I was looking at Dynamo Man, don't not start on it because I'm saying this but... I think I'm going to try to start on it tomorrow when I'm not playing MM8BDM... which may be never so who knows. Also what will more than likely wind up happening is I'll just make the base sprites (re: front, Rfront, rightside ect) only because animating these looks like a pain.Just take it on one step at a time! I hate walk cycles too. It takes a couple of days to do.
This sounds awesome, but I don't know if/how I can help.You could try doing something small. Again, it takes awhile to make this stuff!
Will there be any gimmicks in the stages?Of course! It just wouldn't be Megaman without gimmicks!
I'm curious to know if anyone knew of these here? (http://www31.atwiki.jp/rockman8/pages/31.html)
coldman and frostman would have different skyboxes, and they are different robots after all! they just reuse a few of the tiles is all!
the evil snowboard :shock: and somehow add the annoying "JUMP JUMP SLIDE SLIDE" voiceIt'd be kind of cool if this was like the JetSkis in WaveMan stage, except they activate on a narrow ice path. It'd be like having 'speed lanes' from place to place on the map, and possibly lead to dangerous races : (
1) Yes, I'll be using the Megaman one. However, I guess I could release a patch for the Bass ones as well? I dunno if that'd be possible.
2) I forgot it!
I was about to bump this myself, but...
(http://i74.photobucket.com/albums/i248/Cowman_bucket/kingfront.png)
Progress!
1) Yes, I'll be using the Megaman one. However, I guess I could release a patch for the Bass ones as well? I dunno if that'd be possible.
2) I forgot it!
I thought it was good :(
Instead of two King maps, how about one King map and a map based off the Robot Master Museum?
Sorry, I just think that the museum was pretty badass. :p
EDIT: Going by the 9 maps in a game (8 masters, 1 fortress) Maybe we can have the 6 MM&B masters, two kings and the robot mueseum?Not neccessarily...
...SmashBro, Megaman and Bass had 8 stages, 12 when Wily/King/Intro stages are added.
Astro Man and Tengu Man were rehashed into the game. You seem to think there are only 6 robot masters.
i think astro and tengus MM&B stages were different enough to deserve their own stages!
Oh No. I have tons of ideas. I'm just waiting until Korby actually needs mappers. Maybe even someone who needs to code the weapons, but I'm a horrible spriter.hmm, were you talking to me?
Ive noticed many of you have ran out of ideas for stage design.Which isn't true. I've had tons of ideas for MM8BDM, it's just Cutty did most of the maps on his own. I even replayed R&F just to have the ideas rolling. If another mapper needs inspiration, don't get me wrong, I'm not saying anything about you. I'm just defending the fact that there is still inspiration out there. If you had a great idea, then perhaps we can work something out. Being a Doom modding veteran, I have a good idea of what can be done and not done.
Anyone doing Pirate Man?I take it that's a "no" then?
yet again i think they need to be separate so that this expansion has more stages! plus the different themes!
hopefully with more CTF stages more people will play that mode cause it's really fun!
Cold Man - MAYBE KINDA FINISHED SORTA? (ice)
Burner Man - FINISHED (Chimera Man)
Magic Man - TAKEN (Mr. X)
Ground Man - MAYBE TAKEN (brotoad)
Pirate Man -
Dynamo Man -
King - TAKEN (Korby)
Could've checked the frontpage
Somebody can finish Magic Man, I'm better at stage building than spriting.
Well, yeah, but as far as I know, it's impossible to give anything a "top" sprite.
Just a side one
The main thing i remember from cold man's stage is those ice blocks that broke if you stand on them too long. if it is possible we could but some of these floors in each tower, with items or spikes underneath, or even a underwater passage under them(evetually getting a item). maybe a few tower like blocks coming out of the ground in the tower with items at the top.
great! yeah i figured cold man stage ice block wouldnt work, but i have no ideas but that really hahaQuote from: "VyseTheLegend96"The main thing i remember from cold man's stage is those ice blocks that broke if you stand on them too long. if it is possible we could but some of these floors in each tower, with items or spikes underneath, or even a underwater passage under them(evetually getting a item). maybe a few tower like blocks coming out of the ground in the tower with items at the top.
In Doom, you cannot have two floors directly on top of each other, so these would likely be impossible to make work. You could have them as objects like Guts Man's platforms, but creating a floor of these would look terrible. Good idea, but not really doable. The rest is, as far as I know.
As far as I know, everything in Burner Man's stage is doable. The rising fire might not be, but I would think it is.
For Pirate Man, we've basically already said everything you've said earlier in this topic. The bubbles would be pointless unless you really want to have a level that's 500 feet tall. The characters already jump high enough.
Clearly, Ground Man should have his sand since Pharaoh Man did. I like the idea of the Worm robots popping out of the wall.
For Magic Man, you basically just said put a room for each of his gimmicks which is probably what was going to happen anyways.
Astro Man's stage will be CTF since he will already get a Deathmatch one for MM8.
Tengu Man is only getting one stage which will be a fusion of his MM8 and MM&B stages.
For Dynamo Man, I like the conveyor idea, I can see lots of "lol"s coming from the speedy conveyors. I'm not sure if it's doable, but I hope it is.
