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 - cybersavior

Pages: [1] 2 3 ... 6
1
Would it be possible to compile a list of the new things that can be done with Zandronum 3. I know about map cards, but do not know of any other features/big changes available.

2
MM8BDM Discussion / Did you know??? MM8BDM
« on: May 28, 2016, 09:34:18 PM »
Just a little snippet of useless information

Anyone besides me ever realize that the sprite scale in the mod is not actually to scale for the environments, when dircetly compared to Megaman's nes sprite in the games.

The players sprites especially, they are set to a scale of 2.5, when they should be 2.0 to match the scale of the textures from the nes games, which have been doubled for MM8BDM.

Try a simple examination of the textures especially putting Megaman against a small textured block of 32 map height in game. In MM8BDM his entire face and a small bit of his shoulders sticks above these smaller blocks.

In the NES games, the top black part of Megaman's eyes are obscured by the block, and only one row of skin above each eye is visible.

In MM8BDM, Megaman appears 60 pixels in height due to a scaling of (2.5x24) instead of 48 pixels which is (2x24).

Whereas the textures in MM8BDM are 2 times their normal size, not 2.5, because it makes more sense as the mapping is multiples of 16 and would not line up otherwise.

I wonder if there ever been any consideration towards changing the player sprites and weapon graphics to a scale of 2 (some of the weapon graphics are a  scale of 2 btw, but most are not)

"Knowing is Growing"  :mrgreen:

Feel free to add to this and post your own "Did you know"

3
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: May 28, 2016, 05:30:11 PM »
Quote from: "DarkAura"
I'm trying to make a map that utilizes 3D floors that can fade away and reveal new textures behind them, like a 3D floor representing a pile of leaves fading away to reveal a snow texture beneath it.

Is it possible to change the "Alpha" arguement of a 3D Floor LineDef with the use of a script?


Until you can get it to work the way you want, think outside the box (here is a placeholder)
 

1. Make the sector itself your pile of leaves, raise it up above the surrounding sectors a little higher as you see fit.

2. Make a 3d floor in that sector for the base floor itself, set it to line up with your surrounding sectors so it lines up nicely, and apply the texture you want.

3. Make something trigger your sector floor (the raised sector, not the 3d floor) to lower to just below your 3d floor.
(Make it fall really fast btw, it needs to happen instantly to look like it's vanishing, play with the values in the fields until you get what you want.)



Finito

4
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 27, 2016, 05:33:17 PM »
Excellent, so there is a way to bypass it, I will do that.

Thanks by the way.

5
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 25, 2016, 04:07:22 AM »
Custom classes built around the framework of Justified classes work perfectly fine to play as, even with their custom weapons.

but when I add them as a bot they will not fire, regardless of what starting weapon I have tried giving to them, whether its their own, or a stock justified classes weapon.

6
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 25, 2016, 02:36:06 AM »
Why is it that when I use some of my custom classes as bots while using this mod, my custom bots will not attack?

Is that because of something in the encrypted SPECIAL BEHAVOR ACS file? If so, is there a way around it?

7
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 13, 2014, 02:56:32 AM »
Ok so for the European box art(English not German) for 2, I know the red monster in the bottom left must be their interpretation of an Anko, and the silver dragon is the Mecha Dragon. Who do you figure the black silhouette in the middle is..?

8
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 12, 2014, 02:30:16 PM »
The image is simply a screen shot of couple of my friends arranging themselves in a level while I guide them into position and took a bunch of screen shots until one worked.

A mini level, built as a set

The sprites only apear that way because of my in game personal settings

9
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 12, 2014, 05:00:24 AM »
Here is a little something I made recently, inspired by Megaman 2

(click to show/hide)

10
Projects & Creative / Re: Mega Man 8-Bit Death....SMASH!
« on: October 09, 2014, 03:21:51 PM »
Have you thought about making a single use instadeath super weapon that is assembled from 3 parts(as done in smash), it would be not too difficult using code already in zandronum, also when a player dies have the game detect if a player has any of these pieces , if so they will drop them at that point for others to pick up.

