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Messages - CHAOS_FANTAZY

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1
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: December 28, 2016, 03:29:06 AM »
I don't really have any good way to get in contact with the devteam, but I suppose this topic will do--since the objective of v5b is a story overhaul, I figured someone ought to point out the plot hole that v5a introduced*, one I feel could have easily gone unnoticed by the higher-ups.

Spoiler for Hiden:
5va "replaced" the battle against the ever-infamous Wily Capsule 7 with a battle against Bass, who utilizes his Super Adaptor to fuse with Treble in his second form.  In the canon timeline, he got this by being activated at the start of MM7, posing as an ally to Mega Man and infiltrating Light Laboratories, such that he could ransack it and make off with the Super Adaptor technology that Dr. Light intended to be utilized by Mega Man.
However, in MM8BDM's timeline, not only does Dr. Wily release Bass before the events of MM7, to enter him in Mr. X's Robot World Tournament (thus meaning Maestro would know him to be created by Dr. Wily, and likely be weary to trust him), but Bass never even appears at Light's Laboratory (Except to challenge Maestro), let alone ransack it and steal stuff.
How, then, could Bass have the Super Adaptor technology?

* Technically, this plot hole has existed since v4 introduced the Treble Boost adaptor weapon, but I failed to notice it until now.

2
Skins & Bots etc / Re: CF's Small Skin Shop - Lightning Strikes!
« on: December 09, 2016, 07:35:58 PM »
Hey, guys.  Been a while since I've made a skin.  Or...done anything in relation to this community, really.  But I wouldn't be bumping this thread if I didn't have one for you.

Remember when I tried "spearheading" a Rokko Chan expansion pack, but did absolutely none of the work?  Like, not even skins or anything, the one thing I was capable of doing back then?  Yeah, I still feel pretty bad about that.
And I realize it's far too little and far too late now, but I decided to take a crack at at least one of the three skins that hadn't been made.
Spoiler for Hiden:
Yup.  It's Lightning-Man.

DOWNLOAD
It's just the skin, I'm afraid.  I'd package the botchat I made to go with him, but...I legitimately have no idea where my Rokko Chan botchats went.  I've scoured my computer and I can't find them anywhere.

I kind of want to do Rolling-Man and Hockey-Man just to finish off the set, but I still have no idea what to do about Rolling-Man's walk cycle and Hockey-Man might still be beyond my skill level.  Ah, well.  It's not like anyone cares anyway.

...
Oh, and that guy attempting to make a Mega Man Rocks expansion pack got in touch with me, and I don't know how far he'll make it...but in case he does make it, I decided to redux my old Snow-Man skin for him.  It was one of my first skins I made and I was still pretty ass at spriting back then, so...yeah.
Spoiler for Hiden:

Several improvements have been made, including:  switching the cyan and the blue as they should have been, fixing the walk cycle, and redoing the back/side sprites in general to be much less vomit-inducing.
DOWNLOAD

3
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: August 17, 2016, 06:12:08 PM »
Hello, everyone.
It's me, Chaos.
You've probably guessed from the months upon months of silence that production on Mega Man:  Infamous Intent is going...less than well.
...You would be right.

To keep a long story short, our sole programmer's standards ramped up, which caused him to feel the need to rewrite the engine from the ground up.  Progress on the game itself stalled, and everyone's motivation came to a grinding halt.  Finally, after some previously unknown issues came to a head, we decided it would be best to stop leading everyone on and lay this game to rest.

It's ironic that we turned out this way.  I, for one, joined up with this project because I was so, so tired of seeing bad fangames make it to release while good ones got left behind in development hell.  I wanted to finally create a really good fangame, or at least one to not disappoint people, and so we all started on Mega Man:  Infamous Intent.  Two years later, here I am, writing this cancellation announcement to all of you.  I believe how sorry I am—how sorry all of us are—for what I'm sure is a great disappointment is beyond my expression right now.

