Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Hallan Parva on August 07, 2011, 03:58:29 PM

Title: Mega Man Awesome Network (intern positions available)
Post by: Hallan Parva on August 07, 2011, 03:58:29 PM
So I thought this was going to be one of those amazing projects with a ton of work and shit put into it that never gets released because the leader up and quits on everyone. I didn't want that to happen. Instead, I'm pulling "an MMX Classes" and releasing whatever cobbled-together mess I have to the public, hoping that the sweat, love, and tears put into the project isn't wasted. Really, I'm relying on the game mode's fun, replayability, and "sheer fanboy power" to keep the whole project alive here.

After six or seven betas (I lost count), a few servers, massive glitch debugging, a HUUUUGE overhaul by Yellow Devil, and some new chips while I was on vacation, I present to you... the 8-Bit Battle Network unofficial beta release (http://www.mediafire.com/?ceu7hdoesfubsc9). Now remember, this is a BETA so some things might be broken, overpowered, or just plain non-operational, so bear with me. I'm just pushing out something "at the moment" so you all can check it out, so to speak.

Have fun, I guess.


EDIT 1/16/2012: instead of heckling everyone I know on Skype to do work, I thought I'd just put a giant request list up here on the front page for anyone to tackle. My interns are happy because I stop pestering them, I'm happy because they can't say "they forgot" about it, and you're happy because you can help contribute and see your content hosted in a major expansion! Hey, everyone wins.

(click to show/hide)
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: Ivory on August 07, 2011, 04:23:57 PM
Well if this is just a single class, this better belongs in the actors forum.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: MusashiAA on August 07, 2011, 09:59:33 PM
Obviously, MegaMan.EXE's MegaBuster is quite different than Rock's. Rock's Mega Buster has a constant bullet speed and an average damage, but lacks of lock-on features.

EXE's MegaBuster would have a medium-close range lock-on feature (m2?), and bullets would become hard to distinguish (semi-transparent and small). The EXE Buster shot's bullet speed varies depending on the proximity of the target. If the target is too close, it's fast; if it's too far, it's slow. But almost all shots would be certain to hit IF lock-on is enabled. Charged shots function the same way, but take way longer to build up, and cause average-to-heavy damage.

Chip attacks should be treated as individual attack types, each with their own ammo, in order to summarize all same attacks with higher damage value (ex. reducing all types of Cannon into one, with the same damage as the weakest type).

Stuff like program advances and Soul Unisons are just too complicated for me to introduce to a Jump-n-Shoot formula, let alone an FPS.

There's something to get this thing going.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: xColdxFusionx on August 07, 2011, 11:31:31 PM
This will be interesting.

That doesn't mean I'll accept it. Feel free to make it compatible though.

I still think the buster should be hitscanand deal pathetic damage. It was hitscan in the RPG games...
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: Tesseractal on August 14, 2011, 05:07:43 PM
(click to show/hide)

Here's something I had whipped up a while ago. I added most of the black necessary to replace the outline and dark grey areas, removed the shadow, and lined up the frames. (in Front / R the "junk" graphic is just leftover from Classic Mega Man who was pasted over.) Unfortunately, I couldn't find a way to get the colors to just blue and cyan without it looking... eh. Anyone wants to do a sample frame or even stab at recoloring the rest of it, go for it.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: NaePoliTan on August 14, 2011, 05:32:25 PM
I saw these in Deviant Art:
(click to show/hide)
(click to show/hide)
Maybe he can help you.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: Korby on August 14, 2011, 05:33:30 PM
You're following Tsuki on deviantART?
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: Hallan Parva on August 14, 2011, 06:09:05 PM
Musashi, I had already decided how I wanted to portray MegaMan.EXE in a class format. Your ideas are great and highly appreciated, but I already have a blueprint to work from. Thanks anyway.

In case you wanted to see it then HERE YA GO copy-pasta directly from ColdFusion's thread
(click to show/hide)

Ice-IX, thanks for the skin blueprint! That looks great. I already had a MegaMan.EXE skin (and it was 8-bit and blue/cyan to boot!) but yours looks a lot better... Ehh, I'll probably throw both of 'em in.

also lol Tsuki Buster (the blue one looks suggestive)


Also, I'm lovin' the help, but I still need a weapons template because, well, I don't know how to make weapons!
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: zyborg on August 15, 2011, 10:52:17 PM
I would LOVE a MegaMan.exe class! I like everything about your idea... except for one thing. Why the Star Force shield? There are shielding options in the MegaMan Battle Network games already. There's the BattleChip you get from Mettaurs/Mettools -  "Guard". There's also the NaviCust programs Shield and Reflect.
Title: I changed my mind... looks like I gave up after all
Post by: Hallan Parva on August 18, 2011, 03:01:38 AM
Charge Shots and the Custom Gauge were being a bitch so I decided to start with something easier. I will still be working on MegaMan.EXE here and there, but my main focus will be on...


SPIRAL KNIGHT


Yep, the adorable pint-sized hero is my next project. This should be NOTICEABLY easier than MegaMan.EXE because he isn't quite as complicated. No Custom Gauge, no Style Changes, and no Battle Chips! Charge Shots are still there to worry about, but it's not a top priority. I'll pretty much just have to make three weapons with identical shield altfires: the sword, the handgun, and the bomb.

Now to figure out how that darned Proto Shield works...
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: zyborg on August 18, 2011, 04:07:10 AM
...I'm sorry to hear that. I hope you don't end up hitting a wall and being unable to work on MegaMan.EXE at all...
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Hallan Parva on August 18, 2011, 12:07:19 PM
I'll come back to it... eventually. I really need some more experience working with the Doom code before I go to attempt something so... complex. Heh heh.

On a side note I must be a complete tool, because I cannot find the buster sprites in the 8BDM PK3! All I see are sprites for the default Mega Buster and various "throwing" sprites (not a buster, just hands holding things). Can anyone point me to the colored buster sprites? Thanks.