For Tengu's CTF stage, it'd probably involve lots of jumping, and a quicker but riskier path of balloon jumping on the sides or straight through the middle.hmmm yes
BuSorry there Mack,i WANT To do Dynamo Man...he uses one of my favorite Themes (Next To Ground Man's :|)
Knowing Blaze he'll never finish half the skins he says he will so if he gives up I might do Dynamo Man because he's my favourite from MM&B :twisted:
i have ideas, if you can make the stage, i would be willing to work with you on itQuote from: "Yellow Devil"BuSorry there Mack,i WANT To do Dynamo Man...he uses one of my favorite Themes (Next To Ground Man's :|)
Knowing Blaze he'll never finish half the skins he says he will so if he gives up I might do Dynamo Man because he's my favourite from MM&B :twisted:
And out of the 16 Bit Series...Dynamo's My Favorite Stage,soo many good gimmicks
oh so we're going by themed, yea i think they should both get a CTF, unless someone from mega man 7 8 9 10 get one(tornado man, galaxy man etc..)
Looks good, CO-I mean Blaze, but you might want to make his vertical stomach strike wider.Good Boy *Hands Cookie to Korby*
Also, putting you down for Magic Man, Chimera.
are you saying we're only going to make CTF stages for these since they already have mm8 stages?Quote from: "VyseTheLegend96"oh so we're going by themed, yea i think they should both get a CTF, unless someone from mega man 7 8 9 10 get one(tornado man, galaxy man etc..)
The reason why Tengu and Astro Man get CTF maps is because they have two stages for being in two games. Nobody else gets one.
That's okay, Vyse. Any help is welcome, even if it's just ideas.ill draw lay outs, if anyone uses them, be sure to give me some credit! haha
not sure what all this port buisness is about but[...]
^_^; I'd create a stage, but unfortunatly I dont know a lick about creating deathmatch type maps (tried to make burnerman's stage, but it was too open and had trouble with the bulding)i could help you with it if you want
thought i'd share this here but i've been making some custom MM&B sprites!very awesome!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/MegamanandBass8bit-3.png)
thought i'd share this here but i've been making some custom MM&B sprites!
(http://i949.photobucket.com/albums/ad340/CancerousTumour/MegamanandBass8bit-3.png)
you don't have to! there are plenty of robots whos weaponry flips when they're facing different directions, the biggest offender here being junkman, but this happens for any robot master that has a buster arm! the flipping makes it more NES like imo
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.I would of added 3D pics but unfortunatly, I cant get the textures to showup in the test, I added all the textures and the music into the wad but none of them will regester (and besides, it looks horable right now with its current textures. Airman blocks for the sky and bombman walls for the building) but the hardman rock textures do look exactly like the ones on burnerman's
Also, 2.5D screenshots plox.
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.yes we did add things to the bottom part, but it isnt visible to the map much
Also, 2.5D screenshots plox.
Is there no interior part to Burner Man's stage? That's odd considering about 2 thirds of the stage was indoors.in the center of the room is the building with 2 ground openings and a high colomn that would have the wave burner
It's very small, then.i do agree it may need to be bigger....hmm...
That's odd considering about 2 thirds of the stage was indoors.I admit I could extend the building back further, and maby add holes in the ceiling with ladders that you can climb to go to the upper area with more of a larger building feel (seeing as most of the building had ALOT of electronics , it would look weird fresh out of the forest, and maby incorperate some spikes somewhere)
idk make the buidling look like there is a lot of stuff growing around it/on it, it would make it blend easilyQuote from: "Mr. X"That's odd considering about 2 thirds of the stage was indoors.I admit I could extend the building back further, and maby add holes in the ceiling with ladders that you can climb to go to the upper area with more of a larger building feel (seeing as most of the building had ALOT of electronics , it would look weird fresh out of the forest, and maby incorperate some spikes somewhere)
I had alot of doubts about my map making capabilities, but you know, I'm feeling pretty good about this
But I made Magic Man's chats before yours!
Quote from: "Mr. X"But I made Magic Man's chats before yours!
aww, no way
well nobody ever took a stab at tengu man or ground man before me! :U
we could combine our chats to make ultimate lulziness
i'll make dynamo man later (you know, that robot master nobody remembers until it starts healing and then they're like OH THIS ASSHOLE)
i'd also like to say that chimera man, you fuckin rock. he just keeps coming out of nowhere with superb skins i mean jesus
Actually, I like your Roll comment better.
Mmm, Frappeccino.
I am kinda sad at the lack of obvious ice puns(IT'S TIME TO KICK SOME ICE.[/mr. freeze]) on Cold Man, but those are pretty good.
However, Astro and Tengu man weren't really needed here, because their skins will not be included in the pack, and yet their weapons and ctf stages will be...
Odd, no?
hilariously, even original tilesets don't seem to exist for mm&bI can rip the GBA textures out of the game, I'm using them, ones from this site http://www31.atwiki.jp/rockman8/pages/15.html (http://www31.atwiki.jp/rockman8/pages/15.html) , and existing sprites for mine, should I upload some tiles?
Time for a positive post from me for once. This was just posted a few days ago and only has 16 views. I believe we've found the music.ugh i dont like pirate man's theme
Those aren't real 8-bit. They were made using GSXCC or something like that. You can tell because of the drums.i like pirate man and ground man from djklzonez, the rest its up to you, the others sound better to me idk
EDIT: Actually, DJKlzonez are. I prefer his Dynamo Man, but the rest, I kind of prefer the ones in the long video.
