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Messages - darkzero779

Pages: [1] 2
1
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: April 13, 2015, 10:18:20 AM »
Quote from: "Emmanuelf06"
With a nextgen engine, yeah;...not only in 8 bit. (:
It could be awesome.......

Rockman Online seems to be only a 2D gameplay, +3D, it could be perfect.
Personally am wanting to go either with  game making engines once i learn how to work with them and make them work it out.
So it be a long time,but ill get somewhere with the pogress.

Ok.So...if i have any pogress I might share shots..or sort.Its again gonna be long...since i have hell with things lately.but eh..what can ya do.

2
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: April 13, 2015, 10:14:08 AM »
Quote from: "Sonicfam1102"
While this might seem like a shameless plug, if you're looking for Classic Megaman Gameplay in 3D for MM8BDM, there is a mod in progress for it called MMWorld. It attempts to recreate the entire stage + boss at the end thing. Though I would enjoy seeing an official one made by Capcom.
"It is a unique idea. A fangame/Engine made in the style of the Cancelled Mega Man Mania Collection for the Gameboy Advance. This engine will follow the style and physics of the gameboy games as closely as possible."

...Yeah....In my view,it isnt as uniqe if its still making the games like nes style
and use Gb physics....Not to hate,it seems fun,but I dont think id take it much.

3
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: April 13, 2015, 10:04:01 AM »
Quote from: "Emmanuelf06"
I will copy/paste what i have posted on capcom unity:

Mar 12, 2015 -- 8:12AM, Roberto wrote:

<Two years left for the 30th Megaman Anniversary.

If they (Capcom) want to do a new megaman series, they need to use elements from Megaman Classic or X mixed with 3D style and some new interesting concepts from the previous series (except for Battle Network and Starforce, that are RPG), and need to release THIS megaman game to Wii U or 3DS. I should ask to you: Do you think that Capcom hates Wii U because it's a failure? Then why they created Super Adventure Rockman and Megaman 8 (I know that there are a PSX version) for Sega Saturn, knowing that this will fail. Just look for Megaman from Smash Bros 3DS and Wii U, it's so amazing. I have my doubts about Capcom's weird decisions.

If there are a Megaman game for 3DS, i could imagine Megaman Battle Network or Starforce sequels or remakes, but only the future say. And about Wii U, Capcom could use the Smash Bros model version of megaman for make Megaman 11. I don't believe that Capcom will continue the Megaman X series because X7 and X8 are a failure (correct me if i'm wrong).

Anyway, Xover was a big failure, i love the concept of using the previous enemies and bosses for the game, but the execution, gameplay and the use of IOs becomes horrible. CAPCOM SHOULD LEARN THIS WITH SONIC GENERATIONS, WHICH WAS A NOSTALGIC AND GOOD GAME!!>

ME:
It's exactly what I think! A mix between the 2 heroes created by Dr Light, could be awesome, with a 2D/3D system like Sonic Generations by exemple, and a story like that (around), could be very nice!!!
And yeah, Star Force and ZX had the worst sales of the series, but even if i like a lot MM Battle network (and his good sales = 600 000 for 1 game on GBA), i think, we need really to reboot the franchise with a MMclassic/X game! and must continue like that for a moment (with Classic, X and MAYBE, later, Legend?)
MMX7 and X8 were fun but could be really better with a bette engine!
And sorry for the ZX fans, but we are NOT megaman, only the blue bomber are, it makes what is a megaman games ;)

AND => MMZ and ZX are like Dragon Ball GT, we can make it like, story canceled with a new X9 and others.....via a story who modify the timeline!!! A story or something when the Data of the brain of MMX could survive and be back by a miracle Capsule of Light (lol).
Anyways, yeah, like the others horoes of some others franchises, i want X to be alive to have new adventures. Could be nice to have a MMX classes for mm8bdm, All Hail Megaman X. plz

While not as found to the x or other series.I can see that.
Tbh...I like the smash vr of megaman,as it felt and seem perfect for a game
but tbh,I want em to try a slightly diffrent go to the usual 2d platformer,fightin 8 robot master stuff we got in every other classic game(and x series to an extent)
But yea,i can see where your comin from.

4
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: April 13, 2015, 09:33:59 AM »
Quote from: "Lego"
...Wow I really like your line art. It's honestly quite impressive.

