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PostPosted: Sun Mar 04, 2012 11:54 pm 
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Welp, finally getting back to this project. I'm going to need some extra hands to help out since some stuff is starting to come up in RL, and to also give feedback on how it works and improving the codes and all as clearly alot of stuff is getting by with only 1 person coding this thing. Anyone interested in helping?


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PostPosted: Tue Mar 06, 2012 1:42 am 
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Game&Watcher wrote:
Daveris wrote:
Maka Wuhu, then.

Just make sure that it lacks that one glitch (you know what I'm talking about)


:D


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PostPosted: Sat May 19, 2012 7:49 am 
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Location: On Dr. Wily's foot.
Here are some spelling errors
Skull Machine XX: (temporery sheild in the back that can be destroyed. normal attack fires 4 short ranged missiles, and charged creates 4 small explosons)


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PostPosted: Sat May 19, 2012 1:06 pm 
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That's just his way. He types fast and doesn't really care about spelling.

Erm, has anything been done here?


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PostPosted: Sun May 20, 2012 1:15 am 
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internet will be out for 2 weeks and I'm running out of things to do with the computer, so an update may be likely


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PostPosted: Mon Jun 25, 2012 2:25 pm 
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*blows dust off thread* Welp with my day off I'm going to be working on the mmbc mod. I do have some questions though. What do you think about the maps, are some of them good, are some of them horrible?

I'll start being the head of the project

Quote:
MMBC01 Iceman: The map's pretty much similar to the one in mmbc, minus the slops that were in the map. my main gripe is with the joining area, when you go into the teleporter, you come out in a random direction

MMBC02 Bombman: honestly, my main gripe with this stage is, too many height variations, and as some pointed out, some turns are impossible to predict on the 1st time around, plus, I like some consistancy to my speed instead of bumping into a wall when you have to go over those walls

MMBC03 Elecman: main things I dont like about this stage is the size and the alternate paths at the begining, things are too cramped and cones are just lined up everywhere

MMBC04 Protoman : Honestly my favorite map, size is good, number of obstacles are good, and pretty awesome music for the area

MMBC05 Fireman: far too many sharp turns for my taste

MMBC06 Bass: ....I dont really know where to start on this one, there's alot of sharp turns, alot of "death" pits, the whole layout just feels weird,I tried adding the lap counter system to it, but the map epicly broke when I tried it

MMBC10 Airman: Based directly on the sky map from mmbc, I guess it is kinda bland, but so was airman's stage (you better thank goodness I used airman's tiles tastefully instead of having it as the track's main texture). My main problem with this is that it's feels short

MMBC32 Gyroman: Based directly on the 3rd sky stage in mmbc, This one unlike airman's stage has a decent length to it, and of course like airman's stage, there weren't too many gimmicks, but again, gyroman's stage didn't have any gimmicks either except for the elevators. Though I'd say leave it as it is, cause we know what happens when you try to shoehorn gimmicks in

Now for other tracks

xColdxFusionX's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)

Mario's Curcuit: It's mario kart, what more could you want


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PostPosted: Mon Jun 25, 2012 3:34 pm 
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I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.

I could maybe whip up another car for you today- depends if I find time. (Still think Toad is the best though)

Shade Man still needs the Batmobile, too.


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PostPosted: Mon Jun 25, 2012 3:47 pm 
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Holy crap, this thread's been dead for a while, hasn't it?
Hey, I was just thinking about this thing about a week ago. Did you learn how to read minds over the hiatus?

ice wrote:
xColdxFusionx's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)


Wait, what's wrong with the ramp?

Also, had a couple experimental ideas I might send you if you're interested.


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PostPosted: Mon Jun 25, 2012 3:56 pm 
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Star Dood wrote:
I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.

I could maybe whip up another car for you today- depends if I find time. (Still think Toad is the best though)

Shade Man still needs the Batmobile, too.


You can't just shoehorn things in or it will ruin the whole flow

xColdxFusionx wrote:
Holy crap, this thread's been dead for a while, hasn't it?
Hey, I was just thinking about this thing about a week ago. Did you learn how to read minds over the hiatus?

ice wrote:
xColdxFusionx's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)


Wait, what's wrong with the ramp?

Also, had a couple experimental ideas I might send you if you're interested.


I tend to use the abra skin online for a reason

The ramp's kinda borked atm, when you reach the end you just fall straight down as if you were a search snake sometimes going directly into the lava, not sure if there's a fix

and yeah, send em over


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PostPosted: Mon Jun 25, 2012 6:08 pm 
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Star Dood wrote:
I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.


Agreed, mostly for Airman's stage. It felt very bland. In fact, the only things that made it unique was the textures.


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