EDIT AGAIN: Actually, now that I listen to it, only Tengu Man's is a fake. However, the last three are too low quality to put in, in my opinion.
Quote from: "Wil"hilariously, even original tilesets don't seem to exist for mm&bI can rip the GBA textures out of the game, I'm using them, ones from this site http://www31.atwiki.jp/rockman8/pages/15.html (http://www31.atwiki.jp/rockman8/pages/15.html) , and existing sprites for mine, should I upload some tiles?
When the weapons are done? I would think having the tiles done first is more important than the weapons. You can place weapons on later, but what are you going to do without tiles?no i do belive there is no tiles yet, i know ice is ripping some for burner man, but besides that, i do not think there is any
Unless I'm missing something here.
Ripping some? They don't even exist!uh? thats weird....
btw, the far right pose reminds me of this(click to show/hide)
maybe the king shield would increase defense rather than reflecting damage? would be fair considering you'd need to get fairly close to attack with the axe
I'll give Blaze another week before it goes to YD.Well Brotoad's version blew mine out...so i'd rather let someone use brotoad's version of dynamo...so i'm out...meh i forgot about the skin any ways
Also, no particular updates except Cold Man was skinned. I need to fix a few mistakes Ice made though.
Oh. Right.
Hah, tiles, yeah, those would help. I'm not a very good leader if I forget one of the necessary parts, eh?
Well in that case, you can start making maps, but get tiles first.
I decided to stop making lame excuses and make this topic.Would it be dumb of me to ask why there's only 7 skins?
NSFAQ:
Q: Why are you making this if the game JUST came out?
A: Why not?
Q: You're going to do this alone?
A: If I have to. Any help is welcome.
Q: What's gonna be in it?
A: Every weapon and master from Megaman and Bass, also King, and a couple of other things.
Q: How will the weapons work?
A: Glad you asked that, Korby.
Ice Wall: Spawn, push, damage. It'll probably only do contact damage, but you will be able to ride on it.
Remote Mine: A rocket launcher that sticks to enemies and detonates next time you fire. Cannot detonate midair.
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Spread Drill: Same as in game but horizontal
Wave Burner: Just like in the game.
Tengu Blade: Same. In. Game.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Copy Vision: Same as in game, but it might home in on enemies. However, it will probably summon some generic skin.
Treble Boost: Same as in game, but it'll shoot horizontally.
Content List:
This is everything that needs to get done for the release.
Skins: (If you have any ideas for more, post 'em!)
Cold Man - FINISHED (ice)
Burner Man - FINISHED AND SKINNED (Chimera Man)
Magic Man - FINISHED (Chimera Man)
Ground Man - MAYBE TAKEN (brotoad)
Pirate Man - TAKEN (TheBladeRoden)
Dynamo Man - TAKEN (Blaze)
King - TAKEN (Korby)
Projectiles/Weaponry:
I highly suggest we use this! It'll, at the very least, give is a jump start on this section. (http://retro.staticfire.co.uk/megafan/?act=resdb¶m=02&c=1&id=192)
Tiles:
Cold Man -
Burner Man -
Magic Man -
Ground Man -
Pirate Man -
Dynamo Man -
King's Tower -
The Museum -
Stages:
Cold Man -
Burner Man - TAKEN (Ice and VyseteLegend)
Magic Man - MAYBE TAKEN? (Crystal King)
Ground Man - TAKEN (Ivory)
Pirate Man - TAKEN (Vysethelegend and Ivory)
Dynamo Man -
Astro Man (CTF) -
Tengu Man (CTF) -
King's Tower - color=#FFBF00]TAKEN[/color] (Mr. X)
The Museum - color=#FFBF00]TAKEN[/color] (Mr. X)
Other:
Magic Man's trains - TAKEN (Crystal King)(click to show/hide)
Probably Cold Mist, unless you guys have a more memorable one.What about the Snowman mini boss?
brawlman made me think of a question. Why are we making tiles? Since MM&B uses so much content from MM8, if we wait on the Megaman 8 Expansions, bam. All the tiles are there. That just means delaying the actual stage making untill MM8... well, just throwing this out there.Fixed.
I have a question. Why are we making tiles? Since MM&B uses so much content from MM8, if we wait on the Megaman 8 Expansions, bam. All the tiles are there. That just means delaying the actual stage making untill MM8... well, just throwing this out there.actually, the mm&b tilesets are entirly different from mm8 altogether, I mean sure both coldman and frostman's stages are similar but they dont have tiles that look anywhere like the other, same for searchman and burnerman (learned that the hard way)
EDIT : Could ya put me on the frontpage, Korbz? Cheers.This.
After done...?Ok. I find it to be more work. But then again, I suck at converting to 8 bit.
Well you can select by colour and then change it in less than 5 seconds so :/GIMP or paint? And how?
Also, Korby;1)No.
1)Will we be playing 16 bit songs in the stages?
2)Are Cold Man's tiles 8 bit yet?
Maybe have Pirate Man hold his buster arm with his claw while he's shooting? Kinda like Mega Man / MegaMan.exe / Geo Stelar in the TV show.
...oh. I thought his other hand was actually a hand.I THINK PIRATE MAN IS BASED OFF OF CAPTAIN HOOK (?)
(click to show/hide)
random chatlog for groundman(click to show/hide)
and here's one for magicman
here is all my chatlogs!