...But not all is lost.  To anyone who was still interested in the project, I have news you may consider good.  Though a few members of the graphics team have decided to claim what is theirs and leave, we have decided to release the remaining files to the public in a single, giant Dropbox dump—the sprites, the story script, the music, everything (Although, the composers are planning to release the OST more formally at a later date).  They are all to be considered public domain; you may do with them whatever you wish.
In addition, Deadteam isn't dead quite yet.  There's talk in the chat of reforming to work on a new original IP, and if that comes to fruition, you'll hear about it here.  Until then...I hope this old pile of junk is a sufficient apology for all the disappointment we've already caused you.

4
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: May 09, 2015, 06:47:49 PM »
Hellooo, everyone.

Now, you might remember me, and you might be wondering where the hell I've been...or, equally likely, you forgot all about me, but that's okay.  I just dropped by real quick to check up on the place and I couldn't help but notice this topic.
It feels so, so great to feel a game I worked on getting advertised here, and I wasn't even the one who had to do it.  Yeah, good old Chaos finally grew up and found a real devteam to take part in.  We've been working on this game for a little under a year, and we've got pretty good progress rolling.  We've even got a little stage demo up.  (Make sure to watch with annotations on)

We really hope to deliver a game that won't disappoint, since we've had a lot of disappointments lately.
Anywho, looks like they weren't linked, so just in case, here's our Tumblr and our YouTube channel.  We also have a Twitter but we rarely use it.  We'll make sure to inform you of what we have in store as soon as it's presentable, and in the meantime, our ask box is always open!

5
Anything Goes / Re: General Offtopic Discussion
« on: October 27, 2014, 07:26:05 PM »
Apropos of nothing, if you or anyone you know happens to be a guitarist, I'd appreciate it if you could send yourself/them over yonder to complete this quick little survey.  Need to collect this data for Engineering class and all.

And yeah, I'm alive.  Just asleep/lurking, for the most part.

6
Okay, so I've talked about writing down the prevailing themes of each character's weapons (Just so it's formally written down somewhere), and I think I'm just about ready to go at it.

Vanilla MMSP
Mega Man:  Vanilla copy weapons.  Makes sense, since he's designed to be the simple, easy-to-play character.

Proto Man:  As I know it, Proto Man's weapons are basically "Vanilla Weapons:  More Different Edition."  Though they do, in the end, achieve the same objective as Mega Man's, the behavior of the projectile is changed in some way, effectively changing the way in which it is used.  If there is a different edition of the same weapon, he is probably the one to receive it (e.g., he would probably get Pharaoh Wave from Pharaoh-Man and Stone Hand from Stone-Man).

Bass:  I hear people refer to Bass as the melee class, but I think it is most accurate to call him the berserker class—by which I mean, his weapons will generally consist of something high-risk, high-reward.  True to Bass's character, his weapons should be about getting up in their face and dealing tons of damage.

Roll:  Roll is, predictably, the support class.  Though her weapons aren't quite as strong in comparison to the others in the group, she can fire them from a safe distance, and often times they can really help to wear down a foe before her allies move in for the kill.

MMSP:  Strength in Numbers
Doc Robot:  Given his character theme of emulating Robot Masters more directly, Doc Robot's weapons can be a bit more fanciful than the others.  You'll note that all his weapons thus far directly emulate the boss's rage attack.  While it would be a neat recurring element, I don't think it's entirely necessary.

Dark-Man:  All of Dark-Man's weapons focus upon his shield and alter it in some way, either through replacing the satellites or through rings of projectiles.  You'll note that they also all drain weapon energy over time (Some so quickly it makes me ponder how useful they really are).

Duo:  As far as I can tell, Duo is all about raw power.  Unlike Bass, however, he's more of a tank than a berserker (Defense instead of speed).  Since his weapons don't strike me as being unified in another way, I could be wrong about this.

Fake-Man:  Fake-Man's weaponry revolves around taking mechanics from actual guns (Six chambers, reloading, overheating, etc).  In order to compensate for his unique gimmick, his attacks are often faster and/or more powerful than a "regular" weapon.

MMXSP
X:  X takes vanilla weapons from his original series as his copy weapons—which is going to be a problem in the long run, because there are fewer total Mega Man X copyweps than there are Mega Man Classic copyweps.  Do with this what you will.