I generally use GZDoom Builder for maps, SLADE is kinda bad for that and I feel like it will be for a while, but it's a heck of a wad editor otherwise.

I primarily talked about the whole sandbox thing because that's simply what I call it. I have a version of MM8BDM set aside for simply playing with ideas and concepts that would likely not make it into the core game, in spite of the fact I help to develop it. It's kind of important to keep a version of the game set aside like that for testing ideas and learning the ropes of modding while also keeping a version of the game that still allows you to play online, should you ever want to.

Just remember if you have any questions to not be afraid to ask. Be them as wide "how do I make a weapon?" to as specific as "how do I make an actor/script do this?" There are threads here for that, but they're primarily secluded to working with Doom Builder and weapons specifically, which kind of annoys me to be honest.

Good luck to you!
Ok..Many thanks.sorry i been off and on things...its been nuts...
but yeah...I stil have plenty when i get to em.
Though..One thing
How do I setup a "Sandbox" vr of the game.Can you show me a step to do it properly?

5
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: January 30, 2015, 02:39:28 PM »
Seriously though, while it sounds good to think of it, I don't think it would work too well when it comes to vertical sections, like the above Quick Man stage.  I would be more happy with a 2D/3D game like Powered Up with HD graphics (but not the cutesy graphics or music), maybe in the style of the Mario 3D series, the NES sprites have been done to death. MM7 was probably the best game in the classic series as far as graphics goes (MM8/MM&B had that pseudo-3D style which I just couldn't get used to).[/quote]
"
Seriously though, while it sounds good to think of it, I don't think it would work too well when it comes to vertical sections, like the above Quick Man stage"

Well It could be a issue knowing there...but If I do,Ill figure something out...
but if not,ill make a Fan made Rm.

"Yes, you can climb things in Mario 64 (trees, flag poles etc.), but it generally doesn't seem to have the same feel to it as climbing or jumping from a ladder in the 2D platformers."
The Ladders will be there,I didnt say Id replace those :)

" X can double jump and wall-jump (or at least scale walls) similar to Mario, but the classic games didn't have that option - the items (notably, Rush) were the only thing to help Megaman through the game courses (and are in fact required in later stages once the 6 or 8 bosses are defeated)."

Understandable,but I do not intend to make a triple jump for classic megaman...
Id make a double jump sillar to Smash.And Its actually Bass who double jumps not X.
And If I did so,I would have rush set to place ya cant double jump to and can use to make a extra boost while doing the 2nd jump mid air...so that way youd reach that certain ara with a item,or misc goodies.

" I would be more happy with a 2D/3D game like Powered Up with HD graphics (but not the cutesy graphics or music), maybe in the style of the Mario 3D series, the NES sprites have been done to death. MM7 was probably the best game in the classic series as far as graphics goes (MM8/MM&B had that pseudo-3D style which I just couldn't get used to)."

Dont like Powered up...And thats just a 3D game playing like the 2D games...Something I feel Is done abit alot and not comfortable with.

and I wasent rly refering to making em like marios games....but definatly can see what you mean.
It would help add mesh...
tbh...Super mario bros to me seems like  2d platformers guide to level design and stuff..

but to me,Id like a 3D platformer to be a example.And guide,if its a good one,or even old and dated as super mario 64.then Id want that be done so.lol

I rly like the quality of megaman and bass and 8 Yeah the 3d stuff is bothersome but the sprites quality and animations of the enemies Robot masters and stuff were awesome.
megaman was my problem,how he was done in them...
bass i have no probs with.

6
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: December 14, 2014, 06:10:39 PM »
cant expect it to feel 100% the same.I know that...
Also
I would have done it...sadly

7
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: December 06, 2014, 09:52:33 PM »
i seen the megaman 3d game below...tbh,I think its interesting...
and the mmx 3d seems intresting
but i have a slightly DIFFERENT visual & Astetic set in mind..

what itll come out as,idk if itll happen,and i will..but some issue sim having on learning processes keep occurring.

8
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: December 05, 2014, 10:48:03 PM »
Quote from: "Lego"
If you wanted to create a sandbox to test modifications directly, I would create a new folder with v4a and all the files required to launch the game. I would also make sure the folder is obviously named so as to not confuse it with the version you actually use to play the game.

A good way to do this is to just take a fresh copy of 8BDM and extract it into its own folder. So long as you don't try to play on servers with the modified pk3, there shouldn't be in discrepancies.

