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Messages - Beed28

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31
Anything Goes / Re: General Offtopic Discussion V.28
« on: October 05, 2016, 10:36:58 PM »
I was just remembering; I had a mod somewhere that attempted to recreate Mega Man's Smash Bros. moveset in MM8BDM. With the rise of MM8BDM mods again, I was considering reviving that one day.

32
Anything Goes / Re: What ya think about Heat Man?
« on: October 04, 2016, 12:12:30 AM »
Ironically, he seems pretty chill outside of fighting. Can you name any other robot master that smokes?
Spoiler for Hiden:
He definitely seems pretty chill in the last row.

33
Anything Goes / Re: Is my profile picture edgy?
« on: October 02, 2016, 11:39:11 PM »
Mega Man Powered Up was probably the edgiest Mega Man game I've played. I mean, look at when you defeat a Robot Master; if you defeat them with just the Mega Buster, you simply disable them, but if you use special weapons, you end up killing them!

And don't get me started on the "things" you can make out of the level blocks in the Construction Mode!

...

So, yes. Your profile picture is edgy.
Mine certainly isn't.

34
Help & Editing / Re: sv infiniteammo dosen't work on singleplayer
« on: October 01, 2016, 05:01:56 PM »
Try pasting this into the console:
Code: [Select]
alias ammospam "give weaponenergy; wait 1; ammospam"
Afterwards, whenever you want infinite ammo, just type in ammospam in the console.

35
Projects & Creative / Re: Class based modification (v8d)
« on: September 30, 2016, 07:10:27 PM »
In this release, Pirate Man's Remote Mine is somewhat... inconsistent, compared to the previous beta or even the copy weapon version, which kinda sucks out some of the fun I had with the class the other week.

Unless it's a nerf of some kind.

36
What's so bad about the earthquake effect?

37
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 19, 2016, 02:09:01 PM »
So apparently, it's Pirate Day today.
Spoiler for Hiden:

And apparently, this is what happens on Pirate Day.


Last time I checked, Pirate Man was the one who was winning.

38
Edit: Do you hear something...?
Interesting. So I wonder how you'll tell players about their updated battle, like you did with Bass? Are they just going to pop by the Light Lab as well?
Maybe have some tea and some biscuits?

39
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 11:51:08 PM »
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?
For Tengu Man, I used his MM8 Saturn theme. For Astro Man, I used his MM&B stage theme. For Duo, his remodelled form uses the MM8 intro/middle stage music, while his original form is his theme.

40
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 11:17:00 PM »
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.

41
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 10:52:20 PM »
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.

42
Closed / Re: FPS drops on MM9MAG and MM7FRE?
« on: September 13, 2016, 02:37:15 PM »
On MM9MAG, script 3 is being spammed mercilessly, which may be the cause:


Fun fact: On my tablet device, it takes about 6 minutes on that map before the FPS drops to an unplayable rate, but on my gaming laptop it takes about 32 minutes before the FPS starts choking.

43
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 13, 2016, 02:32:23 PM »
3D floors?

44
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 12, 2016, 11:29:33 PM »
Coming soon...
Spoiler for Hiden:




The maps are mirrored now?

45
Projects & Creative / Re: Class based modification (v8c)
« on: September 12, 2016, 07:05:27 PM »
For some reason, Bass' Treble Boost upgrade has autoaiming disabled on it. The Treble Boost upgrade in the vanilla game does not, and the autoaim doesn't break it.

EDIT: Also, Quint's bot doesn't use Sakugarne. I think you should at least fix that.

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