0 Members and 4 Guests are viewing this topic.
I think a little too much of the load was placed on ACS, when parts of it should have been done manually.
CreateProjectileTranslation("ShadowBlade", 210, 220, -1, -1);CreateProjectileTranslation("SparkShock", 210, 240, -1, -1);CreateProjectileTranslation("TopRadius", 0, 255, -1, -1);CreateProjectileTranslation("DiveMissile", -1, -1, 180, 200);CreateProjectileTranslation("DrillBomb", -1, -1, 220, 240);CreateProjectileTranslation("DustCrusher", -1, -1, 80, 120);
I'd say somewhere between a third and half of the weapons aren't properly translated, but I can't always tell whether it was by design or just due to the color in question falling outside of the translation range.
CreateProjectileTranslation("JunkShieldWarper", 50, 90, -1, -1);
CreateProjectileTranslation("JunkShieldWarper", 50, 90, 91, 200);
well the main reason is projectile identificationwe have a lot of projectiles.and the retro style has a rather low detail level.and the original sprites were not made with the intention of looking distinct when sharing a color.by keeping colors that don't have to be translated, this can be alleviated somewhatand the other reasoni feel some obligation to keep some of the original colors when megaman's entire gimmick is changing color to throw out different colored attacks
This is manual and I don't know what you're talking about.
I went through 3 updates, do you really think these are not by design?
I find it more important that team coloring happen at all.
Sure, your take on Pharaoh Shot will probably help preserve its identity, but you have to admit it's not exactly pleasing to the eye.
I don't think it's necessary to translate everything else
in case people want to have the original weapon colors.
Also you can turn it off/on, much like the CTF Radar in case you really don't like them or a mod needs them off.
I have a question for the official development team of the game:In case you choose to accept this suggestion, instead of integrating this into the core .pk3, can you make this a separate file that is bundled with the next release of the game? Thanks in advance.
Spawn:AIRS AABBCC 1 ThrustThingZ(0, 2, 0, 1)loop
Spawn:AIRS A 1Spawn2:AIRS ABBCCA 1 ThrustThingZ(0, 2, 0, 1)loop
actor AirShot_C : AirShotF replaces AirShot { states { Spawn: TNT1 AA 0 A_GiveInventory("ProjectileCode",1) goto "Super::Spawn" } }
actor AirShotF : AirShot{States{Spawn:AIRS A 1 //ThrustThingZ(0, 2, 0, 1)goto "Super::Spawn+1"}}
Spawn:RUSH D 0 A_Jump(256,"Death")RUSH D 0 A_ChangeFlag("MISSILE",0)RUSH D 0 A_ChangeVelocity(0, 0, -32, CVF_REPLACE)RUSH D 1 A_JumpIf(z-floorz<=0, "Search")Goto Spawn+2actor EddieF : Eddie{states{Spawn:RUSH D 0 //A_Jump(256,"Death")goto "Super::Spawn+1"}}
GEMI A 0 A_SpawnItemEx("GeminiTrail",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
actor GeminiLaser2 : GeminiLaser { translation "0:255=227:227" }
actor MegaShot_C : MegaShot replaces MegaShot { states { Spawn: TNT1 AA 0 A_GiveInventory("ProjectileCode",1) goto "Super::Spawn" } }
Spawn:WEAP Y 0WEAP Y 0 A_GiveInventory("WeaponSpawnCode",1)Spawn2:WEAP Y 1loopactor WeaponSpawnCode : CustomInventory{states{Pickup:TNT1 A 0stop}}