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Topics - Superjustinbros

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Rejected / Chapter 10 Genesis Unit Boss Bugs
« on: May 24, 2017, 04:13:44 PM »
So when I was fighting the Genesis Unit during the boss rush (with cheats) twice the game had entered a stalemate.

The first was the result of InstaGib Metal Blade killing Hyper Storm immediately after the phase where he sucks up Buster Rod clones without giving the trio the chance to collide together and die- leaving me stuck. I could not suicide either to restart the fight.

The second one I encountered during a re-attempt has visual proof, where during the phase where Hyper Storm swings Buster Rod with his rod out, the boss is suddenly duplicated and the game crashes not long after.
Spoiler for Hiden:



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Skins & Bots etc / The SuperJustinBros Tauntpack
« on: June 06, 2016, 01:50:15 AM »
This here is a taunt pack for class mods. It's primarily built off of the YD Classes tauntpack and includes taunts from Unholy Bosses and a few others in place of the original taunts.

Download

Works with YD/CBM, JC, and JD. Pop it in your skins folder (note you can only have one active taunt pack at a time) and let the taunt spam begin enjoy.

In the case of taunts pre-loaded into the game, in order to replace them with taunts form the taunt pack, you must go into the SNDINFO of the class pack's file and remove the appropriate strings of data labeled "*taunt".

3
MM8BDM Discussion / Idea: 5-Team Support?
« on: May 24, 2014, 06:39:20 PM »
So seeing that King hijacked the fourth team's slot from Mr. X, I was wondering if out of some stroke of luck a slot for a fifth team could be considered, while the current Team 4, the King Team, represented with the color yellow instead of purple, and Mr. X returns to being the fifth team, represented by purple.
What follows are altered King's Purple team stuff to reconfigure them into yellow just incase anyone's interested.




4
MM8BDM Discussion / Level progression order discussion
« on: May 20, 2014, 06:37:45 PM »
In the MM1 through MM6 chapters, the order you played the initial Robot Master maps were entirely random and did not seem to follow any pattern. However starting from the MM7 chapter, all the stages are set that you first play the map belonging to the RM with the lowest ID number of the game the chapter represents, and go up by one for each map.

5
Help & Editing / Adding static PNG graphics on-screen
« on: April 10, 2014, 02:50:05 AM »
Basically this is a request I'm making for a friend of mine, primarily a way to add .PNG images that appear temporally somewhere on the player's screen (preferably in one of the corners) once a certain command is established that fades out after ## seconds.

6
Tutorial Collection / MM8BDM Text Color Guide
« on: December 15, 2013, 03:55:19 PM »


Bigger version:
Spoiler for Hiden:

Old version:
Spoiler for Hiden:
Bottom two rows are exclusive to Lobstacle Course

This is a chart I assembled containing a variety of custom text colors. Included are the 22 basic colors, everything from Fuzzball's Text Color PK3 over on the Zandronum forums.

To type in color text, add \cX, with X being any lowercase letter between A through V.

All colors on the second row and lower require you to close the letter/number code within brackets [] after typing c. So \c[c1] would give you color C1, \c[i4] would give color I4, and so on. If the color code you enter is invalid (or you don't have the necessary pk3(s) installed and loaded), the text will be in cl's color. You must not capitalize any letter in the color code, or else it will not work.

Spaces are not required to be put in-between the color codes as they are not visible to other players once the message is sent (only signaling where the text becomes colored beyond where the code is typed), so typing \chMegaman will display Megaman, and typing \cgProto\cuMan gives ProtoMan.

If making a bind, you must type "\" twice before specifying a color's ID to choose a color. So for instance you'd have to type the above example as \\cgProto\\cuMan to have it display correctly.

To always have Fuzzball's custom colors present on all servers including those that don't have the pk3 loaded, simply put the text color pk3 into your Skins folder.

7
Mega Man Discussion / Mega Man Classic Weapon Fusions
« on: December 08, 2013, 06:08:16 AM »
I had a recent gander into the dark allies of deviantART and somehow ended up with Kirby 64 vibes as I browsed. Kirby 64 allowed you to copy two individual powers at one time to make a new power that you could use to your heart's leisure.

So I was thinking, how would the Mega Man series do this? You kill one Robot Master to get his/her weapon, then kill another to get their weapon as well; combine both the powers into something new; usually much more powerful.

I'd prefer to have one set of Weapon Fusions per set of Robot Masters (MM1, MM2, MM3, etc.), just so we're not going all overboard with the entire series.

8
MM8BDM Discussion / Best Ever vs Regular Servers
« on: September 28, 2013, 02:07:03 AM »
For quite some time now I've been suspicious of the servers running under "Best Ever" that appear in Doomseeker's server list. It feels like any server that doesn't host in BE is doomed to have a very low number of players at one time or none at all.

Personally, I never used BE, primarily for the sole fault I find it to have, aside from an over-the-top account setup process: The random automated "Server" announcements that are dumped out.

9
Help & Editing / Enabling Chasecam in netgames w/o sv_cheats on
« on: July 08, 2013, 03:55:51 AM »
Per the title. I'd like to play certain net games of mine with Chasecam turned on while keeping sv_cheats off.

10
Skins & Bots etc / SJb' attempts at skinning.
« on: December 30, 2012, 07:15:07 PM »
Or something.

Today I did some rough drafts on a Yumetar? skin. He's the main character of the Sunsoft platformer Mr. Gimmick, which plays similarly to Mega Man in certain aspects. At the moment it's only idle and hurt sprites, walking and shooting have yet to be done.



Oh, and this thread will also be for any other skin(s) I start on.

11
Resources / Mega Man 9 Tilesets
« on: December 28, 2012, 05:15:10 PM »
These are non-animated tiles I ripped from VGMaps' collection of Mega Man 9 maps, which could be used for a MM9-themed expansion.
Spoiler for Hiden:

12
Resources / SJB's collection of Resources
« on: December 02, 2012, 09:08:33 PM »
Hello. Since I don't know much on programming I thought I'd just showcase a few things I created in my spare time.


Energy and Weapon Energy pellets/capsules with minor added details in three available sizes; the larger varieties being based on the hidden Big Energy Capsules hidden in Mega Man 7 (which require Rush Search). The big ones could be used to recover 20 units of energy.


Icons for a few weapons that I'm planning to use for a project of my own. From left to right, they are: Ooze Grappler, Sandstorm Ripple, Rocker's Beam, Hunter Needles, Sunset Blade, Toxin Sludge, Warfare Sniper, and Gambler's Cards. I'll be happy to describe the features of these weapons should anyone be interested. <!-- s:) -->:)<!-- s:) -->

EDIT: This below link is how the weapons would work in a 2-D Mega Man game; from there they could be worked into MM8BDM.
http://aozorasadventure.blogspot.com/2012/12/the-full-glossary-of-rock-aozoras.html

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