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Topics - SmashTheEchidna

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1
Closed / [SUGGESTION/BUG] Player Teleport Sounds
« on: May 14, 2015, 07:26:12 PM »
This has bugged me for years now. Whenever someone teleports, (using teleporters, exit units, respawning and joining the game,) they have the warp sprite effects, but with no sound. I'd like to suggest using this for players as well. For an example of what I'm talking about, have you seen how items warp back in (both visually and audibly) when respawning?

There are two teleport sounds that I know of; the other one is heard when choosing a campaign chapter or going into the training room in Light's Lab. I think that would work well with player warping, as it differs from the item respawns.

I could almost swear there was a time when these sounds DID actually play as I suggested. I could be mistaken, but I have a nagging feeling about it.


Anyway, the only problem with this idea is that it may alert other players to the teleportation...but still, what are your thoughts on this?

2
Spoiler for Old and outdated stuff:
I've been meaning to make this thread for a while. At the very moment, I don't have much to give you guys (unless you want what's in the quote below) but I've been working on stuff that I would like to share. Like most of my works, this is just me having fun with my ideas, and seeing where my curiosity leads me.

WEAPONS

Spoiler for Hiden:
Flame Stream


This was the first weapon I designed out of the 8 MegaGizmo weapons. Flame Stream is obtained from Pyro Man; it fires a single projectile that, when just above the ground, leaves a fire trail behind.

Quote




Download
MegaGizmo Weapons

I went ahead and made two of the other weapons and put them in a pack. Now, alongside Flame Stream, there's Freeze Blower and Power Missile. These both will eventually be added into my class below as Gizmo's weapon drops.

For reference, here's a(n albeit outdated) sheet of the weapons I plan to make.

Spoiler for Hiden:

There are a couple weapons I'm thinking of replacing. Those being Rapid Ring and Light Arrow.
Here's some screenshots.
Spoiler for Hiden:









CLASSES

Quote from: SmashTheEchidna in the Help Forum
With both CSCC and Teaparty seeing no further updates anytime soon, my two classes have basically been sitting in purgatory or something. (They've been updated but what's the use if they don't get released?) So I've decided to take matters into my own hands, rip the classes from the packs, and make my own mod. I've been juggling the idea back and forth for a couple months now, since I have many ideas that haven't gotten used yet, but first I want to make certain that the two I have now can live again.
That and I planned to share them with my friends whenever we play together without all the excess baggage.

Now for what I need help with; I've basically taken the latest version of CSCC to use as a base for merging my updates to Gizmo, since my standalone PK3 was broken. Now that I've confirmed that Gizmo works just fine, I've been trying to remove everything unrelated from the file.

So far, the only real problem I've encountered is this:

Spoiler for Hiden:

Every time a player enters the game, a message saying "ACS: I don't know what copybotmain is." will show up. As far as I know, it's nothing gamebreaking, but clearly I did something wrong and I'm not sure what.

Uki gave me a tip on the problem with Gizmo, although I had already made a temporary solution and focused on updating stuff. In that current version, you can use the two new weapons: The Stone Cannon and the Hydro Cannon. What I've added afterwards is a new HUD for the R.F. Missile Launcher, a slightly faster spin attack on the Claw Gloves (which, by the way, has been nerfed), and...
Spoiler for Hiden:

Still a huge W.I.P.

--------------------------

Smash has also had a few problems. Thanks to Ice and Light, his special moves are all direction oriented now. And they work without much of a problem. However, all his items are still currently unavailable; the Ultra Smasher Claws being the only exception as Light gave them to him to start with. This isn't much of a problem at the moment, as once I get Smash and Gizmo in the same file, I can start working on both of their items.
There's also his walljumping ability, which never worked.

Still, Smash is playable now, so yay.

-------

Download for Gizmo: <!-- m -->https://www.dropbox.com/s/49mdbn4k3ibl2 ... p.pk3?dl=0<!-- m -->
Download for Smash: <!-- m -->https://www.dropbox.com/s/noj64giumbjwj ... 2.pk3?dl=0<!-- m -->



Any help is very much appreciated!