Zero:  Zero's copy weapons, like X's, are derived from his special attacks from X4 onward—which will be an even larger problem than X's copy weapons, since he has even less source material.

Axl:  ...To be honest, I can't even derive a theme from Axl's weaponry beyond "The RM is now a gun."

Vile:  Vile's gimmick, obviously, is the whole shtick where he gets three interchangeable weapons from each RM.  Each of these weapons appear to be very powerful even alone, let alone when the player uses them in tandem—but the MMXSP classes are stupidly overpowered anyway, so *Shrug*

I know some people feel like this stuff is really obvious, though, so I guess I'll go ahead and bring something else:

Spoiler for Hiden:
Vanilla MMSP Weapons for Time-Man:

Mega:  Vanilla Time Slow.  Nothing needs to be said.

Proto:  Time Ticker.  Throws a clock-looking grenade that, upon explosion, deals damage and slows not the movement, but the projectile speed of the enemies it hits.

Bass:  Time Clockout.  Rapid-fire ammo-hungry attack that fires Time Arrows in a rough tri-shot pattern (With some fluctuation).

Roll:  Time Distortion.  Shield-like weapon that drains ammo over time; projectiles that come within a certain radius of Roll will become slowed to the point where they are easily avoided.

7
Mega Man Discussion / Re: Fan-Game Playthrough Vote
« on: September 17, 2014, 01:46:24 AM »
Quote from: "Beed28"
He's already played Rockman 4 Minus Infinity.
Did he?  It wasn't on the list, so I assumed.  Whoops.

In that case, then, what about a short slew of bite-sized fangames?  Mega Man vs. Metroid, Mega Man vs. Ghouls & Goblins, Green Biker Dude, maybe even a couple rounds of Quint's Bomb Rush over at Sprites, Inc.

Speaking of Inc., should Mega Man's Christmas Carol win out, please don't play the original version.  A couple years ago, ACE made Christmas Carol Remix, which, like SuperDanny Powered Up, is an updated version of the game with bug fixes, balance tweaks, and...a couple new bosses, actually.  Play that instead; it's superior in every way.

8
Mega Man Discussion / Re: Fan-Game Playthrough Vote
« on: September 17, 2014, 12:43:24 AM »
Ah, come now, boy!  I didn't have the patience to finish off Rockman Infinity 2's final boss (Making it the fourth fangame I've ragequit, unfortunately...), and even I could finish Star Man - Upgraded -.  The thing about it, though, is that it's inherently unlike a Mega Man game—since you'll be spending a lot of time locked in place, you have to make every move carefully and methodically, which makes boss battles in particular a pain.  Especially Jupiter.  Damn you, Jupiter...

Ah, well, I digress.  I cast a vote for Mega Pony.  Don't be turned off by the equine packaging; I assure you that the game inside is quite solid.
I also request that you play Shovel Kn—wait, never mind.  Two suggestions, actually:
If you want to suffer (And it seems to me you may want to sometimes, considering you've sought out and played some pretty terrible fangames), play Rockmen R:  Dr. Wily's Counterattack.  Yes, the infamous doujin game that Capricorn had the gall to sell—quite notorious, indeed.  You'll find that the original spirit of the Mega Man games is intact in terms of Robot design, weaponry, and boss battles, but the execution is exceedingly flawed.  Quite like some people complain about in MM8, Roll (The only playable character, hence the "R" after "Rockmen" in the title) feels very large, heavy, and awkward, some of the upgrades break the engine in the darnedest ways, and the level design is painful at times.  You can tell Capricorn was a big fan and he wanted to create a great Mega Man game, but he needed to study up on the things that really made Mega Man games great, like...solid level design.
If you want to be amazed, play Rockman 4 Minus Infinity.  This ROM hack will blow your mind with the things it can do.  Really.  It'll feel like you're playing a bizarre, awesome fangame on steroids.  I don't want to get too in-depth on the really cool stuff, but for starters, every boss enters a Rage Mode as they get low on health, there are completely new minibosses in nearly every stage, and Pharaoh-Man's stage has an exceedingly interesting gimmick.

