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Author Topic: Megaman Invasion Project - Official Topic for MMINV  (Read 30865 times)

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February 22, 2011, 07:37:27 PM
Reply #15

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #15 on: February 22, 2011, 07:37:27 PM »
Whatever that means, sure.

February 24, 2011, 05:36:10 PM
Reply #16

Offline Hallan Parva

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #16 on: February 24, 2011, 05:36:10 PM »
If you DO end up getting Shark Butt...

...It's gotta have three health bars. :p

February 24, 2011, 09:08:40 PM
Reply #17

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #17 on: February 24, 2011, 09:08:40 PM »
Health Bars? Please. We're not doing those.

We may do ONE for the Wily Machine I'm making, but it'd be the only thing to use a health bar.

March 07, 2011, 11:58:02 PM
Reply #18

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #18 on: March 07, 2011, 11:58:02 PM »
Aaaaaaaaaaaand, things are done aside from maps!

C'mon people. We still need roughly 23 maps! {Look at the OP To-do list}

March 08, 2011, 01:27:07 AM
Reply #19

Offline ice

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #19 on: March 08, 2011, 01:27:07 AM »
Id help but I fail at mapping ^_^; (tried to make a gutsman invasionmap for fun)

March 09, 2011, 09:12:12 PM
Reply #20

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #20 on: March 09, 2011, 09:12:12 PM »
This gets done as soon as people want it to be! (And I have time to add shit..)

March 11, 2011, 08:55:34 PM
Reply #21

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #21 on: March 11, 2011, 08:55:34 PM »
Project on hold for a couple days.

[March 11th, 2011 - March 15th, 2011]

Personal issues.

March 13, 2011, 02:50:37 AM
Reply #22

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #22 on: March 13, 2011, 02:50:37 AM »
Resumed work on this. [sorry for the triple post]

Website created, and will now contain all information about the project.
Link put up tomorrow; I need to fix a few things on it, and make more pages... Any more progress reports will be put up on the website as well. [The website may be down from time to time due to my hosting site inspecting various things to make sure everything is legal. Common.]

That should keep people updated well enough!

Also, 6 weapons were posted on the OP. Download if you wish to inspect them.

March 13, 2011, 03:09:08 AM
Reply #23

Offline tsukiyomaru0

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #23 on: March 13, 2011, 03:09:08 AM »
Weapons, eh? If you want one of mine, feel free to ask and modify at will.

March 13, 2011, 03:20:31 AM
Reply #24

Offline Gummywormz

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #24 on: March 13, 2011, 03:20:31 AM »
I sent the feedback for the first 5 weapons through pm for now.

As for rage pillar...

First off, it seems VERY overpowered, but maybe that's just me. Secondly, I managed to slightly lag single player with it. Not a good sign at all.

Note to people who want to test the weapons:
You have to type "give all" in the console and then type "use bassbuster" in order to switch weapons.

March 13, 2011, 04:37:27 PM
Reply #25

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #25 on: March 13, 2011, 04:37:27 PM »
Quote from: "tsukiyomaru0"
Weapons, eh? If you want one of mine, feel free to ask and modify at will.

I try to make all these weapons of my own accord. I just wanted Rage Pillar to be similar to YD's Fire Pillar from classes, so... I looked at that and edited as necessary.

Quote from: "Gummywormz"
I sent the feedback for the first 5 weapons through pm for now.

As for rage pillar...

First off, it seems VERY overpowered, but maybe that's just me. Secondly, I managed to slightly lag single player with it. Not a good sign at all.

Note to people who want to test the weapons:
You have to type "give all" in the console and then type "use bassbuster" in order to switch weapons.
Ehh.. Rage Pillar's not that overpowered, honestly. It had a few nerfs already. It might seem that way on Bots because they have no invincibility frames, where a good few invasion monsters WILL have some invincibility. (And it doesn't hit most flying ones)

As for the lag, I guess I can just speed up the animation of it all. Less frametime, less lag.

Also: http://www.mminv.herobo.com/

March 13, 2011, 10:58:32 PM
Reply #26

Offline Gummywormz

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #26 on: March 13, 2011, 10:58:32 PM »
Random Idea:

Why not make another extra map called "Invasion Lost Worlds." It will be a map with a bunch of rooms from any rejected maps.

March 13, 2011, 11:27:32 PM
Reply #27

Offline Ashley

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #27 on: March 13, 2011, 11:27:32 PM »
Possibly, but wouldn't that get a bit much? It'd have to be an overly large map, with at least 100 waves. :p

March 13, 2011, 11:34:06 PM
Reply #28

Offline Shade Guy

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #28 on: March 13, 2011, 11:34:06 PM »
Well, it depends on how many submissions you don't think are good enough for this.

Besides, I think it's silly to put in rejected maps, since wasn't the point of them being rejected so that people didn't have to play them?

March 14, 2011, 02:30:52 AM
Reply #29

Offline theanjo

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Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #29 on: March 14, 2011, 02:30:52 AM »
Enemies I want to see:
Squirt
Lantern Fish (Is it possible to summon Squirts from this thing?)
Giant Escargot (Aim for the eyes!)
Jumbigs (I guess weaker Big Eyes that does more damage.)
Killer Bullet (Never kill one near you)
Suzak & Fenix (This would be a challenging boss fight)

Also, wouldn't 30 maps crash Skulltag?