All of the above is severely outdated. I haven't tried the weapons out but the classes won't even open in this version of Zandronum or 8bdm. Since I'm sort of retired from Decorate, I would normally just label this as closed indefinitely.
But I don't really want to let my old projects die completely, so I've decided to try and put all my stuff into one big pack. This includes my classes (Smash, Gizmo, and others that never saw the light of day) and my weapons.



I don't have any real official name for it, so for now I will just dub it

Smash and Co.


Because I'm only going to be working on this as a side project to my other non-8bdm related creations, I don't think this is worth bumping the thread for. At least not until I have something else to show other than a bland teaser.

3
Help & Editing / Classes Help
« on: August 10, 2014, 05:29:17 PM »
With both CSCC and Teaparty seeing no further updates anytime soon, my two classes have basically been sitting in purgatory or something. (They've been updated but what's the use if they don't get released?) So I've decided to take matters into my own hands, rip the classes from the packs, and make my own mod. I've been juggling the idea back and forth for a couple months now, since I have many ideas that haven't gotten used yet, but first I want to make certain that the two I have now can live again.
That and I planned to share them with my friends whenever we play together without all the excess baggage.

Now for what I need help with; I've basically taken the latest version of CSCC to use as a base for merging my updates to Gizmo, since my standalone PK3 was broken. Now that I've confirmed that Gizmo works just fine, I've been trying to remove everything unrelated from the file. So far, the only real problem I've encountered is this:

Spoiler for Hiden:

Every time a player enters the game, a message saying "ACS: I don't know what copybotmain is." will show up. As far as I know, it's nothing gamebreaking, but clearly I did something wrong and I'm not sure what.

If anyone can take a look at it and help me out, here's the file.


--------------------------

Smash has also had a few problems. Thanks to Ice and Light, his special moves are all direction oriented now. However, for the charge moves, you have to hold down the direction until you fire. If you let go, it'll just go to another direction/standard special immediately. That makes the charge moves pretty much useless.
There's also his walljumping ability, which never worked.

I honestly know little to nothing about how ACS works or how Ice and Light did what they did, so I'm kinda stumped. Like above with Gizmo, here's the file.

4
Help & Editing / Zandronum Error
« on: August 20, 2013, 04:02:29 AM »
Okay so, it seems that whenever I join a server with a mod loaded these days, something is wrong. But let me start from the beginning. I've encountered this problem just a little while after I got Zandronum 1.1.1, so it may be a problem with that, but things work fine on my other computers. I downloaded the new version before V3b came out, so that I could access the servers that hosted it. Including the Teaparty classes test servers you see up every now and then. At first, things were relatively normal, but then an error started showing up at random times whenever I closed down Zandronum. Later, I stopped being able to join the test servers whenever map packs were added. They were the same map packs we usually used: IX-Pack, Sharp, Kappack, and CSCM-Remixed. I tried several times to get it to work, even deleting the maps and downloading them from the server, but still got a level authentication error, saying that I didn't have the exact same wads.
And now today it seems to have gotten even worse. Now my music wads cease to function at all whenever any kind of additional wad/pk3 is added, at all

Things only work fine when I play vanilla. Otherwise, The same error shows whenever I close Zandronum. And that error is this one:



As far as I know, I don't encounter the problem on my other computers. (At least, not as much.) My main computer is the one suffering here. I have no idea what or why this is, or what to do.

5
Maps / Gizmo's Basement of Blueprints/Ideas (Totally not a ripoff)
« on: September 04, 2011, 04:31:58 AM »
I'm serious. It's not. This has absolutely no relation/connection to Smashbros' Wall of Blueprints. (actually, he suggested I do this.)

