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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: BiscuitSlash on August 09, 2011, 12:10:25 PM

Title: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 09, 2011, 12:10:25 PM
This is an expansion based on the really awesome ROM hack of Megaman 4 by Matrixz127! If you haven't played it yet, then go play it! It's really good!

The expansion will include 8 new weapons, 10 new maps and a new bunch of skins to play with! But obviously, I can't do this alone and I think it would be fun if we all got involved!

Weapons:
Solar Laser - Done by FiniteZero
Propel Blade - Done by Michael712
Flame Sword - Done by Michael712, but waiting on HUDs and sprites
Toxic Burst - Done by Michael712
Blow Cyclone - Done by Michael712 (Though it might need a few tweaks)
Haze Dasher - Done by Michael712
Jolt Leader - Not done
Deflect Shield - Not Done

Weapon Descriptions:
(click to show/hide)

Okay everyone listen, Megaman Forever has BIG levels in it, so these maps will have to at least be Medium/Large Size! (Guardman's map must be like Mr. X size only bigger!)

Maps:
Grove Robot Facility (Intro stage) - Not Done
Photonman - Done by Duora Super Gyro
Propelman - In progress by KillerChair
Boilman - In progress by Fr3ckGamer
Chemicman - Not Done
Wingman - Not Done
Hazeman - Done by Duora Super Gyro
Chronoman - In progress by Eon_and_Rush
Guardman - Not Done
Offshore Fortress* - Not Done

*This stage appears glitchy in the MMF demo 3, but not the unabridged one. We can use textures from that

Textures that you can use if you're map making:
(click to show/hide)

Skins:
Photonman - Done by Michael712
Propelman - Done by FTX
Boilman - Done by FTX
Chemicman - Done by FTX
Wingman - Done by FTX
Hazeman - Done by Michael712
Chronoman - Done by FTX
Guardman - Done by FTX

Special Items:
Sub-tank - In progress by Michael712
Shock guard - Done By Gummywormz
Weapon energy balencer - Done by SickSadWorld
[?] boxes - Done by SickSadWorld
Shiny chip thing - In Progress by Michael712
Rush Star thing - In Progress by Michael712
Rush Marine - Not Done

Other Stuff:
Bonus Game - Reserved By Michael712

The music has already been done by me! Don't bother making a music pack! (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2026)

Contribute! Your help is what we need to make this a successful expansion!
Title: Re: [Expansion] Megaman Forever
Post by: CHAOS_FANTAZY on August 09, 2011, 01:22:43 PM
Shock Guard might prove tough to program.  First off, you'd need a way to program spike pits different from bottomless pits, otherwise you're going to wind up standing on nothing.  =P
Second, you'd need a good, balanced number--"you can stand on these spikes for [X] tics before you die."

I haven't played MMF, but the best of luck to you!
Title: Re: [Expansion] Megaman Forever
Post by: Gummywormz on August 09, 2011, 01:52:29 PM
I'll try deflect shield / shock guard.
Title: Re: [Expansion] Megaman Forever
Post by: Korby on August 09, 2011, 06:01:40 PM
Deflect Shield should be really simple, as the same effect is in Chaos Generator.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 09, 2011, 06:52:32 PM
Oh, I completely forgot about that! *facepalms*

I am quite stuck on how Jolt leader should work though. I'm thinking it could be automatic instead of manual? With maybe a skull barrier like ammo bar?
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on August 09, 2011, 07:44:14 PM
Isn't Flame Sword Sword Man's weapon?
Title: Re: [Expansion] Megaman Forever
Post by: CHAOS_FANTAZY on August 09, 2011, 07:48:26 PM
Quote from: "Star Dood"
Isn't Flame Sword Sword Man's weapon?

That's what I was just thinking.
This one sounds drastically different, though.
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on August 09, 2011, 07:52:33 PM
Doesn't sound like it to me. They're both swords, both burn and slice through targets, and both have a lot of uses.

Not sure on the last statement, but the other two are true. Amirite?
Title: Re: [Expansion] Megaman Forever
Post by: LlamaHombre on August 09, 2011, 07:53:27 PM
Mega Man Forever's weapon should be renamed to "Fire Blade" for separation's sake.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 09, 2011, 08:13:32 PM
Flame sword in Megaman Forever is the weapon you get from Boilman. I haven't played Megaman 8 (yet) so I don't know how that one works but for the Megaman Forever Flame Sword, here's how it works:

You have 28 uses of it before needing to refill. It is very close range but it does a lot of damage and it hits enemies multiple times. Along with this you have invincibility frames, but only when actually using it. It looks different to the MM8 one and sounds different, so yeah, we will be using a different version to the flame sword in the MM8 weapon pack

Quote from: "LlamaHombre"
Mega Man Forever's weapon should be renamed to "Fire Blade" for separation's sake.
Wing man's weapon was actually going to be the sword but it got changed, and I think Matrixz127 probably saw flame sword as the best option if it was Boilman's weapon
Title: Re: [Expansion] Megaman Forever
Post by: Nuy on August 09, 2011, 08:16:40 PM
As far as I could tell when I played Forever, it seemed to be an exact copy of Mega Man 8's.
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on August 09, 2011, 09:13:49 PM
No, Micheal; what Llama means is to change the name of the weapon, so it doesn't conflict with the MM8 weapon of the same name when the MM8 expansion is released.
Title: Re: [Expansion] Megaman Forever
Post by: Gummywormz on August 09, 2011, 10:22:54 PM
Questions and stuff:

Does reflect shield give you any other weapons like a weak buster or something? Can you use weapons while it's out? If the shield is out and the user switches weapons, when he switches back should the shield reappear or does he have to fire it again to use it? Should the user be invincible while using it (like proto shield)? Should the shield last on a timer or be out forever? If I remember correctly, shock guard takes 50% of your health when you get hit by a spike. Should this behaviour be implemented, or should you not take damage. Not really a question, but I think toxic burst should do poison damage.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 10, 2011, 10:24:07 AM
Upon firing, you lift up the shield. It is a big shield, bigger than proto shield. You only have the shield when the weapon is selected but that shouldn't be a problem since you are using attacks that your opponent is and stuff. I think it should take either 1 or 2 ammo away when it is hit by a weapon and after that it cannot he help up any more and ammo must be collected. The player will not need to be invincible as he/she will usually be able to defend all actual projectiles that aren't things like Pharaoh shot.