EDIT: I would love it if someone could provide me with HUDs for the Spiral Sword and Spiral Bomb. If it helps, the Spiral Knight is going to be green. Thanks!
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Gummywormz on August 18, 2011, 02:11:36 PM
The colored buster sprites are textures. I was also working on a Mega Man Battle Network game mode thingy long ago. Maybe we can team up eventually or something.
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Hallan Parva on August 18, 2011, 05:39:14 PM
Quote from: "Gummywormz"
The sprites are textures.
WHAT. :shock: No wonder I didn't find them! Thanks for the help.
And about the expansion, that's good to know!
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Hallan Parva on September 01, 2011, 11:52:00 AM
PROGRESS

I got charge shots to cooperate with me. Normal Style and Wood Custom's main fires have been completed. Might have to nerf Wood Custom's Twister though, the ripping attribute seems a little OP.

How do you stun players, like Spark Shock? (to complete Elec Shield's charge)
What's the difference between Wave Burner and Flamethrower? (to complete Heat Support's charge)
How do you make an "item" act like a weapon? (to start work on Battle Chips)

Screenshots coming soon, I promise :cool:
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Max on September 01, 2011, 11:54:06 AM
Quote from: "SmashBroPlusB"
PROGRESS

I got charge shots to cooperate with me. Normal Style and Wood Custom's main fires have been completed. Might have to nerf Wood Custom's Twister though, the ripping attribute seems a little OP.

How do you stun players, like Spark Shock? (to complete Elec Shield's charge)
Damagetype "Shock"
What's the difference between Wave Burner and Flamethrower? (to complete Heat Support's charge)
Wave burner burns in a wave... flamethrower burns forward?
How do you make an "item" act like a weapon? (to start work on Battle Chips)
Item gives flag, flag is checked for in ready and jump to an attacking frame if it's there

Screenshots coming soon, I promise :cool:

I told you how to custom gauge bro
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: xColdxFusionx on September 01, 2011, 01:37:37 PM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
PROGRESS

I got charge shots to cooperate with me. Normal Style and Wood Custom's main fires have been completed. Might have to nerf Wood Custom's Twister though, the ripping attribute seems a little OP.

How do you stun players, like Spark Shock? (to complete Elec Shield's charge)
Damagetype "Shock"
What's the difference between Wave Burner and Flamethrower? (to complete Heat Support's charge)
Wave burner burns in a wave... flamethrower burns forward?
How do you make an "item" act like a weapon? (to start work on Battle Chips)
Item gives flag, flag is checked for in ready and jump to an attacking frame if it's there

Screenshots coming soon, I promise :cool:

I told you how to custom gauge bro

Bwah, why doesn't anyone use gold instead of yellow! Yellow hurts my eyes! >.>

But yeah, all those points are valid. The chips are probably going to be the most annoying part, though, considering you'd have to copypasta the code into every single MM.EXE class weapon...
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Hallan Parva on September 01, 2011, 01:47:27 PM
Uhhh... not really. :geek:

The chips are ITEMS, remember? Therefore they can be given out to any Style Change (similar to how all Robot Master classes can pick up Eddie). I just have to define the random draws in the Custom Gauge subroutine, really. From there, I only need to create one chip per chip-type.

Oh yeah, can a non-ripping projectile hit more than one player (assuming it touches them at the same time)? I want to do Wide Sword first because it's the coolest. The problem is that Wide Sword always does the same "static" damage, whereas a weapon like Slash Claw seems to have "variable" damage based on how close you are when you attack, as well as how long the target is within your "claw range".


EDIT: Front page updated with sprite requests GO GO GO
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: xColdxFusionx on September 01, 2011, 02:10:20 PM
Quote from: "SmashBroPlusB"
The chips are ITEMS, remember? Therefore they can be given out to any Style Change (similar to how all Robot Master classes can pick up Eddie). I just have to define the random draws in the Custom Gauge subroutine, really. From there, I only need to create one chip per chip-type.

I meant "You have to copypasta the chip's attack code into every Style Change weapon."

And considering there's probably going to be a lot of chips in this by the time you're done?

Yeah, have fun with that.
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: Hallan Parva on September 01, 2011, 02:24:55 PM
Okay, now I'm utterly confused.

I want items to act like they're weapons. That means that I want to click the "Use Item" button like I'm using Item-1 but get a Mini Bomb instead. Last time I checked it's impossible to fire and alt-fire a weapon at the same time, so by the same logic it must be impossible to fire and "item-fire" at the same time. However, I want a player to be able to use a Battle Chip while they're charging their buster, or have a shield up.

Is this even possible at all?

Also @ColdFusion: I knew there were a large number of Battle Chips in the BN series when I first had this idea. So, instead of worrying my head off by trying to determine which chips to add, or how to balance them, I just decided to include general chip "types" into the project instead. Why bother with a Cannon, a Hi-Cannon, and an M-Cannon when you could just have one "neutral" Cannon? What's the point of having a Fire Sword and an Elec Sword when one "standard" Wide Sword would suffice?

There are only ten chip types as of now, most of which being based off of the second and third games (as they were the only games featuring Style Changes). They are Cannon, Mini Bomb, Wide Sword, Invis, Repel Aura, Yo-Yo, Air Shoes, Barrier, Navi Plus, and Recov 30. I might add a few more chip types from later BN games (Stone Body and Bubble Star should at least get a good laugh out of me) but for now I don't plan on extending it from the 10 I already have.
Title: Re: SmashBro's Wall of Bluepri-- I mean "Custom Classes"
Post by: xColdxFusionx on September 01, 2011, 02:37:45 PM
Quote from: "SmashBroPlusB"
Okay, now I'm utterly confused.

I want items to act like they're weapons. That means that I want to click the "Use Item" button like I'm using Item-1 but get a Mini Bomb instead. Last time I checked it's impossible to fire and alt-fire a weapon at the same time, so by the same logic it must be impossible to fire and "item-fire" at the same time. However, I want a player to be able to use a Battle Chip while they're charging their buster, or have a shield up.

Is this even possible at all?

If you're planning on having the chip show an animation on your weapon when fired? Not really 100%. You could kind of fudge it, though, by having a flag jump in the Fire state as well as in the Ready state. Firing off a chip would delay the charge a bit, but it would give the desired effect (being able to fire off chips while charging).

Also @ColdFusion: I knew there were a large number of Battle Chips in the BN series when I first had this idea. So, instead of worrying my head off by trying to determine which chips to add, or how to balance them, I just decided to include general chip "types" into the project instead. Why bother with a Cannon, a Hi-Cannon, and an M-Cannon when you could just have one "neutral" Cannon? What's the point of having a Fire Sword and an Elec Sword when one "standard" Wide Sword would suffice?

