behind trees and the one wall were the 'circles' are split in half at top and bottom.
Alright.
3)  Fire telly effect probably lasts a bit too long.
Nobody during testing complained. It may if there weren't boxes in the grass.
4)  The 'post' where the grass texture reveals just a part of the blue circle texture looks really odd.  I suggest changing the shape of the grassy area so that the post lands on solid ground with a lip around the edge.
Do you mean the main area, or the boss room?
5)  Why is there a thin inaccessible trench of grass along one side of the 'boxes' area?
Just something to make the textures fit.
6)  I'm suprised you didn't use any of the little foliage textures to decorate the grassy areas.  Was it just too cluttered?
Forgot about those.
Would you like me to remake the ladders as doublewide tiles since you never use them in singles?
Do what you want.
How about a second grass texture to make the height differences stand out a bit?
Do what you want.

PM me if you need anything guys, really.

Sorry for a late response. I will be redoing the forest effect and placing around some grass in the boss room, I guess.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 10, 2011, 02:55:31 AM
Finally got around to playing your map, and I have to say, it's nice! Just a few points I'd like to give you.

Put lindefs with Block Monsters around spike pits. Poor Bubble Man wasn't having a good time with them.

Them trapdoors kept killing me! Hopefully that doesn't affect bots, because that would end with plenty of suicides.

All in all, good map.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 10, 2011, 02:57:04 AM
The first error has been dealt with.

Second one, I mentioned how to escape certain death with earlier.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on August 10, 2011, 05:49:00 AM
Actually the textures alignment issues look fine in ogl, but out of whack in software.  Hmm.

As for the trench, why can't you make the 'secret door' area 3 tiles wide instead of 2 or just add an extra block to either side of the door?

Regarding the 'post' comment, I meant here:
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/Screenshot.png)

Here's the textures I mentioned:
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/burnerextras.png)
Though I also think you could make more use of the textures I already provided.  If you tell me the exact dimensions of the 'secret room, I'll slap together some larger textures from the various wiring kibble so it's not just tiled with the same stuff that's everywhere else.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 10, 2011, 02:22:26 PM
Oooh, those textures look nice.

I'll be using those for sure.

I'm pretty sure the secret room is either 4 x 4 or 5 x 5, so...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 10, 2011, 05:21:44 PM
Wait, which room are you referring to as the "secret room?"
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 10, 2011, 05:43:14 PM
I just love how this topic is right over mine. :(

At least you're making great progress, unlike me. Something tells me my expansion isn't popular because no one has ever played the game. :V

Oh well, heh heh, I'm working on it.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Russel on August 10, 2011, 05:49:01 PM
You made the topic yesterday. I made Bass' version of Komusoman's weapon. Things are going smoothly, as far as I can see.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 10, 2011, 05:56:29 PM
You made the topic yesterday. This was made almost a year ago. Progress only really picked up recently, and I really have to thank NemZ for that!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 10, 2011, 06:00:42 PM
True, but I need help mapping and texture rippin.

Say, Lego, what weapons have been finished by your team?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on August 10, 2011, 09:24:14 PM
Quote from: "Korby"
Wait, which room are you referring to as the "secret room?"

The one you have to shoot through the fire blocks to get into, where the bass buster is.

Edit:  Here, give these a try:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/burnerextras2.png)

It's 6x6x7, btw.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 16, 2011, 07:47:13 PM
Oh jeez! Those are nice!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 17, 2011, 01:29:01 AM
Thank you very much, Mr. NemZ!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 17, 2011, 01:33:56 AM
Damn, you are good at this stuff. I really need you for my expansion!

Any more props? I'd like to get something more done for this. (maybe I could swindle so you can help with my expansion. MUHAHAHA)

EDIT: Began working on Dynamo Man again. Fixed up his hand on the side pose, will be working on getting the rotations done. Then, you're on your own, I hate making complicated stuff like him.

Although I might finish it...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Baiisilisk on August 18, 2011, 04:15:31 PM
Hey guys... I really love the project that you are all starting since MM&B is one of my favourites. I wish I can help but the only thing I can help to contribute is only music...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 18, 2011, 04:55:35 PM
Wait wait wait

You make music? Hmm...

Mind helping with my expansion? I need original songs for the 8 stages for Megaman and Bass 2: Challengers from the Future. If you could, that would be wonderful! :D

It's in this forum, under the label Rockman & Forte 2. Stop by if you'd like.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on August 18, 2011, 05:05:08 PM
Star Dood, I know this is rather hard, but that's not ethic. I mean, We know about your project and all, but please stop making publicity of it in other forums. If you want help with the music, Then tell Baiisilisk via PM, not here.

Also, Your help is pretty appreciated, Baiisilisk. As for now, I think there are some FC songs in youtube. However, If korby approve it, you can make some songs for the project.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 18, 2011, 10:12:06 PM
Poop. I must practice self-control! *practices self-control*

By the way, could y- *slaps self*

I'm sure that you could help here Basilix. Just ask what needs to be done to Korby, the project leader.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 18, 2011, 10:19:20 PM
If you'd like to help, Baii, feel free! Any and all work is appreciated!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Kapus on August 18, 2011, 10:23:25 PM
Quote from: "Baiisilisk"
Hey guys... I really love the project that you are all starting since MM&B is one of my favourites. I wish I can help but the only thing I can help to contribute is only music...
Hey, I know you! You made that 8-bit Spark Mandrill song I used in my map pack!


Do we already have 8-bit remixes of the MM&B songs? If not, I'm sure Baiisilisk could help.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 18, 2011, 10:35:42 PM
We're currently using the ones in this video:
(click to show/hide)
Though I really wouldn't mind different versions. Listenin' to Baii's Cold Man, I like it quite a bit more than the one in this video.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Mrguy891 on August 18, 2011, 10:40:52 PM
Sheet these are pretty good ones
I lurv the king one.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 18, 2011, 10:57:10 PM
I have several pet peeves with the songs. For example, the Boss song doesn't hold a specific note, and that's really unsettling.

That specific note is at 12:15.

(click to show/hide)
Compare Cold Men and Pirate Men.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Baiisilisk on August 19, 2011, 07:41:48 AM
I am currently continuing my work. With Coldman, Burnerman and Pirateman done, I am proceeding onto the other 5 Robot Masters and then King. Forgot to mention the Museum Stage too as well as the boss music...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 19, 2011, 07:35:03 PM
Fixed up a few things with Dynamo Man.

(http://img692.imageshack.us/img692/5421/dynamosheet1.png) (http://imageshack.us/photo/my-images/692/dynamosheet1.png/)

That side hand was bugging the hell out of me.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on August 22, 2011, 01:18:26 AM
Nice Dynamoman! But could you make his eyes... I dunno... more appealing...? yeah thats the word.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Kapus on August 22, 2011, 01:20:00 AM
Appealing? What's wrong with his eyes?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 22, 2011, 01:23:02 AM
I personally think the eyes are fine. The rest is just...weird.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on August 22, 2011, 01:29:28 AM
Well, Dynamo's eyes in my opinion look kinda weird. Theres two yellow lines on top of them.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on August 22, 2011, 01:30:08 AM
I PRESENT PROGRESS J

(http://img194.imageshack.us/img194/8400/dynamosheet.png)

Sorry, Dood, I thought you knew I was working on it... ;-;
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 22, 2011, 01:30:46 AM
Oh hey, I forgot you were workin' on it.
Anyway, Lifeup, that's what's called eyelids. Heatman has them too.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on August 22, 2011, 01:32:13 AM
HOW COULD YOU FORGET ABOUT ME UEHFL;KJGBLKJBLKGVFKSVFLKSVFLKES

Sorry, he'd be closer to being done if school and RL hadn't kicked in...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on August 22, 2011, 01:33:48 AM
I don't know, let me check Dynamoman's 16-bit self.
*checks*
Ok, he DOES have yellow eyelids, but they're thin.
Ok, maybe Dood made the eyelids too thick?
But it doesn't matter now. :/
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -FiniteZero- on August 22, 2011, 01:34:27 AM
Not eyeBROWS. EyeLIDS.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 22, 2011, 01:55:03 AM
You be doin this all wrong, Sora :p

Watch the position of the Dynamo Blaster adjust itself magically in different frames.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on August 22, 2011, 02:09:29 AM
I KNOW IT'S NOT DONE YET

I've just been trying to get the frames done, and then tweak them for consistency...and I haven't gotten to the tweaking part yet
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 22, 2011, 06:13:15 PM
MY JOB IS BEING STOLEN HOW COULD U

All of the frames are stolen taken from Yellow Devil's work. Blame him.