(to be edited when i find/get them)
Magic Man (w/ Mr. X):(click to show/hide)
Ground Man:(click to show/hide)
Tengu Man(click to show/hide)
Burner Man (slightly edited):(click to show/hide)
Pirate Man: (i went with a sophisticated but still deadly guy, e.g. general zaroff)(click to show/hide)
Cold Man (trying to avoid ice puns but it's so hard):(click to show/hide)
Astroman:(click to show/hide)
Dynamo Man:(click to show/hide)
finally done god
ColdMan Tiles:THANK YOU!!!!
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=10)
From:http://www23.atwiki.jp/rockmanforte/
They are doing a rockman and forte demake too!
I got a feeling that it can be something of lighting...hmm yeah, is brightness in the map 255?
Try using colors already in the game.Are you thinking it might be palette swap?
That doesn't even make sense, Tsuki.Suppose this: you have three lightbulbs: one green, one red, one blue.When they are together, what light do you get? white is the answer. Now, suppose you can control the intensity of each with a dimmer. Lower green and blue. What do you get? Red.
Full stop. Lighting issues aren't your only problem. Those textures aren't even close to being 8-bit.Oh, finally, you popped in here. You take from here on, BRB! ^^
*facepalm* I JUST SAID some were not true 8 bit (some I just put unconverted to see how it would look)I could take the map over completely myself, if you'd give me the tiles and everything, but i really dont know how to make burnable ground, or a telly that will burn it...lol..if i knew i could do it.
anyways, I'm still having issues with the colors, I even screwed around with the custom colors to see it it will fix it
and honestly, I dont know a darn thing about deathmatch map layouts at all (contemplating weather or not to give up and give it to someone else, with vyse's approval ofcourse)
I can still rip tiles though
Hey Vyse, ever heard of tags?Ive heard of tags, but i still dont understand how to make a telly spawn and flie over head and drop a flame onto the ground, i really have no idea.
What about decorate?
*facepalm* I JUST SAID some were not true 8 bit
how the heck did I forget the memorable "OH CRAP THE QUICKMAN DISK! *disk falls into pit*" momentsWow, Quickman is real quick!
I can't do Cold Man's stage sorry. The tiles are on page 41 IIRC, if someone wants to do them. I constantly am keeping update on Rockman and Forte FC tho. Have the weapons already been coded? because I could try to do that.
They were all being made for the initial release, but none were finished.
Namo was doing Buster Rod G.
Someone was doing Hyper Storm H.
and I dunno who was doing the other one.
ColdMan Tiles:question for coldman's stage, I know the tiles are 8bit and all but, dose the snow have to be green?
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=10)
From:http://www23.atwiki.jp/rockmanforte/
They are doing a rockman and forte demake too!
Quote from: "MagnetMan497"I can't do Cold Man's stage sorry. The tiles are on page 41 IIRC, if someone wants to do them. I constantly am keeping update on Rockman and Forte FC tho. Have the weapons already been coded? because I could try to do that.
YES! I'll take coldman's stage (not much advanced coding i have to do) and its perfect for me to test the coldman skin on (and I actually have a idea for the inside part)
Holy CRAP.
Remote Mine: A rocket launcher that sticks to enemies and detonates next time you fire. Cannot detonate midair.
I don't think the actual remote mine from M&B could be detonated in mid air either. So seems fair to me. :cool:time for me to test theory, brb
Tsuki, I've played the game hundreds of times. I think I know when it can detonate.I've only played a few times, so i never noticed that. Plus, that's my least favorite weapon, heheh. But... How will the detonation work in MM8BDM system?
Well, you can't steer Hard Knuckle, so probably not. It's up to whoever codes it though.True.
I think if it were at all possible, the mines should be steered similarly to how the Half-Life 2 missiles followed your crosshair.Now theres A Thought!
However, none of them are open for taking.Who's doing them?
There is no progress on the weapons. However, none of them are open for taking.Meow.
There is no progress on the weapons. However, none of them are open for taking.so noone can code them yet? (has a bad headache so I cant interpret things too well)
For the love of...
Chimera Man, why? Whyyy?
Thanks a lot for mentioning it, YD, now people are going to look for the link.
Finally got tired of having Pirate Man still hanging over my headMY GOD that looks awesome
(http://img814.imageshack.us/img814/4862/piratepromo3.jpg)
Don't worry about music for now, Ice. Layout is the most important thing at the moment.
That gap looks like a fairly long jump. You're not keeping the Mr. X textures there, are you?
Will these suffice?(click to show/hide)
Out of sheer bordom I made thisHow does it work? Like Magicman's variant (When it hits, it steals health) or like the actual weapon (snatches items through certain walls and distance)?
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110211_101717.png)
this is just for fun its not official
I'm not sure how to get that to work at all so atm it just acts like ring boomerangFor the "getting items from distance", the items that can be taken with Magic Cards should have a new condition, that kills them while giving the cards a new property and change the frame sequence.. So I guess.
Due to the sheer number of pages on this thread, I will not go through them all.weapons are not open. I only did mine to test my knowlage on weapon making
Is Copy vision taken?
Simple. Spawns (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png) which spawns bullets.Ah yes, I had that problem with my pokemon monster summons, they'll help you and never target you, but get in the way of there shots, you take damage
Bugs include: Short hop of the (http://i74.photobucket.com/albums/i248/Cowman_bucket/COPYF8F2.png), firing bullets diagonally, it being able to shoot YOU.