As for shock guard, best make it take away half damage and maybe give about 3 seconds invincibility. We'll only put it on levels that have spikes but very little death pits.

Now that you say it, I think toxic burst doing poison damage is a very good idea! Will have to see how well it works though.

Quote from: "Nuy"
As far as I could tell when I played Forever, it seemed to be an exact copy of Mega Man 8's.
We will make a different one for this expansion as it does kinda look different and it definitely sounds different. The icon is different too. We might call the code for the weapon FlameswordBoilwep or somethin'....I'm not sure but something different.

EDIT: Also, if anyone that is making weapons needs sound effects then ask me, as I can give you them
Title: Re: [Expansion] Megaman Forever
Post by: Blaze Yeager on August 12, 2011, 03:32:37 PM
Actuallly i have each of the Robot Masters in sheet format.

I can PM it once i get it all compiled
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on August 12, 2011, 06:14:52 PM
I'll make a skin if I got a sprite for it.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 12, 2011, 07:29:08 PM
I've been making Photonman skin for quite some time now, done about 70 % of it....it's tough work!
Title: Re: [Expansion] Megaman Forever
Post by: Russel on August 13, 2011, 03:39:36 AM
Psh, some of these weapons I can make in my sleep, Deflect Shield is only a shield that would use SpawnItemEX, much like ProtoShield

Just take ProtoShield and add +REFLECTIVE to it.
Title: Re: [Expansion] Megaman Forever
Post by: Gummywormz on August 13, 2011, 04:12:37 AM
Yes, I know how to code deflect shield. That's why I took it in the first place.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 13, 2011, 05:11:37 PM
Poll time!

So how should we handle the icon for blow cyclone? Since at the moment it is the only one that doesn't have an icon. I'm edging towards not using one for some reason, but if you want we can use a sprite or make something or something like that.

Also, any real ideas on how we should handle blow cyclone and jolt leader? I have ideas but I'm not sure if everyone would agree with them.
Title: Re: [Expansion] Megaman Forever
Post by: Russel on August 13, 2011, 05:59:25 PM
Maybe slightly smaller sprite would work...

none of the above...I guess
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 13, 2011, 07:21:33 PM
I've got permission from SickSadWorld to use the Energy Balencer and [?] boxes! So they will be in there! (Not littered everywhere though, as Megaman Forever didn't actually have very many)

Also I'm surprised to see so many votes on "All of the Above". You do realize how weird the icon will look right?
Title: Re: [Expansion] Megaman Forever
Post by: xColdxFusionx on August 13, 2011, 07:22:45 PM
By "All of the above" I mean "Whatever you guys think will look best."
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 13, 2011, 07:46:18 PM
Oh okay. So what did you guys mean by "None of the above"? What should we use? No icon at all? (Clear icon looks strong at the moment)
Title: Re: [Expansion] Megaman Forever
Post by: Russel on August 13, 2011, 09:26:56 PM
Quote from: "Lego"
Maybe slightly smaller sprite would work...

none of the above...I guess

What I mean is, take the sprite for B.Cyclone and shrink it...hopefully, it would look ok.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 14, 2011, 01:13:29 PM
So a blow cyclone sprite in the icon? That's what I meant to say in the poll. (So what does everyone mean by using an empty icon with a sprite of Blow cyclone and 2 different custom icons all the same time exactly?)
Title: Re: [Expansion] Megaman Forever
Post by: Russel on August 14, 2011, 02:21:41 PM
Maybe your invisible sandwich can answer that. Why did you put all of the above anyway?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 14, 2011, 02:46:43 PM
I was only joking around! ah well, my vote looks strong at least.

Anyway, I'l hopefully learn how to rip textures soon, so I should have some textures ready someday for mappers to map stuff.
Title: Re: [Expansion] Megaman Forever
Post by: Russel on August 14, 2011, 03:07:28 PM
The easy way is to printscreen it. HNG! THE NUMBER OF FRAMES IN THAT ONE WALL TEXTURE FOR CHRONOMAN IS MINDBENDING! Also, do you know how to make music loop properly on maps?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 14, 2011, 05:21:57 PM
Don't worry about music! I already made the music pack! Get it on my skin thread!

Code: [Select]
CHROMUS - Chronoman's Theme
MMFB2 - Boss Theme

Also adding the sound pack for those who want to make weapons.

Also, c'mon mappers! Join us! Free picture of a biscuit for those who make maps for us!
Title: Re: [Expansion] Megaman Forever
Post by: Korby on August 14, 2011, 05:23:04 PM
It should probably be "CROMUS" or "CRNMUS" so that it fits with the others.

Or "CHRMUS" if it's not taken.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 14, 2011, 05:26:52 PM
I made all the musics have 4 letters rather than 3 mainly to avoid any conflicts that I'm unaware of. Wingman's theme could have been WNGMUS to avoid windman conflict but still....PROMUS....Protoman music? HAZMUS.....I...can haz cheese burger? (If there's a song for that)
Title: Re: [Expansion] Megaman Forever
Post by: Korby on August 14, 2011, 05:30:17 PM
PHOMUS
PROMUS(PPLMUS)
BOIMUS(BILMUS)
CHEMUS(CMCMUS)
WNGMUS
HAZMUS
CHRMUS(CROMUS)
GUAMUS(GRDMUS)
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 15, 2011, 10:13:00 AM
I'm almost done with Toxic Burst. It just needs some tweaks now and then it will be done! Also we will be using those shiny things that are hidden in levels and that Rush star thing in Offshore Fortress. The shiny thing will do nothing other than make a little sound when you collect them and the Rush star thing will give you Rush Coil and Jet! Shock Guard is finished too! Thanks Gummywormz!
Title: Re: [Expansion] Megaman Forever
Post by: Gummywormz on August 15, 2011, 03:07:52 PM
That version doesn't do damage yet. I still need to figure that out.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 15, 2011, 03:21:55 PM
I tested today to see whether or not it did 50% damage or 50% the current player health. Turned out to be the second one. If you can't find any way at all of making the damage thing work then best not to worry about it. (Unless it makes game play better)

I guess it nearly fair to say Toxic Burst is finished, but it just needs a few tweaks.