I personally like mine better. But not without reason: Dynamo Man looks like his spine froze straight up in his front poses, and he looks like he's getting tickled with his hurt pose.

Still good, I guess.
Title: Re: [EXPANSION] Megaman & Bass - We're not dead!
Post by: SaviorSword on August 22, 2011, 06:24:20 PM
On page 98...
Quote from: "SaviorSword"
I'll put my hand on Dynamo Man's stage, may take awhile since I'm workin' on other maps.

I suppose that I got ignored...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 22, 2011, 06:27:12 PM
Go ahead.

Also, I updated the front post a bit.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 23, 2011, 01:37:07 AM
I noticed Dynamo Man's head is off to the left a bit in the front and back poses on my sheet. That has been fixed.

So which one will you pick, Korby? I can get the frames going pretty quickly as soon as all the rotations are finished. My attempts to make a back right gun are turing to utter poo.

*dukes it out with Sora*
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on August 23, 2011, 01:44:45 AM
*me readies his star punch*

Well, Korby, who's it gonna be? j
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 23, 2011, 02:14:31 AM
Both of yours have good qualities about them, though I remember you PMing me saying Sora could do it.

However, in comparison, his side is far better, though there are some inaccuracies, just like with the front.
With some tweaking, your front could be better than his, seeing as his is sorta skinny-y
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on August 23, 2011, 02:39:45 AM
Quote from: "Korby"
seeing as his is sorta skinny-y

How come nobody has told me this before fejlkhbe;ljbh;f
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 23, 2011, 03:08:50 AM
I never needed the gun on the back-right at all? FFFFFFF
 
*facepalm*

It's been bugging me for three days, man. THREE DAYS!

And I thought Dynamo Man was supposed to be an obese cop! Yellow Devil, y u lie
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 24, 2011, 11:24:33 PM
Quote from: "Korby"
Both of yours have good qualities about them, though I remember you PMing me saying Sora could do it.

However, in comparison, his side is far better, though there are some inaccuracies, just like with the front.
With some tweaking, your front could be better than his, seeing as his is sorta skinny-y

Wait, are you saying my front is good and my side is bad? Or my side is good and my front is bad?

If I edited my post, no one would've seen this message, so derpity derp.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 25, 2011, 02:17:17 AM
Your front pose is a bit better than his, while your side pose is rather...odd.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 25, 2011, 02:48:45 AM
*shrugs*

That's the way I got it. Mind elaborating how I can fix it?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 25, 2011, 02:52:30 AM
His Front/R pose has him leaning forwards with his legs seperated, one facing right and one facing diagonally towards the screen.

Your side pose has him standing still with both his legs facing in front of him. This is the main problem I have with it.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Duora Super Gyro on August 25, 2011, 10:15:58 AM
Hey, can i do the kings tower, im good with maps.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on August 25, 2011, 02:50:44 PM
Quote from: "Korby"
Burner Man - FINISHED[/color (LlamaHombre)
Magic Man - TAKEN (Roc's Creation)

Korby, You failed it.

Gonna start with astro man stage as for now.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on August 25, 2011, 03:44:17 PM
speeking of the front page, what exactly needs to be fixed in my weapons?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 25, 2011, 06:13:00 PM
I'll think about it, Duora.

And that's why you don't forget your end brackets!

Aside from Remote Mine being bad at attacking, you don't really have to worry about much. Even then, I could handle that.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 25, 2011, 08:28:11 PM
Mkay. I'll see what I can do 'bout that. I just don't know how to make people lean...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 27, 2011, 12:59:49 AM
Is this any better, Korb?

(http://img200.imageshack.us/img200/5421/dynamosheet1.png) (http://imageshack.us/photo/my-images/200/dynamosheet1.png/)

Question: Why are there two skins for Cold Man, Magic Man, and Burner Man? Can't there just be one skin for those guys?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 27, 2011, 02:38:57 PM
Burner Man because I prefer Chimera Man's but people like Zexion's work as well.

Magic Man's Chimera Man/Mr. X one will not be staying.

Cold Man because I'll feel bad if I make ice's go away, and I'm not removing it until Kenkoru finishes the other.

Essentially, few will actually be a second skin.

Anyway, the legs are better, but he still doesn't look like he's leaning forwards. You might have to remake the torso.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 27, 2011, 02:41:24 PM
Hmm....

Ok, I'll try. This might be a little hard.

EDIT: Tried to fix a few pixels.

(http://img263.imageshack.us/img263/5421/dynamosheet1.png) (http://imageshack.us/photo/my-images/263/dynamosheet1.png/)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 28, 2011, 02:50:07 AM
Sorry for the D-post, but I finished! Ironically, I was listening to Dynamo Man's theme while I was workin on it. XD
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 28, 2011, 03:04:59 AM
PM it to me, please.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 28, 2011, 03:28:56 AM
Sorry. I can't.

I blame Family Safety Filter. :(
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 28, 2011, 03:54:09 AM
Can you post it? No?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 28, 2011, 04:40:13 AM
Family Safety Filter. Argh!

I hope I can post it tommorrow.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 28, 2011, 10:03:08 PM
Another double post! I'm gonna get sued soon!

After listening for untold hours comparing both sets of songs (san tengu man, I couldn't find it) I've decided to post my two cents on 'em. The PlodoJVP's are the themes we are currently using.

Cold Man
PlodoJVP: I really like this one. I love how it's a little jazzier then the original counterpart. I could easily see this being used in the game. My only concern is the ending, where the bass is drowned out by the "cossack drums" as I like to call them.

Baiisilisk: This one is good too. I just don't like how it's a little slow, and not as upbeat as the original. I'm also not a fan of the raised octave for the foremost sound. At the end, there's this really weird empty space too, where there's only the base and the drums. I feel like there should've been something else. The intro is pulled off well, though.

Better song: PlodoJVPl Sorry, Baiisilisk. I like your version, but the original is just really catchy.

Ground Man

PlodoJVP: I don't know why, but this one seems a little lacking. It just feels... empty. It's still an OK rendition.

Baiisilisk: Just when I thought this theme was terrible in 8-bit, along came your rendition. I LOVE IT. Everything sounds great. My only gripe is that it's a tad slow.

Better song: Baiisilisk I listen to this theme doing homework. It's easily your point.

Pirate Man

PlodoJVP: Now, this theme has never been among the tops in many Mega Man fan's opinions. I do like this rendition's instruments however. I did notice that a few parts were a tad off. That might be a problem.

Baiisilisk: Well, I've noticed the original seems pretty close to yours, except for a few parts. I do like how you've fixed it, but some of the instruments are a little questionable for me.

Better song: Baiisilisk This one was rather close, but I think I like it how you didn't mess up some of the parts like the original.

Magic Man

PlodoJVP: This is one I'm really fond of. It sounds so happy and cheerful, even when you're supposed to be shooting robots. This one is really, really close to the actual song. I really like this rendition of it.