Add +FRIENDLY to it and see if it works. To make it not harm you, just add a +MISSILE to it.Add +FRIENDLY to the actual projectile or the monster (that I dont think fires at you)
Quote from: "tsukiyomaru0"Add +FRIENDLY to it and see if it works. To make it not harm you, just add a +MISSILE to it.Add +FRIENDLY to the actual projectile or the monster (that I dont think fires at you)
Oh, uhm... Dynamo Man?Worried about spriting, Brotoad made his 8-Bit spritesheet on his deviant art account, why don't you ask him for its use? Unless you already have it done and was being sarcastic
*runs away*
There is in fact an FC for MM&B, but most of the masters they have up there are....questionable in quality.Well, of course. They're not done spriting them yet.
I know copy buster is done, sorta, what other ones needs to be made (and do you need any help with some?)Could I give a peek in the coding? Just to ensure it goes right.
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110129_194351.png)I know, that I'm posting about an old post, but I wanna ask: Is that tower the tower from mr. X's Stage in Tier 6?
is crystal king even doing the trains anymore
Can't let you rant again. :|Check it ALL 8x8 tiles have NO MORE THAN 4 colors. (Transparent counts as color). The active sand layer (the ones considered as sprite) and the totem can, however, have 8 colors (transparent can count as one or two, depending on the case)
Since that was said, I invite yourself to try it.
I can try my hand at 8bitafiying them
If we use any of Chimera's tiles, I've made a few extra ones, and edited a few as well.Very good... /me likes it.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/additionaltiles.png)
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.
quote of a quote of a quoteQuote from: "Korby"Will these suffice?(click to show/hide)
I still cant make rotations for the huge drill ^^; and the ice wall looks tacky but I did create a magic card weapon on a dummy file of mm8bdm
Probably because there will already be a tengu / astro DM stage whenever mm8 finishes.
Hmm..this seems to be quite interesting, and it seems that a lot of things are already ready. I'll be definitely looking forward to this, mainly because of the memories of playing this game (moreso as Bass, seeing as how the game was clearly made for him) Still, I'm really anticipating the availability of the Magicman skin, since he's second in my favorite 5 robot masters. Question: How's wave burner going to operate? Is the user going to have to stand still, or will they be allowed to move?See Flashman's Boss Weapon in Classes Mod. Should behave like his buster.
Flicker would go more with the 8 bit theme, but with lag, it may appear invisible. I'd say transparent.The flicker often falls victim to lags when the object is animated due to another object (example: Pharaoh Shot charge). Because, to exist, those need to constantly be spawned around.
Flicker should work fine.Aye, sir! *salutes*
If you want, go ahead and try it. Sprites are on the front page.
Wave Burner's gonna act like Mega Man's and allow you to run with it on.
I still need a lil' help with the spawning effect for the copy vision...What effect?
He means the sprites used when summoning.Exactly! :D
actor Ice Wall
{
Projectile
+RIPPER
+PUSHABLE
+NOEXPLODEFLOOR
Damage 1 //?
Height 32
Radius 32
States
{
Spawn:
ICEW AB 4
ICEW A 0 A_ChangeFlag("NOGRAVITY",0)
goto land
Land:
ICEW CD 35
stop
}
}
Here, completed Spread Drill and fixed King Shield. ;)You are the man! :D
(http://i55.tinypic.com/29o01s5.png)
Do you guys think we should use the FC Team's Icons? I personally like them a lot, no offense to Ice.
Now I've never played Megaman&Bass far enough to really get any weapons, so this may not mean much coming from me.Sorry, but according to Blizzard Man's stage, Ice Slasher, and Chill Spike, ice is not transparent!
But I think you should be able to see through the ice wall, at least a little bit. It'd make it seem a little more ice like, I think.
You can still slightly see through Ice Slasher.Quote from: "SmashTheEchidna"Now I've never played Megaman&Bass far enough to really get any weapons, so this may not mean much coming from me.Sorry, but according to Blizzard Man's stage, Ice Slasher, and Chill Spike, ice is not transparent!
But I think you should be able to see through the ice wall, at least a little bit. It'd make it seem a little more ice like, I think.
Ice wall really should be brighter, I agree. We could also use black outlines to actually define what side is what.
Galaxy, you have my permission to do Tengu Man, assuming you want to.
...The broker, if there will be a tengu man and astro man skin bots in MM8 expansion, then why to make it OTHER TIME?
just me.
We will not be including Tengu Man and Astro Man skins, so having bots for them may not be the best idea.
Thank you for the offer, Mr. Broker. I would, however, love to see your take on the Megaman and Bass masters though.
Included skins so far will be Burner Man, Cold Man, Ground Man, Dynamo Man, Pirate Man, Magic Man, and King.
There may or may not be secret skins, we'll figure it out later.
You guys might have missed the stuff from magic mans stage that steal your bolts.I approve, I could make that if you want, also I want to sprite the tencrows
Make em steal your weapon energy
I don't know how well they would work in the game, especially if they stole your energy! That could get incredibly annoying, especially for duels. Perhaps they would just be background props?
What if they stole a weapon and gave you another? I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else. It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.
A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.
Quote from: "NemZ"What if they stole a weapon and gave you another? I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else. It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.
A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.
^ This.
I wholeheartedly support this. Hell, I honestly believe this one stage gimmick would make everyone download the whole map pack JUST to see this. I know I would ;)
What's this about MM8? I never actually finished that game but only Tengu and Astro man were carried over.