I see your point here; combining chips to make less coding. In future updates, though, why not add multi-elemental swords and other variations?

There are only ten chip types as of now, most of which being based off of the second and third games (as they were the only games featuring Style Changes). They are Cannon, Mini Bomb, Wide Sword, Invis, Repel Aura, Yo-Yo, Air Shoes, Barrier, Navi Plus, and Recov 30. I might add a few more chip types from later BN games (Stone Body and Bubble Star should at least get a good laugh out of me) but for now I don't plan on extending it from the 10 I already have.

No Shotgun, V-spread, Bubbler, Meteor, FastCutsom, AirHockey...? I can see a lot of chips I would have fun coding and adding. Besides, even though it's 6 weapons you're putting the code into, it IS mostly just copy-and-paste.

I'd be glad to help code any chips that you have trouble with.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Hallan Parva on September 01, 2011, 02:51:30 PM
The Shotgun family (includes V-Gun, Cross Gun, Spreader, Heat-V, Bubbler, and so on) is really just a weaker Cannon with splash damage added in. Sure the elemental Shotguns are nifty but I really don't see much of a difference. There's already a Cannon chip and Aqua Guts has a sort of "Bubbler" as his Charge Attack. (Yes I know it's not the same as BN's Bubbler but this is 8BDM, a lot of weapons had to be changed to make it work for 3D.)

God damn. How could I forget Air Hockey? *writes on to-do list*

Meteors could be very fun, indeed. I would imagine it being similar to the 8BDM Astro Crush, with smaller meteors but bigger fire explosions on contact. Also, the meteors need to stop early if the "summoning stick" gets destroyed, which would be pain-in-the-ass coding as far as I'm concerned.

Wood Custom has a built-in fast charging Custom Gauge so I don't see the point in a chip doing the same thing.

The problem with having multiple chip types is the chance of drawing a specific chip. If we put in a lot of nifty elemental Swords for instance then the chance of drawing a Recov 30 or some Air Shoes is decreased (since, y'know, we put in FIVE SWORDS).

Of course, I could just steal the Chaos Generator's code and make it possible to give out three DIFFERENT chips per draw, but I kind of liked being able to hold three Mini Bombs in case I screw up throwing the first one. Also, you would have to change items if you wanted to play a specific chip before another one, and like I said it's harder to hit someone in 8BDM than it is hitting a guy in a three-row 2D playing field. Dude, that's like a 33% hit chance in comparison to about 2% (assuming you were just firing wildly).

Thanks for your help (and your great suggestions), I really appreciate the time you're taking to assist me.
PLEASE DON'T STOP CHECKING THIS THREAD. EVER.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: xColdxFusionx on September 01, 2011, 03:24:51 PM
Quote from: "SmashBroPlusB"
The Shotgun family (includes V-Gun, Cross Gun, Spreader, Heat-V, Bubbler, and so on) is really just a weaker Cannon with splash damage added in. Sure the elemental Shotguns are nifty but I really don't see much of a difference. There's already a Cannon chip and Aqua Guts has a sort of "Bubbler" as his Charge Attack. (Yes I know it's not the same as BN's Bubbler but this is 8BDM, a lot of weapons had to be changed to make it work for 3D.)

Duly noted. I just thought these deserved a mention.

God damn. How could I forget Air Hockey? *writes on to-do list*

It's AirHockey. You can't disrespect AirHockey

Meteors could be very fun, indeed. I would imagine it being similar to the 8BDM Astro Crush, with smaller meteors but bigger fire explosions on contact. Also, the meteors need to stop early if the "summoning stick" gets destroyed, which would be pain-in-the-ass coding as far as I'm concerned.

It doesn't seem like it would be too hard to do. Give the stick +SHOOTABLE, a "health bar", a "reactiontime", and a looping Ready state with A_CountDown.

Wood Custom has a built-in fast charging Custom Gauge so I don't see the point in a chip doing the same thing.

...It would make the custom gauge go even faster? ...This is a good point, and has been duly noted.

The problem with having multiple chip types is the chance of drawing a specific chip. If we put in a lot of nifty elemental Swords for instance then the chance of drawing a Recov 30 or some Air Shoes is decreased (since, y'know, we put in FIVE SWORDS).

Again, good point and duly noted, but you could always add different variations to other chips too (including possibly a "weak" (Recov 10) and "strong" (Recov 50) variation of certain chips.) This would make EXE more of a "lucky draw" class, which would make sense based on the concept, but be slightly trickier to balance. Mainly because you'd have to make sure the tiers aren't too large of a gap that weak ones would be useless and strong ones would be OP. I realize this isn't quite what you were planning for the first version, but I figured I'd put the idea out there in case you wanted to add this feature in the future.

Of course, I could just steal the Chaos Generator's code and make it possible to give out three DIFFERENT chips per draw, but I kind of liked being able to hold three Mini Bombs in case I screw up throwing the first one. Also, you would have to change items if you wanted to play a specific chip before another one, and like I said it's harder to hit someone in 8BDM than it is hitting a guy in a three-row 2D playing field. Dude, that's like a 33% hit chance in comparison to about 2% (assuming you were just firing wildly).

This probably won't be necessary, considering you could have duplicates in the MMBN series as well.

Thanks for your help (and your great suggestions), I really appreciate the time you're taking to assist me.
PLEASE DON'T STOP CHECKING THIS THREAD. EVER.

Glad I can help.
I won't.[/size]
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Hallan Parva on September 02, 2011, 09:22:20 AM
There's a line in 8BDM's charge weapons that I don't understand. They call for a certain script that I can't find anywhere in the standard Deathmatch PK3, and I have no idea what it does.

Code: [Select]
BUST B 1 ACS_ExecuteAlways(991,0,60)
BUST B 0 ACS_ExecuteAlways(991,0,3)

These lines were copied directly from Atomic Fire's charge code (though the sprites were changed to buster sprites). Similar lines are in Wild Coil and Noise Crush, but with different numbers in the 3rd slot.

What do these scripts do, and where are they located (so I can edit them for my weapon file)?
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Max on September 02, 2011, 09:59:11 AM
991 is 998 without the weapon switch sound
It's used to change your colours while you're charging, but silently.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Hallan Parva on September 02, 2011, 10:44:04 AM
Alrighty, quick question.