Baiisilisk: HOWEVER, I noticed that while taking a closer listen to your theme, yours seems to be the exact same as Plodo's! I couldn't really sense out any differences. Then, I took a closer listen, and found a few different notes and a slight change in instruments. Still, they're too similar...

Better song: Both It was nearly impossible for me to point out any differences, so it's a tie.

Burner Man

PlodoJVP: I've honestly never liked Burner Man's theme. It's way too cheerful. So, I could really care less about this theme. I do like this one, though, because it basically embodies the same craziness.

Baiisilisk: I hate to be brutally honesy, but I just don't like it as much as the one we're using. I much rather prefer Plodo's.

Better song: Plodo's I really don't care for this theme, but I just like this version better.

Will post the last three later. Need some comments on these ones first.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Copy Robot on August 28, 2011, 11:39:52 PM
...What
Baii only made Pirate and Cold.
His channel proves it by only having those two (http://www.youtube.com/user/xxBaiixx)

and on the Magic Man (http://www.youtube.com/watch?v=YsfLszTAjG0) video on Youtube that says he made it, he posted in the comments saying he didn't make Magic and with this evidence its also implied he didn't do the others yet either.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 29, 2011, 01:20:42 AM
According to 7chopsticks7, he has made every song for the Robot Masters except Tengu Man.

If you need further proof...

1.Type in coldman theme into the search feature.
2. Find the video that shows a bunch of different pics Cold Man related and says 'coldman theme'.

3. Look at the author description.

It clearly states baiisillisk provided the 8-bit tunes for all except Tengu Man. Unless I'm horribly mistaken and those are too outdated or that is the wrong person.

If you look at the suggested videos, it will show other MM&B themes, in which the author description states baiisilisk did the 8-bit remakes.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Copy Robot on August 29, 2011, 01:34:34 AM
Quote from: "Star Dood"
those are too outdated
Korby explained and this is the answer.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 29, 2011, 01:47:26 AM
Oh.

Well now I feel rather stupid. :/

And I really liked his Ground Man theme too... :(

I believe my original claim still stands on Cold Man. I listened to Baiisilisk's new version, and I still like the first better.

Pirate Man's song will stay as Baiisilisk's, considering I liked it better then the original.

I suppose the other ones will be Plodo's until I see what he brings up.

(God, I feel like such an idiot...)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 29, 2011, 02:39:58 AM
Don't feel that way, Star. Everyone messes up!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Messatsu on August 29, 2011, 03:23:32 AM
Screenie from very early work on Pirate Man's stage.
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on August 29, 2011, 02:21:00 PM
...awesome

I really wish I had any mapping skill at all
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on August 29, 2011, 04:35:43 PM
Oooh, are those 3D floors? How sexy. AND THERE BETTER BE A PIRATE SHIP
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on August 29, 2011, 04:36:41 PM
Show of hands, who wants SOME 3d floors in Bruner Man?

And if so, which ones.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on August 29, 2011, 04:41:31 PM
Replace the fake linedefs with no solid floors. Also, Make the pits a little more deep.

And, Some 3D floors in the outside would be damn cool.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Baiisilisk on August 29, 2011, 05:23:48 PM
It's true that the musics from Chop7Sticks7 were kinda outdated, which during the time I was a nerd in FamiTracker. And yup, I did all themes except for magicman, tenguman and astroman I think... but then again, its outdated...
I believe I have improved my skills, that is why I am going to redo every single soundtrack of MM&B again. Currently I have finished remaking Coldman, Pirateman, Burnerman, Astroman, Dynamoman. The other three, Groundman, Magicman and Tenguman, I will work on them as soon as I get back the access to my laptop.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on August 29, 2011, 05:32:12 PM
Oh, cool! Great to hear that.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Copy Robot on August 29, 2011, 05:33:15 PM
Quote from: "LlamaHombre"
Show of hands, who wants SOME 3d floors in Bruner Man?

And if so, which ones.

While you're at it fix the lighting in one of those fake pits, the one around the Wave Burner if I'm not mistaken.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on August 29, 2011, 08:03:23 PM
Well, shucks. I really like your old rendition of Ground Man.

Oh well. That's the way the cookie crumbles...

ANYWAY, I'm still leaning torwards using some of Plodo's versions. I really like his Cold Man theme.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Tesseractal on September 11, 2011, 06:07:11 AM
Quote from: "Korby"
We're currently using the ones in this video:
(click to show/hide)
Though I really wouldn't mind different versions. Listenin' to Baii's Cold Man, I like it quite a bit more than the one in this video.

Boss music is at 11:47.

OBJECTION!!!

(click to show/hide)

I also oppose 3D floors in Burner Man. Pigeonholing a gimmick into a map does not an innovation make! I'd actually say the outside area could be larger and THEN you might have room for 3D floors, from the last version I looked at.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: MusashiAA on September 11, 2011, 06:13:41 AM
Quote from: "Ice-IX"
(click to show/hide)

Oh my, Rockman 2 hack composing. Desyncs at loop.

Please, do not use this one. Please.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: TheMetalManu on September 11, 2011, 03:53:46 PM
Quote from: "Musashi-COM"
Oh my, Rockman 2 hack composing. Desyncs at loop.Please, do not use this one. Please .


I agree with him.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Question.
Post by: Magnet Dood on September 13, 2011, 02:47:16 AM
Did Sora ever send in his Dynamo Man sheet? Or is he still being lazy?

I was just wondering because I hadn't heard much. (meh, I'll probably lose anyway)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Sora on September 13, 2011, 03:25:41 AM
I'm still working on it, although it's buried under a lot of other projects.  Inb4 I never get around to finishing it and all this is forgotten      

I definitely WANT to finish it, but whether or not I have the timeand motovation is the question.
Title: PSSSSSSSST
Post by: Magnet Dood on September 14, 2011, 10:00:23 PM
(Hey, Korby, shouldn't you update the list to show I am finished with and Sora has taken Dynamo Man?)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 14, 2011, 10:14:51 PM
Yeah, probably.

In other news, I haven't been posting so much in this topic because I have no idea what to say.
Title: I WANNA SEE IT J!!!1111!!!
Post by: Kenkoru on September 14, 2011, 10:16:27 PM
You should show the sheet for critiquing and to present mild progress.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 14, 2011, 10:19:23 PM
(http://img41.imageshack.us/img41/5421/dynamosheet1.png)
Yeah.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Kapus on September 14, 2011, 10:49:30 PM
His walking looks kinda stiff.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 17, 2011, 08:51:34 PM
I don't mean to sound angry at all the critique, but I think that, if you want the skin to be updated well enough, you should give it up to someone else. By the time I'm finished editing it, it could take a week or two to post it at the very least. Apparently the only problems are that he's not leaning forward in his side pose, and his walking is stiff.

Could someone please take it up?

Please?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 17, 2011, 08:59:41 PM
There are quite a few more problems than just that. Though if you wish to stop working on it, I probably won't bother you with it anymore.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 21, 2011, 12:27:18 PM
Since I really like this expansion, and because I've recently found time to work with Doom Builder, I would like to take a map.

I'll see if I can get ROM for this game, and I'll try out the first three stages.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on September 21, 2011, 07:03:21 PM
I can finish dynamo man for you if you want, key missing things in his running I can see are no arm movement, and no hip/torso movement, and his legs should be closer, other than that it looks good

also, can I redo coldman?
Title: LET ME FINISH MY DYNAMOMAN FIRST HNNNNNNNNNNNNNNNNNNNNNNNG
Post by: Sora on September 21, 2011, 07:16:40 PM
I do believe good sir Kenneth is working on Coldman...or he was last I checked...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on September 21, 2011, 07:23:13 PM
I ment remake the coldman I submited long ago (was my 1st skin)

Also what else needs to be fixed with my weapon (assuming you havent change them due to there perpetual unfinished status)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 21, 2011, 07:37:39 PM
Go ahead and change Coldman if you want.