Also, we need mappers! Lots of mappers! I'l probably do offshore fortress when i can (got much more things to do first) but in the mean time, look at how much choice you have!
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 16, 2011, 08:38:10 PM
Ok, the poll's closed. Since no one will say what they meant by using all the options or none of them we will have to go with using a sprite from the game. Sadly, I'm having trouble getting the large sprite I printscreen'd onto a little icon so if someone else could do that, that would be good!

Also I have blueprinted in my head a little idea for a bonus game. I wont tell you what it is yet, so you will see what it is when the expansion is released! I'l start when all skins are done.

Also I'm not trying to nag but we really need some mappers right now!
Title: Re: [Expansion] Megaman Forever
Post by: Pikmin747 on September 06, 2011, 12:50:40 AM
If you give me a picture of the jolt leader colors, I will try to make to make the jolt leader sprites.  :lol:
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on September 06, 2011, 03:56:53 PM
Okay! I should have the colours and sprites ready by today.
Title: Re: [Expansion] Megaman Forever
Post by: Pikmin747 on September 06, 2011, 09:29:06 PM
Quote from: "Michael712"
Okay! I should have the colours and sprites ready by today.
Thx
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on September 07, 2011, 04:28:11 PM
Quote from: "Star Dood"
I'll make a skin if I got a sprite for it.

Was this ignored?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on September 07, 2011, 04:31:00 PM
No, I just thought Blaze was doing something about it. I'l post some snappys of the robot masters, except Photonman, reason?
(click to show/hide)
Also I'm trying to get through Chronoman' stage right now, so when I do that I can get the jolt leader colours and sprites (for those rotations)

EDIT: Okay, here we go! Got some Robot Master snapshots for people to use if you want to skin something. I will update with Boilman and Wingman's standing frame (and not a footless flight sprite -_-) but Guardman might be a problem, since his chamber background and his rifle are both black.
(http://img38.imagefra.me/i597/michael712/wm02_e2b_ubf6m.png)
Due to limited sprites, you may have to get a bit creative. Hazeman can be made by editing Metalman and Chemicman can be made I editing Skullman (i think). Wingman looks familiar....based off Ballade's design?
Title: Re: [Expansion] Megaman Forever
Post by: LlamaHombre on September 08, 2011, 12:17:36 AM
The Metal Man recolor is the worst thing I've ever seen in my life.
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on September 08, 2011, 02:10:36 AM
Who is the guy with four frames on the bottom?

I might do him.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on September 08, 2011, 04:04:40 PM
That's Chronoman. Not sure what his design is based off, might be Jewel man though.
Quote from: "LlamaHombre"
The Metal Man recolor is the worst thing I've ever seen in my life.
Hahahahahahaha
(click to show/hide)

EDIT: Does anyone have any ideas on how we can work Blow Cyclone? I don't really know, but to me it should not damage, just blow others around. (This is possible, right?)
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on September 08, 2011, 05:18:52 PM
I'll take Chrono Man, then.

Also, although I suck at coding, I think Wind Storm with a NODAMAGE linedef-thingy would work.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on September 08, 2011, 05:58:25 PM
The original Blow Cyclone makes you throw (it uses the throw graphic anyways) two tornado like things, one forward and one behind you. It uses up 1 ammo of the meter. If you hold up or down, then you can control the direction that they travel in (they will move diagonally). Thing with this weapon is that it does no damage what so ever, but instead it just pushes enemies away. It may seem useless but it's actually a great weapon, especially since most enemies can be easily pushed of the screen by it. Also Wingman is not part of the weaknesses cycle at all.

Problem is, I'm not too sure on how the weapon should behave here. I'm thinking of making it throw two like wild coil and making it semi-homing. Of course it shouldn't do damage, but instead just blow enemies away.
Title: Re: [Expansion] Megaman Forever
Post by: Gummywormz on September 08, 2011, 09:24:08 PM
It needs to do at least 1 damage in order for the custom painstates to work, because as far as I know FORCEPAIN isn't implemented yet.
Title: Re: [Expansion] Megaman Forever
Post by: Korby on September 08, 2011, 09:39:06 PM
You could have it recoil people heavily when they're hit by it. Wouldn't make it a very functional deathmatch weapon though.

EDIT: Silly me, that's not at all what you're discussing at the moment. Oh well.
Title: Re: [Expansion] Megaman Forever
Post by: Max on September 08, 2011, 09:43:13 PM
Quote from: "Gummywormz"
It needs to do at least 1 damage in order for the custom painstates to work, because as far as I know FORCEPAIN isn't implemented yet.

Alternatively, Radius Thrust would push and do no damage.
Title: Re: [Expansion] Megaman Forever
Post by: xColdxFusionx on September 09, 2011, 12:01:41 AM
Quote from: "Yellow Devil"
Quote from: "Gummywormz"
It needs to do at least 1 damage in order for the custom painstates to work, because as far as I know FORCEPAIN isn't implemented yet.

Alternatively, Radius Thrust would push and do no damage.

It would also cause massive lag.

Silly YD, I thought you'd know this by now.
Title: Re: [Expansion] Megaman Forever
Post by: Pikmin747 on September 09, 2011, 02:24:31 AM
Quote from: "Michael712"
That's Chronoman. Not sure what his design is based off, might be Jewel man though.
Quote from: "LlamaHombre"
The Metal Man recolor is the worst thing I've ever seen in my life.
Hahahahahahaha
(click to show/hide)

EDIT: Does anyone have any ideas on how we can work Blow Cyclone? I don't really know, but to me it should not damage, just blow others around. (This is possible, right?)

I don't know about this but…how about you use the hard knuckle recoil code? And beef it up too.
Title: Re: [Expansion] Megaman Forever
Post by: Max on September 09, 2011, 02:14:10 PM
Quote from: "xColdxFusionx"
It would also cause massive lag.

Silly YD, I thought you'd know this by now.

How did you figure that one out? Air Man lag was the amount of projectiles, not Radius Thrust.
Title: Re: [Expansion] Megaman Forever
Post by: xColdxFusionx on September 09, 2011, 11:02:52 PM
Quote from: "Yellow Devil"
Quote from: "xColdxFusionx"
It would also cause massive lag.