How do I add charge color parameters to script 991? As in, where is it located, and where do I save it in my PK3?
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Max on September 02, 2011, 10:46:07 AM
WCOLORS

991 and 998 are exactly the same
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Hallan Parva on September 02, 2011, 05:26:11 PM
I think I broke something. (http://www.fileden.com/files/2009/6/27/2490851/MegaManEXE.pk3)

I put in the first Battle Chip, the Cannon. I also tried adding custom graphics and weapon icons... but I can't get anything to work. (Okay that's a lie... the weapons and the chip fire just fine, but the weapon icons won't show up, and neither will the Battle Chip icon.) Would anyone mind telling me what I need to do to fix it?

Thanks.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: xColdxFusionx on September 02, 2011, 07:44:32 PM
Quote from: "SmashBroPlusB"
I think I broke something. (http://www.fileden.com/files/2009/6/27/2490851/MegaManEXE.pk3)

I put in the first Battle Chip, the Cannon. I also tried adding custom graphics and weapon icons... but I can't get anything to work. (Okay that's a lie... the weapons and the chip fire just fine, but the weapon icons won't show up, and neither will the Battle Chip icon.) Would anyone mind telling me what I need to do to fix it?

Thanks.

Taking a look now, will edit this when I find the problem

EDIT: "CANB" != "CANBC" . Make sure you double-check your texture names, please.

EDIT2: Darn, Ninja'd by Gummy.

EDIT3: Similar errors apply with "NRMWEP" vs "NRMW" and "CSTWEP" vs. "CSTW". Always make sure all your texture names line up.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: Gummywormz on September 02, 2011, 07:48:05 PM
It says CANBC instead of CANB, in the inventory.icon property of cannon chip.
Title: Re: SmashBro's Classes! (MegaMan.EXE making his sexy return)
Post by: xColdxFusionx on September 02, 2011, 08:22:10 PM
Alright, started messing around with the weapons a bit to test them out, and noticed a few things that just kind of bug me:


Alright, I'm done rambling. Despite these points, it doesn't look too bad for a start.
Title: SmashBro being an ass again, hardy har har harrrrrr
Post by: Hallan Parva on September 02, 2011, 09:14:05 PM
Boy oh boy am I a fucking idiot or what. I realized my names were not aligning about 10 minutes after I had posted, but by then I was on the bus home and couldn't edit the post to say I had fixed it. Sorry for wasting everyone's time!

In response to ColdFusion, I was most concerned with avoiding "broken" weapons, so I didn't even bother changing the values of weapon routines; I just wanted it to work first. Then I would concern myself with balance. Like I said earlier, I found the problem relatively quickly and spent the rest of my two-hour ride home working on "tweaking".


By the time I got home, I realized that everyone had posted anyway. I'm upset I failed to recognize such a n00b problem (and I'm a fucking programmer, to boot) and wasted everyone's time, but I'm glad you guys were willing to help me.

Oh yeah, you may have noticed this already but I couldn't figure out how to do that "flag calling pause trick" you were talking about. The chips still fire correctly, but they don't have pretty HUDS to go with them. Not a problem as far as I'm concerned, but a few nitpicky players might notice.

I also made my own weapon translations, but I can't compile them for some strange reason. Slade keeps bitching about missing "acc.exe" so I'm doing a quick Google search to find the file I need.

One more thing, and that's the shield alt-fire. I nearly have the ACS/Decorate bombo combo down pat, but Proto Shield's code is so complicated it still confuses me. As you may or may not know, I want the alt-fire to pull up a temporary frontal shield similar to Proto Buster's shield that blocks most frontal attacks. If anyone could help me understand what the heck the Proto Buster code is doing, that would be super-awesome.

Thanks once again for the help! I'm sorry I wasted your time with such a dumb mistake. :p



MAJOR EDIT: Calling all sprite artists! Please give me your graphics! Requests on the front page.
Title: Re: SmashBro being an ass again, hardy har har harrrrrr
Post by: xColdxFusionx on September 02, 2011, 10:53:59 PM
Quote from: "SmashBroPlusB"
I also made my own weapon translations, but I can't compile them for some strange reason. Slade keeps bitching about missing "acc.exe" so I'm doing a quick Google search to find the file I need.

Here, let me save you some trouble. (http://zdoom.org/wiki/ACC)

Quote from: "SmashBroPlusB"
"flag calling pause trick"

The following is a quick tutorial on how to make an item trigger an alternate state for a weapon. ...This is actually theoretical; you might want to test it first. It also might have a slight delay if your states have long delays to them.

Code: [Select]
Ready:
XXXX X 0 A_JumpIfInventory("CannonFlag", 1, "Cannon")
<Code and stuff>
Fire:
XXXX X 0 A_JumpIfInventory("CannonFlag", 1, "Cannon")
<Code and stuff>
Hold:
XXXX X 0 A_JumpIfInventory("CannonFlag", 1, "Cannon")
<Code and stuff>
Cannon:
<Code for firing a Cannon chip>
XXXX X 0 A_TakeInventory("CannonFlag", 999)
XXXX X 0 A_Refire
Goto Ready

And then the actual chip would give you a CannonFlag upon use.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Hallan Parva on September 04, 2011, 01:03:11 AM
Okay ladies and gentlemen, I'm holding a contest!

The job is to write obituary strings for the Style Shots and Battle Chips used by MegaMan.EXE! I wrote most of them, but got stumped for a few weapons. I didn't want them to sound lame so I came to the community for help. Don't get discouraged if I already wrote a string for a favorite weapon of yours, though; if it's good enough, it jus t might beat what I had originally came up with! Here's a list of weapons MegaMan.EXE will be using:

The winner of the contest gets to select a Battle Chip "family" from ANY Battle Network game and have it included with MegaMan.EXE once it's finished. Notice I said Battle Chip; Navi Chips and Giga Chips cannot be selected. Also, don't select end-game chips like Big Red Wave or Life Aura, I would like MegaMan.EXE to remain balanced with other classes and as such don't want to see OP chips.