I'll probably handle changes to the weapon.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on September 21, 2011, 09:24:28 PM
I quit. I'm not anymore mapping. Sorry if I wasted your time so much, But I can't handle it. I have some personal reasons beyond this.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 21, 2011, 10:17:56 PM
Yessir. I'll remove the things you were going to do.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 21, 2011, 10:25:01 PM
HOTFRICKINGCHEESESANDWICHESTHISGAMEISHARDASCRAP

I've tried out three stages so far: Cold Man, Ground Man, and the Museum.

I'm willing to map one of them if they don't require really confusing coding, such as teleporters.

Are there any that require no gimmicks? I guess I could take the Museum, and try to implement the rain effect by using Cloud Man's rain code... but I don't know what you want for it. Any ideas?

Also, you can take Dynamo Man, ice.

I'm really bad at making walking frames anyway...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on September 21, 2011, 10:34:12 PM
Well Ground Man's stage is mine :| I will be doing it when I get the IX-Pack stabilized with a release that has every map playable for everyone. Or over the holiday break at the very latest.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 21, 2011, 10:40:23 PM
Funny, that was the one I least wanted to do :p

I'll most likely take Cold, because I'm not exactly sure the Museum will be implemented.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on September 21, 2011, 10:41:14 PM
HECK YEAH THE MUSEUM'S GETTING IMPLEMENTED

We had a vote on it and everything! You better not leave it out MM&B team!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: zexion-teh-wolf on September 21, 2011, 10:42:15 PM
I'm not working on this project at all in any way.
But I'd just like to throw my two cents into the game with an in-progress Cold Man sheet that I'm putting together with my own 8-Bit Cold Man on a similar scale to my 8-Bit Burner Man.
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldmansheet.png)
Side View sucks I know...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: MusashiAA on September 21, 2011, 10:46:30 PM
Quote from: "zexion-teh-wolf"
I'm not working on this project at all in any way.
But I'd just like to throw my two cents into the game with an in-progress Cold Man sheet that I'm putting together with my own 8-Bit Cold Man on a similar scale to my 8-Bit Burner Man.
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldmansheet.png)
Side View sucks I know...

That actually looks great. IMO, there's too much shading. And those sideview eyes could use a width reduction of 1 pixel, or a way to visually show each eye is separate from the other, instead of both of them being inside one single white block
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on September 21, 2011, 10:48:16 PM
Zexion

(http://i51.tinypic.com/29e2jcp.png)

You should help me with the hands for the firing poses and making the whole spritesheet look less idiotic.

Also, argh Star Dood, I'm working on Cold Man's Mmmmmmmmmmmmmmmap
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: xColdxFusionx on September 21, 2011, 11:12:02 PM
Quote from: "Star Dood"
I'm willing to map one of them if they don't require really confusing coding, such as teleporters.

>implying placing two things and giving one an action special is hard

Sorry if that sounds too harsh, but I just don't see how teleporters are confusing. If you have questions on how certain gimmicks works, try looking at the map in the pk3 that has a similar gimmick.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 12:17:03 AM
BUT I WANNA WORK ON COLD MAN'S MAP ARGLE BLARGLE

If it doesn't have the snowman, I might have to hurt you.

I guess I'll take the Museum then. Any suggestions for it?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on September 22, 2011, 12:17:52 AM
Phuck I forgot about the snowman.

It'll be in there, don't worry.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 12:21:03 AM
SON OF A BITCH YOU FORGOT THE HUGE ASS SNOWMAN

We need that as a prop nao.

You know, I think the website that's sponsoring Rockman & Forte's demake has a sheet of that Snowman.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 01:55:35 AM
Props should be a secondary thing. Layout is the most important. Props are only important if they're important to the map, such as Moby. Or, for a more obvious example, Magic Man's trains.

Also, Zexion, the one thing I'm worried about about pretty much all of the coldman skins is this:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/halftheweaponsinthegame.png)
On the left is it regular. On the right is half the weapons in the game.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 03:07:55 AM
That looks fine to me. :/

What's so bad about it?

Speaking of completely unrelated things, I'm working on a layout for the Museum. Think I have a good one.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 03:17:16 AM
Originally, Blizzard Man's skin looked like this.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/blizzard.png)
We had a very good reason to change it.
I'm applying the same logic here.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 12:07:19 PM
At least Cold Man has some depth. I think the blue manages to make up for it.

If you really don't like it, you could always inverse the colors...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on September 22, 2011, 01:13:49 PM
Anything that isn't cyan/blue doesn't change with weapon selects, which means it's that much harder to to tell what someone using this skin is equipped with because most of the sprite will just always be white.  Also the way NES graphics work a sprite can only have 3 colors total, and one is usually black.  Megaman games had to cheat with sprite layering to make the face a different color than his body, which is why the games are so prone to sprite flicker.

So yes, while the white version does look very nice on it's own it just isn't right for the needs of the game and the overall graphic style.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: zexion-teh-wolf on September 22, 2011, 09:58:10 PM
Quote from: "Korby"
Also, Zexion, the one thing I'm worried about about pretty much all of the coldman skins is this:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/halftheweaponsinthegame.png)
On the left is it regular. On the right is half the weapons in the game.
Alas my friend
I have a solution, by optimising Cold Man's pallete to one single layer (Using only 4 colours including transparency), the pallete doesn't look that ridiculous.
Here, have an update because salmon.
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldsheetupdate.png)
I've updated the regular and side rotational sprites and made a back-right rotation.BUT IT LOOKS ABSOLUTELY BALLS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Blaze Yeager on September 22, 2011, 10:01:43 PM
It looks fine to Me zex
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 10:20:03 PM
Oh boy Nemz is back
How was the move?

Anyway, I kinda like it with more white, but that looks fine.

I feel so ashamed tthat my Dynamo Man wasn't good enough...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: OrangeMario on September 22, 2011, 10:49:09 PM
Quote
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldsheetupdate.png)

I noticed the arms in rotations A4 & A5 look the same as rotations A1 & A2... isn't there some black thing on the back of his arms in rotation A3? (Sorry about bugging about this, its just somthing that I noticed. Correct me If the black behind his arms in rotation A3 is really his back.)

And actually, it does not look like balls. You've done a great job on ColdMan, and I give you props for it. Keep up the good work!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 10:52:32 PM
That would certainly be far less white, yes.
And don't feel bad about the back/r. No one here likes doing Back/R at all.

So the question is...Ice, Zexion, or Toady cold? Guess time will tell which sheet is the best!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on September 22, 2011, 11:03:07 PM
Zexion, no contest
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:15:28 PM
Can you please post the sheets so I can see them without looking through 112 different pages?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 11:23:46 PM
What a coincidence, I was just doing such a thing.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/coldmancolors-1.png)(http://images3.wikia.nocookie.net/__cb20110212215446/megaman/images/5/51/Coldsprite.png)
I can already tell you which one we will likely not be using.

EDIT: Put in actual Coldman for reference because why not.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:25:37 PM
THIRD ONE IS COMPLETELY GREAT USE THAT ONE

I like Zexion's, but the 2nd one is good too.

Also, could someone give me a texture wad for the mooseeum?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 11:26:45 PM
May I see some examples of your mapping?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Blaze Yeager on September 22, 2011, 11:27:43 PM
Ice's Gray + White + Editing = Megatron G1
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:29:23 PM
Uh... No... You can't.

It's because I don't have any that are actually decent.

