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Author Topic: [Game Mode] QInvasion Public Beta 2  (Read 3638 times)

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August 21, 2013, 07:12:29 AM
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Offline Gummywormz

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[Game Mode] QInvasion Public Beta 2
« on: August 21, 2013, 07:12:29 AM »
Download Public Beta 2 Revision 2

QInvasion is an implementation of the invasion game mode from Zandronum. It uses Mega Man Single Player (Strength in Numbers, specifically) monsters as well as maps that open more the more progress is made by the player. The goal is to have one map per robot master, with a boss at the end (not the robot master itself, however).

I also wish to keep development of this mode as open and accessable as possible. There will be private betas to insure quality, but public betas will be made available frequently. You do not have to be an experienced coder or mapper to contribute to this expansion. Please see below for guidelines and what is available.

SPRITES:
I will need sprites for various enemies, especially those from later games. I will put any special requests below, but usually anything is acceptable as long as it meets the following guidelines:

* The enemy must be from a main series game. Nothing from hacks or fan games.
* Original enemies are fine as long as they are original in both attacks and appearence.
* Sprites do not have to be blue and cyan.
* If you are unsure about whether an enemy is needed, please post about it first.

Requests:
 Spoiler:
Cat mini boss from top man's stage
Top throwing enemies walking + shooting sprites

MAPS:
Only a few maps will be available for claiming at a time. Guidelines:

* Please claim a map by posting in the thread or contacting me first.
* You do not have to code any part of the map or monsters. It would be appreciated if possible, though. There will be a coding tutorial for the basics below.
* Please make areas for where the monsters will spawn in and the parts of the level that will change for each wave appearent.
* Maps are to be set up for 8 waves.
* Feel free to throw in interesting gimmicks and such. Just don't make them bother the player too much.
* I reserve the right to change or reject maps.
* Only 1 map may be claimed at a time. Please do not drop maps then pick another right away.

Map Availability:
 Spoiler:
Guts Man - Available
Ice Man - Available
Oil Man - Available
Time Man - Available
Elec Man - Available

Top Man - Taken by Gummywormz
Hard Man - Available
Snake Man - Taken by The Doc
Magnet Man - Available
Gemini Man - Available
Spark Man - Available
Shadow Man - Available
(Mega Man 2 will be available after Mega Man 1 is done. Since Needle Man was already done, I thought it would be best to finish Mega Man 3 first.)

CODING TUTORIAL:
 Spoiler:
Coding an invasion map involves a lot of different aspects of modding, but is overall quite simple. Let's start with the ACS. ACS will allow you to alter your map based on the current wave. Here are the 2 main scripts you need:

script 4 OPEN
{
   Until (wave_c(2)) Delay(1);
   ACS_Execute(1, 0);
   
   Until (wave_c(4)) Delay(1);
   ACS_Execute(2, 0);
   
   Until (wave_c(8)) Delay(1);
   ACS_Execute(3, 0);

}

function bool wave_c(int num)
{
   if(getinvasionwave()==num-1&&getinvasionstate()==IS_COUNTDOWN)
      return TRUE;
   return FALSE;
}

The function simply gets the current wave and should not be altered. It is of note that the function is for the wave that's starting. For example: wave_c(3) means the start of wave 3. The ACS_Execute lines executes the scripts that change the map.

Now for the invasion spots. There are 2 parts to this, DECORATE and in the map itself. There are 3 kind of spots used by this mod: fly spots, land spots, and heavy spots. Land spots are used for walking enemies, fly spots for flying enemies, and heavy spots for boss enemies. This is a typical invasion spawner:

actor ScrewBomberSpot : CustomMonsterInvasionSpot 1202
{
//$Category MM8BDM-InvasionSpots
DropItem "ScrewBomber"
}

As you can see, dropitem is used to decide which enemies to spawn. You can add the same line multiple times to weigh 1 enemy in favor of another. Please refer here on how to place a spawner in a map and set it up properly.

CHANGELOG:
 Spoiler:
pb2 > pb2r2:
(Hopefullly) Fixed crashes relating to spread mets.
Various layout fixes.
Added a campaign. If the game kicks you out to cut man's invasion every time, use this.
pb1 > pb2:
MAPS:
Added a "safe zone" to each map so you don't spawn in a horde of enemies.
Added Bomb Man's Invasion (Gummywormz)
Added Fire Man's Invasion (Gummywormz)
Cut Man's and Needle Man's Invasion pickup layout has been fixed

WEAPONS:
Crystal Eye splits on enemy death again.
Fire Storm's shield hits invulnerable enemys.
Mega Buster is now undroppable. Added 2ndcoop hud because why not.

MONSTERS:
Added 15 or so new monsters.
Monsters are no longer affected by Leaf Shield, Centaur Flash, or homing weapons
Added +NOVERTICALMELEERANGE to puyopon. (English: Puyopon can now attack from
any height)

GENERAL:
You regain all your ammo if you die on survival.
sv_unblockplayers is now forced on.