Please PM entries to me. Don't post in this thread, as it will clutter things and make important posts hard to read. Failure to do so will result in your disqualification from the contest. Have fun, and get to NetBattling!
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: xColdxFusionx on September 04, 2011, 01:37:45 AM
Quote from: "SmashBroPlusB"
Please PM entries to me. Don't post in this thread, as it will clutter things and make important posts hard to read. Failure to do so will result in your disqualification from the contest. Have fun, and get to NetBattling!

Sorry, Korby. I kind of like some of those obituaries, though.

Don't worry, I won't steal them; I already sent in mine.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Korby on September 04, 2011, 01:42:55 AM
I have no idea what you are talking about.  :cool:
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: chuggaafan1 on September 04, 2011, 01:46:36 AM
Sent Mine. I Love MMBN, So im looking forward to this.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Hallan Parva on September 04, 2011, 01:53:51 AM
I've recieved entries from Chugga and ColdFusion. Lucky for Korby he has mod powers and I didn't see him post in the thread, so TECHNICALLY he's still a valid competitor. Lucky timing, indeed.....

I'm keeping the contest open for a few days so people who don't visit Cutstuff often have a chance at the contest. I might pick two winners (or even three, depending on how much extra Chip coding I'm willing to do) so don't give up!
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: xColdxFusionx on September 04, 2011, 02:07:03 AM
Darn you Korby and your mod powers...

Can't wait to see who wins!
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Blathers on September 04, 2011, 02:39:19 AM
Try and pick something with an interesting icon.

I'm looking forward to making it.



..Or choose whatever,
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Hallan Parva on September 04, 2011, 04:01:23 AM
PROGRESS.

Here's that sexy 8-bit skin of MegaMan.EXE I will be using.
These photos also double as showing off the weapon color schemes.
(click to show/hide)

Here's some images of the various charge shots.
I also show off the HUD busters (yes there is a difference between Normal and Aqua)
Also lol placeholder sprites SHUT UP I'M CHANGING THEM OKAY?
(click to show/hide)

Finally, these are the currently-finished sprites for Battle Chips!
They look really good for being so tiny and 8-bit, you can thank Blathers for that.
He's also going to be working on custom shot graphics, so hooray for me!
(click to show/hide)

Oh, if you win the obituary competition, Blathers is going to sprite your chosen chip as well.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Korby on September 04, 2011, 04:06:30 AM
Great job on those, Blathers!
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Blathers on September 04, 2011, 04:24:15 AM
I appreciate the praise.

Now to get to work on an over-sized spinning blade of doom.
That's something I have not tried before.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Beed28 on September 04, 2011, 09:45:13 AM
Quote from: "SmashBroPlusB"
Here's that sexy 8-bit skin of MegaMan.EXE I will be using.
These photos also double as showing off the weapon color schemes.
(click to show/hide)

Uh... what's with his mouth? :?
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Korby on September 04, 2011, 09:55:07 AM
It's .EXE's mask. You can see it during netbattles.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Beed28 on September 04, 2011, 11:35:26 AM
Quote from: "Korby"
It's .EXE's mask. You can see it during netbattles.

Odd. I just because I didn't see it in any of his artwork (http://megaman.wikia.com/wiki/MegaMan.EXE#Gallery).

Then again, it's been decades since I last played a BattleNetwork game...
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: LlamaHombre on September 04, 2011, 11:44:58 AM
Fffffffffffffff

Don't use the Mega Man edit, use the giant that Ice-IX posted.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: xColdxFusionx on September 04, 2011, 12:35:14 PM
Quote from: "LlamaHombre"
Fffffffffffffff

Don't use the Mega Man edit, use the giant that Ice-IX posted.

Megaman? As a Megaman edit?! BLASPHEMY!!

Those chips (though technically breaking color limits, but who cares about that) look incredibly sexy. Good work, Blathers!

Aw man, I have so many ideas for chips I'd love to see added, I can't think of just one I'd like to use...
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Ukiyama on September 04, 2011, 01:12:39 PM
Is twister gonna function like it did in battle network where it just stood still a little space ahead of ya?
(in the screenshot it looks like air shooter green. And yes i did see replacement sprite holders.)
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: xColdxFusionx on September 04, 2011, 01:37:31 PM
Quote from: "Beed28"
Quote from: "Korby"
It's .EXE's mask. You can see it during netbattles.

Odd. I just because I didn't see it in any of his artwork (http://megaman.wikia.com/wiki/MegaMan.EXE#Gallery).

Then again, it's been decades since I last played a BattleNetwork game...

(http://images2.wikia.nocookie.net/__cb20080812180827/megaman/images/4/49/MegaCrossFusion.jpg)

Do I win?

(Last picture in that gallery)
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Beed28 on September 04, 2011, 02:41:42 PM
Congratulations, you have shown me the errors of my ways, select a chip of your choosing and SmashBroPlusB will include it!

But that's Cross Fusion anyway, with Lan. So it doesn't entirely count as MegaMan.EXE.

I never acually followed the BattleNetwork universe that far.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Blathers on September 04, 2011, 08:11:40 PM
At least it would explain why a computer program is running about with physical metal robots.


And yeah... they do break many colour limitations. But it's more easily recognizable if I bend the rules a bit.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Max on September 04, 2011, 09:28:20 PM
Quote from: "LlamaHombre"
Fffffffffffffff

Don't use the Mega Man edit, use the giant that Ice-IX posted.

I second this, but use 4-6 overworld sprites instead of 1-3 overworld sprites. They're closer to Mega Man's size (still a little bigger...). The edit skin you have is a little inaccurate and ugly.
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Hallan Parva on September 04, 2011, 10:11:05 PM
But those 3/4 sprites, hnnnnnnnnnng

The shoes have to be at equal height since this is first-person view not top-down like in Battle Network. I'm complete balls at spriting and Blathers is already overwhelmed with the Yo-Yo so it probably won't happen... unless I get a volunteer *coughcough*
Title: Re: SmashBro's Classes (CONTEST ~ Winners get a rare chip!)
Post by: Hallan Parva on September 05, 2011, 07:57:21 PM
Because entries have stopped flooding in (and also because I'm almost done with charge shots and I WANT TO GET TO TESTING DARN IT) I'm ending the contest on September 7, 2011 at 12:01 AM EST. That's a minute after midnight, mind you. Any submissions recieved after that date will be nullified and are not eligible.

Thanks, have a super-great day.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Hallan Parva on September 07, 2011, 10:52:14 AM
It's September 7th, which means the obituary contest is now OVER. Thanks to everyone who participated!

