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Messages - Stardust

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Projects & Creative / Re: MM8BDM Fishing!
« on: July 27, 2018, 06:10:36 AM »
Aw sob, crabs summons disappearing after about 9 mins now makes me sad - I'll miss ruining the hotel entrance corridors with saws traps and spiky balls with blowers to keep them in the hazards '^'

I guess technically speaking, you COULD infinitely charge TDPG's network with non-decoration (clientsided) items like these boulders, platforms, backons etc...
I'd assume someone hosted a HOTEL server recently with no restart (refresh) timer (and that's legit on its own) so it would stack crabs, -- and that's why they complained about it

That's just a proposition but another workaround is to keep crabs' duration infinite , but with a limit of summon-per-map (like 100 crabActors/map -- after that the last spawned crab actor into the void it goes)
: 0
Good work on the update still btw!

Pending / Re: [Feature] Projectile Team Colors
« on: March 03, 2018, 11:17:05 AM »
that's neato, I wanted to see shinies golden/green lime astro crushes and elemental flame swords.
Actually, while this is mostly meant for gameplay (pretty useful for attacks lasting a while on the field, like copy vision, hyper bombs,  flame blast spam and so on), I bet many of us are especially looking for the different color patterns because it looks good.
Too bad it actually modified the actors, meaning it can't be used online in the same way skins or other sprites edit like HUDball

but it could probably get some use in the vanilla core eventually, I wouldn't see any downside to that :d

Help & Editing / Re: I can't see my health and ammo bars
« on: January 26, 2018, 05:11:16 PM »
what Doc said '^'

if it still didn't work try out that :
go into the Options, Display Options, and play with the Screen size parameter until it fixes it the way you want it (vertical or horizontal HP bar)

Skins & Bots etc / Re: List of Skins
« on: January 09, 2018, 04:40:14 PM »

W.I.P Forum / Re: [Expansion] Mega Man World - Public Beta 2 Released!
« on: January 01, 2018, 11:24:10 AM »
Here try this
it's, the same version that is being hosted on doomseeker / and it's uploaded on TSPG, our main savior for hosting MM8BDM servers. It's obviously outdated and contains more or less bugs (since MM8BDM received updates), but playable definitely

happy new year btw if you read that now      :   )

Projects & Creative / Re: MM8BDM Fishing!
« on: December 16, 2017, 02:17:13 PM »
Got some extra suggestions and ideas tho ^^

> The basic fishes you can't use (Bass, Minnow, Salmon, Tetra, etc...) clustering in the CustomInventory slots with no direct use are kind of wonky. A neat thing would be to display your basic fish count in a small part of the screen (bottom left or bottom right corner?) instead of having them in your "usable" inventory. Something like :
Spoiler for Hiden:
Now that's just a awful photoshop to help understanding the concept, don't mind the quality. You'd resize this menu so it doesn't eat up a large part of the screen. PLUS, you could make the fish menu disappear when you stop fishing (not using the Rod since 15 seconds would make it fade away. Using the rod again would bring the menu back).
OPTIONALLY, it could also display your fishing level (from 1 to 10, depending on how much fishing upgrades you have)

> You hid the code to generate a random fish :( that's sad, we probably wanted to know more about probabilities...
From my personal testing, I see no difference between having 0 fishing upgrades and 10 upgrades. Does it actually do something?  If so is it barely noticeable? (like, -5% common fishes at 10 upgrades?)

Anyway since common fishes are meant to improve fishing level, they are kind of useless when you reach max level.
IMO you thus shouldn't be able to fish common ones when you're at max level.

> Two other suggestions, still about fishing quality :
An "automatic fishing" effect. Throw the Rod, and when it shakes, the rod automatically returns to you without you needing to press item. The effect would still remain after respawning. I would suggest an effect like that for EITHER :
A very rare fish (golden border) fish ;
OR a shared effect for all LVMAX fishermen (when using the 10th fishing upgrade you receive this buff).

> Random idea share for Sea horses : right now they provide 10 uses of a certain projectile/attack, then you run out of them and need to fish them again.
I'd propose to make Seahorses infinite use. But, they'd have a longer cooldown (I was thinking 10 to 15 seconds per seahorse. Or if the cooldown is shared among the Seahorses, I'd rather say 5-8 seconds.)
That makes them more "collectable" and fun to use without having to worry about "wasting" them.
Quite some fishes do something "permanent" (crabs summon something that stay forever, jellyfishes give you a permanant color, shrimps give you permanent aesthetic) so it's fair ^^

> Have the rod's range be a parameter for some fishes. Like, have some fishes (currently or future ones) only be fishable if the rod is thrown far away enough :V

> For the crabs (summoning fishes) : first time you use the crab CustomInventory item could display a translucent unsolid (a ghost) of what you're going to summon in a fixed point in front of you ; using the item again to validate and summon it.
That's a little extra, but for people who don't know what the crab they freshly got is going summon, it can help them, so they don't waste it on a random spot.



