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Author Topic: [Expansion] Megaman Forever  (Read 56303 times)

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September 08, 2011, 05:18:52 PM
Reply #45

Offline Magnet Dood

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Re: [Expansion] Megaman Forever
« Reply #45 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.

September 08, 2011, 05:58:25 PM
Reply #46

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #46 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.

September 08, 2011, 09:24:08 PM
Reply #47

Offline Gummywormz

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Re: [Expansion] Megaman Forever
« Reply #47 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.

September 08, 2011, 09:39:06 PM
Reply #48

Offline Korby

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Re: [Expansion] Megaman Forever
« Reply #48 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.

September 08, 2011, 09:43:13 PM
Reply #49

Offline Max

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Re: [Expansion] Megaman Forever
« Reply #49 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.

September 09, 2011, 12:01:41 AM
Reply #50

Offline xColdxFusionx

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Re: [Expansion] Megaman Forever
« Reply #50 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.

September 09, 2011, 02:24:31 AM
Reply #51

Offline Pikmin747

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Re: [Expansion] Megaman Forever
« Reply #51 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.

September 09, 2011, 02:14:10 PM
Reply #52

Offline Max

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Re: [Expansion] Megaman Forever
« Reply #52 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.

September 09, 2011, 11:02:52 PM
Reply #53

Offline xColdxFusionx

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Re: [Expansion] Megaman Forever
« Reply #53 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. :/

September 10, 2011, 08:44:41 AM
Reply #54

Offline Max

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Re: [Expansion] Megaman Forever
« Reply #54 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.

September 10, 2011, 12:44:17 PM
Reply #55

Offline xColdxFusionx

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Re: [Expansion] Megaman Forever
« Reply #55 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?

September 10, 2011, 12:52:11 PM
Reply #56

Offline LlamaHombre

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Re: [Expansion] Megaman Forever
« Reply #56 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.

September 10, 2011, 01:35:48 PM
Reply #57

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #57 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.

October 08, 2011, 07:06:27 PM
Reply #58

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
« Reply #58 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:

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.

October 09, 2011, 03:37:58 AM
Reply #59

Offline Korby

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Re: [Expansion] Megaman Forever (WE NEED MOAR MAPPERS!!)
« Reply #59 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.