I have used Doom Builder though, and through countless amounts of practice, I can make some basic maps.

And I don't use Air Man textures either
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 11:30:33 PM
Well, I'll give you a chance. I gave Llama one, and I'm rather fond of Burnerman.

Just keep in mind, if it does not meet standards, it will either be scrapped, or you'll have to work real hard like to fix it.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:32:11 PM
Thank you thank you thank you thank you thank you thank you- *shot*

I'll try to make a decent map. At least I know what the whole map looks like considering I've beaten the intro stage.

Though the Robot Masters are another story...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 11:33:29 PM
Quote from: "Korby"
The Museum - FINISHED (NemZ)
(click to show/hide)
Also, what you asked for.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:38:04 PM
*scratches head*

Now you'll probably get angry at me.

I don't exactly HAVE Slumped, so I can't really put them into Doom Builder... See, I'm not exactly too keen on Doom and all the stuff that goes into it and such. I've never heard of it before this game... And I already read the Importing Textures thread, but it required Slumped, and because of parents, well... Let's just say I can't really do it. So, uh... Could you do it?

runs
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 22, 2011, 11:51:34 PM
Well that's certainly going to be a problem. Go make the map, and perhaps I'll worry about it later.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 22, 2011, 11:52:05 PM
All righty-o. I'll make a good map for you.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Mendez on September 23, 2011, 01:54:57 AM
Wait a second Korby, didn't you say I could do the Museum through Skype?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 23, 2011, 02:25:38 AM
That's what I get for not writing it down.

Yes, I did. Sorry about that. Star Dood, sorry, but you've lost the job.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 23, 2011, 02:32:41 AM
Baw.

Is Astro Man's stage taken by someone I don't know about?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Blaze Yeager on September 23, 2011, 02:33:44 AM
Good luck with the museam BB
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 23, 2011, 02:52:23 AM
Would you know how to code any of the probable gimmicks for the stage?
(VR Screen of death, rising checker floors of death, falling floors of death, disappearing blocks of mild injury)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on September 23, 2011, 02:57:23 AM
the Rising checker floors are very easy to do. I imagine an actor hits floor + script that raises the 3D Floor up. Some kind of object on the roof that kills or actor hits ceiling.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on September 23, 2011, 03:36:06 AM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/coldmancolors-1.png)(http://images3.wikia.nocookie.net/__cb20110212215446/megaman/images/5/51/Coldsprite.png)

I like the bulkiness of the second one the best, though it could use a bit more detail/definition especially in the hat.  The top one has a better sense of this but the proportions feel slightly off, and that's a harder fix.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ? Manibogi ? on September 23, 2011, 05:58:16 PM
Quote from: "Korby"
(http://i74.photobucket.com/albums/i248/Cowman_bucket/coldmancolors-1.png)(http://images3.wikia.nocookie.net/__cb20110212215446/megaman/images/5/51/Coldsprite.png)

(http://img339.imageshack.us/img339/5219/coldmanskin.png)

I gave it a try based on an edit I made.
I'm pretty sure at least one of the colors isn't in the doom pallete.
I love the wave burner colors
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on September 23, 2011, 06:16:06 PM
Quote from: "Ivory"
the Rising checker floors are very easy to do. I imagine an actor hits floor + script that raises the 3D Floor up. Some kind of object on the roof that kills or actor hits ceiling.

I made that gimmick, But accidentally deleted it. As far as I remember, You need to make an actor that acts like bubble spike (Remember to put +CEILINGHUGGER property for upwards spikes) and a floor that checks the actor (CHECKS THE ACTOR, not actors hits sector thing) and rises. It will give you some headaches, Since every floor needs a different height. And don't forget to use a slightly different texture, to make you know that the floor is a trap.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on September 23, 2011, 06:28:07 PM
Well, I'm not doing Astro. I was just throwing out ideas to the person who does. Though I imagine an actor hits ceiling actor could work too. Triggers a death script.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 23, 2011, 08:06:55 PM
*sigh*

No... I don't know how to do any of those...

I should stop wasting your time for now. Maybe I'll take up a map that is a little less... code-needy?

I wonder if the Mars map is finished in MMV.

EDIT: I've been looking around in Doom Builder tutorials, yet there is no luck. I'm not even sure what an actor is, either...

But I won't let you down Korby! I'll figure this out, and I'll give you a quality map that is fun to play on!

Just two questions: 1, Do you need the newest version of Doom Builder to make 3D floors, and 2, Is Astro Man's map still CTF? (I already have a good layout for it)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on September 24, 2011, 12:27:59 AM
How's this so far?
(http://i573.photobucket.com/albums/ss180/iceblade10/Dynamocompare.png)
Left is mine and right is the original
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Shade Guy on September 24, 2011, 12:31:17 AM
Feet are definitely improved...I'm not sure, but I think there might be too much movement with the hand-laser thing.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on September 24, 2011, 12:36:27 AM
nowhere near as much movement as the hand arm, my only issues is with the mid run, I need to fix the legs a tad more so he bobs when running (we don't want another hardman do we)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on September 24, 2011, 01:15:29 AM
Oh hey. That'll do.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on September 24, 2011, 01:57:24 PM
OHHHHHHH

That's what the running feet are supposed to look like... Hmm...

Well I'm going to try to make some generic maps to get some experience under my belt. Keep Astro open for me, though.

Also, you never answered my questions:

Quote from: "Star Dood"
1. Do you need a new version of Doom Builder to make 3D floors, and 2. Is Astro Man's stage still CTF?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on October 01, 2011, 01:19:19 AM
BUMP FOR AMAZINGNESS

I've started working on some generic maps, and I'm getting quite good at thinking of layouts for CTF stages. Put me down for Astro, and I'll get around to it eventually.

And, quick question, how do you make a skybox?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on October 01, 2011, 01:49:29 AM
We have at least one tutorial.
Also, look at the official maps.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on October 01, 2011, 01:55:19 AM
We do? Hmm, I've never seen this before...

If you're talking about the bare bones thingy, I didn't see a thing about it, and if it's a video, I don't have sound up here.

Guess I could look at Air Man's mmmmmmmmmmmmmmmap
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on October 01, 2011, 01:56:55 AM
Air Man's Map doesn't have a skybox.

Look at Dark Man.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on October 01, 2011, 01:57:18 AM
You know, there is a tutorial topic that links to all the the tutorials in the help forum you could check.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Mendez on October 01, 2011, 02:24:50 AM
Hey Korby, you remember that Museum map I wanted to make? Well, give it back to Star Dood. I can't make it due to obligations to other maps I'm making, as well as craploads of schoolwork from the fact I'm taking "college" classes at 16. Sorry to delay the project a bit.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on October 01, 2011, 02:27:18 AM
Hee hee hee hee! I've gotten my original map back!

Now to figure out a good layout... /me runs to notebook
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Balrog on October 02, 2011, 11:38:53 PM
Out of curiosity, are you planning a set of classes to go with this expansion?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on October 02, 2011, 11:40:35 PM
Eventually, yes.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on October 03, 2011, 12:27:13 AM
Quote from: "Korby"
Eventually, yes.

MINDBLOWN!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on October 04, 2011, 01:48:34 AM
Just asking, was this version of Cold Man's skin overlooked?

(http://img339.imageshack.us/img339/5219/coldmanskin.png)

This one actually looks pretty good.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on October 04, 2011, 01:55:02 AM
I like the orange bits, but one of the other ones (the 'chunky' one) looked better to me overall.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on October 04, 2011, 01:57:23 AM
I saw it, didn't know what I thought of it, so I didn't say anything.
Title: Crap in a hat times twelve plus tax
Post by: LlamaHombre on October 05, 2011, 01:32:46 AM
Arrrrgh

So I get Lego to add some spiffy new fire, right?

