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Topics - hansungkee

Pages: [1]
1
Skins

Block Man : 0%
Fuse Man : 0%
Blast Man : 0%
Acid Man : 0%
Tundra Man : 0%
Torch Man : 0%
Impact Man/Pile Man : 0%
Bounce Man/Rubber Man : 0%

Let's Making for Us!

2
Bugs/Suggestions / Improved Bug Explosion of Crush Bomb
« on: December 09, 2018, 04:28:26 AM »
actor CrashBomb
{
PROJECTILE
Radius 6
Height 6
DamageType "CrashBomb"
Obituary "$OB_CRASHBOMB"
Translation "192:192=4:4", "198:198=225:225"
scale 2.5
damage 0
speed 40
States
{
Spawn:
CRAS A 1
loop
Death:
CRAS A 0 A_JumpIf(z-floorz<5, "Floor")
CRAS A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CRAS B 3 A_PlaySound("weapon/crashland")
CRAS C 3
CRAS DCDCDCDCDCDCDC 3
Goto XDeath
Floor:
CRAS E 3 A_PlaySound("weapon/crashland")
CRAS F 3
CRAS GFGFGFGFGFGFGF 3
Goto XDeath
Ceiling:
CRAS H 3 A_PlaySound("weapon/crashland")
CRAS I 3
CRAS JIJIJIJIJIJIJI 3
Goto XDeath
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
MMFX B 1 A_Explode(9,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
MMFX E 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(9,64,0)
stop
}
}

actor CrashBombFX
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
HARD B 0
MMFX BCDE 1
stop
}
}

actor DocCrashBomb : CrashBomb
{
Translation "192:192=4:4", "198:198=174:174"
states
{
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
MMFX B 1 A_Explode(5,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
MMFX E 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombFX",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1 A_Explode(5,64,0)
stop
}
}

It's For MM8BDM V5E or V6

3
Graphic Alterations/Submissions / (IMPROVED SPRITES) Updated Skins Sets!
« on: September 28, 2018, 08:08:25 AM »
Free use? : YES

--  Set 1  --



-Centaur Man From Mega Man 6

-Crash Man From Mega Man 2

--  Set 2  --



-Wood Man From Mega Man 2

-Napalm Man From Mega Man 5(Already have in V5d)

--  Set 3  --

Skins Updated Set : Roll and Auto

-Roll : Classic(1~7,9,10), MM8~MMB, MM11

-Auto And With Hat

-Updated Proto Man Battle and Tango from Megaman 5 for GameBoy

Roll MM11 Sprites by ZynkOxhide

--  Set 4  --


-Dark Man 1 and Dark Man 2 From Mega Man 5

--  Set 5  --


-Dark Man 3 and Dark Man 4 From Mega Man 5

--  Set 6  --




Air Man and Bubble Man From Mega Man 2

--  Set 7  --

-Elec and Ice Coming soon...-

4

Roll MM11 Sprites by ZynkOxhide

Some Forgot Sprites


For MM8BDM V5D
Tango Sprites by Raze


Maked, Fixed


Maked, Fixed


Maked, Fixed

5
Mega Man Discussion / Happy Birth Day Megaman!!!
« on: December 17, 2017, 06:45:54 AM »
[mod edit: huge images, put in spoiler]
Spoiler for Hiden:









Happy Birthday Megaman! :mrgreen:

6

Maked,Fixed

Some Official Design from Megaman 3 and Concept art from Otoranger.


7
Graphic Alterations/Submissions / Improved Sprites(And Uncmoing V6)
« on: April 07, 2017, 07:39:31 AM »
Maked

Post-V5b
Maybe it's Used in Super Bass Boss Transition?
Unused

Maked

8
Closed / [improved & New sprites] Buster Shots frames.
« on: April 02, 2017, 11:17:20 AM »
Improved Sprites? not it's All Uncoming Buster Shots!

Green are Extra.
Edit :  updated as PNG

9
Resources / Finded Or Maked Sprites and Skins.
« on: March 24, 2017, 11:48:51 PM »
Skins Set
X-Type Armor
Zero-Type Armor
Duo-Type Armor

I Maked Skins.

Finded or Fixed Or Moded for MM8BDM Sprites Set


Updated Skins










FOR MM8BDM Spirtes

Maked,Fixed
Post-V5b
Maybe it's Used in Super Bass Boss Transition?
Unused


Maked,Fixed


Maked,Fixed
Improved Sprites? not it's All Uncoming Buster Shots!
MM,MM6,MM5,MM8,X-Buster,Z-Buster,Shin Messenkou,Rockman no constancy,Megaman unlimited

Green are Extra.

Maked,Fixed


Maked,Fixed


Maked,Fixed


Maked,Fixed


Maked


Maked, Fixed


Maked, Fixed


Maked

https://www.deviantart.com/hansungkee/art/X-Buster-Shot-and-Z-Buster-Shot-for-MM8BDM-801931636

Maked

Pages: [1]