Q: How will the weapons work?
A: Glad you asked that, Korby.
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Remote Mine: In short, exploding hard knuckle. Should travel slower than Hard Knuckle and stick to whatever it touches. If it touches a player it should probably fall down to the floor unless we want floating mines everywhere.
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.
Treble Boost: Same as in game, but it'll shoot horizontally. Not required.
King's axe has been cancelled until further notice.
It reminds me of an FPS in which you could throw timed mines onto bots, which would cause them to scramble in terror before eventually exploding.I spy Timesplitters 2.
Personally, I don't think it should act like Treble Sentry. Like in MM&B, it should fire in one direction and only that direction. Reason being, Copy Vision could be the ultimate deterrent. If it's spamming shots in front of a hallway or a door or something, then who will try to chase you? Not all weapons have to be suited for direct combat. Also assuming you can switch weapons after making a Copy Vision Clone, could make for wonderful additional or suppressing fire.
it's imposible to make the clone move with out it hitting you, atm it works just like in mm&b, it also floats if you summon it in the air, as for attack power, basicly the clone spams proto buster shots with 20 damage while you have bass buster shots that do 7, and yes you can switch weapons but you can only have 1 copy at a timeWhich is why I brought it up. Copy Vision does do contact damage(unlike Treble Sentry) but now that that weapon exists CV probably shouldn't home. I would suggest shooting through walls (if it doesn't induce lag). How I would distinguish CV from Treble is by shot speed/amount of shots fired. Treble seems to fire one fast shot at at a time. Say CV shoots three shots a time a direct hit would be 60 damage from the vision alone. (This idea alone is reminding me Messatsu's "Captain" class...) Then the only issue left would be shot speed... Which I'm no good with. I have no clue where to go with that.
tengu blade, it's 4 hit kill and 2 at point blank, still working on thisWhen you dash while holding the weapon you get a "charge kick" effect and you get a slash. The that damage sounds about right - the Point-blank blade SHOULD be stronger than the thrown one (which ricochets). I hate to tell you "edit charge kick for the altfire" although I can't possibly see it becoming something really dissimilar to charge kick when you're done with it, so... ripping charge kick? Charge /Slash combo? >.> It's a largely multifaceted weapon so I'm curious to see how much you implement.
Could Copy Vision just spawn a pair of actors with your skin that follow you around and spam buster shots when you shoot anything else, like options from Gradius? I'm thinking a Junk shield sort of weapon, use then switch to something else.
Oh shoot, I forgot about Wave Burner when I got into making Jousting Mode. Oh well, if you already have it working, then I won't bother. I didn't like the way I had it anyways.Nuhh! Please still do yours, it had underwater features D:
Because there is not a single altfire in the entire game. Me having one would not only break my rules- NO ALTFIRE. - but it would also break the game's canon.Honestly, who EVER uses the dash attack of Tengu Blade?
Not. A single one.
No altfires.
(http://i270.photobucket.com/albums/jj107/MaxPower7137/Dynamosheet-1.png)
I'd be happy to work on Magic Man's tilesets.
Korby...i can still do Magic Man's stage right?
Complete redo of Dynamo Man's stage! Still need mai textures,
EDIT: I'll probably be setting up a Skype conversation for this soon, by the way.
Just asking,But is there a Release date Set for the MM&B Expansion As of yet? Been waiting for this thing for MONTHS.(Ever since the Leaked Burner man skin)Really? This project has been mostly in cryptobiosis for the majority of its existence, with only tiny little supplements keeping it alive. The meat of the expansion (weapons/maps) hasn't shown any significant progress until recently, but I didn't expect any of them until after v2 to happen. For an independent project like this, a deadline has no real benefit - I don't consider placebo motivation/hype useful to development (you could achieve the same things by horse racing under a guillotine, same effect). After reading / probing into this topic a bit, I feel Korby is capable of making / finishing the R&F Weapons in high quality, so I see no need to rush him.
I may attempt Burner Man's stage.
I unfortunatly don't have any record of my DM maps though, so I understand if you wouldn't want me to.
Burner Man -
I dont steal sprites I make them
i'm so honoured to have my work stolen!Don't feel like it,you ARE a pro!
makes me feel like a PRO
I've tried to put astro man tiles, and i got a problem:
Every time i'm putting numeric values over 1 at the end of every texture made in the texture lump, they'd dissappear from DB. For example, i'm making MMBFLO1 AND MMBFLO2. Only MMBFLO1 appears, while MMBFLO2 oddly vanishes. It's strange, because it never happened to me before. I think it has to do with animdefs. But i don't have these in the map. So what's on? As for now i just have letters.
Me and Korby are also stumped on a texture problem with Burner Man.(click to show/hide)
XScale 0.5
YScale 0.5
I thought somebody else might have been doing Magic Man's tiles but wasn't sure, that's why I saved him for last of the RMs. I'm doing King (stage 2) now.I ripped the tiles, but I never 8-bitafyed them, you can find them somewhere in this thread
Ice:
Are you still working on the museum?
Galaxy:
Random guess, but maybe it's the zero? I just noticed none of the core game's texture files start with zeros in the numbers.
No idea whatsoever on the scaling issue. Did you have doom builder and slumped open at the same time and it didn't save properly, maybe?
