You told me to do Toad, I didn't think you wanted me to do Skull still, I'll see what I can do for both, also no new tiles except for the roller things from Uranus' stage from V and the Mirrors in Ring's MI stage, actor wise probable the Sphinx for Pharaoh would be a good touch as an actor that just sits there.
Get your sprites for what? The Joes?
Welcome to the team.As I asked about on Skype it will be good to have it said here also on what items you plan to have added as well so we can set placeholders if we wanna put them in.
Also, NOTE OF SPECIALNESS: I'm not doing the weapons, if someone else wants them go ahead.
2 ideas I had before for this expansion:Trampoline and Spike Guard must be new from the version I have, Beat did the Trampoline thing in Skull's Stage for you if you got him at the start.
1) For the Rockman 4 MI maps (only these ones), all players start with the Rock Buster MI instead of the normal Mega Buster. The Rock Buster MI is like the charge buster from the YD classes mod, only it has RM4MI colours and graphics, the mid charge shot does around 15 damage and the charge shot is a fast 20(ish) damage ripper.
2) Sometimes Eddie can give you those special items that the recycle inhaler can give you. Here's what they will do:
-Met helmet: Randomly half's the damage you take, making that different sound effect when doing so. Only happens on occasion, like 1/32 chance.
-Trampoline: If you fall into a pit, you will be thrown upwards really high, taking about 20 damage.
-Spike guard: If you go into a spike, your health is set to 0 instead of 1, which could possibly stop you from losing a whole game. Gummywormz made shock guard already, but it will need to be modified to make the player go to 1 health.
Super Star (Shadowman's head piece): Increases the chance of a critical hit. Obviously if we aren't using critical hits, we don't use this.
Skull Amulet: I'm not certain on what this actually did. I think it saved you from dying sometimes (with the met helmet effect).
Energy Splitter (or whatever it's called): Collecting weapon refills has effect on all weapons instead of just one.
Might want to make this stay with the player the whole time, as until death may not be useful enough.
Trampoline and Spike Guard must be new from the version I have, Beat did the Trampoline thing in Skull's Stage for you if you got him at the start.(Spoilers - Getting items from recycle inhaler)
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?I did that Hell Wheel, but of course is very very outdated. Free feel to use it
Also, I'm pretty sure someone already made a working Hell Wheel. Might wanna go ask nicely for it.
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons. Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.
Also, I'm pretty sure someone already made a working Hell Wheel. Might wanna go ask nicely for it.
Actually, I was going to make it so that every "level" of Pharaoh Shotgun deals identical damage; however, the projectile will shrink over time. By charging the attack to its highest level (and therefore greatly increasing its size) the projectiles will take longer to shrink themselves into nothingness, therefore increasing the attack's general range.Quote from: "SmashBroPlusB"Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons. Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.
Just a suggestion.
Quote from: "fortegigasgospel"Actually, I was going to make it so that every "level" of Pharaoh Shotgun deals identical damage; however, the projectile will shrink over time. By charging the attack to its highest level (and therefore greatly increasing its size) the projectiles will take longer to shrink themselves into nothingness, therefore increasing the attack's general range.Quote from: "SmashBroPlusB"Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons. Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.
Just a suggestion.
In short, you can rapid-fire the attack to blast at melee range, or you can charge up the attack for a mid-ranged spread. The charge will affect the range of the attack instead of the damage, making for a unique charge weapon.
I think you'll all be pleased with the creative tweaks I make to each weapon. I want every weapon to be unique enough from existing in-game counterparts that they "stand out" from the crowd, so to speak. In a sense, it's what Mike did to similar in-game weapons (Plant Barrier, Skull Barrier, and Star Crash for instance) by de-cloning them. Rather than have three one-time shield weapons, we have a healer, an invuln, and a hugger. I intend to do the same with the MI weaponry.
so, i should definitely leave placeholder weapons then? is there going to be a code, like pharaoh shot = pharaoh shotgun?Full blown placeholders yes. I've already put Dust Crusher, Skull Barrier and Ring Boomerang in Skull's beta map to place hold the MI versions, so unless you plan on the normal version of a weapon to be in your map I'd use those.
I'm just making it so that a new effect is done every few minutes.That works too. It certainly would seem like thats whats happening anyway. The part that gave it away was when you walk from the part with one effect into the reverse and you end up getting stuck a bit unless you quickly switch directions
Find out for yourself:Hm, I'd say a very basic map and not too gimmicky, the most gimmicks were in the upper path at the start, the Uranus falling blocks and the ground man style up 'n downs. Or the boss room.