Silly YD, I thought you'd know this by now.

How did you figure that one out? Air Man lag was the amount of projectiles, not Radius Thrust.

Magnet Man and Air Man both used A_RadiusThrust. Both caused massive lag. I just kind of put 2 and 2 together. :/
Title: Re: [Expansion] Megaman Forever
Post by: Max on September 10, 2011, 08:44:41 AM
And both used a lot of projectiles.

Gutsman has radius thrust, no lag.
Airman v1.5 (pre-4b) had radius thrust, no lag.
Burstman v1 had radius thrust, no lag.
Title: Re: [Expansion] Megaman Forever
Post by: xColdxFusionx on September 10, 2011, 12:44:17 PM
Quote from: "Yellow Devil"
Gutsman has radius thrust, no lag. Wait, when did he get this?!
Airman v1.5 (pre-4b) had radius thrust, no lag. I don't remember this, but ok.
Burstman v1 had radius thrust, no lag. ...When are you going to release v6a?
Title: Re: [Expansion] Megaman Forever
Post by: LlamaHombre on September 10, 2011, 12:52:11 PM
Alright, I looked at a few videos of this hack, and it really doesn't seem all too great.

A few of my points come from unfair level design and simplistic AI.

Minus Solar Lazer, a lot of the weapons don't look as useful as they'd seem.

The tilesets hurt. A lot.

And the mist effect in Haze Man's stage isn't fun to look at, and I can't imagine it being fun to play in.



In other words, you'd have to try extremely hard for this expansion to be good.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on September 10, 2011, 01:35:48 PM
Some videos like q....guy's playthrough actually make the hack look worse than it is. Mainly because of all the weapons being under estimated. All the weapons are great, it's like a new MM9 set. I will admit that it is tricky until you get the hang of it, but at the same time, at least it gives us a bit of a challenge. And the other stuff....well, the hack isn't actually finished. Which explains why chronoman is ridiculously easy and why he has drillman sprites still showing and how it still isn't yet up to perfection. Some people don't like it, true, but there are also lots of people that love it. As one of those people, I'm definitely not stopping with this expansion. If you dislike it, then I'l allow your opinion.

That effect in Hazeman's stage isn't bad at all in the original BUT, it would be in 8 bit deathmatch. My current idea would be to use slight blue fog, but not too strong so that it doesn't harm gameplay.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on October 08, 2011, 07:06:27 PM
Okay, I'm back with some of the textures from some of the stages. I am NOT that good at texture ripping (especially since I find it a tedious job) and if anyone else wants to help, then that would be very good! I will especially need help with some of them like Boilman, as that one and propelman both have some kind of texture wobbling effect for their stages.

Also, can someone please tell me how I would make a floor texture? I don't actually know how I would make that yet. (Because of this, the following textures don't have them). If you want, I can send you the actual images separate so that you don't have to take them from the picture yourself.

Here is what I have so far:

Hazeman:
(click to show/hide)

Photonman:
(click to show/hide)

Offshore Fortress: (This might be an optional one)
(click to show/hide)

Also, I need help with weapon sprites:
(http://img37.imagefra.me/i5a6/michael712/14wq_7e5_ubf6m.png) (http://i.imagefra.me/f27io6h5)
I need:
-Propel Blade Rotations
-Propel Blade HUD. (JUST the frame where the arm is holding the blade.)

-Flame Sword HUD.
-Flame Sword blade effects.

If you're doing this, then use the same colours as seen in the sprites.

Also, POLL!!!! How should the [?] boxes be used? (Yes, SSW has let me use them). The poll is being a dick for some reason. How do I fix this?

Sorry about the double post bump but this kinda needed.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Korby on October 09, 2011, 03:37:58 AM
To get a floor texture, depending on where it is, you grab a wall and recolor it to remove all blacks colors and replace it with the darkest shade of the main color.

For your Wily wall there on Hazeman, just recolor MM2DW1's texture.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Duora Super Gyro on December 13, 2011, 12:03:51 AM
Ok. il take any map as long as it doesent deal with any dificult coding, water, and as long as I dont have to do a bunch of textures.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: LlamaHombre on December 13, 2011, 12:06:07 AM
Sounds like you're be doing the title map, then.
Title: I hate this texture ripping job >_<
Post by: BiscuitSlash on December 13, 2011, 05:21:12 PM
Ahh, thanks for the reminder. I've been trying to rip the tiles a bit and stuff, although I am gonna need help with any floor tile that I can't get by editing the existing ones.

Here's the tiles I've ripped:

Photon - Most of them
Propel - All of them
Boil - None yet, and I don't know how I'l get them (ripple effect -_-).
Chemic - Some of them
Wing - Can't remember
Haze - All of them
Chrono - Lego already done this
Guard - Some of them
Intro - Phth, I have to leave this one to a professional -_- JC's done this now!
Off - All except floor, which might be easy to get.

If you're wondering why I'm having trouble, it's because I find it very long and tedious. I often forget too.

If you took Propelman's map, you would be able to use 2 mobys, but there's water so yeah.

That, Photon, Haze, Chrono and Offshore fortress are open with textures. If you need help with any special gimmicks and/or level ideas then ask. (By that I mean things like barrels, fog, airship movement, moby etc.)

EDIT: Jack Corvus has sent me the intro stage textures! Here they are for anyone who would like to map the map. (Or you can PM me for the separate textures).
(click to show/hide)
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Duora Super Gyro on December 13, 2011, 10:59:22 PM
I'l take Photon, He seems easiest with no difficult coding or anything.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 14, 2011, 05:34:59 PM
*PM's DSG the tiles*

Also, here's my theory on how Sub tank should work. (Yes, we are using sub tanks. There will still be E-tanks though).

In some maps, there are Sub-tanks hidden somewhere in them (along with those shiny chip things). These Sub tanks are very hard to find. Once you collect one, you have it for the rest of the match (because it wouldn't be fun if you kept dying). There is a sub tank icon for your inventory, which using this will restore whatever is left in the sub tank, and another in the top right corner that says how much is left in it. If you collect health when you already have 100% health, that health goes to the sub tank, which will heal you when used. You can only hold 1 of them, and it might be best if they have a very long respawn time. And yes, it makes the special sub tank sound when you collect it. In every update for the expansion, these sub tanks are moved somewhere else to prevent memorizing it too much. I think I missed something out....

