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Author Topic: Custom Expansion - MegaMan Battle Network  (Read 15289 times)

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January 07, 2011, 12:22:29 AM
Reply #30

Offline MagnetMan497

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Re: Custom Expansion - MegaMan Battle Network
« Reply #30 on: January 07, 2011, 12:22:29 AM »
okay. just remove me entirley. I learned i am... busy.

January 07, 2011, 02:38:19 AM
Reply #31

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #31 on: January 07, 2011, 02:38:19 AM »
CORRECTION:
I was going to do MetalMan, but I wouldn't mind someone easing my work.

January 12, 2011, 12:02:52 AM
Reply #32

Offline Skye.EXE

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Re: Custom Expansion - MegaMan Battle Network
« Reply #32 on: January 12, 2011, 12:02:52 AM »
I Really like Searchman, I >MIGHT< Do him, I Still need to think about it

January 12, 2011, 01:50:29 PM
Reply #33

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #33 on: January 12, 2011, 01:50:29 PM »
If you want to, go ahead.

January 16, 2011, 03:51:37 AM
Reply #34

Offline Skye.EXE

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Re: Custom Expansion - MegaMan Battle Network
« Reply #34 on: January 16, 2011, 03:51:37 AM »
Quote from: "LlamaHombre"
If you want to, go ahead.
Im A Novice Skinner, So ill think  about it

January 16, 2011, 04:23:49 AM
Reply #35

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #35 on: January 16, 2011, 04:23:49 AM »
OK.

And note; we will need skins for Megaman.EXE and Protoman.EXE rather soon if we wish to get the main characters out of the way.

January 17, 2011, 02:25:08 PM
Reply #36

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #36 on: January 17, 2011, 02:25:08 PM »
Bump with more lists.

January 25, 2011, 08:50:01 PM
Reply #37

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #37 on: January 25, 2011, 08:50:01 PM »
Bump.

By the way, should we rip textures for the maps or use the ones already given?

February 07, 2011, 05:20:58 AM
Reply #38

Offline RevolverOshawott

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Re: Custom Expansion - MegaMan Battle Network
« Reply #38 on: February 07, 2011, 05:20:58 AM »
I like this, I'll keep an eye on it... BN=EPIC, SF=SHIT

March 13, 2011, 06:13:38 AM
Reply #39

Offline Ryuga_knight

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Re: Custom Expansion - MegaMan Battle Network
« Reply #39 on: March 13, 2011, 06:13:38 AM »
due to unforseen trouble I must resign from doing Roll.exe

March 25, 2011, 08:18:39 PM
Reply #40

Offline OZX

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Re: Custom Expansion - MegaMan Battle Network
« Reply #40 on: March 25, 2011, 08:18:39 PM »
w8, your not doing the music?!what kind of custom mega man battle network is this without the music of battle network?

Spoiler for Hiden:
:shock:  :shock:  :(

March 26, 2011, 05:38:15 PM
Reply #41

Offline Lego

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Re: Custom Expansion - MegaMan Battle Network
« Reply #41 on: March 26, 2011, 05:38:15 PM »
This project looks really cool! I thought of some BCs that should be in this expansion, and how they would work:

Dash - Basically Chargekick
Triarrow - same as game
Spreader - shoots a bullet (FIREBULLETS) when it hits a wall or player, it spreads.
Rock Cube/Stone Cube - same as in game
Buster chips - replace buster with weaker versions of battle chips (Buster bomb, sword, guard, punch)
Bomb - throws a bomb
Sword - Creates a small, short range projectile that stops almost instantly
Met Guard - Creates a shield that blocks your view, but is larger than that of protoshield
Guts Punch - Same as sword, but with greater knockback
Anubis - creates a an anubis statue that creates poison clouds around it that slowly deal damage.
Mine - places a mine in the field where the player is standing (this one is going to be contraversial as to whether or not players can trip thier own mine)
Recovery - (100 max) recovers health by the given number (this is basically E-tanks)
Summons - summons a navi to help the player (Could be programmed like monsters but with +FRIENDLY and +MAGNET which make it to where they will not do damage to you or aim for you.)

Sorry for the lengthy list, but I had more Ideas I did not want to mention due to how much work this is going to be.

I can also program (pun?) some of these as well as some of the default weapons in the first post.

March 26, 2011, 05:54:37 PM
Reply #42

Offline tsukiyomaru0

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Re: Custom Expansion - MegaMan Battle Network
« Reply #42 on: March 26, 2011, 05:54:37 PM »
Quote from: "Legofan20"
This project looks really cool! I thought of some BCs that should be in this expansion, and how they would work:

Dash - Basically Chargekick
Triarrow - same as game
Spreader - shoots a bullet (FIREBULLETS) when it hits a wall or player, it spreads.
Rock Cube/Stone Cube - same as in game
Buster chips - replace buster with weaker versions of battle chips (Buster bomb, sword, guard, punch)
Bomb - throws a bomb
Sword - Creates a small, short range projectile that stops almost instantly
Met Guard - Creates a shield that blocks your view, but is larger than that of protoshield
Guts Punch - Same as sword, but with greater knockback
Anubis - creates a an anubis statue that creates poison clouds around it that slowly deal damage.
Mine - places a mine in the field where the player is standing (this one is going to be contraversial as to whether or not players can trip thier own mine)
Recovery - (100 max) recovers health by the given number (this is basically E-tanks)
Summons - summons a navi to help the player (Could be programmed like monsters but with +FRIENDLY and +MAGNET which make it to where they will not do damage to you or aim for you.)

Sorry for the lengthy list, but I had more Ideas I did not want to mention due to how much work this is going to be.

I can also program (pun?) some of these as well as some of the default weapons in the first post.

I had a different concept for a MMBN mod. Have "Classes" that would give different folders and main weapon. Of course, Megaman's would be the starter folder. As for Summons, it would use TimeFreeze + two flags to make it impossible to hit the user.

March 26, 2011, 05:58:45 PM
Reply #43

Offline Lego

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Re: Custom Expansion - MegaMan Battle Network
« Reply #43 on: March 26, 2011, 05:58:45 PM »
Right after I made that post, I thought of classes too, I was also thinking of Souls + Crosses and the Buster chips for Megaman only. (I also mentioned flags, not sure if those were correct) but as for the battle chips, everyone should be able to access those.

May 02, 2011, 03:28:44 PM
Reply #44

Offline Emmanuelf06

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Re: Custom Expansion - MegaMan Battle Network
« Reply #44 on: May 02, 2011, 03:28:44 PM »
Good Luck for this mode, im a huge fan of EXE serie, it can be really awesome!!!!  :D

I want Heatman.EXE or Shademan.EXE!  :mrgreen: