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Author Topic: CSCRM pack (demo Release)  (Read 10230 times)

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March 19, 2012, 03:58:50 PM
Reply #15

Offline ice

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Re: CSCRM pack
« Reply #15 on: March 19, 2012, 03:58:50 PM »
Nope! Chuck Testa No classes involved at all, just basically a 3d megaman fangame more or less. Make your own RM that represents you, make a AI moveset, sprites and attacks, then optionally, a boss room. Or in other words, the Robotmaster pack, based on the cutstuff community

March 19, 2012, 04:39:45 PM
Reply #16

Offline BiscuitSlash

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Re: CSCRM pack
« Reply #16 on: March 19, 2012, 04:39:45 PM »
Hmmmm, not sure how I can get involved. My class for CSCC isn't actually quickman, but me in a special amour that gives me extra stats and purple aura fire attack thing. Since I'm not a robot....eh, might not work for this.

If I had the sprites for M-7 (CSWar2 character), I'd totally add him instead, as he's sort of a robot master.

Since I can't, I might go for the next best thing.

if i make the skin later, i'll make the head spark thing a small drill
Name: Spark Drillman

attack type: Drill or Electric/spark depending on the attack. His electric attacks can go up to 30,000 volts.

Attacks: He can use his long drill arms to attack a close range, he can emit small close range sparks from them (like 4MI brightman), and he can dash forward with them in front, drilling into whoever his in the way. If he hits a wall, he gets stuck in there for about a second. He can also fire big sparks from his drills that split up upon contact with walls and players. He can also jam is drill arms into the ground/wall and emit sparks that travel across the ground. He can also fire an electric drill that will explode into big and small sparks in different directions. He can drill into the ground like Drillman, but this power is slower and more limited for him.

Weakness: Unknown until I can think of something for him.

Movement pattern: If at close range, he'll usually use his close range attacks. For about 2/3 of the time fighting him he'll be out the ground, running around or jumping, firing a few sparks or electric drills. Occasionally he'll dash strait forward at you, which you'll need to get right out the way for. When he's underground, he'll usually try to be unpredictable in where he goes.

weapon dropped: Spark drill (working on the name). Fires an electric drill that splits into multiple sparks.

And about the Solar Laser thing, you CAN dodge it in MMF, but the boss will only fire it 2 or 3 times at once, and you'll pretty much get hit if you don't know how to avoid it.

March 19, 2012, 05:24:59 PM
Reply #17

Offline ice

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Re: CSCRM pack
« Reply #17 on: March 19, 2012, 05:24:59 PM »
eeeh, noooot quiiiite creative enough. The character doesn't HAVE to be you if you don't have one but you could also use a RM you made.

Also progress report
Finished Ice and Sparky
Made Ice's boss room
Working on the HUB

beta is almost done :D

March 19, 2012, 05:27:54 PM
Reply #18

Offline BiscuitSlash

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Re: CSCRM pack
« Reply #18 on: March 19, 2012, 05:27:54 PM »
Spark Drillman is a RM that I made actually. Not sure what other attacks he'd have, as he's meant to parody Spark Mandrill and Quick Air Man.

If I can get someone to make M-7 sprites then I could make a class for that. I'd love to do that, but it probably wouldn't be something that anyone would want to bother making.

Also I'd prefer M-7 as a class so y'know....

March 19, 2012, 05:38:21 PM
Reply #19

Offline SmashBroPlusB

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Re: CSCRM pack
« Reply #19 on: March 19, 2012, 05:38:21 PM »
example time

let's say I were to make base sprites for a skin for use as my robot master

would there be anyone out there who could do running / firing / whatever

March 19, 2012, 06:21:30 PM
Reply #20

Offline ice

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Re: CSCRM pack (demo Release)
« Reply #20 on: March 19, 2012, 06:21:30 PM »
Here's a demo

http://www.4shared.com/file/1FHl2n0k/CS ... furl=d1url

Not sure how to change map and keep the weapons without saving

March 19, 2012, 06:36:42 PM
Reply #21

Offline Laggy Blazko

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Re: CSCRM pack (demo Release)
« Reply #21 on: March 19, 2012, 06:36:42 PM »
Shouldn't that file's name be "CSCRMPack" instead of "CSCCRMPack"?
---
PROTIP: to defeat Ice:
Spoiler for Hiden:
Shoot at it until it dies

March 19, 2012, 06:38:20 PM
Reply #22

Offline ice

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Re: CSCRM pack (demo Release)
« Reply #22 on: March 19, 2012, 06:38:20 PM »
whoops, accidently slipped that extra C in there @_@

as for the "protip" That applies for all robot masters XD though Ice's AI is more simplified due to this being a demo

Edit: Fixed

March 19, 2012, 06:44:24 PM
Reply #23

Offline ? Manibogi ?

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Re: CSCRM pack (demo Release)
« Reply #23 on: March 19, 2012, 06:44:24 PM »
I think we was referencing this:

But you probably knew this already.
It's a great demo! And I see you programed Sparky already. I wish you the best of lucks with this project ;)

March 19, 2012, 09:12:40 PM
Reply #24

Offline fortegigasgospel

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Re: CSCRM pack (demo Release)
« Reply #24 on: March 19, 2012, 09:12:40 PM »
I made my own arena. Even put in Map spots for her to jump to. http://www.mediafire.com/download.php?f81yzszqz7d8g9w Thankfully the boss theme I originally planned for the boss was the MM4 Complete Works boss theme, so its already in 8 bit and in game.

Feel free to make any changes you need to.

March 19, 2012, 09:44:40 PM
Reply #25

Offline ice

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Re: CSCRM pack (demo Release)
« Reply #25 on: March 19, 2012, 09:44:40 PM »
Holy crap that ceiling looks epic! :shock: But yeah, not sure if all those spike pits would work very well in a boss room as both you and the boss will end up falling into them

March 19, 2012, 09:52:50 PM
Reply #26

Offline fortegigasgospel

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Re: CSCRM pack (demo Release)
« Reply #26 on: March 19, 2012, 09:52:50 PM »
Thats how the boss fight would be in an actual fight with her. Also the map points I put in are for scripting her to jump to so she never falls in.
If they were in a game it certainly wouldn't be a 2D game but a 2.5D, in which she slipped and fell into the pits at defeat.  But for this to make her more challenging because she has low defenses and short range.

March 19, 2012, 10:14:49 PM
Reply #27

Offline ice

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Re: CSCRM pack (demo Release)
« Reply #27 on: March 19, 2012, 10:14:49 PM »
I don't think it's possible to control where monsters jump in the doom engine (as far as i know)

March 19, 2012, 10:26:37 PM
Reply #28

Offline fortegigasgospel

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Re: CSCRM pack (demo Release)
« Reply #28 on: March 19, 2012, 10:26:37 PM »
ah, I can fix it around a bit to have ramps at the corners and block monsters then.

March 20, 2012, 02:00:25 AM
Reply #29

Offline ice

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Re: CSCRM pack (demo Release)
« Reply #29 on: March 20, 2012, 02:00:25 AM »
Welp, so far we have 2 out of 8 RMs done, so far we have a ice guy and a lightning guy, now all we need is an earth guy, a fire guy, someone that's weak to ice, and someone that's weak to lightning. After we get all 8, I'm releasing CSCRMv1a (toying with the idea of adding custom fortress bosses and if things go well enough and everyone has the motivation, whole stages)