Welcome. Lately I've been getting interested in mapping, however, I simply have no time at all to make any maps. I've got a crapload of skins to finish, 4 sprite sheets to make and 1 to update, a level pack to make for Jazz Jackrabbit 2, and an entire game to create. Also 8 roleplays to keep up with and a fanfiction to write. So as you can see, my plate is more than full. But I can't help but think of so many map ideas, it's painful to see them go to waste. So, without further ado, I'm gonna list my ideas that came to mind.

And By the way, I named this "Gizmo's basement" instead of "Smash's basement" because Gizmo is way more likely to have these kinds of blueprints than Smash, character-wise. =P


Deathmatch Stages


EDDIE CLONING FACTORY

A map where the only item pickups other than health and energy...is Eddie. At first it seemed like an idea that nobody would like, but then I got an idea for the whole map. Basically, it's a factory that's making Eddie Clones. Hence the Eddie pickups everywhere. At one point you can see Eddie in the middle of a machine, hooked up to all kinds of wires and whatnot behind glass. To the side there's a conveyer belt also inside of glass where you can see several monochrome Eddie's are coming out of the big part of the Machine where the real Eddie is, and going into another rather large part of the machine. And coming out on the other side of that are Eddie patches, which are not behind glass so you can just take one off the conveyer belt. The belt goes into a wall, and you can't see what happens to them next. Though in various rooms of the factory, there are pipes coming out of the ceiling which dump Eddie patches every now and then. (which is precisely how they respawn.)

Whether or not this would be a fun map to play in due to the balance issues, I think that it could be very interesting.



AERIAL GARDEN ZONE

Quote from: "In the [url=http://www.cutstuff.net/forum/viewtopic.php?f=9&t=2040&p=104692#p104692
Spam Thread[/url], SmashTheEchidna"] The main ideas that came to mind were Eddie Factory and some SRB2 levels.

I would kill to fight in Aerial Garden Zone.

A level from the Mystic Realm mod of SRB2, my favorite mod of the game and quite possibly my favorite level, too. This place is situated in the sky, and can easily be deemed as "That One Level" but awesome at the same time. There are pits everywhere, and lots of towers to scale. The higher you climb, the better weapons you'll find. Ultimately at the highest point of the level you'll either get Time Stopper or Gravity Hold. I'm also thinking about adding the Mystic Temple, which when activated, slowly changes the textures to Starlight Palace Zone's textures, somewhat like Ring Man X. However, though I'm no mapper, I don't think it's really possible to change the textures like that. The Skybox, yes, but the textures? That doesn't really seem possible. If not, I'd settle for the skybox changing and the lighting growing darker (because it's turning from day to night). Also, there would be a music change as well. Still haven't completely decided on what it'd change to, but I already have one in mind.

I could easily rip the textures and make them 8bit. The only problem is finding an 8-bit Aerial Garden zone song...I'm not sure if it's already been done.


And while we're at Aerial Garden...



The Mystic Realm


The final stage of that mod. Basically, the whole floor is a skybox as well as the walls and (of course) ceiling. Meaning there's one gigantic pit in the whole place. There would be a few platforms you can stand on, but for the most part, there isn't much else besides them to rest your feet on, and they generally are just there to hold items and weapons. The good part? Infinite flight and Turbo Sphere. (Maybe even added armor, but I dunno 'bout that.) Since this is a Super Sonic Final Boss stage, let's say you immediately go super once you get there. Minus the invincibility, otherwise that'd be unfair. (If possible, I'd add sparkles to the players to emphasize the powerup. =3 )

It'd be interesting if you had to keep collecting screws to maintain your super form. Once it runs out, Gravity weighs you down.
Gravity is a harsh mistress, indeed.

I already have the textures for this down.


Bowser's Castle

I hope this hasn't been done before. All I can think of is trying to put together pieces from each of the 8 castles from Super Mario Brothers into one map. I could probably rip the textures myself, but I could probably find them around easier. (not that there are many of them in the first place, but whatever) This would most likely include the "Sewer" area of the last castle. Gonna have to think this one out a little more.


Team Game Stages
For CTF, LMS, Team Possession, etc.