9
Resources / Re: Shinryu's Sprite-Resource Thread
« on: September 04, 2014, 10:41:54 AM »
As in, the same Shinryuu notorious for playing bad Mega Man fangames?  Ah, yes, I know you well.

On the note of ripping enemy Robot Masters from Rock Force, though, you may want to hold off on that.  If you check the forum real quick, you'll see a quick discussion between he and I, in which he agrees to hand over the spritesheets for the RMs after the latest update (Where a couple of aesthetic upgrades occur).  ...Though it would be handy if you went to go pick up those things in my stead, since his website just despises my IP address.

Nice work so far, though.

10
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 28, 2014, 10:24:25 PM »
It's been like 4,00 years since I've done this so why not give it another whirl

Username:  CHAOS_FANTAZY
Skype Screen Name:  CHAOS_FANTAZY
Common Aliases:  I've gone by many a name, but none are all that common.  If I change my name, chances are you'll see it, and it'll change back sooner or later.

Favorite Core Skins:  Proto Man, King
Favorite Custom Skins:  Chaos Lord Roll, Malware, Gilgamesh, Freon, Molly
Favorite Core Song:  MMBKING
Least Favorite Core Song:  TENVMUS

Favorite Game Modes:  Last Man Standing, Capture the Flag, All forms of Boss Battles, Mega Man Single Player (When actually played in single-player)
Least Favorite Game Modes:  Team Deathmatch, all forms of Roboenza, Roll's Chaos Generator (After the addition of CHAOSHUB)

Favorite Weapons/Weapons I'm Good With:  Bubble Lead, Centaur Flash, Plant Barrier, Yamato Spear, Noise Crush, Arrow Buster
Least Favorite Weapons/Weapons I'm Bad With:  Fire Storm, Oil Slider, Metal Blade, Search Snake, Flash Stopper, Crystal Eye
Favorite Core Maps:  MM2BUB, MM4DC1, MM5DM1
Least Favorite Core Maps:  MM1FIR, MM5WAV
Favorite Custom Maps:  Quick Man No Constancy (RNCQUI), Ocean Lab (IDM04), Last Hope (VRP05), Dive Man Minus Infinity
Least Favorite Custom Maps:  Quick-Bomb Alley (IDM18),  Blue Bomber Bed and Breakfast (HOTEL), Anything in Best Maps Ever past, say, 30 or so, probably a bunch of junk from CSCM-Remix, a select number of Duora Super Gyro's Map Pack

Favorite Classes:
- YD:  Bubble, Bright, Plant, Shade, Sword
- CSCC:  CutManMike
- GvH8BDM:  Hunter, Jitterskull
- Justified:  Duo
- Unholy:  Decoybot, Heavy Bomber
Least Favorite Classes:
- Every mod where he appears:  Quint
- YD:  Galaxy
- GvH8BDM:  Yurei
- Justified:  Just about everyone else, really
- Unholy:  Trickster
Favorite Bosses:
- Core:  Evil Energy Robot, Genesis Unit
- R++:  Genesis Unit
- Unholy:  Trickster Giovanni, Officer Johnson
Least Favorite Bosses:
- Core:  Guts Tank, Doc Robot
- R++:  PO'd Roll, Akuma
- Unholy:  Meguh Mang, The Generic Boss

