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Messages - Stardust

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391
I just noticed something that got my attention in TOB's class, concerning the dash.
Quote from: "Zerokk"
(click to show/hide)

I think you were a little mean on the "way too far" =w=
Now TOB changed for "One corner to the other of Cut Man's stage"... since the dash + the stunned position lasts 2.5 seconds in total, I really wonder if the dash will even be worth using it for that range.
The vanilla Mega Man class can pretty much join a side to the other of Cut Man's stage in about ~~3 seconds~~ (simply by running). But don't forget Mega Man is still able to jump'n shoot whereas TOB can't do anything while 1.5 seconds. Finally, the dash needs recharging, so... if a nerf would be needed, in my opinion, you shouldn't affect the range, but rather putting some preparating, "freezing" tics before TOD dashes.

392
Talking about Cold Foosion, I asked him what's the "armor"/how to set it but he doesn't answer so I'll ask here, how can I edit the "armor" damage multiplier value ?

EDIT : nevermind, I found how to. The "armor" is actually the damagefactor "Normal" =w=

EDIT 2 : Foosion just didn't see my message but he actually answered

Yush, because I'm creating a class. I'm awful, I suck when it comes to coding. But I'll be able to make something. I'll update the description below as soon as I know how to make the armor, because I may change some stuff according to the armor.

(click to show/hide)

393
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: May 16, 2013, 08:16:58 PM »
I'll also update even I find it completly super-duper useless for small details

In-Game Name: Stardust, in plain uniform colours for reading pleasure
Favorite Gamemodes: Duel a.k.a the real skills test, Saxton, CTF (only for musics)
Least Favorite Gamemodes: Everything not listed above
Favorite Weapons: Dive Missile, Flash Bomb, Silver Tomahawk, Skull Barrier, Time Stopper (used in a E-Tank fashion yayyy1!1)
Least Favorite Weapons: Centaur Flash, Hard Knuckle, Mega Ball my how much do I hate this slow firing glitchy weapon, Yamato Spear
Preferred Skin: Usually Catplanet. If vanilla-only, I'll pick up my dear old friends Gemini Men.
Favorite Stage: MM8SEA ; MM7DW2 ; MM6MRX ; MM6CEN ;  MM1BOM ; MM1CUT
Least favorite stage : MM3GEM ; MM7SPR ; MM5WAV ; MM2CRA
Favorite Class: I only played Gemini Man, so I li-
Greatest Rival: Not enough trained to have one [Insert Disk]
Reputation: Not enough trained to have one [Insert Disk], but I wouldn't want one anyway
Anything Else: moo moo, choo choo, meep! kero kero, ribbit, ribbit, nyaaaaan. You're just reading the current words you're actually reading when you read right at the moment now where you saw and see and will see the words you're reading now.

394
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: May 09, 2013, 01:38:15 PM »
Try reducing some parameters that could make the game goes slower : use a lower game resolution. You could also delete some useless processes on your computer.
There was that punchy hit sound on the originals Mega Man games, used on the enemies of this modification, so it's quite fun to have this cue. Otherwise, the only other thing that could show the pain indication is that flash when you hit a NES Robot Master. Honestly I don't think anything else is needed.

395
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: May 04, 2013, 06:44:19 AM »
Because he has an amazing weapon ? =w=
The real question would be, "will MM9-M10 stuff be added ?" for the first finished version ?
If the Mission Mode project goes further than expected, let's say that there'll be chapters with stages for EVERY Robot Master (kyaaaa), MM9/10 Robots should have their own, and not simply have them as mini fortress bosses =w= After I saw Knux's Commando Man Deathmatch, I wondered how amazing would be his stage. Filled with lots of sandstorms and death pits.... yeah, ha ha ha

EDIT : What Beed28 said

EDIT2 : Haaaa sorry for making you repeat CMM, I won't do it anymore. <_< ; >_>

396
MM8BDM Discussion / Re: MM8BDM Wiki Revival Project: Apply Within!
« on: April 28, 2013, 11:27:35 PM »
Quote from: "Shyster"
Well, it's finally time to begin revamping the map pages. It looks like Alice has set up most of them, leaving the writing to me.
I've finished with Cut Man's Stage, and I want get some input on whether it will be a good template for the rest of the stages.
If so, I'll move forward with standardizing the stock maps of the game, then the CTF maps, and then move on to the custom maps, which will certainly keep me busy for a while !