Ocean Warzone

Greatly inspired/based off of that map in (I forgot which map pack it was) where there were a bunch of ships going along the sea, and you got across from one ship to another via Wavebikes. (and the one leading them all was none other than a Hot Head.) So credit goes to the owner of that map for the inspiration. :mrgreen:
My idea is to have pretty much the same thing, except with even more ships. And there are two fleets facing eachother; One fleet belonging to Dr. Light (they all have Dr.Light signatures on them, and the flagship has the flag. Hooray for redundancy.) and the other belongs to Dr. Wily. Now, I really liked that idea in the original map where you press a button and the ship fires a big ol' quick beam. I'm thinking this idea could stay, but somewhat modified. The flagship will have the quick beams, while some of the other ships (not all of the ships will, but rather some of the bigger ones aside from the flagship) will have turrets that shoot Dive Missiles. I'm thinking you should be able to aim them, but I have no idea how that would work. Probably why I picked Dive anyway, because they're homing. I'm also considering having magnet missiles capable of firing out of some of the turrets, too, but I'm not sure whether or not that'd be OP. Also, they should give you frags if you kill someone. Including the Quick Beam. (Don't know if it already did or not in the original.)

Honestly, if someone made this map, I would play CTF 80x more than I usually do. (And if this were remade to suit 4teams...oh man, can you imagine the insanity!? That'd be more than the normal mind could possibly comprehend.)



Rainstorm Keeps

Based on a CTF map I enjoyed from SRB2. I don't remember it's name (it MIGHT have been Thunder Citadel, but I think that was something else...)

Basically, both teams have their own castles. (The castles shouldn't be too big, but it should be big enough to feel like a fort/stronghold. There are moats in front of each castle, which both actually have secret passageways to get inside. The secret passageway I just thought up like right this instant (making it up as I go on.) when I considered making the bridges over the moats working drawbridges to keep the other team out. In between the two castles, there's a bit of a field and two cave entrances inside of one large wall. One cave leads to a small meadow with a few powerups and a passageway leading into the moat. There's also a passageway to the top of a cliff with a good view of the castle. The other cave leads to the enemies side. (There should be a few twists and turns, and some areas to explore in there--possibly even leading into the first cave's path.) The castle should have a large open space once you get in, and a few rooms on the sides. There should also be a staircase leading to the top of the wall of the entrance, perfect spot for camping snipers. In the back of the castle, up a flight of stairs, lies the flag. The flag can be visible from the entrance via a window from that room.

Thinking it over, this could either be a really good map, or a really terrible map depending on how it's played out. I have a feeling that it's on a really thin line here, so whoever decides to make this better be competent. D:< should be careful. Oh right, one more thing. I had planned for it to be rainy (and kinda dark and dreary), with rain that doesn't push you anywhere. Still, I'm not sure if it would work out well...Them lag issues, y'know? If it doesn't work, then the name should be changed.

I could rip some textures, OR we could just use already existing ones...

Crystal Lake

Originally was gonna be Lime Forest Zone (Yeah, I think I miss playing SRB2. XD) Basically, it's a lush green area with a big ol' lake in the middle of the stage. The lake should be swimable, as it's actually really deep. I'm thinking though, that the there should be underwater passageways that would carry you like a current, and also be swimable (so you can float around while the water tunnel sucks you to the end), and at the end of the passage you come out of a small cave above the lake which has a waterfall coming out of it. Or it could be inside the lake, just shoot you out into the open water, or there could be both. I think that this map should focus a lot of work into making it visually appealing.



Racing Maps!
Yes, I had an idea for more racing maps, too. =P


Turbo Colosseum

I am disappoint. With all those race tracks around there, why have I not seen a single Turbo Man stage? There will be no wave bikes here, (maybe race cars, though...) This should be a race track worthy of Turbo Man's name.