MM8BDM versions 1a-3b all used Hexen format for their maps. The code was left alone between this conversion and the only difference between most of the maps between version 3b and 4a was format, though some layouts got changed dramatically between versions.


a Sandbox?lol...so just make a clean copy folder inside the folder of my game to not mix em up?
Or can i make a clean folder order of each version of 8bdm to seperate them completly from my games?
either way,I am rly liking the info im given,even if its only one person...
ill mod doom itself someday completly,but 8bdm mod is simplish to me,idk why,maybe cuz it focuses on mostly deathmatch mode lol


"
Quote
Sprite sizes don't generally have limits, but player classes cannot have sprites sizes higher than a certain size on their base skin. This size is different from version to version and will sometimes cause incompatibility with Zandronum depending on what you're looking at. Best-Ever has its own version of Zandronum and has an obscure sprite size limit for classes.
Also most sprites in MM8BDM are scaled to 2.5x normal size to not look stupid small in the vanilla game. This can be changed with the actor's scale property."
[/color]

Hmm..I see...I want to make my sprites with some intresting design ideas,but fear that id make em look either too small or too big...
I was messin with some sprites of megaman 8bdm sprites
made a crappy edit of the bassbuster sprites by making more deailed..and give a colorful palette
but the frames i  made suck...ill rework em next time

anyway i do have a layout set of sketches for possible concepts of a OC
though for fighting game/sidescroller stuff
he has abit of fps weapons on the botom
http://fav.me/d7m2p54

Quote
Sorry to hear about your tough times. I hope you can get over them. Be sure to take things slow when learning new things, as jumping straight into a pool of new experiences can be really tricky to get the hang of at first. Remember you can never be good at something without making a few mistakes first.
...Lord knows I have.
I agree on ya there...
It is unfortunate....I still feel bitter from this....though it benifited me with better eolving of my own art,ideas,and urge to create content that i cant yet...
either way,you think Slade willbe used more once it gets to version4?
since the map maker is kinda....not alll there
i thik its ui looks nice..but needs work.

9
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: December 05, 2014, 05:27:53 PM »
Ahh...I see then...
I hope to learn from a few ebooks to begin in Unity

Also am hoping to make prototypes with megaman smash model

I seen it available as a source filmmaker model
so,its possible they might be a model available

but wish it was now,cuz,i dubt i extracted the sfm files off the megaman model right

since i suck at xtracting files off of stuff at times

wish the guy who extracted em off smash bros 3ds had the model
in the models resource...that way i can get started studying .

that and i do need to know if
"the model has seperate model pieces like megaman hands,busters as seperate parts,and all in  a file,then I need to know the tricks how to make em all work like in games such as smash if such model with crazy bits of parts exist."


tbh I think the 3ds vr is one id start,since my pc is old and crappy
....and stil....due to family isuse on finance,and my paypal not getting much
Im hopin to get a new pc so i can be on it more

sorry for shitty typing..

anyway on the subject.
I originaly think of 2 formulas from Mario
.Super mario 64:making megaman go through a hub world,with few exploring areas,obtains special orbs though a mini boss,number set of missions in several stages,obtain bolts for currency,jump,shoot,slide,robot masters part of some final mission..etc..

or
.Super Mario 3D LAnd/3D World:while not nintendos best idea,and not orignal,but the idea it gives to play like a 2d game on a 3d plane without needing to be pure 2d action in 3d setting,is intresting,and i imagine mega able to do all mario did,but in his gameplay astetics of enemies,abilities,or bosses but with
the forumla add

10
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: December 05, 2014, 04:24:22 PM »
Quote from: "PressStart"
I think a lot of people would love this, but aren't sure how to properly go about it. If you have an idea, go for it; if you can make it work, people will take notice.
are ya sure,I tbh,feel people would be on me for not getting something right.
or something...that and knowing the fanbases of...sigh
nearly all famous mascotts or game console industries,and indies...
I feel what game i try to make,be hated cuz,it aint a megaman game..
or stupid reasons like,8 bit is where classic belongs

btw on a note,i kinda feel that "Graphics dont matter,if gameplay is good"

I watched a review marrathon of someonecallmejohnnys classic series reviews
1-10 plus Wilywars,and MM&base...
when he mentioned about how people felt of graphics reverted...
and saying such....and when seeing sonic booms graphics hated
and for few understanding reasons...I feel that
That saying "Graphics dosent matter,if gameplay gose well" to me is rendered mute.

idk if its off topic...Either way,I feel that It should be tried

though one thing I am wondering what software i can use easily than other
for 3D game making..
What formula to use for the game?
What to put in what to not
how to make it intrest some,not millions but some fans who wanted a 3d game and classic megaman action with new stuff?