WALL OF TEXT AHEAD.(click to show/hide)
Nope. I do not have any zero (A problematic number, specially in slumped).
Me and Korby are also stumped on a texture problem with Burner Man.Which tiles are small? I think I may know what the problem is (I have encountered this issue before,) but everything looks fine to me.(click to show/hide)
texture BURNBRDG, 16, 16 <-- turn the 16 to 32
{
XScale 0.5
YScale 0.5
Patch BURNBRDG, 0, 0
WorldPanning
}
texture BURNFLR2, 32, 32 <-- turn the 32 to 64
{
XScale 0.5
YScale 0.5
Patch BURNFLR2, 0, 0
WorldPanning
}
Hmm..
Try doubling the size of the textures in the TEXTURES lump. Like this.Code: [Select]texture BURNBRDG, 16, 16 <-- turn the 16 to 32
{
XScale 0.5
YScale 0.5
Patch BURNBRDG, 0, 0
WorldPanning
}Code: [Select]texture BURNFLR2, 32, 32 <-- turn the 32 to 64
{
XScale 0.5
YScale 0.5
Patch BURNFLR2, 0, 0
WorldPanning
}
I know you said the textures are "1/4" of the size they should be, but I just want to know if this method will be able to fix the problem.
Reconsidering it, I'll better do astro man, since tengu man needs so much work in term of linedefs.
I'll try to make mimics similar to the original stage, excepting the numeric sub-boss.
I would prefer the Astro and Tengu stages to be DM. I-Pack v1/2 was never hosted for CTF and now it's DM only.
Also Tengu and Astro have to have CTF maps. They'll have those stages as DM maps in the MM8 Expansion. :/
Also, don't think it's a sin to remake a level. Some maps have a total of 3 versions so far (some with questionable quality, but maps nonetheless).
I'm looking at you, Remixed Maps.
can i do robo masta chats for ths?
Quote from: "mike858"can i do robo masta chats for ths?
THE_BROKER is doing them i believe.
I have an idea for King's stage though.
How about we get three mappers to do a single section of the map each, and we link those three sections together via teleporters?
I said several pages back that I ripped them but not 8bitafying them, I could of sworn nemZ was in the middle of doing those
I am seriously considering making this Magic Man the official one, yes.
You won on ridiculous levels.
(http://img191.imageshack.us/img191/9631/magicmansprites.png)
I won j?
inb4 the map sucks and people hate meDon't ever lock a topic again. plus. Do you have a mirror for this?
~ I like the Giant Telly, but doesn't its death effect seem a bit...iunno...much? You can't even get into that, like, third of the level unless you have S-Barrier.
You can move around the grass fairly easily.
- If you stop on the Wave Burner bridge where the drop-off for the instakill pit is, you fall through and die. Either move that point or remove that annoyingness altogether.
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
- The pit linedefs aren't properly set up to keep bots from walking into them.
Fixed.
- Maybe it's just me, but...all the orange on the ladders makes them look like...not...ladders.
Blame NemZ.
You can move around the grass fairly easily.
Well, you can't cross through the area easily, so I still think it's a bit much. How about we get fire up until "X" distance from Giant Telly's death?
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
It isn't, but it's still annoying. When you find it withing two minutes of opening up the map--not to mention before I found the death pit itself--it's a potential problem. Could you at least move the drop-down pit over to the side to eliminate potential problems?
And no, I've never played MM&B. Thought that'd be obvious when I said "pardon me for not knowing my MM&B."
Blame NemZ.
Yo dawg, just because it's an issue with the map doesn't mean it's your fault. Don't act as if I'm blaming you when it's not your fault. 'Kay? 'Kay.
Quote from: "LlamaHombre"You can move around the grass fairly easily.
Well, you can't cross through the area easily, so I still think it's a bit much. How about we get fire up until "X" distance from Giant Telly's death?
It would be WAY too annoying to code.
You ever played MM&B? I can make it more obvious, but you can run over it, it's not that much of a problem.
It isn't, but it's still annoying. When you find it withing two minutes of opening up the map--not to mention before I found the death pit itself--it's a potential problem. Could you at least move the drop-down pit over to the side to eliminate potential problems?And no, I've never played MM&B. Thought that'd be obvious when I said "pardon me for not knowing my MM&B."
I sorta like it the way it is though. If more people complain, I'll change it, but...
Blame NemZ.
Yo dawg, just because it's an issue with the map doesn't mean it's your fault. Don't act as if I'm blaming you when it's not your fault. 'Kay? 'Kay.
Kay.
It would be WAY too annoying to code.
Aaand this is about the only reason you can call yourself a noob at mapping. If you're having trouble, why don't you ask someone experienced for help, likeAshley...I dunno, I can't think of someone right now, but I'm sure it could be done! After all, the Giant Telly flies a preset path every time...we could theoretically set it up with multiple sectors so if Giant Telly dies here, only "X" sector catches fire. Doesn't sound too complicated to me, but this is from someone who doesn't know everything he's talking about...
I sorta like it the way it is though. If more people complain, I'll change it, but...
Okay, that's fair. I suppose you can't argue with the majority, after all.
I do believe you are out of colors.
Is that a challenge?
Quote from: "LlamaHombre"It would be WAY too annoying to code.