Nitro Stadium

Pretty much the same as the above, but with Nitro Man. And yes, the two names are plays on Waluigi Stadium and Wario Colosseum from Mario Kart D.D! Turbo man would have his stage in the daytime, while Nitro Man at night. I have no real outright ideas for these two stages, I just really wanted to see them made. .___.;



Sewer Surfin'!

Okay so Jafar and I coincidentally came up with the same idea. There should definitely be two versions of this map, one for normal DM and the other for this. Either way, you need infinite oil slider or a surf board to ride on the raging rapids of waste water. Complete with Pizza Monsters jumping out of the water and trying to bite your head off!



SINGLE PLAYER/COOPERATIVE MAPS

I've had this idea for a long time. I want to play a story mode like the original games in the style of 8bit deathmatch. Playing through Robot Master's stages, platforming and fighting robots, and finally fighting the boss of that stage--Complete with their respectful class! In fact, We should start up a big ol project like this for all of the community to get into. That way there could be so much more aside from all the original robot masters. I'm serious, I would kill for this type of expansion.


No map ideas here yet.




Alright, that's all I've got so far. Any thoughts? =3

6
Anything Goes / I'm kind of reluctant to ask, but...
« on: June 22, 2011, 04:03:30 PM »
I kinda need some spriting help. Seeing how there are many active spriters here, I thought I could probably get some faster results by posting here.

See, the thing is, I'm in the process of remaking an old sprite sheet of mine. I was editing sprites of Knuckles into Smash. Now that I've given him a design upgrade, I want to add that onto all of his sprites. But I just keep getting the feeling that these sprites just aren't coming out very well. To be specific, The hair is the problem. So, here's what I need help with.



I need these sprites in particular done. Just some sprite rotations, so I can know what I'm doing with all the other sprites. Now I can handle the clothes and whatnot, I just need the hair. I couldn't seem to get that down.. If someone can do that, then everything else should be a snap for me.

Now the hair looks just like it does in my avatar. But just so you can get the full effect, here:

Spoiler for Hiden:


Hair was never my specialty when it came to spriting, but this really takes the cake. The way I did it, he just didn't feel..right. Please, I really do need help here.

7
Help & Editing / Can't see my frag count
« on: February 23, 2011, 02:16:17 AM »
This only happens to me on one particular computer, one out of three that I play MM8BDM on. Whenever I play on this computer, I can never see my frag count. I can see Wins, Players, Ping, Time, What time the round ends if there is a timer and/or the point/frag limit, but I can never see the frag count. What do I have to do to fix this?

8
Welcome to my Skins thread. It's not much, but feel free to take a look around.

Releases

Download all the skins here!
Mirror 1
Mirror 2




Spoiler for Hiden:


Download: http://www.4shared.com/rar/Uv-pIOy1/file.html
    Mirror:
http://www.mediafire.com/?cfl12p3839spk6f[/list]
"Now THAT is an Entrance!"
Darkwing's finally playable! Enjoy! Sorry about that little mishap with the coloring. He's fixed up now. Be sure you download it now!
Also, Try the bonus music code "DARKWING". =P


Gizmo The Cat - Three in One.



Change Log
    Sprites have been completely refurbished.
    Has two new pain sounds and death cry added to the mix.
    A new skin has been added as well, with his firing frames changed to attacking with his bare hands.
    Barehanded firing frames have been updated
    New taunts

    [li]Firing Frames touched up a bit.[/li]
    [li]MegaGizmo has the rest of Barehanded's taunts.[/li]
    [li]All three skins are in one pk3 now.[/li][/list]
    (NOTE: If you have already downloaded this skin once before, please remember to remove Gizmo.pk3, Gizmo-Barehanded.pk3 and MegaGizmo.pk3 before updating with this one. This is an entirely new file to save space.)

    My fancharacter, with two Three skins.
    These skins took a very long time to make. For one, These were custom made sprites. Of course I used a base, (TWO bases at that) but other than that I did all of that myself. Then I had to 8bitify it, and make sure I didn't leave any mistakes. Then I had to go and make him a separate set of sprites with Megaman's armor. It was very time consuming, but I had fun with this. As for the third skin, I ended up taking the first skin and just replacing the attacking animations with new ones, which were actually really tough. Making those rotations were probably the most trouble I've had with spriting Gizmo in a loooong time.