Because a lot of people only wrote obituaries for some of the weapons, I decided to pick the best 3 obituaries from each contestant, then rank those 3 obituaries against the best 3 from the other contestants.

The winner is none other than xColdxFusionx! Congratulations! You've earned the priveledge of choosing any one chip family for inclusion with the MegaMan.EXE class. Think hard about it!


In case you were wondering here's a Top 3 list containing the "best 3" obituaries from each contestant.

1st Place ~ xColdxFusionx
%o couldn't leaf %k's Twister alone.
%o tried to sidestep %k's Wide Sword.
%o was humbled by %k's Mini Bomb / %o became cross at %k's Cross Bomb. (He did one for both bombs!)

2nd Place ~ Korby
%o was burned to a crisp by %k's Flamethrower.
%o was spun around by %k's Twister.
%o cut the red wire. (for Time Bomb)

3rd Place ~ Ukiyama
%o was mangled up by %k's Yo-Yo.
%o was overheated to critical levels by %k's Flamethrower.
%o couldn't breathe under all the bubbles from %k's Bubbler.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: xColdxFusionx on September 08, 2011, 01:59:09 AM
AAAAAAAAAAAAAAAW YEEEEEEEEEEEEEEEEEEEEAH

Good job to everyone who submitted obituaries! I really liked some of the example ones in the post above.

I'll post my chip idea when I think of a good one.

UPDATE: It's surprisingly hard to pick a chip when you haven't played past the second stage in MMBN3 and can't remember half the chips in MMNT. >.>

UPDATE 2: Alright, I've got this.

How about taking another famous chip that everyone knows?

AreaGrab
Damagetype: Wind
Damage: Low
Purpose: Area Denial/Crowd Control

Need some space to breathe? Getting surrounded by enemies? Why not use everyone's favorite land-denial chip, AreaGrab?
This chip works a bit differently than its Battle Network counterpart due to engine differences, obviously. It drops a beacon that looks like Megaman.EXE's icon. Getting too close to the beacon will deal damage and send you flying into the sky. It doesn't do much damage and can only hit targets who are on the same level as it (similar to Hardman's Quake), though. It lasts for about 10 seconds before disappearing.

...Yeah. I went there.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: RebootRaeg on September 09, 2011, 11:20:39 PM
That's a terrible idea!

(click to show/hide)
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Max on September 10, 2011, 08:41:45 AM
That's a terrible idea!

(click to show/hide)
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: xColdxFusionx on September 10, 2011, 12:48:56 PM
Quote from: "Yellow Devil"
Pick Guardian instead xoxox

Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Ukiyama on September 10, 2011, 12:52:34 PM
Guardian is a standard chip in Battle Network 2 and a Mega Chip in Battle Network 3 and what it does is places a statue on the ground and if it gets shot it hits the opponent at the location there standing with a lightning bolt for heavy damage.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: xColdxFusionx on September 10, 2011, 01:08:09 PM
Quote from: "Ukiyama"
Guardian is a standard chip in Battle Network 2 and a Mega Chip in Battle Network 3 and what it does is places a statue on the ground and if it gets shot it hits the opponent at the location there standing with a lightning bolt for heavy damage.

So basically you're putting down a lightning-shooting Kyorown?

...I'm sticking with Area Grab for now.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Hallan Parva on September 10, 2011, 02:45:12 PM
I'd probably be a douche and make Area Grab give a "Stun" or "Freeze" condition in addition to the "Wind" damagetype. I mean let's face it, how many times have you been completely screwed over by GutsMan v3 and his Double Area Grab / Ultra Guts Wave combo? Even if you get tossed aside, then what? Congrats, an EXE version of Wind Storm. There needs to be some sort of "locking" feature that prevents (or restricts) opponent movement, so it really resembles the Area Grab chip's role in the Battle Network games.
(click to show/hide)
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: xColdxFusionx on September 10, 2011, 03:39:42 PM
Quote from: "SmashBroPlusB"
WHY DIDN'T YOU PICK SHOCKWAVE. YOUR OBITUARY WAS CUTE.

Because I was trying to be not-obvious.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Hallan Parva on September 10, 2011, 04:59:43 PM
After doing a bit of research, it turns out Area Grab is a chip in MegaMan Network Transmission, which was a "classic-style" platforming shooter that used Battle Network game elements. Area Grab was also in the "classic-style" Battle Network games for the WonderSwan in Japan.

In these games, Area Grab chips increased the speed of the player for a short period of time. These chips were "stackable", so if you played 4 at the same time you'd have jet-like agility. I'm thinking this version of Area Grab would work better for 8BDM simply because this is a 3D FPS and there are no lockable internet panels.

Area Grab can deny your opponent some valuable breathing room, yes, but it can also give you added maneuverability to avoid the opponent's attacks (which is especially true when you use an Area Grab to undo someone else's Area Grab).
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: xColdxFusionx on September 11, 2011, 12:48:42 AM
Quote from: "SmashBroPlusB"
After doing a bit of research, it turns out Area Grab is a chip in MegaMan Network Transmission, which was a "classic-style" platforming shooter that used Battle Network game elements. Area Grab was also in the "classic-style" Battle Network games for the WonderSwan in Japan.

I know what MMNT is. It's the only BN game I got anywhere near completing.

In these games, Area Grab chips increased the speed of the player for a short period of time. These chips were "stackable", so if you played 4 at the same time you'd have jet-like agility. I'm thinking this version of Area Grab would work better for 8BDM simply because this is a 3D FPS and there are no lockable internet panels.

That works. I actually kind of like this idea better.

Area Grab can deny your opponent some valuable breathing room, yes, but it can also give you added maneuverability to avoid the opponent's attacks (which is especially true when you use an Area Grab to undo someone else's Area Grab).

Can't wait to see this in action!
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Blathers on September 11, 2011, 03:16:19 AM
I took a look at the skin that's going to be used with this, and I felt compelled to see how I can improve it.
(click to show/hide)
He's a bit taller and skinnier then the short and chubby megaman we know and love.

What do you guys think? Anything I should change? I'm open to any and all suggestions.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Max on September 11, 2011, 12:00:31 PM
I tried

(click to show/hide)
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: LlamaHombre on September 11, 2011, 01:34:19 PM
Quote from: "Blathers"
I took a look at the skin that's going to be used with this, and I felt compelled to see how I can improve it.
(click to show/hide)
He's a bit taller and skinnier then the short and chubby megaman we know and love.