And it comes back perfect, right?

He also tells me he REMOVED THE BRIDGES THAT I TUNED UP THREE DAYS AGO AND REPLACED THEM WITH 3D FLOORS.

So now before I can do work on Cold Man, I have to go back inside the map, and redo the bridges.

Thanks Lego. You're a fucking lifesaver.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on October 05, 2011, 02:02:46 AM
Never trust a small plastic man with your maps.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Russel on October 05, 2011, 02:20:08 AM
K, My reasoning behind that is, floorhugging weapons work 3D floors, so do bouncing weapons,  and any weapon that uses the floor in some way, these do not work on the type of bridges he had set up. (Ice Wall, specifically, is right between 6 bridges, and it would not be good to just pick up and use) I mainly asked for the map to tune up the scripts and add detail to the fire telly gimmick, as well as fix the fire that was borken at that point in time.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Shade Guy on October 05, 2011, 03:08:00 AM
I'd have to agree with Lego here. With stuff like 3D floors, I don't find much reason not to use them over bridges, since most of the time they look better, are easier to make and as Lego said, most weapons that break on bridges don't on 3D floors.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Baiisilisk on October 06, 2011, 05:14:47 PM


Hey guys... Just released another soundtrack.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on October 06, 2011, 05:58:34 PM
As I said, I enjoy it very much.
Great job, Mr. Baii!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on October 06, 2011, 06:33:53 PM
wow, that's just about perfect.  nice one!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on October 07, 2011, 12:50:37 AM
You did a good job covering my third favorite song in the game!

Very nice!  :D
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on December 14, 2011, 09:10:12 PM
I just went to give the demo a try but every time I go to run it I get this error.
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 14, 2011, 09:52:54 PM
Don't put it in your skins folder.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on December 14, 2011, 10:40:24 PM
Quote from: "Korby"
Don't put it in your skins folder.

Ah thank you. I feel kinda dumb not knowing that, but its the first time I've used a mod.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 14, 2011, 11:19:12 PM
That's quite alright, I had the entire game in my skins folder once. It didn't end too well.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on December 14, 2011, 11:20:48 PM
Well, now that this topic has been bumped, maybe you could take in a progress report, Korb.
Title: what is this progress you speak of
Post by: Korby on December 15, 2011, 03:04:04 AM
..."progress?"
ermm....
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on December 15, 2011, 04:00:30 AM
OK.

What happened to the old big one?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 15, 2011, 04:03:58 AM
It sucked.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Shmeckie on December 27, 2011, 05:01:58 AM
Wow, man, I gotta hand it to you and everyone involved in this. You guys seem to be putting a ton of work into this, and I can't wait until it's done! I just hope you all stick with it, because it looks like it'll be a blast!

Plus, if this then leads to some MM&B Classes in the future, I'll be even happier!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LlamaHombre on December 27, 2011, 05:21:13 AM
Shmeckie use your radio announcer charm to give your opinions on my map please.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 27, 2011, 05:23:50 AM
MM&B classes will come out eventually, but I'm a packrat and like to save things until the expansion's finished so it could take awhile.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: AquaRaider64 on December 28, 2011, 09:17:13 PM
Great job! I'd help if I could, but I have NO experience in coding weapons or things for stages, and little experience spriting.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Kapus on December 28, 2011, 09:18:42 PM
You should practice, Aqua! It's pretty fun and you might get to assist future expansions!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Copy Robot on January 03, 2012, 12:15:03 AM
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: AquaRaider64 on January 03, 2012, 12:44:39 AM
Quote from: "Kapus"
You should practice, Aqua! It's pretty fun and you might get to assist future expansions!

Thanks for the support! I'm going to try my hand at making maps right now. Hopefully there will still be something I can do after I've practiced enough.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on January 03, 2012, 01:14:55 AM
Exact reason I'm working on my own easy/lame things for practice to help with bigger and more cannon things.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on January 03, 2012, 01:20:57 AM
I thought this was dead.

KORBY. IS IT DEAD YET.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 02:59:49 AM
We're not dead, just taking a nap. Something's come up and I can't really work on anything for this, but if people still feel like doing stuff for it, that'd be fine.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on January 03, 2012, 03:19:27 AM
Have all the weapons already been completed?

If not, which ones do you still need?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on January 03, 2012, 03:33:57 AM
they're already done
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on January 03, 2012, 03:34:51 AM
How does Copy Vision work, then?

if it's just a Trouble Sentry clone I will make the most dramatic sad face you have ever seen
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on January 03, 2012, 03:38:28 AM
I actually wanna ask. Which colors are you using? The Rock or the Forte Colors? Wave Burner in the demo is based on Rock's but Forte's Wave Burner was more accurate to the boss.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 03:39:47 AM
We're using Rock's colors except for probably Lightni(n)g Bolt because that color is downright ugly.

Copy Vision spawns a thing that shoots things forwards(or was it the same way you aimed? I forget.)
It was also made before Treble Sentry.

Lightni(n)g Bolt is also the only weapon that I'm not too sure on at the moment because it's kind of strange. Find a decent way to make a non-random one and you'll be fine.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: SaviorSword on January 03, 2012, 03:59:11 AM
My idea for Lightnin' Bolt was for it to cause multiple explosions in quick session, while freezes the user in place with invincibility. Long cooldown between shots will be needed to prevent invincibility abuse.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on January 03, 2012, 04:01:21 AM
The Elecman class' secondary fire (YD's) made me think of Lightning Bolt instantly.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on January 03, 2012, 04:10:50 AM
Actually, in the game Lightning Bolt wasn't that random IIRC. It always followed one of three patterns when you used it. I could just have the weapon pick a random pattern each time you fire it.

SLIGHT EDIT: I'm liking SaviorSword's idea about the invincibility frame and the long cooldown as well. However, instead of tying cooldown to the Fire state, maybe using some custom inventory trickery would work better? I'd certainly be pissed if I had to wait several seconds just to switch weapons.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on January 03, 2012, 04:11:50 AM
but didn't the story of MM&BDM say the robot's where redesigned to use the same abilities as megaman? Show me 3 sprites that looks ugly with his lightning colors
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 04:19:30 AM
Stoneman, Skullman, and, if I'm remembering right, Starman.
Title: Lightnig Bolt why
Post by: Copy Robot on January 03, 2012, 04:52:08 AM
Here have almost every possible stock skin with Lightnig Bolt colors.

(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Russel on January 03, 2012, 04:54:12 AM
This is why I went with the purple and grey instead
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: AquaRaider64 on January 03, 2012, 07:22:23 AM
Could someone make a list of what's finished?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 07:22:44 AM
First post.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: AquaRaider64 on January 03, 2012, 07:23:39 AM
Forgot about that.  :lol:
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on January 03, 2012, 08:27:42 AM
Quote from: "Mr. Joe"
Here have almost every possible stock skin with Lightnig Bolt colors.

(click to show/hide)

those dont really look too bad aside from the fact that shade of grey (or maby all that green) turns the yellow neon (ESPECIALLY megaman) and the fact the alien and skullman was never ment to have 2 different colors to begin with

also drill bomb, magnet missile, protobuster, hard knuckle, and knight crush have similar color schemes though those somehow work

EDIT: funny how people whine about lack of cyan when pharaohman almost dosent even have any at all
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on January 03, 2012, 08:33:51 AM
Well, he does. That tiny little gem on his forehead you can only see from the front frames. That's Cyan. Yep.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Galaxy Sisbro on January 03, 2012, 04:30:05 PM
Quote from: "AquaRaider64"
also drill bomb, magnet missile, protobuster, hard knuckle, and knight crush have similar color schemes though those somehow work

Hehehe, you forgot the little fact that these are darker colors compared to yellow.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on January 03, 2012, 05:49:38 PM
...I'm not AquaRaider...

but like I said, it's that particular shade of FC grey your using that's clashing with the yellow, maby try something darker (look at sparky, his yellow dosent clash at all) as the actual weapon colors were more along the lines of black and yellow. Then again it might be my love for the color yellow but I think it could look better if you gave it another chance
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 07:19:37 PM
Trying to stay true to the FC sheets we've been given, but it looks ugly so we'll probably go with brown and purple, unless that ends up even uglier somehow.
If you wanna try, find better colors on the doom palette and then I'll consider it.