Grandest Rivals:  Since Rtist shoved off a long time ago, the most skilled players that I admire most are probably SaviorSword and Kapus.  And maybe Pikmin555, but it's hard to tell.
Reputation:  I am, or at least I'm led to believe I am, well liked in the community.  For some bizarre reason, people admire my skills as a skinsmith (Even though I haven't done any skins that were particularly hard).  When it comes to my ideals, however, people will vehemently disagree with me, on just about every possible front...which makes me wonder why they like me to begin with.
Skill Set:
- As mentioned above, I'm first-and-foremost a skinsmith.  I've come a long way since my first few awful skins, and I daresay I can consistently deliver a product that doesn't suck now, but there are a few people I can think of that are better than me at the trade—Kapus, Geno, and IAmAMedalHunter come to mind.  My Malware skin was probably my greatest accomplishment.
- I also have a vague grasp on projectile sprites and tiles, but I have significantly less practice at those.
- My greatest skill is probably my artifice with words, but few people in MM8BDM have need for a writer, so...
Official Expansion Contributions:  None as of yet, and probably never will be, since nearly every skin for MM19, MM10, MMV has been made already.
Custom Expansion Contributions:  Halloween-Man for MM8BDM-Halloween.  Bubble-Man No Constancy for the RNC Expansion Pack.  I was part of Tea Party Classes, Insanity Classes, and the R++ Devteam before they each collapsed.  Used to head the Rokko Chan Expansion Pack in a similar way.
Current Projects:  Currently working with Unholy Union Boss Battles to improve things aesthetically.  Also part of the mighty devteam of three people for MM8BDM:  The Forgotten Adventures.
Anything more to add?:  Support your local Expansion Pack!  Revolution begins with you!  ...Also, please, talk to people and work through your troubles instead of letting tensions fester, then boil over.  Teamwork is OP, but the way this community is going makes it hard for everyone to work together, and we need to fix that.  And no one wants another episode of MM8BDM Soap Opera.

11
Anything Goes / Re: where the God Damn Heck has Brotoad been?
« on: August 10, 2014, 09:46:48 PM »
I am going to get your gender confused all the time if your name remains as Brotoad.

Regardless it's nice to see you again, even if I haven't really changed since you left.

12
Forum Games Archive / Re: [MAFIA] The Legend of Mafia
« on: August 10, 2014, 03:17:05 PM »
Sure.

Let's hope I don't get stuck with the most useless ability ever.  Again.  For like the third time in a row.

] Signup

13
W.I.P Forum / Re: Fortress Boss Classes.
« on: August 09, 2014, 04:34:08 PM »
How much testing do these even go through before they get released?  30 seconds?

In five minutes, playing alone, I noticed that CWU-01P's gameplay style is awful.  The gravity is the same for it as for every class, so it feels unnaturally heavy; it has a single pitifully slow projectile and a slightly faster pitiful projectile that has a generation timer that takes forever; and the latter of which, you can charge up faster by holding down altfire if you dare endure the weapon-switch sound feedback.  It doesn't feel like I'm playing as this creepy, outlandish bubble machine—it feels like I'm playing as the most miserable machine ever.
Guts-Man G is similar, with no clearly defined way to tell where his claw attack even hits, not to mention the fact it can't break Party Balls no matter how hard you try.  The altfire takes a similar amount if not the exact same amount of time to charge, also has the weapon-switch-sound feedback if you try to fire it before it's ready, and also isn't really that useful.  He also uses the default settings for gravity and movement, so he also doesn't feel like Guts-Man G.

I determined all this simply by playing alone for five minutes or less.  I shudder to think of how actual playtesting of this mod would go.

14
Maps / Re: [Mini Map-pack] LegoPack v1a
« on: August 07, 2014, 08:59:21 PM »
I probably shouldn't be supporting map packs but

Alright, I gotta know...why did you choose Blizzard Buffalo's theme?  That theme is so lacking in emotional charge; it's hard to imagine using it as fighting music.
The underwater Wood-Man textures in Chronoplank Woodland are...very blue.  Like, it's kind of jarring to jump into the water because of how blue they are.  Think you could turn it down a few shades?  I know there are darker blues than that in the MM8BDM palette...
Also, "Block Monster" linedefs to keep the bots from walking off are absent in Celestial Bastion and Soaring Above the Clouds.  (EDIT:  Also in Chronoplank Woodland.  I missed that the first time.)

Other than that, looks like a nice little map pack.  I won't comment on the layout of the maps themselves since I'm clueless at that.

15
Mega Man Discussion / Re: Megaman Unlimited
« on: August 03, 2014, 05:02:53 AM »
Quote from: "NemZ"
Does Whirlpool Man have a weakness?  I didn't notice one, but I may have just missed something.

Spoiler for Hiden:
Whirlpool-Man is notably weak to Yoku Attack, hitting him for three damage per hit.
His minibosses are too, actually!  It goes right through their shields.

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