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Messages - tsukiyomaru0

Pages: [1] 2 3 ... 149
1
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 10, 2019, 11:27:50 PM »
I can see an use for it: throw, it bounces until it hits a  wall, slowly goes up and down, can be used to reach high places.

2
W.I.P Forum / Re: The Idea(s) Topic
« on: October 31, 2016, 08:33:32 PM »
I was thinking of a Magitek mod and FF1 spells mod.

3
W.I.P Forum / Re: The Idea(s) Topic
« on: August 20, 2016, 01:32:22 AM »
So, since Metroid Prime Federation Force is out and the Blast Ball demo is temporarily playable... How about me make make a Buster Ball with similar rules and ideas, but having some more flexibility (for example: a version that uses the "Classes" idea.)

4
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 01, 2016, 05:59:34 PM »
Some antiviruses likes to run a scan for what they believe is a Potentially Unwanted Program, or they have some sort of hardened mode that has a huge chance of mistaking some applications for viruses due to the kind of access they require.

5
Could there be an Azure Striker?

6
W.I.P Forum / Re: MM8BDM Doom-Style HUD (V03 release)
« on: July 29, 2016, 06:14:51 PM »
Since there's now a Base Skin, how about using it as base for this HUD?

7
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 26, 2016, 09:28:11 AM »
If I recall, the invisibility % defines how likely they are to target and adds a "chance to sway aim". Which is why Partial Invisibility made monsters take longer to notice the player and would often aim left and right of player instead of straight at them.

8
Mega Man Discussion / Re: Megaman, R.I.P.
« on: June 23, 2016, 07:24:03 AM »
My Problem with X7 was controls... Then again, I played the PC version, so that might be why. Capcom is desperate to apologize to the fans and hype them up in the possibility of revival, and with the crash of Mighty No 9 this would be their best time to attempt a new Mega Man, because everyone will be "MN9 was not the Mega Man I wanted! Give us a real Mega Man!".

The stories behind cancellations has never been explained properly, and there is a large room for misunderstanding in them (except Maverick Hunter, which was canned before any info on it went public, thus not counting as cancellation really, and also had a good reason, though the reason itself can be argued on grounds of what defines a Mega Man game considering the variety of gameplay styles), and in the latest cases it was basically "Inafune left, so the ship must sink". Even so, we don't know whether or not the cancellations were work of his successor or some of the higher-ups.

9
Rejected / Re: Bug:MM8BDM.exe and Zandonum not working.
« on: June 23, 2016, 07:22:10 AM »
Right Click, Properties, Compatibility tab, "Run as Administrator" must be ticked.

10
I don't mean to say it, but... I told you so. Mighty No 9 would not go well, not with how he choose to handle things.

That aside we can look forward to Iga and Kojima, both have presented some amazing stuff lately that matches the expectations we had of them.

And there's Gunvolt 2 in the oven too. Yay for them!

11
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 05, 2016, 08:26:16 PM »
Quote from: "CutmanMike"
Quote from: "CopShowGuy"
Street Fighter x Mega Man?

I don't consider it canon enough to go into the core game.
Putting it that way makes sense. There were plenty games that were not canon after all..

12
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 04, 2016, 03:31:40 AM »
Quote from: "CopShowGuy"
Street Fighter x Mega Man?

Interesting that Splash Woman's stage seems to have a fair amount of land sections.  It always bothered me that Dive Man and Bubble Man's stages were completely underwater.
It's a fangame... But is also officially recognized by Capcom, which in turn makes it an official (fan)game, doesn't it?

13
MM8BDM Discussion / Re: Please test megaman mods in Zan 3.0
« on: January 30, 2016, 08:19:14 PM »
we only use stable builds... specially after a small incident with unstable builds.

14
W.I.P Forum / Re: The Idea(s) Topic
« on: January 24, 2016, 10:23:12 PM »
How about a custom chapter with community-made RMs?

15
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: December 26, 2015, 08:15:38 AM »
Quote from: "Megaman94"
I say add the gimmick to certain places instead of the whole map. The gravity gimmick is really annoying. especialy when I can't climb the stair to get away from someone who is after me.

I encourage it too. If I recall, you had to cross a "gravity change point" in MM5 to flip the gravity. Having this as a timed gimmick instead of sector(s) gimmick makes it prone to irritate people.

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