What do you guys think? Anything I should change? I'm open to any and all suggestions.

That looks great!
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Hallan Parva on September 11, 2011, 06:13:55 PM
Good news, comrades! I bring you gameplay footage in the name of NetBattlers everywhere!

(click to show/hide)
Also, if anyone could make a HUD sprite for Mega using a sword, that'd be beautiful. :cool:
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Ukiyama on September 11, 2011, 07:02:27 PM
I still think twister looks weird being a green Air shooter but the other weapons seem to be nice considering you gotta move a grid like battle into 3d. Does hub style take double damage from all attacks like it would be in Battle Network 2 (where his health was chopped in half)?
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Hallan Parva on September 11, 2011, 07:20:21 PM
Not really. Double damage would make Hub more frail than a n00b playing Top Man. :p


HUB STYLE BREAKDOWN GO GO GO
+ MUCH faster buster shots
+ MUCH faster rate of fire for the buster
+ Style Shot can deal a maximum of 70 damage in one hit
+ Faster movement speed
- "Super Knockback" like in Rage Roboenza
- Only has 60 HP maximum
- Style Shot only gains power as HP decreases
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Ukiyama on September 11, 2011, 07:49:05 PM
Ah so he has less than the normal 100 hp then... I see, interesting idea for hub style. Can't wait to see more!
Title: Yellow Devil is a classes creating GOD.
Post by: Hallan Parva on September 15, 2011, 02:37:04 AM
Yellow Devil was a real lifesaver! Not only did he fix the damage factors for the various Styles, but he was also able to figure out the Random Style feature! He also implemented Style Field Bonuses for each element. For example, Wood Shield will slowly regain health on grass-textured floors, and Heat Support takes zero damage from fire traps. There are other Style Field Bonuses as well but I don't want to spoil the surprise just yet!

Yellow Devil also decided to implement the Custom Gauge system. It's fully functional and has been created to allow easy addition of chips. So far the only 100% bug-free chips are Cannon, Invis, Air Shoes, and Recov30, but I plan on implementing many more chip types before the first release.

The eccentric yellow blob edited the project in one final way, and that was to add a special surprise! What might it be? I'll never tell you, but Benny Hill just might give you a few clues as to what it may be...

Title: Re: Yellow Devil is a classes creating GOD.
Post by: Rezarious on September 15, 2011, 11:11:42 AM
Quote from: "SmashBroPlusB"
My God, bro. The choice of music made me laugh a little.

Anyhow, nice to see my friend here is doing good on the project. Keep it up! :)
Title: Re: Yellow Devil is a classes creating GOD.
Post by: Max on September 15, 2011, 02:16:19 PM
Quote from: "SmashBroPlusB"
What might it be? I'll never tell you

Chasecam kinda ruined the surprise huh

YOU'RE WELCOME BY THE WAY

Now that YD's co-running(ish) this expansion LOTS OF PEOPLE should go and make sprites, right!!?
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: Hallan Parva on September 15, 2011, 02:20:16 PM
If people just saw a buster shooting at 4x speed they wouldn't be able to figure it out! :p

Oh yeah, speaking of which...
Quote from: "Yellow Devil"
LOTS OF PEOPLE should go and make sprites, right!!?
Updated the front page with sprite requests GO GO GO





EDIT:
Quote from: "SmashBroPlusB"
Yellow Devil was a real lifesaver!
You're welcome :cool:
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: xColdxFusionx on September 15, 2011, 09:50:27 PM
AAAAAAAAAAAAAAAAAAAAAAAAAW YEEEEEEEEEEEEEEEEEEEEEEEEAH

YD, you're awesome.

Question about the Custom Gauge: Is it supposed to draw three of the same chip every time? Because it sounded to me like it wasn't.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: Max on September 15, 2011, 10:04:55 PM
Quote from: "SmashBroPlusB"
These Battle Chips are drawn randomly from a pool of potential chips, and are all of the same type. For example, you might get three Wide Swords or three Cannons, but you would NEVER get a Wide Sword and a Cannon in the same draw.

Mmmyes I am rather awesome aren't I?

EDIT : You only get three of certain chips E.g. Cannon and Recov30, but not Invis, Airshoes, Barrier and so on.
Title: Re: MegaMan.EXE ~ I won't give up yet!!
Post by: xColdxFusionx on September 15, 2011, 10:07:30 PM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
These Battle Chips are drawn randomly from a pool of potential chips, and are all of the same type. For example, you might get three Wide Swords or three Cannons, but you would NEVER get a Wide Sword and a Cannon in the same draw.

Mmmyes I am rather awesome aren't I?

Oh OK. Didn't see that part.
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: Max on September 19, 2011, 07:53:54 PM
Quote from: "Yellow Devil"
I tried

(click to show/hide)

I tried V2

(click to show/hide)

Somebody make the sprites on the front page hnnngggg
Title: Re: SmashBro's Classes (CONTEST ~ Winner is xColdxFusionx!!)
Post by: MusashiAA on September 19, 2011, 08:03:34 PM
Quote from: "Yellow Devil"
Quote from: "Yellow Devil"
I tried

(click to show/hide)

I tried V2

(click to show/hide)

Somebody make the sprites on the front page hnnngggg

Oh good lord.

Can I give it a try?
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: DarkAura on September 19, 2011, 09:21:31 PM
Aura - Altering 8-bit sprites to make them into their .EXE counterparts? That does seem like an excellent idea.
Mind if I?

*removed*
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: MusashiAA on September 19, 2011, 10:45:22 PM
I TRIED BETTER

(http://img59.imageshack.us/img59/4610/itriedbetter.png)

Overall: fixed color errors and matched overall pallete to NES pallete.

MegaEXE: Fixed some minor details, placed an already old design I made months ago for comparison.

GutsEXE: Fixed the overall positioning of GutsEXE, and fixed legs and fists.

ProtoEXE: Fixed overall detail arrangement, added more details following official artwork.

BassEXE: Completely new design, based on official artwork. Uncloaked (stand and floatstand), cloaked (floatstand).

RollEXE: Revamped YD's design, less big and more Roll-like. Added details based on official artwork.