Projects & Creative / Re: MM8BDM Fishing!
« on: December 15, 2017, 09:16:15 AM »
I like this new feature for a chilling map it's a nice activity for those who don't pvp (and most don't on hotel-styled maps) so gj I clap clap this mod :0

The anti-pvp totem security police of summon is neat but would need some tweaks imo. You need to get 3 fishes while being close to it to get the protection. Since it's compatible (and meant to be played with?) YD Classes, well some classes can easily force you out of the totem's small protection radius. One megawaterS, tornado man, shademan can be enough to push around and disturb fishermen :V

Not only that but some players probably want to move between catches and change fishing location. They need to fish 3 times (~15-20 seconds of standing still like a duck) in that Hyper Bomb size radius without dieing, each time they change location D:

Personnal suggestion ahead - I'd recommend the totem item to be fishable on the very first catch (or even better : Auto just gives it to you directly :P). It's part of the fisherman's material after all alongside the rod

When using it, it could stick like a spiritual chain and follow you everywhere, giving invulnerability and pacifism, for as long as you fished at least 3 times. tl;dr give infinite range to the totem.
To activate PvP mode you'd just need to activate the totem item again to "unlink" you from it. But then you'd have to fish 3 times again to restore the link.

Spoiler for Hiden:
Also what does the Fish_CloverFin fish do? Code says it gives FishLuckBuff, a powerup that lasts 40 seconds, but I can't find anything about what this powerup does :(

OH ye and here is new fish suggestion :]

Name : Psychedelic Jellyfish (it's the one that changes your skin color right)
Color : R a i n b o o o o o
Rarity : Rare (blue border)
Effect : picks a random color in MM8BDM's skin colors (including "charging" colors like atomic fire), changing every 1/6 second or so
OR just do Galaxy man's color scheme

Maestro doesn't exist physically, he's an illusion and the entire MM8BDM campaign is a dream but no hints are given on who's dream is it.
He's an ideology, you can't touch him. The NormalNavi mary-sue that represents a gathering of all the robots participating in the tournament, but imagined as an allegory. Its the boi who was automatically created because of the existence of other robots. ~

just my 0.002cents, sorry for nothing

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 24, 2017, 06:32:16 PM »
Wow that's a fantastic job done here by everyone on the deam, gj for all the serious work :'o
The game keeps being refreshed both nostalgicaly-wise and gameplay-wise, that's so neat

Finally MM6 Wily stage with its underrated music is here T^T I missed it

MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 12, 2016, 08:59:39 AM »
In Game Name: Stardust Motion, (TGPD)Stardust Motion, (TGPD)TeamTwintail, Yomi Givrefoux
Favorite Game Mode: Deathmatch
Favorite Weapon: Needle, v5 Skull, Magic, Spark and Concrete
Prefered Skin: Auto, Cutman, Bubbleman, Hardman and Jewelman
Favorite Class: Bubble, Hard, Air and Clown (YD), Cut and Bit (JC), Duo (SH)
Greatest Rival: Heelnavi avec son mr propre et son bleu ciel l what the fuj jpige rien2rien oukoi
Favorite mod: my mods obviously, + YD classes and every mission mode-related mod
Reputation: I've made quite a lot of stuff a bit everywhere. Now I just goof around in hotel and taunt spam 24/7 while breaking things including other players
Anything Else?: don't trigger my inner weaboo or I become incontrollable

Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 05, 2016, 07:29:24 AM »
Please don't nerf Quint. If you're going to nerf Bass the robo Shark and everyone else fine ok but don't nerf Quint. We need at least 1 boss that is actually hard and challenging, plus since he's the "secret" boss (as in, not an "official boss needed to finish the campaign"), you should go more harsh on his difficulty, since you don't "have to" fight him. It's the point of secret bosses to be hellish hard. Nerfing him defeats that point. No nerf for him pls. Except spawning a bit further in the 4th phase, yeah this is fine, it's rather a fix than a nerf

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 10:01:11 AM »
bass isn't even hard
I mean you have almost infinite flying and a homing fist so you don't need to aim. And checkpoint after the first part. And he's meant to be defeatable Mega buster only. You just didn't played against him enough because if you did so you'd have gotten used to his patterns and stuff.

Like he's easyy if you know what you're doing (that is seeing which attacks he does and how to position/react properly)

he's not even a warmup next to the mm9 bosses

(also player skill is also a factor)

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 09:06:48 AM »
IMO sweating for an hour with over 100+ tries in front of a boss is a experience you'll remember, even if the fight might seems unfair that's good it teaches you about how hard real life is just like some games used to be hardcorely hard.
In a masochistic way a boss "seeming impossible" to defeat >IMO< is a good experience. And it's not anyway a Player vs Player fight so you can't be salty about it like if it was some kind of competitive thing. Bosses battles aren't meant to be some relaxing walk in the park like you'd farm bots in DM, they're here to test you harshly (especially the Final / Secret ones)

I defeated the [secret final boss] of v5 after 3-4 days (1 hour a day trying to get further in the fight) and I eventually did it (without cheats ofc) and I kind of feel good for it. You should try to deal with it and fight it and you'll be rewarded, instead of complaining and asking for nerfs. That's good if they have lunatic difficulty.

Anything Goes / Re: Post your desktop!
« on: August 01, 2016, 09:36:10 AM »
Spoiler for Hiden:
Probably the only person in the world with the windows bar not at the bottom

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 31, 2016, 02:20:47 PM »
Spoiler for Hiden:
Spoiler of a spoiler : in the Quint battle you can use Drill Bomb to destroy the rocks (from his circular rock pattern attack, the one you can't jump over), I figured that out after 150+ tries
EDIT : wait actually tomahawks destroy them too

Also I am the only one who's getting really sweaty hands when fighting Quint

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