I am wanting to doodle and write concepts...if people like to share abit of theirs too ,i welcome here to ...
cuz since the smash bros design of blue bomber,he needs his current design in a 3d game or 2 now ,in my book.

yeah,the way to go to it,be confusing

11
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: December 05, 2014, 03:15:37 PM »
Quote from: "darkzero779"
btw,PAl file

Is Z doom/GZdoom limited on its palettes,or can it be customizable(aka is 24 bit color compatible of sorts>)
I see...
sorry its been a while,however i am still wanting to know this and that...

Ive been thinking ,I wanted to mod 8 bit deathmatch abit first,but which version of it i can modify and experiment with
and cant
v1?
v3a?

where those in hexen format?
Are the pallettes in versions like those ones set the same as current ones?
Im sorrry for such silly questions,I am just wanting to see if the earlier versions will give me benifit on learning more,and if is simpple to tweak

also...If i wanted to make sprites that are like...89x115 Pixels
how would i set them to be accurate on size without being humongus and such as i seen some skins

I also sadly been not learning modding,but i am getting into it again,i have been having some mental hell past few months
especialy on my artwork stuff...
trying 3d,learning alittle on level design..its been abit irksome..but i do want to be more active
and see if while in my current positon of life,and condition while it lasts,gain additional financhal help for my family,and get upgrades to better work.

12
Mega Man Discussion / Classic megaman,in 3D gammeplay?
« on: December 05, 2014, 03:05:34 PM »
:| This has been something In the gaming world Ive been very VERY silent to say anything of
without being berated,trolled,or downright looked down on for my perspective,which only
DARKENS most of my Grim and negative views.

I have a personal Idea for some fangame of megaman,the classic series i mean.
HOWEVER,I have something Diffrent sort of idea,something I personaly feel it should of done,instead of leaving legends alone to be the 3D Megaman series that is a "jump" to 3D.

Making a classic series 3d game.
NONE OF THAT 3D PLAYING AS 2D,or 2.5D!!a 3D 3rd person adventure game(3rd per shoter,3d platforming adventure whatever <3 )
(note:I have nothing against 2.5D games most time,but in my perspective,it makes the 3d aspect lazy,might as well use 2D graphics period than making 3d and make it function like 2D,but that's just me,don't take offensively k? :.)

formulas I imagine?
Well...what do you feel or think of Classic megaman getting a 3D game
Do ya think things like:
.if 3D should be a super mario 64 formula
.Mario 3d land(to be a 3d game functioning as a 2D game?)as a base template for classic megaman formula to be proper in 3d game?

.have the old robot masters be part of some special mode?

.use weapons similar as super mario3d games powerups(but have diffrent function than be mere gimmiks.)

Tell me your thoughts and feel of this in my mind and urge to learn unity
and getting the ripped model of megaman from smash bros
(smash bros megaman model,is my main drive to learn 3d game making,to get a fangame as i want,itll be hell!But If i can find tricks to manage things like,model parts of megaman with hands and buster parts...then ill manage.)

Ill check the conversations and such now an then,as im still learning abit of things,suffering procrastination,and creative ADD(As I can interpret it as,idk whats my deal.)
And mainly Ive been neglecting alot of forms of stuff..

..oh and digital art and stuff..

little attempt to make "rules"(note im not one to be clear of my words.If what I say sofar,make not sense,or interpreted wrongly...then I apologies,I tend to lack sense most of the time.)
                                          Please,do not:
-dont be a troll,hater,or asshole
-if you hate the idea,give me good reasons,not stupid ones,or none(X7 is why,it take yrs,its harder for 16 bit fangames than 8 bit,and other examples...to me there no excuse when i see some 116 bit fangames and projects done.)
-spam something off topic(unless relating games for this formula im suggesting)
-focus on the ideas just for the sub seres(im referring to the classic,only exception if your thinking their elements work with this.)

.sorry for any grammar errors,or misspells,rly need to work on my typing/writting -_-'

13
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: September 13, 2014, 04:22:22 AM »
btw,PAl file

Is Z doom/GZdoom limited on its palettes,or can it be customizable(aka is 24 bit color compatible of sorts>)

14
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: September 07, 2014, 06:11:58 PM »
Quote from: "Lego"
No problem, glad I could help.