Unyuu~, I try my hand at writing articles occasionally (it's-a-me behind the redaction of all the MM7/MM8 weapons, or at least before you fixed them). Remember of Noise Crush ? Me too. It was I who wrote the starting block text.
Anyway, as for weapons, I think we both did a great job on them. You at redacting with a grammar style, and for writing the how to use them, and me for the advanced weapon template, the gif that shows the weapon versus the Robot Master that hit too, and eventually the starting text that you edit. Also I think I have to do the Laser and Arrow Buster's gifs, they're the only one left, through I don't know which map and foe should use it in the gif.
But anyway, weapons are probably definitely done. until further informations or section to add. So feel free to take a look at them, players.

Concerning maps, the only thing I added was the "Difficulty" thing that shows a picture of 1 to 5 mettaurs. Dangerous stages like Gravity or Oil Man have a difficulty of 4, basic stages like Ice Man, or Flash Man have a easier difficulty.
Now, I'll leave the job of finding ideas of information to the lazy ones. I'm watching you, Human Destroyer, eeer Boss >w>

Shyster, since we're going into the maps, do you have your own presentation ? As for Cut Man's, you seem to have inherit of some properties of the older map page : first block is about the level's general layout (traps, kind of weapons present there, eventually the map's trivia..), then, an accurate layout investigation, that I wondered if really useful (because running through each end of a map is sooooo quickly done... I'm sure a player could discover the map faster by playing than by reading its composition, so I had trouble with the layout section, but feel free to you if you want to make one-), and finally, the "strategy" part that you created, and it's a very good idea to have this. I can't wait to make or see a strategy guide, one day ~w~
Also, you can leave me the job of the level's picture and the Yashishi's location, I'll take care of it. Through my computer is too weak to open maps, so I can't upload map photos.

Just a last annex question, do you prefer making weapon or map pages ?

397
W.I.P Forum / Re: Fanmade Co-Op Map List
« on: April 26, 2013, 10:32:57 PM »
Quote from: "TheDoc"
When you sprite the poses of an enemy, skin, etc.'s front (or back or side. Something that isn't given), do you have to draw it yourself? I'm not good at that kinda stuff....at all, so it'd really help if people sprited some of the enemies for me. I'm comfortable with my coding abilities, but I'm iffy on spriting.
Unfortunately,yes. The original game you take the sprite from will provide your X3X7 (it's the 90° angle) basis.
You'll have to draw the 0°, 45°, 135° and 180° sprite yourself. With your Paint pencil :3.
At first glance, it may seem awfully hard to make the sprites looking like each other with real rotation logic, but some time it won't be that hard. 3 situations :
- Most lucky one : 90% of the work will be already drawn in the X3X7 angle and you'll be easily able to create the eyes, mouth, etc, to another angle, like here. It's Magnet Dood's spriting (page 3 of this forum).
- On the other cases, you'll need pixel art learning, and some intuition to place the pixels. Sometime, you just can't edit the basis, it may even call for entire respriting.
- Finally, the hardest one, but don't worry there won't be any situations like that as long as you have a basis sprite : creating a custom sprite from scratch.
tl;dr : yes

398
W.I.P Forum / Re: Fanmade Co-Op Map List
« on: April 26, 2013, 06:37:45 PM »
The Wood Man map looks okay in my opinion. To me, it doesn't look very hard to make, and is very empty... in layout terms  =w=
Also, are some portions of the stage going to have a blue sky ? Isn't Wood Man a little dark guy, and so should be his stage, like the MM2's shows it off ?

