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Messages - Ashley

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2
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: January 08, 2013, 05:17:17 PM »
Finished half the mobs on the list. Not satisfied with a few.. I'm doing my very best to make it as balanced as I possibly can. I'm balancing them to my weapons, however. Most of the weapons were meant to be assist tools or crowd clearers.. which might need balancing in itself. (I'm balancing it to the weapons because they're still a possibility and weren't far off from the OG, just slightly stronger. Whether or not they're kept is up to everyone else I guess)

3
W.I.P Forum / Re: I really need a break from over competitive gameplay
« on: December 25, 2012, 08:05:34 AM »
Quote from: "ice"
Welp, seeing as this hasn't seem to have gone anywhere for a while, need any monster coders?
Yes.

4
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: December 20, 2012, 02:36:06 AM »
Ignoring all replies; I'm working on enemies still, based on the list I had beforehand.. and they shoot on their own now, and no further. Don't worry.

#MegaMoby
^Anyone who knows what I mean wins a prize of their choosing; not administered by me.

5
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 26, 2012, 05:32:57 AM »
As far as why it doesn't work on some maps, I probably never actually got spawners into them, for weapons, pickups, or mobs.

Weapons, yeah I never quite figured out the issue with why megabuster was stuck unless you dropped it or [use Megasword].. it was just that way from the get-go.


You have to realize none of that work, sans Weapons or Enemies, is solid. That was pretty 'alpha,' I guess you could call it.. and it's the work people begged me to release at the time. Beyond that, I have no idea.

More progress since topic: None. Lack of motivation and people.

6
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 08, 2012, 04:56:40 PM »
Quote from: "Beed28"
So about this mod;

For the monsters, you could ignore Pain states altogether and use a ACS script that makes them flash upon being hit. I did that with the zombies in Chaos Generator, and I can show you their coding if you want.

If you wish.

Quote from: "TheDoc"
Ummmm....how do I get this to work? It's in a .zip file, which contains a folder, which contains a mix of more folders, wad files, and pk3 files. :cry:

Extract the folder from the .zip file. It's just an archive as is.

Quote from: "SilverSin"
I'm willing to help out with this project. I have some experience with making monsters and invasion based maps (walls lowering after X number of rounds, music change, etc). I'll be downloading this as soon as I get home =P

If you wish. I was never great at Map ACS, so it'd be a help. Thing is, do people want things like that?

7
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 04, 2012, 02:40:21 AM »
Replacing weapon spawns with MMINV enemy spawners, a proper weaponset(s), maybe custom maps (originals work fine), and a whole lot of "I give up!" thrown in there.

It'll happen. Hopefully not from me this time.

8
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 04, 2012, 02:25:20 AM »
All those words, and I've forgotten how to interpret them properly. [Too rusty 8bdmcodingwise atm, but I'll recoup]

Anything directed at what I had done is pretty null towards a reply from me.
What can be done is what I'm looking for, not what I can't remember having done.

Thanks for the opinions though.

9
W.I.P Forum / MMINV - Let's do it right this time - Official Topic
« on: November 04, 2012, 01:43:58 AM »
I have no idea what to start with here, except that this will be the official topic for MMINV.

What I have done is probably really bad, but I've not worked on any of it in years.

One thing I'd like to improve are the custom weapons for it, spritewise. What they do seems fine to me, but it's a community-decided thing. Overall, I'd prefer to keep the weapons in, but I'm sure there will be some neigh-saying towards it.

MMINV Current Progress

No promises on impressions. I also know I lost a bit of work going from one computer to another for this, but I'm sure a lot of it's still there.




///Pretty sure this needs to be in (WIP) Projects forum. My bad~

10
MM8BDM Discussion / Re: Who am I? Nobody important...
« on: November 04, 2012, 01:21:56 AM »
If anyone's actually interested in helping, hit me up on Skype.      ashley.epicancient


As for what I've been doing the past few days, nothing but housework.
I did try relearning some junk I'll be needing... but no major work has been restarted.

11
MM8BDM Discussion / Re: Who am I? Nobody important...
« on: October 28, 2012, 06:51:14 PM »
Thanks for the welcome back~

I've been thinking about doing this again for a large amount of months, although now I have more than just one game in my quota.
League/DragonNest/Minecraft is what I do mostly, but I'd like to fit in some programming somewhere. Gets boring just playing games anymore...

12
The WWW board / Re: Megaman 8-bit Deathmatch Skype Family
« on: October 28, 2012, 06:25:15 PM »
Fair enough.

13
MM8BDM Discussion / Re: Who am I? Nobody important...
« on: October 28, 2012, 06:23:41 PM »
Third or fourth time now, I think.

Maybe I'm serious this time? My life's less messy so why not.

14
The WWW board / Re: Megaman 8-bit Deathmatch Skype Family
« on: October 28, 2012, 06:21:56 PM »
People still try to join the nonexistant Family? I guess I could remake it, but why would we do that, knowing what happened last time...

15
MM8BDM Discussion / Who am I? Nobody important...
« on: October 28, 2012, 06:17:46 PM »
Considering restarting/picking up MMINV, given I get some proper help. I believe the only missing 'fun' parts are proper enemies, and map ACS (<?) for spawners on all/most maps, and just spawners for the MMINV maps.

Also, hi again.

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