Any objections?

I'l probably have to try making it. I'm not too familiar with weapon making or anything but I might manage....
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: TheDoc on December 14, 2011, 09:18:54 PM
If possible, I'd say make it so they DON'T respawn; can you imagine how long and boring a game would be if everyone had a refillable E-Tank they kept when they respawned? I say first come, first served, kinda like how people would fight for a Smash Ball in SSB. Brawl. If you don't get it that round, it stinks for you. I'd actually had an idea for a subtank, but I have no idea how to make one....
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Hallan Parva on December 15, 2011, 03:43:57 PM
I think it should respawn simply so one jerk with the Sub Tank can't dominate the match. Even your analogy is flawed, because last time I checked Smash Balls clearly respawn throughout the match. Mind you, they don't respawn very quickly, and actually generate rather sluggishly (as was suggested with the Sub Tank) but they still regenerate. Actually, the Smash Ball is WORSE than the Sub Tank, because the same jerk can keep breaking all the Smash Balls. Here, it was said that a player with a Sub Tank cannot pick up another Sub Tank.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 15, 2011, 04:23:11 PM
I think I'l probably make it respawn, but after a bit longer than most powerups, such as 60 - 90 seconds. Usually it will always be hidden, and sometimes hard to get, so if you don't tell everyone where it is, they wont be able to get it anyway.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 16, 2011, 02:16:12 PM
If you need another mapper i am willing to make one.
Just send me all the files (and link me to instructions on how to add them) And i will make you a fine map ;)
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 16, 2011, 02:22:59 PM
Want to make Propelman's map? You'll get to add 2 mobys! and fish in the background....
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 16, 2011, 03:29:39 PM
Sure :D

I might add some background moby's aswell then.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 16, 2011, 05:28:54 PM
*PMs KillerChair the textures and stuff*

I should probably hurry up with the textures, especially the Guardman ones, as that'll probably be a huge map.

Also, one thing about decorate item making....
(http://img38.imagefra.me/i5bc/michael712/1pnb_7eb_ubf6m.png) (http://i.imagefra.me/fa7ira1q)
Shiny thing! But I'm having trouble getting it to work.
Code: [Select]
actor ShinyItem1 : CustomInventory 28575
{
+INVENTORY.AUTOACTIVATE
//Inventory.RespawnTics 9999
inventory.pickupmessage "Picked up a Shiny Thing"
inventory.pickupsound "item/shinything"
Scale 2.0
States
{
Spawn:
MMFS A 48
MMFS BCD 2
loop
Pickup:
TNT1 A 0
stop
}
}
For some reason, it only appears, and I can never pick it up. I can only walk over it. Any ideas on why I can't collect it yet?
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 16, 2011, 05:42:46 PM
What do those shiney things do again?
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 16, 2011, 05:54:39 PM
You collect them and they make a little sound. That's all.

I'm not to sure what was planned for them. Maybe you get something after collecting every single one or something, but they don't do anything yet.

They will be there in the maps as special items that are hidden and difficult to find. They aren't as rewarding as sub tanks, but they're still there and collectible.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 17, 2011, 12:25:12 AM
If its possible... I would turn them into currency and you'd get to stop by a certain thing that drops a weapon when you've collected enough.
That would be cool.

You know... If possible.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Korby on December 17, 2011, 03:35:19 AM
Screw Scramble.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 17, 2011, 10:45:48 AM
It could be that collecting about 5 of them gets you a special weapon. Obviously if it was going to be that, the shiny thing count would have to carry over to future matches.

If we were going to do that, what weapon would it be? Force Beam Gun?
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Hallan Parva on December 17, 2011, 08:57:19 PM
Change shinies to coins with Z's on them
Run around collecting coins
Go to a secluded area somewhere on the map
Have three panels with items on them
Add a "shopkeeper" to make the room look nice
Make it so the item can't be taken unless you can afford it
Subtract coins upon successful purchase of the item
Let SmashBro and his friends steal the code for shops
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 17, 2011, 11:11:49 PM
Quote from: "Korby"
Screw Scramble.
Exactly!
Only this time you wont have to kill people to pick them up and it wont be a basecamping mode :D
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 18, 2011, 11:06:26 AM
Problem with them being collectable and getting items/weapon from them, is that it might cripple the flow of the game a bit. Having to go to many different hidden and hard to reach places to get the shiny chips and stuff rather than fighting might be an annoyance.

HOWEVER, MMF does have these little triangle things that you collect. They basically work as screws from MM9/10. When you collect lots of them, you can get stuff from Dr. Light, such as 1-ups, W-tanks (although not yet implented), spike protections, energy balancers and sub tank refills. If we put Dr. Light or Auto somewhere in each map, we could have some sort of item store, but it might not work.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: KillerChair on December 18, 2011, 11:34:30 AM
You could also add that as an extra gamemode to go along with the normal expansion.

I like the idea of having to scout through the map finding those things.
It reduces the amount of people having a nice camping spot and it rewards people for scouting around the map.
Even if its hard to collect enough, you still will have people trying to get them and it will lead in some interresting battles.

EDIT: I finally managed to implement the textures :D
Damn that took me a while.
I can start mapping now at least ^^
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Jakeinator on December 19, 2011, 10:45:51 PM
once flame sword is done i may or may not try boilman's map
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: BiscuitSlash on December 20, 2011, 12:31:42 PM
Apparently, those shiny chips would unlock a cheat menu if you collect every single one of them. So we could make it so that if you collect loads of them throughout all matches, you get some sort of power up such as resistancerune and/or infinite ammo. Just an idea....

Also, who likes the idea of collecting triangular chips scattered around the map then finding auto to get items? It might be a good idea and all, but it might also annoy the flow of the game.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: Duora Super Gyro on December 21, 2011, 11:48:57 AM
If we do this, We are gonna need more then one auto. If it was me doing this with just one. I would collect a bunch of them, head to auto, get my prize, and probably just camp at that auto and wait for someone to come so I can make an easy kill. More autos means everyone wont be charging for one specific part of the map.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: kuja killer on December 27, 2011, 11:19:24 PM
There is a easy way to get all the tilsets for the stages that you guys dont have yet.