11
Some may view this as pointless... I played through Morrowind, Oblivion and Skyrim without ever using fast travel.

12
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: September 30, 2014, 03:50:57 PM »
I am having some difficulty with making a personalized add-on for this mod, as changing the megmanc, protoman or baseclass' jumpz value is having no effect, is there some kind of override in "special behavior" ACS file that keeps resetting the value to 10? If so is there anyway I could I get a modified version where it defaults to 12 and not 10(as I realize this file is not open source, and cannot change it myself), as even with the resizing I have done to the characters, 10 is not high enough to effectively jump over chargeman, as could be done in Megaman 5.

My aim is to resize the actors and scale them slightly different to reflect their nes heights and make them scale 2 instead of 2.5, some of the really large ones are being resized to 1.75.
I am wanting to change the jump heights as well. Also working on adjusting firing height of all the weapons to match the new class heights, and overhauling the clipping of all the classes, objects and weapons to best fit their new correct sprite size.

Also by doing so, all characters will have accurate hit boxes to prevent insanely inaccurate clipping with weapons and environment, this will mean slight buffs to those with larger hit boxes or very slight nerfs to those with smaller ones, to achieve further balancing. All character speeds are also being reduced by 25 percent, as well as all dashing abilities.

Once again This is for an independent add-on for JC, and it is not official

13
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: September 16, 2014, 05:03:09 AM »
My beef is with Grenade man:

He is too easy to dominate with, and a pain to play against.

He is already as fast as Megaman (he may not seem that fast when you play him, but its because his view height is pretty high, being a taller character, so it's deceiving)
I feel he should be a touch slower.

His dash can be used unlimited times in a row, and you can cancel it right into an attack.(He shouldn't be able to close any gap as easily as he does, especially while simultaneously flashbombing)

Here are some suggestions on what I would do to fix it

-the first three, I feel need a change for sure-
1. I feel his movement speed should be .1 to .2 slower than it is now. (definitely needs a change)
2. Prevent him from firing when dashing (definite change)
3. Have a bit more time in between dashes, or link the dash to using his main ammo. (definite change)

-optional changes below-
4. Either make him stop moving while firing Flashbombs , slow down the Flashbombs, or reduce their damage by 5-10 percent in damage(one of these 3 would be nice)
5. Either make his Flashbombs cost a little tiny bit more, or slow down his ammo regen.(if you make his dash cost his main ammo, ignore all of #6)

14
I think if Capcom were to sell off the Mega man property by itself, it would make the most sense to sell it to a third party like Sega, as much as it would be cool to have it sold to Nintendo it, severely limits the market for this property.


I bet we will see more Megaman next year though, as with his inclusion in Smash, Megaman will get a lot of new exposure to a new audiance, and when they added the Fire Emblem characters, fire Emblem games started doing much better in North America, when before they were very under the radar.

So Capcom having Nintendo use Megaman in Smash as a character, is the best marketing the Megaman property has ever had, and I predict a major resurgence of the blue Bomber sometime between now and the not too distant future.

Perhaps there is even a Megaman related game already in development ;)
From a logical standpoint, it would be very good business to announce a Megaman game announcement around spring of 2015, for a release before spring of the following year. That would give a good 4 months of people aquainting or re-aquainting themselves with Megaman after the Wii-U release of Smash.

15
General Gaming Discussion / Re: Super Smash Bros. Series Discussion
« on: August 26, 2014, 06:48:11 AM »
I am going to start by stating two things that bother me about the game, by doing so hope I am not offending anyone, that is not my intent, as I am not trying to make a slam against the game. I do like Smash, and I am excited about the much earlier news with Megaman joining the fray.

Here are the things that bother me

1. I have always had a problem with in smash is a mixture of the art styles.
Super-deformed characters and realistically proportioned models in the same game really bothers me, it's generally a major faux paw in most media, it can and has been done, but usually isn't and it just rubs me the wrong way.
It's just something that will always bother me.

I think they should have made more super-deformed version of regular Link, Zelda, Ganon and Snake, the Fire-Emblem characters and Samus (larger heads shorter limbs and bigger feat and hands.

As much as I hate Olimar, at least he fits in the game better artistically.

2. What I really can't stand is when I heard the Wii fit trainer was to be added, that to me is probably the worst character decision that they could possibly make, I mean I'd have sooner had the Mascot from Wii party (and I really hate him).

We are looking forward to Smash, but will only be getting the Wii-U version, I see no point in getting both for my household, will likely buy it for my son for Christmas, as he is actually the super fan in our house.

Pages: [1] 2 3 ... 6