KNOWN ISSUES:
 Spoiler:
* Needle Man now blocks the previous entrance to the map. Go around the side where the large platform is and enter from there.
* Fleas tend to escape from Bomb Man. If there's any monsters left, check the edges of the map with chasecam.

CREDITS:
 Spoiler:
SPRITES:
Colton - Red Latern
Fire Met - The Player
Hothead (walking sprites) - TheBladeRoden
Killer Bullet - Mega Man
Gyro Crushers + Rembakun + Giant Springer - Magnet Dood
Watcher - Brawlman9876
Sniper Joe Armor + Hammer Joe - Kackebango

CODE:
Enemies from MMSPSIN (heavily nerfed) and 2ndcoop. New enemies are based on these.
Wave Checking function and script by Zalewa(?) (from Delta Invasion).

MAPS:
Cut Man's Invasion - Gummywormz
Bomb Man's Invasion - Gummywormz
Fire Man's Invasion - Gummywormz
Needle Man's Invasion - Original Layout by CutmanMike, editted for invasion by Gummywormz

SPECIAL THANKS:
Blaze, JaxOf7, SmashBroPlusB, TailsMK4 - Testing and feedback of private betas.

August 21, 2013, 11:24:21 AM
Reply #1

Offline -Daiki-TheOni

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #1 on: August 21, 2013, 11:24:21 AM »
Yipie yipie yay! Invasion for all!! Thanks Gummywormz!!

August 21, 2013, 07:26:53 PM
Reply #2

Offline tsukiyomaru0

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #2 on: August 21, 2013, 07:26:53 PM »
It's really cool and all, but... The buster left hand... that pinky finger... Gives me the creeps!

August 21, 2013, 09:23:17 PM
Reply #3

Offline doofusroad

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #3 on: August 21, 2013, 09:23:17 PM »
What is with the fun box map?

August 21, 2013, 09:30:17 PM
Reply #4

Offline -FiniteZero-

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #4 on: August 21, 2013, 09:30:17 PM »
I think that's just something to scew around with. Or maybe it's to put in enemies not used in the other maps?

August 22, 2013, 02:26:30 AM
Reply #5

Offline TheDoc

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #5 on: August 22, 2013, 02:26:30 AM »
/me wants to map

/me sees code

/me shats pants

On a serious note, I get some of the code from just looking at it, but it might take me awhile to understand the entirety of it. However, when/if I do, I'll probably take a map. O and what does Qinvasion mean?

August 22, 2013, 02:51:38 AM
Reply #6

Offline SmashBroPlusB

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Re: [Game Mode] Qvasion Public Beta 2
« Reply #6 on: August 22, 2013, 02:51:38 AM »
It's "invasion" with a "Q" in front of it.


Probably just to sound cool.

August 22, 2013, 03:18:45 AM
Reply #7

Offline -FiniteZero-

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #7 on: August 22, 2013, 03:18:45 AM »
I tried out using some classes with this.

I think using this with classes could lead to quite some fun, and would make it more cooperative due to people taking on different roles (Bomb Man/Napalm Man as the heavy hitter, Plant Man as the medic, ect.).

August 22, 2013, 04:47:26 AM
Reply #8

Offline fortegigasgospel

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #8 on: August 22, 2013, 04:47:26 AM »
Quote from: "-FiniteZero-"
I tried out using some classes with this.

I think using this with classes could lead to quite some fun, and would make it more cooperative due to people taking on different roles (Bomb Man/Napalm Man as the heavy hitter, Plant Man as the medic, ect.).
Honestly, I thought this would be the one place Classes would actually fit in perfectly, cause it is a basic doom mode, and since doom had classes, which could be used in invasion, classes kind of fit in.

August 23, 2013, 10:56:40 PM
Reply #9

Offline FTX6004

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #9 on: August 23, 2013, 10:56:40 PM »
Will you add Mechakkero in Topman invasion map since i made these sprite of them.

August 24, 2013, 01:25:36 AM
Reply #10

Offline TheDoc

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #10 on: August 24, 2013, 01:25:36 AM »
Btw, Im going to try Snakeman.

August 24, 2013, 01:30:28 AM
Reply #11

Offline ZeStopper

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #11 on: August 24, 2013, 01:30:28 AM »
This a rather interesting idea, MM8BDM always needed an invasion of sorts.

August 24, 2013, 02:16:44 AM
Reply #12

Offline Laggy Blazko

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #12 on: August 24, 2013, 02:16:44 AM »
Woooooo, invasion! :D
I hope survival invasion works here.

August 24, 2013, 02:39:18 AM
Reply #13

Offline LlamaHombre

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #13 on: August 24, 2013, 02:39:18 AM »
In general, about how large should these maps be? I may consider making one but I don't want to go overboard.

August 24, 2013, 02:49:47 AM
Reply #14

Offline tsukiyomaru0

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Re: [Game Mode] QInvasion Public Beta 2
« Reply #14 on: August 24, 2013, 02:49:47 AM »
Quote from: "LlamaHombre"
In general, about how large should these maps be? I may consider making one but I don't want to go overboard.
From what I have seen, almost as wide as Ringman.


 

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