That yellow just burns my eyes. Alien, what have they done to you!?

EDIT:
(http://img593.imageshack.us/img593/5183/lightnigboltwhy.png)(http://i74.photobucket.com/albums/i248/Cowman_bucket/brownpurple.png)
Unfortunately, I can't seem to find a decent purple on the stupid palette.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ice on January 03, 2012, 09:56:41 PM
well there you go, you're sticking souly to the FC colors and thats why it looks bad (heck the weapon sprites used ARE NOT even from the FC), studying the projectile sprites, they are always the same color as megaman, like super arm, the blocks always turn black white and yellowish, and that yellowish color is the color of megaman's face, and studying the MMB sprites further, I notice the yellow was leaning towards orange. So if the attack is yellow/orange, why not make him dark grey and yellow/orange? Makes more sense dosent it?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -FiniteZero- on January 03, 2012, 10:00:32 PM
Why is the blue made yellow and the cyan made grey? Shouldn't it be the other way around?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 10:14:05 PM
Someone's never played &Bass.

Ice, if you can find better colors, then try. Otherwise I'll stick to the very nice looking Brown/Purple
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on January 03, 2012, 10:16:10 PM
The purple/black looks sexy...

... but it doesn't look very LIGHTNING-Y, you know?

Try out an orange color like Ice suggested.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 10:21:20 PM
That's a brown.
(http://images4.wikia.nocookie.net/__cb20100907072344/megaman/images/9/94/MMB-LightningBolt-Bass-Art.png)
(http://images2.wikia.nocookie.net/__cb20101111180629/megaman/images/2/22/MMB-LightningBolt-Bass-Sprite.png)

Not to mention, you know,
(click to show/hide)
Lightning's actually purple.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -FiniteZero- on January 03, 2012, 10:28:18 PM
Quote from: "Korby"
Someone's never played &Bass.

Ice, if you can find better colors, then try. Otherwise I'll stick to the very nice looking Brown/Purple

I have played that game, thank you. Many times. Just didn't pay much attention to color schemes.

Besides, Scourch Wheel's colorset is grey and red in the original game, yet yellow and red in 8BDM. Switching the two colors of this weapon won't make a huge difference.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 03, 2012, 10:31:05 PM
FC colors. The MM7 expansion, for the most part, followed 7FC a lot.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -FiniteZero- on January 03, 2012, 10:35:21 PM
So I have Rockman 7 FC to raeg at for the miscolored Scourch Wheel. Dammit, I like red and grey!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on January 04, 2012, 04:51:17 AM
A big part of the problem with yellow/grey thunderbolt is that it's backwards from the way just about every other weapon palette is designed.  Switch the color assignments and it will look much more natural, original game be damned.

Not that the purple/brown is at all bad, mind you, though I wonder how well that will stand out from the similar palettes megaman uses for remote mine and magic card.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 04, 2012, 10:12:04 PM
Make the yellow a more barfish yellow like the original.

Use the one found on... Agh, who again... Elec Man. It doesn't look so ballsy.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 14, 2012, 01:41:42 AM
OK, double post, and bump. I'm sorry, but I thought no one would see it if I just edited.

When did Mega Man finish a Dynamo Man skin with Copy Robot? Can we see the sheet?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 14, 2012, 02:43:22 AM
Awhile ago, and here's some A8A2.

(http://i74.photobucket.com/albums/i248/Cowman_bucket/DYNAA8A2.png)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 14, 2012, 02:52:29 AM
:l

That's the exact same as mine!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 14, 2012, 02:56:18 AM
Hoho, but the rest isn't.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 14, 2012, 02:57:26 AM
Well, yes, but-

I'm starting to get the feeling that you're talking about the quality rather than the actual skin itself...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 14, 2012, 02:59:14 AM
I am.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on January 14, 2012, 03:19:13 AM
Well I see Dynamo is using the 8bit sprite from brotoad.
May I ask if Burner isn't using the same skin in the demo? Cause, yea its not that great I hate to say.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 14, 2012, 03:22:16 AM
Yup, that'll be the skin he's using unless something better is submitted.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on January 14, 2012, 03:29:09 AM
>better.
Are you kidding me? That looks like an EXACT 8-bit replica of Dynamo!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -FiniteZero- on January 14, 2012, 03:32:13 AM
Quote from: "Lifeup J"
>better.
Are you kidding me? That looks like an EXACT 8-bit replica of Dynamo!

Was refering to the Burner Man skin.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on January 14, 2012, 03:34:00 AM
Ah, my mistake.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on January 14, 2012, 03:49:56 AM
If you're still trying to decide on colors, have at it:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/colorsupinthisbitch.png)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 14, 2012, 03:52:13 AM
...

Brilliant.

*bows*
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on January 14, 2012, 03:55:43 AM
Oh my God... this is beautiful!

Nemz, this work... its like... something...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on January 14, 2012, 04:18:17 AM
It's...it's beautiful...

....it's too big for photobucket.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on January 14, 2012, 03:30:20 PM
Still, it makes me a little sad that they have more than 2000 color options yet nearly all weapons so far have used the furthest right column (color + white) and some combinations have been reused repeatedly.  Even if you eliminate the diagonal of same colors, mark out all the combinations where the boots/gloves/hat is lighter (screw you, Dynamo Man!) and eliminate half the greens that technically are different but you'd never know it without seeing the RGB values there's still a shitload of untapped potential.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on January 15, 2012, 01:10:17 AM
...

Hey, wait a second...

I see Wild Coil's original MM7 colors! *squee* And Scorch Wheel's, too!

Hmmm this might be useful for looking for weapon colors.

And again, use a the yellow used on Elec Man instead of that god-awful neon yellow. It'll look a lot better.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: LifeCraft J on January 15, 2012, 01:27:03 AM
If MM8BDMV3A ever comes out, Cutmanmike should consider using a few of Nemz' colors...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: NemZ on January 15, 2012, 01:56:48 AM
They aren't MY colors, it's just a grid of all possible 2-color NES palette choices.  Technically the NES has 64 possible colors but several of them are exact duplicates and eight are set aside for transparency, leaving only about 48 meaningful different colors to choose from.  If it's an 8-bit weapon the colors definately are on there somewhere.... and nearly all of them are on the furthest right column.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Knux on February 19, 2012, 06:19:50 PM
Man, if I wasn't so busy with other stuff, I'd love to do Astroman's stage. Since I have the GBA version of this game, looking at the elements would be easy. Rising 3D Floor traps, anyone?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on February 19, 2012, 09:16:39 PM
nice bump bro I want to do a stage too, but due to my inability to correctly insert custom textures it may take a while.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on February 19, 2012, 10:18:53 PM
Make a map that looks like it could be in the vanilla game and I'll let you map for this expansion.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Knux on February 19, 2012, 11:48:40 PM
So that means I'd have to make one map to prove myself before I can do one for the expansion?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on February 20, 2012, 12:32:31 AM
Probably, unless you already have a map that looks like it could be in the game.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Knux on February 20, 2012, 04:20:44 AM
That's a tall order. You might want to check the two new maps I made for CSCM in light of this. Then, you can tell me if yes or no, because I'm far too occupied to make a map just for making it. If you want to see them, send me a PM.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on February 20, 2012, 04:41:20 AM
Just want to make sure the maps are good.

