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Messages - Trainer Ed

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1
Of course, you do realize this means we're one step closer to being Fortnite, right?

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MM8BDM Discussion / Re: MM8BDM V5D - Released!
« on: February 14, 2019, 02:55:48 AM »
The ending cutscene is best watched while using a Zero skin/class.

I mean, it just works so well.

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MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 14, 2019, 02:49:33 AM »
Also, I was poking around the MM8BDM-V5d pk3 and I noticed that inside the folder with Mega Buster sprites, there were also unused (?) sprites of the Level 3 Charge shot. Are there any plans to implement this in the main game?

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MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 06, 2019, 12:08:17 AM »
Just realized something: Where's the Magnet Beam?!

After all this time, after figuring out ways to make every single weapon work in 3D, we missed out the Magnet Beam! The Super Arrow being skipped out on, I can accept (In a fast paced FPS, I don't really expect to jump on a flying plunger's handle), but the Magnet Beam could be a clever way to gain higher ground over your opponents for a brief period of time.

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Skins & Bots etc / Trainer Ed's E X P E R I M E N T A L Skin Lab/Shop!
« on: February 05, 2019, 10:02:30 PM »
Cue the Music:


Hey there!

Welcome to my Skin Shop where I do brutal and agonizing experiments 'Port' sprites of different characters who may or may not have proper rotations into MM8BDM (Please don't sue me).

And most of them are Pokemon Characters. Yay!

Currently, it's a little... Empty, but I assure you, there's more to come!

Without further ado, let's look at what's in store!

(-o-)
Red (Firered)
Everybody's favorite Pokemon Trainer has arrived, for realsies this time, into the world of MM8BDM! His rotations are a bit curious, since I only had 4 sprites to work with, but I made them work!
https://drive.google.com/file/d/1RlJiP37dDjf-Jn4QkoioP3HHdel6tEvI/view?usp=sharing

Ranger Solana
The Female Protagonist from the first Pokemon Ranger Game... uh... has been deployed into the field! This one was actually my first ported set of sprites, since she already technically had rotations to begin with, and comes in both her classic red uniform and a color-changing variant for use in multiplayer matches.
https://drive.google.com/file/d/1d23ObSQucOiYQia7UwxWugK1sdQs1mZj/view?usp=sharing
https://drive.google.com/file/d/1faO6oAt2UHELqxjdROo1SSRsc7dJ7sTC/view?usp=sharing

Redneck Budwiener Red (Classic)
Coming in from the original Pokemon Red, everyone's favorite 8-bit trainer joins the fight! He comes in both a color-changing variant and a monochrome version for cosplaying purposes!
Monochrome Version
https://drive.google.com/open?id=1qCD1yvAGM9Ikg4r6TnTjyAFvbfzPJxIk

Color-change Version
https://drive.google.com/open?id=15tKYVybUWn85w2nUhL3rqRdf7fZagAhA

(-o-)
And that's everything I have! Two ported sets of sprites. Huh, that wasn't very long.

Sprites from Spriter's Resource: https://www.spriters-resource.com/
Credit for Pokemon goes to Nintendo!

Oh, and before you leave, can I interest you in one little thing? Here's a Mega Buster. But not just any Mega Buster! This Buster is compatible with regular Doom, in case you felt like killing Demons using an arm cannon. It uses sprites from MM8BDM, and the Justified Classes mod for the charging sprites. Now you too can make like life and give Lemons to everybody!
(Note: You'll need to type in the console 'give megabuster' in order to use it.)
https://drive.google.com/file/d/1GUhZ5Gg-NNXl8FDTy91Z7TJ7AqH8181V/view?usp=sharing

COMING SOON!
Spoiler for Hiden:
Turns out the other guy was already made, sooo... Ruby.

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Skins & Bots etc / Re: PROJECT: Galaxy Man & Other things
« on: February 05, 2019, 12:30:01 AM »
I also made a Doom Marine skin, albeit by ripping the sprites from Doom's wad itself. It's kinda bad, though, and has no color change...

7
Thank you very much! However, most of the credits would go to the original creators, as listed. I really just put the stuff together.

Speaking of crediting, I left someone out by accident! Whoops.

Sgt.Mark IV - Brutal Doom.
https://www.moddb.com/mods/brutal-doom

The Chainsaw's altfire's sprites came from that. That is all I can really say.

