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Topics - cybersavior

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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
- - - - - - UPDATED - - - - - - AGAIN - - - - - -

There is now a version of this mod for vanilla MM8BDM :)

Pretty Huds-v1 (download link at the bottom)

and of course

There are two versions of this minimod for Justified Classes, one with highlights and one without

Through both graphical editing, and translation changes made within the texture files themselves, I have recolored all the huds for all of the copyweps, slides and dashes for Megaman, Protoman and Bass as well as the Megaman powerup weapons, for use with Justified classes as a minimod. There is a more extensive info in the readme.

To use these files, all you need to do is decide which one you want, download it, and just add it after "justified classes".

Check out some pics for my original version of the mod without highlights
(click to show/hide)

Check out some pics for the Alternate version with highlights:
(click to show/hide)

---------------------------------------------------------------------------------------------------------------------------------------
Mediafire download links:
Pretty-Huds-v1 mod without highlights for Vanilla MM8BDM
JC-Huds(Alt)-v1c minimod with highlights
JC-Huds-v1b minimod without highlights

---------------------------------------------------------------------------------------------------------------------------------------

Best ever wad links:
Pretty-Huds-v1 Best Ever Wad link
JC-Huds(alt)-v1c Best Ever Wad link
JC-Huds-v1b Best Ever Wad link

---------------------------------------------------------------------------------------------------------------------------------------

If you wish to incorporate any of my work in any other project, just give me a heads up and of course give credit.

4
Skins & Bots etc / Beck Skin V2, less like megaman, more like Beck...
« on: June 11, 2014, 11:14:25 PM »
I have made some modifications to my completed a Beck skin, and bumped it up to version 2.

here is the revised version of Beck, all poses done.


(click to show/hide)

Beck-v2a


PS: As long as you credit me and drop me a line, you can use it in any of your projects.

5
Maps / Cybersavior's Map thread, variants to facility and a new map
« on: October 01, 2013, 05:03:35 AM »
Update: This thread is now transforming into my map thread, and all my maps will apear here from now on

I have made a map pack out of my Facility map, now with 2 variants that are smaller than the original

FXL (the original map)
FLRG (a version of the map with the outdoors section removed)
FMED (a version that is just the warehouse)

:)

and a New map has been created, an homage to Dragon Quest...


(click to show/hide)

Download the facility map pack, and my new Charlock Castle map

Facility-v1b:DOWNLOAD

Charlock-v1a:DOWNLOAD(small fix where there was sand in the square basement room, and there should not have been)

6
Zandronum is listed as open source, yet many of the files in the zandronum.pk3 are unopenable and unextractable, have tried both winzip and win rar and it does not open in slade. Zandronum itself can be opened and browsed, but many of the files are not able to be accessed or extracted. I"ve opened it in Slumped but not able to analyze many of these files.

Is there something that can successfully extract those files, there are certain files I am very interested in. I would love to extract humanbot.lump, and the other bot lumps and perhaps use info in there to improve bot AI.

7
I think having a script database/script FAQ databse would be something very helpful to have in this community.

We have links to mods, maps, skins
why not links to simple scripts? Both on here and in a section on the MM8BDM Wiki

Many of the RPG maker websites I have spent a great deal of time on have numerous downloadable scripts and script FAQ's for use in their games, and most people learn and expand on them through their usage. Mainly because by analyzing and working with these simpler scripts and script faqs, people are not overwhelmed, because they explain everything in simple terms and are fairly self explanatory.(I advanced in my scripting knowledge fairly quickly this way, and before too long I was scripting up a storm on my own from scratch)

(of course any of these scripts that are used in your mini mods should give credit where it is due)

These scripts.
Things that people can add to maps, things that people can modify and build upon.
Such as various types of actor spawner scripts, for maps. (specifically monsters)

Scripts that make simple changes, such as replacing the weapons in a map with random weapons.

I think as a modding community we can expand ten fold with introducing something like this.

PS: Also to amend what has been said above, I think we could also do the same for Prefabs to use in mapping (not rooms, but objects, intricate decor, staircases, fancy pillars and such)

8
I have recolored the Buster colors (changing them from 2 color to 4 color) for each and every weapon equipped as well as made visual modifications to the Bass, Megaman and Protomans Buster.


I have been told the only way for my changes to load up is to import them in the core MM8BDM, because they are located in the weapons folder.
Is there no other way to have my changes in game, as it doesn't work when I put them in separate .pk3 file to be added in the launcher.

Is there a way to make it so my edited copies of weapons graphics from the core game weapons folder don't come up as unknown patch when I add this file with my changes.

9
Resources / Completed Slide & Dash Replacements for YD classes
« on: August 03, 2013, 06:44:59 AM »
All the slides and dashes have been recolored to match the weapon currently being used
UPDATE: I have gone from the simple 2 color format to a 4 color format to better represent the various weapon palettes.

All the graphics are properly aligned and should work perfectly, all you have to do is add this file as a patch to your YD classes games with the add file button *make sure to add it after YD classes.*

Megaslide 2.0


Below are just some examples of the graphics (all have been done)
(click to show/hide)

(click to show/hide)

Made a modification to the sliding animations as well, as proto man and Megaman actually lean on their blaster arm when they slide so I fixed these animations to correct that.

So now the sliding animations for every boss weapon that Megaman Bass and Protoman can use in "YD Classes" have all been done and are in 4 color, not just 2.
Enjoy....

10






Download: He-Man


He has not been made 2 tone blue, as he is not intended to be a copy bot. Instead he needs a class of his own
with his 1st attack being: a melee attack with the power sword sprite swing.

and his second attack should: be near identical to Yamato man's deflect, but with a sword sprite instead, and a different sound as well.

That will come later though..

11
W.I.P Forum / Updated v 2 slide color fix (for use with YD classes)
« on: July 23, 2013, 07:35:10 PM »
UPDATED to v 2.0

The file and information is now located Here in the resources topic

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