If you want to send me your maps to judge whether or not you can map for this, go ahead.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Knux on February 20, 2012, 09:46:37 PM
Sent 'em. Take a look when you have the time.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on February 20, 2012, 09:52:02 PM
I'll have to respectfully decline :D
Thank you for trying.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Knux on February 20, 2012, 10:00:24 PM
Not sure what you mean, but it does say "decline", so alright.

I'm going to assume it was: "I looked at your maps and this isn't what I'm looking for.", in which case, it's cool.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on March 19, 2012, 05:22:44 PM
I see Ground Man is taken by Ivory but what's the progress on it? I don't mean to be a pest, but I have an idea for the stage's layout.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on March 19, 2012, 05:30:43 PM
I'll be doing Ground Man, I had the layout planned out and the textures mostly assembled, but MM8's expansion is my main priority to get done.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hallan Parva on March 19, 2012, 05:36:57 PM
Eh, alrighty. Thanks for the heads up.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on April 02, 2012, 06:28:37 PM
By the way,
Here's a link to Chimeraman's Burnerman skin alone. (http://www.mediafire.com/download.php?2gabl341pla4h5r)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on May 20, 2012, 11:47:08 PM
B-b-b-bump!

I've been working over the weekend on stage layouts for maps I hope to make sometime. The reason this is pertinent, is because the Museum is one of them. I have already drawn out a solid layout plan for it and I have most of the textures waiting to be compiled because I'm a stupid boy who doesn't have any idea on how to do it.

I could be finished with it in the coming weeks and send it to you. Before I start, I'd like to ask a few questions:

1- Which gimmicks would you like me to implement? Currently I'm considering the fire, submarine, and rain rooms. I could add the moles as some sort of puzzle, but eh.
2- Can someone make a few signs for me? They don't need to be very complex, just a simple wall texture. If someone's up for it, I'll send the details through a PM.
3- How many MM&B weapons should I put in? I have plans for Ice Wall, Magic Card, Remote Mine and Lightning Bolt- I can cut or add a few considering the cap you'd want. Keep in mind that this will be a fairly large map.

I also made one for Dynamo Man.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on May 21, 2012, 01:08:52 AM
Gimmicks and weapons depend solely on what works in the map. The only one I would consider "necessary" is the boat.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on May 21, 2012, 02:06:46 AM
One more question- is it possible to make Dynamo Man's conveyor belts that gradually speed up, or is that impossible?
Title: I mean Jax.
Post by: Korby on May 21, 2012, 02:21:16 AM
Almost definitely.
Ask the master of improbable ACS.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on May 21, 2012, 03:31:22 AM
If it is impossible, what gimmick do you suggest?
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on May 21, 2012, 03:55:32 AM
Quote from: "Star Dood"
If it is impossible, what gimmick do you suggest?
Think Blizzard boat, make it have a decent amount of height variation, and instant death if someone touches the spiked ceiling.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on May 21, 2012, 04:13:10 PM
He's talking about Dynamo, FGG.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: fortegigasgospel on May 21, 2012, 05:57:11 PM
Quote from: "Korby"
He's talking about Dynamo, FGG.
Ooooh.
Hm. I'd personally think the dark rooms with the lights running through them would be neat. If not just 1 room where Lightning Bolt is. Combined with the conveyor belts throughout the map.

That was the biggest thing M&B had over the others, every stage had at least 2 gimmicks. As apposed to the single gimmick most other games use, even 8 uses a single gimmick in most stages.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Russel on May 21, 2012, 06:37:25 PM
Quote from: "Star Dood"
One more question- is it possible to make Dynamo Man's conveyor belts that gradually speed up, or is that impossible?

Hm...maybe...let me see here...so
actorenterssector check if momx/momy is greater than 0, set a timer and scroll the floor.
After the first timer is over and there is STILL a player running on it, then set the scroll speed higher
repeat for the highest

actorleavessector activate a script based on the same variables used to set the scrolling speed (assuming any were used)

But yea, in theory, it is entirely possible
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on May 21, 2012, 10:44:16 PM
How wide should I make the conveyor belts? 128 units? I'm just wondering since I don't want them to be too small.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Russel on May 21, 2012, 11:09:43 PM
That...sounds about right...
(btw, if needed, I could try to code the belts later this week. I will have almost zero minutes of free time because of end of school projects and tests coming up...I should be completely free Thursday.)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Magnet Dood on May 23, 2012, 03:49:11 AM
So Korby, can you put me down for Dynamo's stage? I'll have a bunch of free time tommorrow so I'll be working on that along with a few other things.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: spotanjo3 on November 13, 2012, 08:03:17 PM
Quote
Stages:

Cold Man - TAKEN (Kenkoru/LlamaHombre)
Burner Man - FINISHED (LlamaHombre)
Magic Man - TAKEN (Roc's Creation)
Pirate Man - TAKEN (Messatsu)
Ground Man - TAKEN (Ivory)
Dynamo Man -
Astro Man -
Tengu Man -
King's Tower -
The Museum - TAKEN (BlueBrawl)

Props and such:

Magic Man's trains - FINISHED (Star Dood)

Awesome. I am very impressive with those things. Whatever happen to incomplete Dynamoman, Astroman, Tenguman, King's Tower, and Magicman's trains (I dont see it on the first page even thought its finished. Where is the picture ?) Curious.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -Daiki-TheOni on November 13, 2012, 09:09:43 PM
dont BUMP old topics, bearmon2010.
Last post:23 May 2012 03:49
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on November 13, 2012, 10:56:20 PM
I'd rather you not tell people what to do, especially in my thread ;)

I appreciate your excitement, Bearmon! Unfortunately, this expansion is rather asleep. The pictures aren't there because I don't generally like to leak things.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: spotanjo3 on November 14, 2012, 12:30:27 AM
Ahh, I understand. I can't wait. Practice makes perfect. :)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: TheDoc on November 14, 2012, 01:13:46 AM
I wouldn't get your hopes up, though; unfortunately, not very many expansions that are begun are finished in the end. So far there are 2 :(
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: -Daiki-TheOni on November 14, 2012, 01:27:20 AM
Sorry, lord Korby.
 :|
won,t happen again.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey-ITS A DUD
Post by: Mr.shadow on November 14, 2012, 02:01:48 AM
Can you please do mediafire? 4 shared won't let me open it
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on November 14, 2012, 03:15:05 AM
It's rather outdated, but here you go.
http://www.mediafire.com/?vi3ic37j6hdv94j (http://www.mediafire.com/?vi3ic37j6hdv94j)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Mr.shadow on November 14, 2012, 03:39:33 PM
I thank you greatly
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Hinatediz on December 17, 2012, 03:45:25 PM
I had to say it...

but Burner Man's Bot is just awful and annoying...

it's only a placeholder until it's perfectioned? i hope yes...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 17, 2012, 07:40:50 PM
Burner's bot was made last minute because I had lost The_Broker's bots for the project.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Accel on December 17, 2012, 08:59:00 PM
Oh holy crap, is this actually fin-
/gravebumped

Oh... damn...
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: The_Broker on December 17, 2012, 09:06:52 PM
Whenever the project gets a revival, I'll be sure to re-send you the botchats sir.
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Korby on December 17, 2012, 09:46:07 PM
Thank you very much, Mr. Broker!
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: ZeStopper on February 15, 2013, 05:42:13 AM
Noooo!
Make a full one with all the !SKINS!
(click to show/hide)
Title: Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
Post by: Ivory on February 15, 2013, 05:44:49 AM
That was a completely pointless bump.
Don't do that please unless you have an actual purpose to bumping a thread.