Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DarkAura

Pages: 1 [2] 3 4 ... 82
16
Skins & Bots etc / Re: DA's Cloning Facility (Music update)
« on: January 21, 2017, 04:04:34 PM »
*UPDATE*

+ Added Tornado Man - Eagle Bomber skin from the NBC Expansion
+ Added SNO Miser skin from the NBC Expansion
+ Added HEAT Miser skin that didn't make it into NBC Expansion due to time constraints.
= Fixed SHANVICT from not "looping" properly
= Added a sprite-based legend to the front page

17
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 04, 2016, 05:46:33 PM »
I'd like to see a duplicate set of bots for the "Hard Mode" campaign that have all their stats at 4 (the highest it can go) and their names altered slightly to differ them from their "normal" cousins, maybe like MEGAMAN-H or something akin to that.

I'll admit that I tried the current campaign on my own with a mod that does that and MM3DW1 was INFURIATING to win.

18
Closed / Re: [Sprite error] Concrete Man
« on: November 01, 2016, 02:21:59 AM »
Woop, more Concrete errors.

*Arm cannon is unaligned and placed awkwardly in the [D6D4] frame
*Arm cannon on the [D5] frame seem too large in comparison to his body.
*Same as above and be seen on the [D1] frame as well.

Again, possible corrections are included.


19
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: October 31, 2016, 11:58:44 PM »
Oh right, I'm doing a (or 3) thing(s) if I have enough time to do them. For now:



Eagle Bomber, for those that don't know...

20
Closed / Re: [Suggestion] Music "Cards"
« on: October 30, 2016, 10:00:51 PM »
(assuming it's a v5b thing since it's not working for me just yet)
Okay then.

The other part of the idea that I had was to also show one specifically for when the Boss Music for the map starts, but that poses a problem because some maps (like Rozark's maps) sets the music on a randomizer.

21
Closed / [Sprite error] Concrete Man
« on: October 30, 2016, 09:53:24 PM »
Concrete's shoulders on his [A6A4] sprite don't line up with the other [A] sprites. Possible correction included.


22
W.I.P Forum / Re: The Idea(s) Topic
« on: October 30, 2016, 08:22:18 PM »
Aside from watching speed-run videos of it, I have minimal/slightly moderate knowledge of Mighty Gunvolt. I thought of including GV2 assets in terms of the weapons based off of Copen's EX Weapons [As well as the ones from his 1st Phase DM at the final chapter that are based off of the ones from the first GV], which I've already devised a concept for all of, and a Copen skin. I'm all for Mighty Gunvolt Expansion if it ever happens.

23
Closed / Re: [Suggestion] Music "Cards"
« on: October 30, 2016, 07:31:50 PM »
That looks really good. Adding the portrait and the map author to the box is a neat idea.

I would personally add the Map code (MM7STR, in this case) and the CHANGEMUS code as well, since most earlier users ask for such and so they don't have to go digging to find it.

24
W.I.P Forum / Re: The Idea(s) Topic
« on: October 30, 2016, 01:03:14 PM »
Azure Striker Gunvolt "Expansion"?

Felt like tossing that idea out there hoping that it'll stick.

Of course this coming from one of the many people with an expansion "in the works" for 3 years so I CLEARLY have my doubts

25
Closed / [Suggestion] Music "Cards"
« on: October 18, 2016, 02:31:06 AM »
technically they aren't cards, but that hasn't stopped me before.

I came up wih this nifty idea when I thought about making maps. On some maps that I've seen, like the core's CTF maps, the text on the lower-left corner tells you the music and the music's "synther" or author. As i see it, it's boring text and, on occasion with certain maps and what information the mappers divulge, some things wanting to be known are omitted, like the CHANGEMUS code or what game/album it's from or anything. While making my first personal map (don't ask about it because it'll be aeons before it actually gets done) I made a small pic with the music details written on it:



Not the exact one used for it's just as an example.

So I thought it'd be nice to have something like this, even in some other variation, for maps with custom music. Would it take up more space? Yes, but it will offer a more intresting method of delivering the info to the player while keeping with the 8-bit appearance and it'd be easier to read...at least, in my own opinion.

26
Closed / Re: [Bug] Assorted Bugs
« on: August 25, 2016, 04:04:50 AM »
Oh, I see why. It makes is so the sprites jitters to a standing frame for one frame WHILE walking.

Then I guess there's no way around it then. Disregard for now.

27
Closed / [Bug] Assorted Bugs
« on: August 24, 2016, 07:59:30 PM »
If I bring up anything that has either been mentioned and/or resolved, forgive me.

* When testing any of the Buster Upgrades at Light's Lab, it gives you the weapon instead of replacing the Mega Buster with it. Another bug associated with this is that you are unable to swap weapons via your WEAPPREV bind from the Mega Buster to any Buster Upgrade including IG Metal Blade (if you have no other weapons besides the latter.)

* I know that it is impossible to do (unless proven wrong,) but Gamma can be knocked down by either Mega Ball or Oil Slider. Doing so will produce a pain sound that is abnormally loud.

* KO'd Gamma can still be hit by Super Arm and Ballad Cracker even though it will just re-trigger him getting knocked out.

*Tornado Man's skin has these fluxuating black pixels underneath his arm on his Front and Back second firing sprites (shown in red on the picture below.)


*Whenever a player walks, regardless of skin, there is one frame where the player's sprite will jitter to the first walking sprite and back to standing after the code for walking finishes. This is caused by the PlayerPawn actor coding:
Code: [Select]
Spawn:
PLY1 A 0
PLY1 B 1
PLY1 A 1
Goto Spawn+2
See:
PLY1 BCDE 5
Goto Spawn

The solution to this would be to edit the actor's "See" states thusly:
Code: [Select]
See:
PLY1 BCDE 5
Goto Spawn+2

*I'm almost fairly certain that I pointed this out years ago and I'm slightly miffed that it wasn't resolved.
(click to show/hide)
Looking through DoomBuilder shows that this is caused by the F_SKY1 textures behind those walls. As to why they were pasted there to begin with is anybody's guess.

I haven't gone through everything and might post another thing in the future when I get to it.

28
Skins & Bots etc / Re: DA's Cloning Facility (Music update)
« on: July 31, 2016, 02:30:52 PM »
*Update*

+ LOOP_START parameter added to most of the music for an authentic music-looping experience
+ Same thing added to all "fanfares" and credits music to loop the silent bits after playing once
+ Various tweaks to some music
- Removed MMRINT2, MMRTITL, and MMRTIT2 from Mega Man Returns Music Pack as they are no longer necessary due to the parameter insertion

29
Closed / [Suggestion] Weapon Tags
« on: July 11, 2016, 02:10:07 PM »
Quote from: "zdoom.org/wiki"
    Tag name
Gives the actor a name. The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery console command is called.
So i found this under Actor Properties and thought that this could be useful in some way. It assigns a name to any actor and is called upon for dialogs and other things. The reason why I bring this up is that this can be used to change the name of the Weapons and Items as you switch between them.

For example:
Code: [Select]
Tag "Rolling Cutter" Adding this to the code of RollingCutterWep will make it so it displays Rolling Cutter instead of RollingCutterWep when switching to it.

30
MM8BDM Discussion / [/Brauner]
« on: June 29, 2016, 01:59:05 AM »
THIS...IS ART!
(click to show/hide)

Pages: 1 [2] 3 4 ... 82