You guys could download the MegaFLE level editor (an level editor for megaman 3, 4, 5 and 6 all-in-one).

And then open the hack in it.
It has a bunch of "dump [image]" tools. It should make it far more easier to get the hard ones like boil and propel. There's a dump menu from the main window. - Make sure you open said window before clicking it though or you might get a blank empty image.

for example like... Level ----> Tile Table, and Level ----> TSA Table, to see the constructed blocks and such.

You can download megafle from here.
http://www.romhacking.net/utilities/333/ (http://www.romhacking.net/utilities/333/)
at first when you open the rom, it's going to say that it couldn't detect it, so type "mm4" and press enter.
Title: Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
Post by: TheFancyEddie20 on January 07, 2012, 05:45:21 PM
I'm up for mapping!
I'll pick Chemic man's stage.
And the progress might be a little seekrit.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on January 08, 2012, 04:32:12 PM
You seem certain, so I'l let you try, but remember that it needs to be big! Do you know how to import textures?

So far I have Intro Stage, Hazeman, Chronoman and most of Guardman and Offshore fortress ready. I'm also piecing together the tiles I've got from the level editor.
Title: Re: [Expansion] Megaman Forever
Post by: Duora Super Gyro on January 09, 2012, 06:55:00 PM
The Photon man stage is coming in pretty good so far. but I still got alot to do.
It will be some time before the map is done, I'v been doing alot of stuff lately.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on January 09, 2012, 07:07:51 PM
That's fine! You will have forever plenty of time to finish it!

I would definitely take Hazeman's map if I felt motivation in my mapping skills. I mainly struggle with coming up with a pro layout idea and then putting it into Doom Builder (much like making LittleBigPlanet levels).
Title: Re: [Expansion] Megaman Forever
Post by: Duora Super Gyro on January 09, 2012, 09:11:08 PM
Quote from: "Michael712"
I mainly struggle with coming up with a pro layout idea and then putting it into Doom Builder (much like making LittleBigPlanet levels).

...wow... we actually have something in common. Oh well. I gots buisness to handle.
Title: Re: [Expansion] Megaman Forever
Post by: KillerChair on January 30, 2012, 06:57:54 PM
I used to have a plan on making the map last week.
But then i took a **** ton of homework to the knee :(

As soon as ive got time i will start mapping again.
Maybe this week if i dont get alot of homework tomorrow.

Meahwile, hows other stuff progressing?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on January 31, 2012, 06:39:05 PM
We could use a few more skinners....and mappers. I also need a bit of help with Flame Sword HUDs, as I really don't think I can make those.

I made Propel Blade awhile ago, but there's something about it that really doesn't feel right. The original was essentially metal blade with half the ammo and everything isn't weak to it (since it doesn't overshadow all the others I actually like it a lot). At the moment in 8BDM it's like Metal Blade only it does 17 damage instead of 14, it doesn't rip, and it travels faster (iirc it has slightly higher ammo too....not sure though). It might just be the sound being odd compared to metal blade, but I keep missing and I have lots of trouble killing people with it and I don't really like it. Any suggestions?
Title: Re: [Expansion] Megaman Forever
Post by: KillerChair on January 31, 2012, 09:18:00 PM
You could also screw around with the hitbox or rate of fire.
And you could make it so that this weapon does deflect off the leaf shield.
Or make it push you back just a little. (like hard knuckle)

Ill let you know once ive got more ideas :D
Title: Re: [Expansion] Megaman Forever
Post by: Duora Super Gyro on February 01, 2012, 10:35:23 AM
Sorry im taking so long with the map. I cant think of a good layout.
Title: Re: [Expansion] Megaman Forever
Post by: Easy on February 21, 2012, 06:14:45 PM
Glade to see this thread :)

Thank you everyone.
Title: Re: [Expansion] Megaman Forever
Post by: Easy on April 20, 2012, 09:27:24 PM
still waiting for this. :p
Title: Re: [Expansion] Megaman Forever
Post by: fortegigasgospel on April 20, 2012, 09:31:35 PM
Quote from: "Easy"
still waiting for this. :p
You have 2 posts, both are bumping this rather dead expansion.
Title: Re: [Expansion] Megaman Forever
Post by: Duora Super Gyro on April 21, 2012, 09:28:28 AM
Photonman's stage is just about done as far as the layout.
But what about the items and stuff? I am suppose to do that right?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on April 21, 2012, 09:53:45 AM
It's okay, this expansion isn't dead. I've collected most of the tiles now for other maps so if anyone wants to take those makes feel free to ask so that I can use more effort it getting the rest.

I still need help with the flame sword graphics. This flame sword will work differently to the MM8 one, along with having different graphics. Therefore I need new flame sword HUDs and weapon rotations.

You can add in the weapons if you want, or I can help you with it. If there's any weapons that you want to place that are in the expansion, then use some sort of prop to mark where the weapons should be. (Such as a cactus or a tiger or something)

I've been thinking of making my own playthrough of this hack myself. Mainly since there's hardly any good videos of it on youtube yet.

Also adding Rush Marine to the items list. Yes, that's right, we're using Rush Marine for this expansion now! If you want to make it then ask.
Title: Re: [Expansion] Megaman Forever
Post by: Beed28 on April 21, 2012, 11:05:48 AM
Quote from: "Michael712"
Mainly since there's hardly any good videos of it on youtube yet.



You're welcome.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on April 21, 2012, 11:08:50 AM
I saw that ages ago. In fact that was how I found out about this. Problem is, that guy sometimes makes the game look bad, usually with some of the weapons and stuff like that. I want to make my own playthrough instead, but I might not be able to because of all my subscribers giving me weird looks.
Title: Re: [Expansion] Megaman Forever
Post by: Davregis on April 22, 2012, 08:40:52 PM
3rd letter-H
2nd letter-V
1st letter-N
...
Y U NO GVH
Title: Re: [Expansion] GvH Forever
Post by: BiscuitSlash on April 22, 2012, 08:57:39 PM
Quote from: "Daveris"
3rd letter-H
2nd letter-V
1st letter-N
...
Y U NO GVH
Alrighty then, this expansion will now be based around Ghouls Vs. Humans instead of Megaman. I have almost no knowledge of the things in GvH so you start me off.
Title: Re: [Expansion] Megaman Forever
Post by: xColdxFusionx on April 22, 2012, 08:58:58 PM
Wait what the hell just happened.
Title: For those that don't know, I changed Megaman to GvH
Post by: BiscuitSlash on April 22, 2012, 09:02:12 PM
Nothing....nothing....