I would like to point out that Llama introduced me to Anvil Studio, which is a pretty nice midi reader in my opinion.

You don't need both GZDoom Builder and Doom Builder...you only need one or the other. I have both because sometimes advanced bugs with maps can only be fixed in Doom Builder but it's not likely you'll experience any of that.


I heard of that app...just got anvil studio.
I know,but why you do is why I assum myself to do so.
And might not happen,but Just in case..Better safe than sorry on my book.

15
Help & Editing / Re: Creating custom mod of megaman 8bdm with Slade 3?
« on: September 06, 2014, 08:54:43 PM »
Quote from: "Lego"
Alright, first off when making a mod using SLADE, you would first need to know how certain things work. You can find an unfathomable amount of information at http://zdoom.org/wiki/ along with examples and pretty much everything you need to get you started on modding; use this with care however, as some of the more advanced features of ZDoom are not yet implemented in Zandronum and thus cannot be accessed in 8BDM.
For mapping, it would be advisable to use either Doom Builder as SLADE's mapping function is not at 100%. Alternatively, you could use GZDoom Builder, which is the same thing as Doom Builder but has some additional tools that allow viewing slopes, 3D Floors, and linedef bridges correctly in visual mode. You can find a comprehensive tutorial on setting up these software here. I believe this tutorial says to use Doom in Hexen format, but 8BDM's primary mapping format is Doom in UDMF format. To be honest mapping format is up to the creator of the map on which one to use, UDMF has more bells and whistles and honestly is a lot more versatile than most other formats, but people here still use Hexen so it's honestly your choice. Hexen is an easier entry-level mapping format to learn because there's less being thrown at your face.

SLADE works fairly well for everything else you would need to do in ZDoom and Zandronum, except for graphics creation...you would need to do that yourself. If you're using windows, ms paint usually works pretty well or if you're comfortable with slightly more advanced programs, then you could use Paint.NET. Finally, for music and sound creation, you would likely need Famitracker and Audacity.

As a side note, the only programs you absolutely need to comprehensively mod ZDoom and Zandronum [and by extension, Megaman 8-Bit Deathmatch] are SLADE and Doom Builder. Ms Paint comes with Windows by default [to my knowledge] and usually sounds used in modding are recycled from alternative sources.

Also quick tip: If you intend to organize your mod archive, it's recommended to use a zip [saved as a .pk3] so you can make use of the file's directories.

sweet guidance here man.Heres these things

I already have had famitracker(though I aint good at making music of my own yet with it,plus lack of a midi keyplayer...i suck at keyboard...hope i can find a on screen midi player similar to the default onscreen keyboard on windows i tried once.)
I mess with it at times,got megaman and some misc instruments from a youtube user...It awed me.But I never got to get to master making music with it(not even fl studio.I can make drum beats and a few notes.Besdies that,not much.)

so.Hexen Is the main I should start,despite UDMF having more versatility...
hmm...If I can manage it,Ill work with it.
cuz while Im one who wants something with coding giving me more  versatility,I rather not try to give myself too many headaches by Trying to use something while has more to offer..
but more to have a more painful learning process than i feel it needs to.

No worries I got Doom Builder 2,but For the hell of it GZDoom Builder sounds cool to :D

And I thought as much.I looked at the app compared to slump and texedit and stuff..I did make a amateur
weapon,but I never showed it...it was stupid....Is just a Arm cannon reskin with my Ocs weapon(no hes not a fan made Robot master.Id share a pic if ya read and like to see what he looks like.)
But yeah I looked at Slade 3s map editor....its defiantly needs abit more  work o_O

Lastly..While I am not confident in my animation/spritinng skills...
I do kinda am abit on graphics....just
I have not been doing pixel art that much.....due to...reasons
But I do kinda got the basics...the ideas...a few methods
some of the works ;)

I just wish i had some issues of my pixel art to work out(like making the sprite designs be workable in a doom mod,but not reduced to looking like chibi designs of my original art like in rpg games.)

yeah...im weird on that

either way,Im glad someone saw this,I had abit of the tools
but I didnt have time to get fully to this more,and while im still having hard times.I can manage this.
I just needed a proper guide from someone..
Thanks so much.

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