    Screenshots in no real order.
    Spoiler for Hiden:









    Smash The Echidna



    My main character, and the same name and character I go by here on Cutstuff.
    It took me quite a while to get this skin done. Mostly out of procrastination and uncertainty. But once I set my mind to it, it wasn't really that hard. Turning it 8bit was tedious, but that was the main challenge.
    This is also the tallest skin I have ever made so far. (only to be bested by the Chao Walkers, if they ever get done. But it's justified in the fact that they're big machines...)
    Fun Fact: Some of the sprites I used for Knuckles, (mainly the front walking) were edited off of Smash. Yeah. I'd already done Smash's first, and had to go back and turn that into Knuckles.

    Spoiler for Hiden:





    Chao Trio - 3 in one.



    The Dark Chao, the Hero Chao, and a bonus: the Cat Chao. (Originally was going to be Kitty the Cat Chao, another fan character, but I decided against it. Instead, it's just a chao of the same race.)

    Change Log
      Sound Effects are now louder
      Cat Chao has a different meow. (though I wish it were in better quality, it was the only one that I found so far that fit.
      Pain sfx edited.

    Spoiler for Hiden:





    Power Protoman


    Protoman gets a turn fighting with the Rush Power Adapter equipped, now.

    Screenshots
    Spoiler for Hiden:



    Download Link: Here
      Mirror:
    http://www.mediafire.com/?j4j9gciadqig7xu[/list]



    Knuckles The Echidna



    After a long wait, Knuckles has finally made it to MM8BDM!

    Screenshots
    Spoiler for Hiden:





    ANGRY Sun


    With a burning hatred for anything that moves, the ferocious sun swoops down upon the unsuspecting passersby.

    Screenshots
    Spoiler for Hiden:



    Download Link: Here


    Captain Falcon


    "Show me your moves!"

    Screenshots
    Spoiler for Hiden:



    Download Link: Here


    GutsWario


    "Wahahaha~"

    Screenshots
    Spoiler for Hiden:





    Download Link: Here


    Akuma(/Gouki)


    Spoiler for Hiden:




    "Shoush~"
    Download Link:



    ((NEWEST!))
    Lemmings


    Lemmings from Lemmings Paintball. Four different skins. Comes with music as well!

    Spoiler for Hiden:






    Spoiler for Hiden:

    Music Codes:
      NICE1
      NICE2
      NICEMOOD
      MARIMBA
      MOODY1
      MOODY2
      SONGX
      SPDBASS
      SWINGY
      YIDDER

    Download

    Music Packs

    Mega Man 7 Original SNES Music Pack
    DOWNLOAD (Updated): http://www.4shared.com/file/r5dP8--B/file.html
      Mirror:
    http://www.mediafire.com/?k29baehgarhdbce[/list]

    Seeing how the Megaman 7 expansion was right around the corner, I figured a good way to celebrate would be to release this music pack. I was originally gonna put NES songs in there as well, but I'm pretty sure the expansion will have plenty of those. So it's just the SNES songs. Enjoy!

    Music Codes:
    Spoiler for Hiden:
    CAPCOM
    MM7TITL
    INTMUS
    BASMUS
    MM7PASS
    STGESEL7
    MM7START
    BURMUS7
    FREMUS7
    JUNMUS7
    CLOMUS7
    SLAMUS7
    SPRMUS7
    SHDMUS7
    TURMUS7
    GGNGMUS (Made a mistake, I just realized it. There's an extra G.)
    MM7SBOSS
    MUSMUS
    AUTOMUS
    DRLIGHT7
    MM7SDW1
    MM7BDW1 (Beta Version)
    MM7DW1X (Mixed Beta and Original in an experiment. Personally I like this better than both.)
    MM7SDW2
    MM7SDW3
    MM7SDW4
    MM7SDWB
    BASSDUEL (Unused track for the duel with Bass.)
    MM7FB
    MM7CRED


    Megaman Extra Songs
    Download (Updated: Split in half (hopefully) to speed up downloads): Part 1 Part 2
    Mirror: Part 1 Part 2



    This was the first music pack I had ever worked on. Took me long enough to release it. It just kept growing and growing and growing...