It's all staying the same. Could never make an expansion based on a GvH fan game, could I?

I've also been told that Skulltag has no form of skin detection, which I was going to use as the final boss for the bonus game.

The bonus game will be a boss rush, and a challenging one too. In order to make the final boss work though, I'll have to force the player to be Megaman, unless someone creates their own boss for it. You'll get charge and slide btw
Title: Re: [Expansion] Megaman Forever
Post by: Davregis on May 04, 2012, 11:45:44 AM
Wait, what?
I referred to the 3 letter passcode in the video. I've not played GvH at all myself.
Title: Someone make Rush Marine! Now!
Post by: BiscuitSlash on May 04, 2012, 03:00:48 PM
Oh right okay. I though you made a typo in the letter list :]

I need Flame Sword HUDs. I can't make the graphics for that weapon on my own. I just can't. And no, I want to use different HUDs than what the MM8 expansion will use. More sword like and stuff, as seen in the sprites a few pages back.

I'm also thinking about letting someone else try the current Propel blade. I don't like it, and if there's something I made that I don't like, it's crap. I'm not sure what it is about it, and I kinda feel as if I need someone else to try it out. If you're interested please let me know.
Title: Re: [Expansion] Megaman Forever
Post by: Easy on June 01, 2012, 05:10:01 PM
Often peep out with hope till can't wait to see!!!!!! So excited. :D
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on June 01, 2012, 05:23:51 PM
Oh yeah, updates.

Duora has made a pro map!
(click to show/hide)
Also Propel Blade is getting changed in how it works. It still fires at roughly the same speed and does the same damage, but instead of holding the button down you have to press it rapidly for rapid fire. Although this means you can fire loads, you can run out of ammo faster and you stop whenever you fire one (kinda like how the original metal/propel blade worked). Any objections?

There's still plenty of maps and skins open, so if you want to take one of them tell me so that I can send you the tiles/sprites!
Title: Re: [Expansion] Megaman Forever
Post by: Magnet Dood on June 01, 2012, 06:21:07 PM
Do want.

That map looks absolutely awesome. Wonder how it plays.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on June 10, 2012, 04:50:47 PM
Some more updates of stuffs.

Flame sword. Still needs HUDs and weapon sprites, along with a few balance tweaks, but aside from that it's okay I guess.
(click to show/hide)
And something I had in my mind. In MMF, the select screen has a little hour count in the corner. Every time you complete a level or get game over, it increases by one. Once it reaches 7, some stages (Photon, Haze and Wing) enter some sort of nighttime effect where it gets darker (though Photon's stage reaches sunset).

So I thought that I might as well do it for the maps here.
(click to show/hide)
And I've changed Propel Blade. You no longer hold it down, as it's no a rapid button press weapon. You can fire blades up to twice as fast with good timing (this may change) but when you fire you stop moving for a bit. Basically it's a long range weapon now that can do a lot if used correctly.

There's still a lot of maps open, so PM me if you want tiles. As for skins, I'm having trouble getting some sprites, specifically Guardman's. Since his chamber is completely black, and there's so flash effects or access to it via level editor, I can't really get his sprites. What should I do?
Title: We have almost everything set graphic-wise now
Post by: BiscuitSlash on June 11, 2012, 06:15:36 PM
Sorry to double post, but thanks to Blaze I now has sprites for the robot masters, including a bunch of unused sprites that'll be really useful for skins!
(http://img15.imagefra.me/i56b/michael712/f0n8_823_ubf6m.png) (http://i.imagefra.me/15ej5kvn)
I've made them all in their blue and cyan form for ease of use. Chemicman is not shown because Blaze says he'd doing that one now. The space between the sprites indicates what is needed for the skin and the bonus game that will be made. The sprites on the left are essential for the skin and the sprites on the right will be needed for the bonus game (it's a boss rush). Although those bonus game sprites will be eventually needed, they are not critically needed at first and we can wait for those if we have to. From what I've heard, Boilman is actually the only one to use original sprites rather than edits, meaning the other skins (Propel, Guard and Wing) should be fairly easy to make.

Also I'm having a difficult approach to Jolt Leader right now. I want it to be singularly fired, losing slight ammo with each movement (that I can do), but I want it to move in fixed 8 directions in North,South,East,West form, going in the direction with the nearest player. That seems like it'll be hell hard for me to do and it way out of my depth. Apparently "It's possible, but probably too complicated to be feasible", and would probably need lots of ACS. Yeah, if anyone wants to do Jolt Leader, feel free, but make sure it isn't the current spark chaser that we have. (I have sprites ripped  for this if you need them)
Title: Re: [Expansion] Megaman Forever
Post by: Korby on June 11, 2012, 08:45:55 PM
*ahem*
MY EYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYES

Frankenedits why

I don't think it's too probable to detect nearest player at the moment. You may have to think up a new idea for that.
Title: At least making skins of them is easier.
Post by: BiscuitSlash on June 12, 2012, 01:21:54 PM
Quote from: "Korby"
why
I don't know. It was vintersphrost's idea as he designed them, not me.

Someone else can do Jolt Leader, cause I don't know how I'd make it otherwise.
Title: Re: [Expansion] Megaman Forever
Post by: ice on June 12, 2012, 01:44:13 PM
Quote from: "Korby"
*ahem*
MY EYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYES

Frankenedits why

I don't think it's too probable to detect nearest player at the moment. You may have to think up a new idea for that.
<--- Is a Frankenedit

Though givin that this is a mod based on that game, it would make sense to use sprites from it, good or bad
Title: Re: [Expansion] Megaman Forever
Post by: Korby on June 12, 2012, 06:23:37 PM
Well, yes, it makes sense but that doesn't stop them from looking bad.

Also, you're a decent frankenedit, even if the palette is kind of blech.
Title: Boilman's current design is way better than previous ideas
Post by: BiscuitSlash on June 13, 2012, 11:15:46 AM
Well I put those sprites there for an easy resource for skin makers rather than negative feedback that can't be resolved.