Request for all people making the weapons: please add an A_JumpIfInventory("MinimumActive",1,"MinimumShot"). In the minimumshot state, make it refire slower, and make the projectiles themselves slower (by just inherting from your original projectiles and changing their speeds, and make it shoot that). Also, if someone could rip the fully animated explosion effect, that would be nice.But no other weapon in the game does that, and we aren't making classes weaponry. Also, the MI weapons don't do that in-game, so why here?
I know the test server is a closed test but what about combine all the wads into one .pk3 file?We haven't yet because Skull and Dive are still undergoing touch ups. They are pretty much complete but we are still making them better. I've sent like, 3 different versions of Skull in one day making quick changes suggested to me.
I'm curious to how the campaign will work, as far as some stuff go. just a few questions though, because the game finally has a completed storyline.
- Will Campaign work like the vanilla mm8bdm campaign works, or is there plans to make it an actual Adventure, going through the stages, surviving the horrifying amounts of enemies, defeating the bosses one at a time?
There may or may not be something extraordinary to this campaign. Let's leave it at that.
- Whats the approach to making bosses? as far as them being either Bots, with custom weapons and actors, or Monsters just running around with custom attacks?
Depends on the boss.
- Last question finally. Will Skullman's stage really include all the platforms that were used in RM4MI? (I kinda look foward to this one)
Too difficult to get around. Don't worry, some of them are there, it's just...yeah, platforming doesn't work very well in an FPS...
HD said I can post this here, so yeah(click to show/hide)
The Dr. Wily stage needs Petit Masters walking around like Junk Man's Cockroaches.We've had a slight idea of what the Petit RMs could be used for (my idea). We will hopefully try to use them somehow, but we don't want to give too much away.
- Last question finally. Will Skullman's stage really include all the platforms that were used in RM4MI? (I kinda look foward to this one)Since I've pretty much completed Skull (just tuning it up a bit) I'll answer this as well.
...3d floor magic?
Slight teaser(click to show/hide)
We'll probably be putting balloon in, but we haven't decided whether or not it will just be a rush jet appearance swap or something different. We haven't discussed it very much yet, so we are unsure.(click to show/hide)
The current plan is to have the whole team work together on 1 Cossack stage and 1 Wily stage.
But if that doesn't work (likely) I'll give ya a call. ;)
Can I script the bot's "win" and "lose" words?That would be pointless, we have 1 one skin in the works and its just another Shadow Man, all the other "Bots" are already in the 8bdm, so we won't need bot chats at all.
3 opinions incomming!!
#1 I voted for 8 seperate stages, because It would seem impossible, or prehaps very difficult and confusing which of the 4 cossack/wily stages to include. each stage has their own uniqe gimmics and traits that make them all different and memorable. besides, they all have different music tracks, and there would bound to be some angry fans ranting about "Why didn't you do cossack 1 instead of 3?!?"
#2 I've thought about Wily 2 being based on having a rotating circular room with a hole in the middle leading to the gradius-rippoff section, but idk what your plans are, so I must wait and see.
#3 Is there a concept or a idea on how the weapon *Toad will work? curious to know as it can seem alittle op...
ready for two more questions?In Game weapon colors were the exact same as the MM4 weapons, so far the weapons we have are different colors to allow differentiating between them.
1) The weapon color schemes. will they be based on the corresponding Robot Master's beserk (when they change color at half health and throw more bricks at you) colors, or based on the origonal in-game colors you were given?
2) This. :I(click to show/hide)Please tell me this isn't gonna be in a regular DMWill this be somthing planned only for single player, or what? (Cause theres never enough Instagib weaponery in this already)
Weapons: Done by Gummywormz
Slight teaserdone as well? Or are they even being put in anymore? Should I stop asking questions? :)(click to show/hide)
Prop testing, har.(click to show/hide)
Actually I will do music so sign me up. But I still have questions.
1: Some of you may or may not be aware of a sudden "break" from pretty much everything that I've taken for the past..I fixed a thing.3 weeksforever now?
2: Noone authorized that release.If nothing is done and a lot of time passes, it's only natural for me not to give that much of a fuck. I also recall you not caring about stuff being leaked, so suck it up.