    Music Codes: (Shows them in a different order than in the wads, so it counts for if you have both of them.)
    Spoiler for Hiden:
    MM3BOSS3
    NOHOPE
    PDWFBMUS
    MM4CBOSS
    BOSSRUSH
    MM3CDW2
    MM6CBOSS
    STGESEL2
    STGESEL3
    STGESEL4
    STGESEL5
    STGESEL6
    STGESEL7
    CKNIMUS
    MM3CWBOS
    SPACEMUS
    MM6FB
    MM6FB2
    MM4FB
    CCOS2MUS
    CCOSMUS
    MM4DW2
    ATOPMUS
    CSNAMUS
    MM5BOSS3
    CMRXMUS
    MM9FB2
    MM10IBOS
    MM10IDW1
    MM10IDW2
    MM10IDW3
    MM10IDW4
    MM10EDW1
    MM10EDW2
    MM10EDW3
    MM10EDW4
    MM10DW4X
    MM10DWB
    MM10IDWB
    MM10FB
    MM10WBOS
    AMETMUS
    CDARMUS
    MM5FB
    MM2CDW1
    MM7FBX
    MM7INTRO
    PUNKOUT
    BALLADE
    HOENKMUS
    GALMUS2
    BASSMUS
    FREMIX
    CTOAMUS
    CRINMUS
    RAINMUS
    MEMMUS
    MM2BOSS2
    MM2CBOSS
    MM6ABOSS
    CGYRMUS
    ULTIMATE
    ENDLESS

    There.

    Rokko Chan Music Pack
    DOWNLOAD: Here

    Just finished playing this Megaman clone of a game, and I must say: It was well worth it. If I only heard the music, I could swear that it sounds just like Megaman. (Especially Lightning Man's theme. That sounds So much like Plug man's theme, it's uncanny.)

    Music Codes: They're provided in the wad itself, but I'll list them here as well.

    Spoiler for Hiden:
    ROKKOPEN = Opening
    GOGOROKK = GO! Go! Rokko Chan!
    ROKKTITL = Title
    ROKKMENU = Menu Select
    STGESELR = Stage Select
    ROKKSTAR = Stage Start
    HOKMUS = Hokkey/Hockey Man's Stage
    JETMUS = Jet Man's Stage
    VOLMUS = Volcano Man's Stage
    LIGMUS = Lightning Man's Stage
    ROLMUS = Rolling Man's Stage
    FORMUS = Forest Man's Stage
    ROKKBOSS = Boss Battle
    ROKKWIN = Stage Clear
    WEAPGET = Weapon Get!
    ROKKOVER = Game Over
    DRMAD = Into The Castle
    ROKDM1 = Mad Stage 1
    ROKDM2 = Mad Stage 2
    ROKDM3 = Mad Stage 3
    ROKDM4 = Mad Stage 4
    ROKDMB = Mad Stage Boss
    ROKKRUSH = Boss Rush
    ROKKFB = Last Battle
    ROKCLEAR = Game Clear
    ROKKEND = Ending


    W.I.P.'s
    Spoiler for Hiden:

    (I really need to clean this post up.)

    9
    Anything Goes / Well, I've finally gotten around to showing up here.
    « on: December 07, 2010, 09:39:27 PM »
    Hello, everyone. The name's Smash The Echidna. You might have seen me around the net games occasionally. I usually just go by the name Smash.
    I've been playing MM8BitDeathmatch for at least a month now. I really can't wait for the MM7 expansion to come out.
    I never did finish single player, I always end up playing online.

    So, yeah. Hey everyone.

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