That, and...
Spoiler for Hiden:
DN CHXQST

8
BOOM! NEW UPDATE!

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Mega Man Discussion / Re: Mega Maker
« on: November 07, 2018, 12:05:54 AM »
Is it okay if I put some of my own level codes here?

Here's one I'm really proud of!

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T H I S  I S  Q U A L I T Y  M A T E R I A L.

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Projects & Creative / Re: New Megaman Robots
« on: November 06, 2018, 11:41:37 PM »
Well, here's mine.
DWN-089 Actinium Man!

This French robot is silvery-white with a glowing blue power core and works by day in a lab researching radioactive materials for use in cancer treatment. During this time, he analyses isotopes using his laser scanners and bombarding them with both protons and neutrons using his Nuclide Buster. This can cause them to become either stable (By adding more Neutrons), Unstable isotopes (Adding more Electrons) or change into new elements entirely (Adding more Protons).

Unfortunately, he is also known to have an Unstable disposition and hates being dirty, which he unfortunately always is as his armour keeps reacting with the air to change into Actinium(III) Oxide in a regular environment. So his lab (And Boss Room) are both in a vacuum to prevent further oxidization, meaning he has to work with Mettaurs and other robots on a regular basis, the former of which he keeps as a pet and names 'AC'.

Upon his defeat, you get the Proton Buster in tandem with his Periodic Scan, which functions by firing more electrons at elements (Or in this case, enemies) in order to make them unstable and react to the air in different ways. Here's how it works:
1- The enemy's armour is scanned and the proton, neutron and electron count is returned on Megaman's HUD.
2- Firing a higher amount of protons than the neutron count will cause the nuclei of the element to become unstable, causing the armor to undergo rapid radioactive decay.
3- This releases Alpha Particles, Beta Particles or Gamma Rays to the surroundings depending on the type of decay caused, which in turn cause damage and radioactive disintegration of the nuclei of the surrounding enemies, with Alpha having the least penetrating power and Gamma being a light-speed ray that can penetrate any armour... Except for, specifically, a Mettaur's helmet.
4- The surrounding enemies undergo decay, causing their armours to continuously take damage. In addition, they become weak to the proton buster for a period of time.
5- ???
6- Profit!

His weakness is clearly the Oxygen Buster (DWN-008a Oxygen Man) which causes him to undergo rapid oxidization to Actinium(III) Oxide.

He likes Acid Man, taking care of AC, reading textbooks, seminars, and long walks on the beach with Radium Ice Cream.

Now, let me tell you about DWN-090 'Thorium Man...'

Sources: Wikipedia.

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MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 31, 2018, 10:25:03 PM »
Double Gear will be addressed in the MM11 update, which will not be coming out for a very long time!

Aw, nuts. Well, I'm looking forwards to that update! Thanks!

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Mega Man Discussion / Re: Mega Man 11
« on: October 31, 2018, 03:11:07 AM »
Well, it's out now.

It features the ability to slow time and charge up Robot Master weapons like Megaman X.
Its bosses are:
-Acid Man
-Block Man
-Torch Man
-Blast Man
-Tundra Man
-Impact Man
-Bounce Man
-Fuse Man

And the Yellow Devil is back and also there is no 8/16-bit modes. Sorry, Dark Phil.

I probably pissed off a lot of people by bumping this up here, but still. Sometimes it's good to look back at our past expectations and compare it to reality.



There was also this other game Keji Inafune made in-between, but we don't talk about THAT.

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MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 31, 2018, 02:51:18 AM »
What about the Double Gear System being implemented as an upgrade, like the Bass/Laser/Proto Busters? Upon being equipped, it would give the user two items; the Speed and Power Gears. They can be swapped between using the switch items, and used by use item (Or maybe altfire).

The Speed Gear would be pretty self-explanatory, perhaps speeding up the player slightly with a trail effect. The Power Gear would be a little harder to implement, requiring custom sprites for the bigger... uh...'Muso' attacks, whatever that is.
Upon reaching 2 bars of health, the system will allow the user to fire off twin charge-shots, just like in-game, but will reduce the player to 1 health upon doing so.

Sorry for the long post, and probably for stating the obvious. I don't have a potato.

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Projects & Creative / Re: PROJECT XOVER [ALPHA 0.2 RELEASED!]
« on: October 29, 2018, 02:25:31 AM »
Doom's coming.

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