On another hand, for gameplay advanced mechanics, it would be maybe better to make the gimmicks first, so with their actions in head, you could vary the sectors and layout of the map ("should the player be able to flee when he encounters this enemy ? Should he not ? etc...")

^ in my opinion

399
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: April 24, 2013, 08:39:51 PM »
Quote from: "tsukiyomaru0"
Well, it was a tradition among Mega Man games, to head back and forth to farm recovery. Plus, it's reasonable, as some enemies bosses can kill you in few seconds even if you have full health.

Forgive my unawareness, but except in the Mega Man X series where you can farm health to fill the Energy Tanks, I was actually wondering how and why would you recover ? In all my classic Mega Man experience, except when I do the "use all the ammo of all the weapons and then use the buster to rebuild each weapon" challenge, I never had to recover... you know pretty much that you'll restart right in the hall before the boss in the case where the boss anihilates you. And you'll have full health, and won't be able to go before the door, so... so do you have an example of situation where you could and would recover ?

EDIT : Completly unrelated to the above : but can some custom maps made by some people else than Mike be imported into the official Mission Mode ?

400
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: April 24, 2013, 07:10:08 AM »
Actually Tsuki, it depends of if you'd like to farm the enemies to earn capsule items.
And even with low probability of drop, some players will still come back to thrash some gimmicks to recover.
So, by not setting the respawning enemies to drop, you're sure that people won't tend to recover from enemies. Anyway I agree it would be a kind of cheating...
Forget my arrogance but how is Napalm Man's stage doing ?

401
Quote from: "Zard1084"
Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time and
1. yes
2.yes
and 3. YES!
I'm glad you understood quickly.
Edit: i'm fairly new to making weapons myself so i may have forgot something.... but you can check out what i made here

Ah, yeah, bouncing in a solid works like some kind of infinite very fast bouncing... indeed, indeed. Anyway making the Mega Ball penetrate a solid actor (= player) shouldn't be usual and easy to do, in that case.
I'll take a look at your weapons once I'll finish mine if you want me to =w=

EDIT : Weirdly enough, it doesn't work. The reference spawn the actual projectile, but not at the desired aim...

402
Quote from: "Zard1084"
That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...

Oh I see, that's clever, I missed that hint. So, in order, it should...
1) Use FireCustomMissile for aiming working purpose only
2) FireCustomMissile spawns some kind of invisible reference
3) That reference quickly disappear, but before, it'll use SpawnItemEx, which has all the X/Y/Z parameters needed to spawn the hitbox.

And also, if this hitbox spawns INSIDE some robot's body, will it OHKO this later one ? I'm pretty sure that I saw somewhere, that the Mega Ball could OHKO a player if the ball spawns inside...

403
So, I would like to create an invisible hitbox and be able to control the area where it spawns with X/Y/Z offsets.
To put it simply, take a look at the Mega Ball. When you fire, Mega Ball is materialized some small steps forward, and not directly from "your body". The gameplay idea would be like the GunDelSol card from the MMBNetwork series : you know, the flashing light spawns and damage not in front, but on the second column.
Also, unlike Mega Ball which use A_SpawnItemEx, disabling aiming and spawning at a fixed point, I'd be able to aim my hitbox like with A_FireCustomMissile. Is it possible ?
Also, my hitbox won't deal explosive damages, but simply hurt one time if an opponent touches the hitbox.

...eeer, puh-lease tell me if I was confusing somewhere.

404
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: April 10, 2013, 02:03:31 PM »
Did the idea of using the user created skins, so we don't need to resprite every gimmicks, has been already mentioned ?

405
W.I.P Forum / Re: Fanmade Co-Op Map List
« on: April 06, 2013, 02:49:09 PM »
Quote from: "TheDoc"
If one reserves a map to make, do they also have to make the enemies, boss, etc.?
It looks like I'm not the only one worrying about sprites' rotations creation~

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