I didn't want that, I wanted work, not a negative attitude.Says the first person who didn't bother to do work, meet deadlines, or even offer helpful insight. How pathetic. And making memos doesn't count, either. We all knew what we had to do, but only so few did their part. Overall, working on this was a heavy disappointment because of the apathetic attitude toward progress there was... I mean, is, in general.
Dive Man MUST have Mirror Buster and Water Wave, and their owners as bots in the campaign. Ditto for Drill Man, with Sakugarne and Crash Bomber. Also, will there be Cossack and Wily stages? If so, there should be four of each, considering the nature of the hack (and Cossack 4 MUST have Screw Crusher, Ballade Cracker, and Spark Chaser (when the latter enters the core) and their owners as bots).I think the current version of 4MIDIV does have Mirror Buster, and I don't think having 8 post-RM stages is necessary. Most Megaman games have 4 Wily stages and some have another 4 stages, but most of the core doesn't have an equal amount of stages to the number in the game (except 7, which has all four Wily stages). I think there shouldn't be any more than 2 Cossack stages and 2 Wily stages (and possibly less than that), unless someone on this dev team is really itching to expand the map list, and considering this expansion has been in development for eighteen months, I don't think it's a big deal if it only has 10-12 maps instead of 16, since the core doesn't ever have more than that for their game adaptions.
I also want to add that besides the maps HD listed are a single Cossack and a single Wily map.
Half decent mappers.Never mind. *goes to view unread posts*
All of the weapons are in my DIRP pack. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4251)ok, thanks
I didn't want to go through the whole thread, so I apologize, but why aren't the fortress levels getting done? Cossack 4 would make an awesome deathmatch map and... well... I'm not even sure how you would pull off Wily 3 but I'd love to see it in all of it's confusing glory.
I don't know if it's the good place for that.
Sorry for the double post but I think I can help out since I'm doing Cossack 1 map... Or should there be two?
And what do you mean by remastered music pack? I think I can get that
Quote from: "BookofDobson"Sorry for the double post but I think I can help out since I'm doing Cossack 1 map... Or should there be two?
And what do you mean by remastered music pack? I think I can get that
Despite 4MICOS being open (Just one map, not two. Combining significant elements from all cossack stages is important here), I wasn't aware that I gave you the "thumbs up greenlight lets go" to make a map for this unless it isn't related.
ANYWAYS, if you want "said" map to be accepted, I'll need screenshots and examples because quality control.
I forget what the motive/drive behind the remastered music pack was; I think it was something along the lines of using the actual songs used for the stages instead of their remixes. That doesn't sound right and if anyone else on the devteam could give me clarification that'd be neat >_>
I don't remember anything about it actually. I don't think I missed it though. Was just kinda, there.Quote from: "BookofDobson"And what do you mean by remastered music pack? I think I can get that
I forget what the motive/drive behind the remastered music pack was; I think it was something along the lines of using the actual songs used for the stages instead of their remixes. That doesn't sound right and if anyone else on the devteam could give me clarification that'd be neat >_>
Oh man all the best things happen while I'm asleep.
I'm sad now.
But now I'm firmly telling you that dust is already taken by gospel over there, and the map list (for future reference as of October 18th 2014) is right here:
MAPS:
(5 frags left plays boss, 1 frag left plays crit boss)
4MIPHA: Blaze x Knux - FINISHED
4MIDRI: Rozark Kyouko - WIP
4MIDIV: Knux - FINISHED
4MISKU: FGG x SmashBro - WIP
4MIBRI: JC - WIP
4MIRIN: Llamahombre - WIP
4MIDUS: FGG - WIP
4MITOA: - (OPEN)
4MICOS: - (OPEN)
4MIWIL: - (OPEN)
As you can see, I didn't really have a problem with you doing Cossack because, well, no one had taken it. However, this I do have a problem with. I'm going to go with "Whichever is the better quality of the two".
Combining significant elements from all cossack stages is important here
Due to the complaints from someone who likes to make maps for projects or mods then pull them for their own selfish reasons and no longer wishes to be affiliated with this expansion anymore, the map list has been updated.
annnd where can I see that?
Quote from: "BookofDobson"annnd where can I see that?
On the same page as your post.
Due to the complaints from someone who likes to make maps for projects or mods then pull them for their own selfish reasons and no longer wishes to be affiliated with this expansion anymore, the map list has been updated.It's painfully obvious that this was directed at me for whatever reason, so I'm gonna leave this here for clarification on how he came to that conclusion.