Aaand this is about the only reason you can call yourself a noob at mapping. If you're having trouble, why don't you ask someone experienced for help, likeAshley...I dunno, I can't think of someone right now, but I'm sure it could be done! After all, the Giant Telly flies a preset path every time...we could theoretically set it up with multiple sectors so if Giant Telly dies here, only "X" sector catches fire. Doesn't sound too complicated to me, but this is from someone who doesn't know everything he's talking about...
You would need to set scripts for every possible possibility, which includes millions of distances. Not even Lego, the person who wrote the code, has the patience for this.
I sorta like it the way it is though. If more people complain, I'll change it, but...
Okay, that's fair. I suppose you can't argue with the majority, after all.
Thanks.
I do believe you are out of colors.
Is that a challenge?
God damn it.
Some observations:
1) The trapdoor seems to be instant death as I never land on the platform.
Hold forward or backwards to survive.
2) Texture alignment needs some tweaking (background behind trees and the one wall were the 'circles' are split in half at top and bottom.
Alright.
3) Fire telly effect probably lasts a bit too long.
Nobody during testing complained. It may if there weren't boxes in the grass.
4) The 'post' where the grass texture reveals just a part of the blue circle texture looks really odd. I suggest changing the shape of the grassy area so that the post lands on solid ground with a lip around the edge.
Do you mean the main area, or the boss room?
5) Why is there a thin inaccessible trench of grass along one side of the 'boxes' area?
Just something to make the textures fit.
6) I'm suprised you didn't use any of the little foliage textures to decorate the grassy areas. Was it just too cluttered?
Forgot about those.
Would you like me to remake the ladders as doublewide tiles since you never use them in singles?
Do what you want.
How about a second grass texture to make the height differences stand out a bit?
Do what you want.
PM me if you need anything guys, really.
Wait, which room are you referring to as the "secret room?"
Hey guys... I really love the project that you are all starting since MM&B is one of my favourites. I wish I can help but the only thing I can help to contribute is only music...Hey, I know you! You made that 8-bit Spark Mandrill song I used in my map pack!
I'll put my hand on Dynamo Man's stage, may take awhile since I'm workin' on other maps.
seeing as his is sorta skinny-y
Both of yours have good qualities about them, though I remember you PMing me saying Sora could do it.
However, in comparison, his side is far better, though there are some inaccuracies, just like with the front.
With some tweaking, your front could be better than his, seeing as his is sorta skinny-y
Burner Man - FINISHED[/color (LlamaHombre)
Magic Man - TAKEN (Roc's Creation)
those are too outdatedKorby explained and this is the answer.
Show of hands, who wants SOME 3d floors in Bruner Man?
And if so, which ones.
We're currently using the ones in this video:Though I really wouldn't mind different versions. Listenin' to Baii's Cold Man, I like it quite a bit more than the one in this video.(click to show/hide)
(click to show/hide)
Oh my, Rockman 2 hack composing. Desyncs at loop.Please, do not use this one. Please .
I'm not working on this project at all in any way.
But I'd just like to throw my two cents into the game with an in-progress Cold Man sheet that I'm putting together with my own 8-Bit Cold Man on a similar scale to my 8-Bit Burner Man.
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldmansheet.png)
Side View sucks I know...
I'm willing to map one of them if they don't require really confusing coding, such as teleporters.
Also, Zexion, the one thing I'm worried about about pretty much all of the coldman skins is this:Alas my friend
(http://i74.photobucket.com/albums/i248/Cowman_bucket/halftheweaponsinthegame.png)
On the left is it regular. On the right is half the weapons in the game.
(http://www.majhost.com/gallery/metal-man-x/Mega-Man/coldsheetupdate.png)
The Museum - FINISHED (NemZ)Also, what you asked for.(click to show/hide)
(http://i74.photobucket.com/albums/i248/Cowman_bucket/coldmancolors-1.png)(http://images3.wikia.nocookie.net/__cb20110212215446/megaman/images/5/51/Coldsprite.png)
the Rising checker floors are very easy to do. I imagine an actor hits floor + script that raises the 3D Floor up. Some kind of object on the roof that kills or actor hits ceiling.
1. Do you need a new version of Doom Builder to make 3D floors, and 2. Is Astro Man's stage still CTF?
Eventually, yes.
Don't put it in your skins folder.
You should practice, Aqua! It's pretty fun and you might get to assist future expansions!
Here have almost every possible stock skin with Lightnig Bolt colors.(click to show/hide)
also drill bomb, magnet missile, protobuster, hard knuckle, and knight crush have similar color schemes though those somehow work
Someone's never played &Bass.
Ice, if you can find better colors, then try. Otherwise I'll stick to the very nice looking Brown/Purple
>better.
Are you kidding me? That looks like an EXACT 8-bit replica of Dynamo!
If it is impossible, what gimmick do you suggest?Think Blizzard boat, make it have a decent amount of height variation, and instant death if someone touches the spiked ceiling.
He's talking about Dynamo, FGG.Ooooh.
One more question- is it possible to make Dynamo Man's conveyor belts that gradually speed up, or is that impossible?
Stages:
Cold Man - TAKEN (Kenkoru/LlamaHombre)
Burner Man - FINISHED (LlamaHombre)
Magic Man - TAKEN (Roc's Creation)
Pirate Man - TAKEN (Messatsu)
Ground Man - TAKEN (Ivory)
Dynamo Man -
Astro Man -
Tengu Man -
King's Tower -
The Museum - TAKEN (BlueBrawl)
Props and such:
Magic Man's trains - FINISHED (Star Dood)