Either way, this hack isn't actually finished, meaning that some of the designs could change in later versions (assuming they show up). Still, we have to go with what it uses even if it isn't so good. I can't do anything about it.

And don't forget that there's only very few people making designs for these robot masters compared to a whole team of professionals over at Capcom. Heck, even they frankenedit stuff! Take a look at MM10 Bass and all the complaints about the MM9-10 RMs looking familiar to before RMs.

also *insert another generic statement on how we need more mappers*
Title: Re: [Expansion] Megaman Forever
Post by: Easy on June 17, 2012, 09:33:53 PM
growning up :D
Title: Re: [Expansion] Megaman Forever
Post by: Easy on July 26, 2012, 07:59:09 PM
one month ago.  :(
Title: Re: [Expansion] Megaman Forever
Post by: Davregis on July 27, 2012, 01:59:54 AM
You posted.
Title: Re: [Expansion] Megaman Forever
Post by: Duora Super Gyro on October 21, 2012, 09:33:52 AM
Hazeman's stage is abour 90-95 percent done, I just cant seem to get the grass and spikes to work as actors soooo... yeah.
Other than that the only thing that needs to be done is spawns, weapon energy and all that good stuff.
Title: Re: [Expansion] Megaman Forever
Post by: FTX6004 on November 23, 2012, 08:34:40 PM
Can i do Wingman skin for i already started the first sprite of him
(http://img703.imageshack.us/img703/756/wiga1.png) (http://imageshack.us/photo/my-images/703/wiga1.png/)
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on November 23, 2012, 10:01:27 PM
Sure. Use Crystalman as a base to get all the standing frame rotations. The running frames need to be flying and the firing frames need to be a throw of some sorts. The skin needs to be good quality to get accepted though.
Title: Re: [Expansion] Megaman Forever
Post by: FTX6004 on November 23, 2012, 10:29:20 PM
Thanks i already do it with he's feets.
Title: Re: [Expansion] Megaman Forever
Post by: FTX6004 on December 08, 2012, 10:30:52 PM
Sorry for dubble posting: i think my work is done here i can't belive i got it done before my birthday.
Title: Re: [Expansion] Megaman Forever
Post by: Superjustinbros on December 16, 2012, 07:12:04 PM
I want to see this in a complete state. It looks very promising.
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on December 25, 2012, 10:17:08 PM
I guess I'll take on Chrono Man's stage. The way I see it would be separate areas each with their gimmicks rules. Each area will be intertwined with Teleporters, sound good?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on December 26, 2012, 05:34:44 PM
Go for it! Try not to make the map too gimmick based however and allow room for gameplay.

The gravity bar sections may be a little tough to add in, but it's probably still doable.
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on December 27, 2012, 01:04:36 AM
By gimmicks I don't mean anything crazy, and the gravity bar section will just take Gravity man ACS just with low gravity and normal gravity.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on December 27, 2012, 11:58:16 AM
I was thinking certain sections can have gravity that slides up and down, while showing a bar on the right of how much gravity there is. The bar would only show up if you're in those sections.
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on December 27, 2012, 05:19:56 PM
Well that would be hell to code and a bit too gimmicky to play, I'm not to good when it comes to ACS. We'll just see when the finished product comes around. Also can i have a .Wad for the weapons so i can use them in the map?
Title: Re: [Expansion] Megaman Forever
Post by: FTX6004 on March 02, 2013, 10:23:19 AM
I know no one has posted here for a while but i done with boilman sprite and here is it.
(http://img89.imageshack.us/img89/3395/newboilmandoomhn.png)
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on March 17, 2013, 06:50:14 PM
This topic may seem dead, but I have been working on Chrono Man's map and I have about 2/3 complete. Though I can't decide to do the water section or the gravity section. I don't wanna do the water section because I'm not so good at designing those kind of areas, but i don't want to do the gravity section since i have NO IDEA how I'm going to do the gimmick, guess thats what the "how do i do that on doombuilder?" topic is for.
Title: Re: [Expansion] Megaman Forever
Post by: FTX6004 on March 17, 2013, 06:59:23 PM
Quote from: "Eon_and_Rush"
This topic may seem dead,
I agreed some guys and me has dubble posted here thats why this seem dead and i want this to be finish, i feel the guys who are working on the skins are not working on it i just feels it, my wingman skin needs to be update becuz it was by the old me....you know before the changes of my skin topic so i just want someone to redone it please.
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on March 27, 2013, 12:43:33 AM
I'm gonna try the gravity section, since Michael said he'd help me with the coding in that section, though it seems this is going to be a pain in the ass. Also there's going to be 3D floors out the ass in this part.
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on April 13, 2013, 12:49:43 AM
Sorry for double posting, but Michael I really need to hear back from you on the Chrono Man map.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on April 13, 2013, 11:09:20 AM
Sorry, I haven't been able to work with anything 8BDM related lately. Whenever I get the chance within the next few days I'll kickstart this a bit with everything that can be done atm (new maps being finalized, remaining botchats, starting the bonus game etc.).
Title: Re: [Expansion] Megaman Forever
Post by: Jakeinator on May 05, 2013, 08:28:17 PM
Quote from: "Michael712"
Whenever I get the chance within the next few
you said this in early April, How are things going now? Have you forgotten about this again?
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on May 05, 2013, 09:04:59 PM
I haven't forgotten, it's just that time of year again. I've had very little time to do things lately. When I find the time and energy (which will happen) I'll do everything that needs to be done.
Title: Re: [Expansion] Megaman Forever
Post by: epsitec on August 30, 2015, 10:06:27 PM
Can I get a download for this romhack? The provided one on the web is not available.

Thanks.
Title: Re: [Expansion] Megaman Forever
Post by: BiscuitSlash on August 30, 2015, 10:47:25 PM
I'll send you a PM with an uploaded patch.

Kinda wish this thread didn't get bumped, but w/e.
Title: Re: [Expansion] Megaman Forever
Post by: epsitec on August 30, 2015, 10:49:02 PM
Thanks a bunch!
Title: Re: [Expansion] Megaman Forever
Post by: Pethronos on March 27, 2017, 11:40:05 AM
Hey, hello everyone!

Is there an updated patch of Megaman Forever anywhere?
I'd like to play it! Thanks in advance!