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Messages - Myroc

Pages: [1] 2 3 ... 79
1
Anything Goes / Re: General Offtopic Discussion
« on: December 25, 2016, 11:48:35 AM »
Happy midvinterblot, folks.

2
Anything Goes / Re: Cutstuff Sanctuary
« on: October 26, 2016, 01:05:08 AM »
(click to show/hide)

3
Anything Goes / Re: Is my profile picture edgy?
« on: October 07, 2016, 12:12:47 AM »
It is quite difficult to have edges in an image that blurry, yes.

4
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 22, 2016, 04:50:43 PM »
I feel Pulseman should have his firing frames either switched or both be the same with arms down because rapid-firing weapons with your arms extended in the air looks absolutely preposterous.

Other than that I have nothing to add other than holy fuck you guys finished this in less than two months.

5
Cutstuff Discussion and Feedback / Re: I dont stand here anymore.
« on: September 21, 2016, 10:39:32 PM »
Who are you again?

6
Anything Goes / Re: General Offtopic Discussion
« on: September 01, 2016, 08:00:20 PM »
Posts made by accounts that no longer exist will also appear as guests in SMF. If the posts you're talking about are somewhat old then that is the most likely reason.

7
W.I.P Forum / Re: SpeedShot (Alpha 1) - Kill people twice as fast
« on: August 16, 2016, 09:04:45 PM »
Never actually got to it because I wanted a more elegant solution than decorate replaces with hard set speed values.
Something like projectiles calling A_ScaleVelocity upon spawn, and how much they're scaled depends on a constant.
This could easily be arranged. In fact I had to use A_ScaleVelocity as a workaround for Thunder Beam, as it's one of only two projectile-based weapons in the game which uses A_SpawnItemEx instead of A_FireCustomMissile (the other being Black Hole Bomb). It wouldn't be too difficult to replicate this behaviour for other weapons and tying it to a server variable.

I'm not sure how one would get around using decorate replaces for this sort of thing but right now that's beyond the scope of this mod.

8
W.I.P Forum / SpeedShot (Alpha 1) - Kill people twice as fast
« on: August 13, 2016, 10:50:00 PM »
"I made Search Snake super viable, but it's fine because I also made all other weapons super viable."

DOWNLOAD SPEEDSHOT ALPHA 1

What is this?
Something that was briefly brought up in the core devteam a while back was that projectiles in this game are relatively slow. Although 6 years of MM8BDM has proved that it certainly isn't impossible to aim the weapons in their current state, someone suggested a general speedup of all projectiles might improve the flow of deathmatch. This idea was ultimately shot down however, and understandably so, as this would be a huge change that would play haywire with balance that is mostly fine as it is. I rather liked the idea however so I decided to make a simple mod as a proof of concept thing.

That's great and all, but what does the mod DO?
SpeedShot doubles the projectile speed of almost every single projectile in the game. It does not change any other properties of those projectiles, except for ripper weapons which have had their damage doubled to offset the fact that they now spend roughly half as much time inside the enemy. A specific few weapons have received slight adjusments in light of the previous, but otherwise everything should function mostly the same apart from the increased speed. Do not expect this to be balanced in any shape or form. Also Hornet Chaser has not been sped up because that would be too much fun.

Is this mod compatible with X?
Mod compability has not been tested with anything so far, but this mod should be compatible with most mappacks. It will not be compatible with anything that modifies the projectiles of the vanilla weapons (the weapons themselves have not been touched, so mods that modify those should work assuming their vanilla functioning is intact). It should technically work with mods that add extra weapons (like classes mods, as long as they don't do the above), but those weapons will not have their speed increased so there's not much point to it.

When are you updating RocPack, you lazy bastard?
When It's Done.

Oh yeah and thanks to Lego for saving me from dealing with fucking Ice Wall I swear to god that thing ain't right.

9
+ WHY DO THE CUTMAN EMOTES USE CHARACTER SUBSTITUTION NOW. I have to manually disable smileys every time I want to stick three question marks next to each other and it sucks. Also a lot of them don't even make sense; :geeky: is called "embarrassed" and marked by :-[, but :ugeek: is "lips sealed" and triggered by :-X... what?
SMF forums have a default set of smileys that, to my knowledge, you can't change, so Mike just substituted them with the ones he already had. This is also the reason why there is now a kiss smiley (he had to make one so there weren't 15 cutsmileys and an ugly default one). As far as I'm aware smileys always used character substitution in the old forum too, the only difference being it now replaces ":-X" instead of :"ugeek:".

Nevermind, Mike is a fucking ninja.

10
First four our lord and saviour SMF.

phpbb a shit

11
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 02, 2016, 05:11:15 PM »
This expansion has some of the most evil yaschishis this game has ever seen. Several of them require you to think outside of the box. I know the one in Plug Man nearly drove me insane, even after I was explicitly told by Lego how to find it.

12
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 01, 2016, 10:36:59 AM »
I personally think the difficulty of Bass 2 is just fine and that people need to git gud. He's not that hard.

However, Super Adaptor is a huge trap in that fight. The homing attack works fine against normal players because they move comparatively slow, but Bass spazzes around like a jackrabbit on so much cocaine which messes up the homing and makes it miss more often than not. I found that fight easier to do buster only as opposed to the intended way. If possible, the player should be given a special version of Super Adaptor that has much better homing for that fight only.

13
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 31, 2016, 09:13:45 PM »
You missed one.

(click to show/hide)

14
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 28, 2016, 12:25:55 PM »
You will then be happy to hear that TENVMUS has also been removed from the game.

15
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 26, 2016, 07:34:45 PM »
Zandronum does not support that many teams, so no, they are still limited to four. We are however implementing new colors for the already existing teams (Light, Wily, Cossack and King), which can be seen in the image above.

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