Rest coming whenever.

EDIT: Aura, that PharaohEXE looks too skinny. And HeatEXE's left arm must be lowered 2 or 3 pixels down. Also, make his eyebrows smaller and without delineating. Hell, avoid delineating fire at all.
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: DarkAura on September 19, 2011, 11:16:37 PM
*removed by poster*
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: MusashiAA on September 19, 2011, 11:23:36 PM
Pharaoh's face still looks too cramped. I can't distinguish his eyes from the rest of the face. from his hands.

Try a normal, hands-down pose, then redo the crossed hands.

Also, I'd like to try the MM1 Navi Master counterparts. IceEXE isn't that hard, CutEXE is just skinnier, YD's ElecEXE and my GutsEXE could use some reworking and different poses, and I have the perfect base designs for BombEXE and FireEXE.

BTW, for all non-spriters, poses are made to get a general grasp of the design and the body proportions. Once a design is fully understood, it can be expanded to different perspective views and styles.
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: DarkAura on September 20, 2011, 01:09:22 AM
Aura - :|

*removed*

Lengthened the body and lowered the hands.

That should do it, hopefully
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: MusashiAA on September 20, 2011, 01:56:38 AM
I'm currently working on IceEXE, BombEXE and CutEXE, so wait a bit. I still can't differentiate his eyes from his mouth piece. Maybe it's because of the color scheme? I'll take a more close look in a bit.

EDIT: Done. All that's left is ElecMan.EXE

(http://img692.imageshack.us/img692/6448/mm1exew.png)

Elec and Pharaoh revision coming whenever. Maybe.

BTW, is this project thing ever going to take off? I'd like to see a Battle Network Deathmatch mod, with battle chips and special Navi Master weapons that replace the current copyweps.
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: Max on September 20, 2011, 07:12:35 AM
/me searches for the missing colour limitations

If MegaEXE gets off the ground I'm sure I could force convince Smash to let me make more Navis!

Awesome sprites btw. I'm jealous! I'll do the rest of MMBN later (Magic/Stone/Skull/No customs yet)
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: Hallan Parva on September 20, 2011, 08:53:21 AM
I leave for three days and people start posting like crazy? What is this blasphemy!? :lol:

In all seriousness, though, I appreciate the work you guys have been doing. DarkAura, your HeatMan looks nice, but I agree with Musashi-COM about the whole "Pharaoh face" thing. And Musashi-COM, for the most part I like your designs a lot. I have a few comments though, if you'll hear me out.

MegaMan looks a little off. I can see you made your own to the right (beside the Blathers version and the original). The whole point behind the Blathers design was to avoid having it look like a Mega Man edit... and yours sort of looks like an edit. The arms and legs are the biggest give-aways. +1 Blathers

ProtoMan looks 250% cooler, no argument here. +1 Musashi

Your Bass looks a lot more accurate to the Navi than YD's version, which used an edited classic Bass helmet as Bass.EXE's face. I also like how you did an uncloaked version, that adds a bit of possibility to it. +1 Musashi

Roll follows ProtoMan logic, there's just no comparison so +1 Musashi

CutMan looks pretty cool (almost to "bad-assery levels"), BombMan's lookin' pretty stylish, and IceMan's just adorable. Fire Man looks a bit awkward, though. I don't really know why. Maybe change the shape of his eyes a little? +2.5 Musashi

GutsMan's face STILL looks "flat" blocky to me. I just can't get around it.

ElecMan is a work in progress so I won't comment on it just yet.



Quote from: "Musashi-COM"
BTW, is this project thing ever going to take off? I'd like to see a Battle Network Deathmatch mod, with battle chips and special Navi Master weapons that replace the current copyweps.
You have to look at things from my perspective for a little while, too! An expansion's quite a lot of work, and about 97% of all "expansions" end up getting canceled or shift into permanent hiatus (even the ones with a lot of quality work put into them). This all started as a simple goal to make a MegaMan.EXE class, to so-called "fight the power" after xColdxFusionx rejected me from his community classes whatever. (In retrospect, I'm kind of glad that happened.)

I must admit, I had been thinking of a BN expansion myself, with several playable Navis and custom weapons, and even a few maps or so. I had even devised a system where downed Navis would allow skillful players to collect Navi Chips and create Program Advances. However, I don't want to start on ANYTHING until I get MegaMan.EXE's first release 100% completed. I hope you all understand my decision, and will be willing to cooperate with me until the class is finally finished.




Also this
Quote from: "Yellow Devil"
Somebody make the sprites on the front page hnnngggg
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: DarkAura on September 20, 2011, 03:54:39 PM
Aura - ...*facepalm*
Never knew making a sprite could seem somewhat frustrating.

*removed*

I thought it was fine, to be serious. I should've resized the sprites from the beginning.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: xColdxFusionx on September 20, 2011, 08:28:16 PM
@Gutsman.EXE: Why does his head look like a giant box? Please fix this.

All the other ones look pretty good IMO.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: MusashiAA on September 20, 2011, 10:04:34 PM
Quote from: "xColdxFusionx"
@Gutsman.EXE: Why does his head look like a giant box? Please fix this.

(http://images3.wikia.nocookie.net/__cb20080328030560/megaman/images/thumb/0/04/GutsmanEXE.jpg/297px-GutsmanEXE.jpg)

That's because it is a giant box. So nope. MAYBE some tinkering might get rid of that weird shape, but it is supposed to have a box figure.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: xColdxFusionx on September 21, 2011, 12:18:53 AM
Quote from: "Musashi-COM"
Quote from: "xColdxFusionx"
@Gutsman.EXE: Why does his head look like a giant box? Please fix this.

(http://images3.wikia.nocookie.net/__cb20080328030560/megaman/images/thumb/0/04/GutsmanEXE.jpg/297px-GutsmanEXE.jpg)

That's because it is a giant box. So nope. MAYBE some tinkering might get rid of that weird shape, but it is supposed to have a box figure.

Oh OK. It just looks really weird on the sprite.
Title: Re: SmashBro's Classes (another lame-ass attempt to gain vie
Post by: Hallan Parva on September 23, 2011, 08:09:18 PM
Quote from: "SmashBroPlusB"
Also this
Quote from: "Yellow Devil"
Somebody make the sprites on the front page hnnngggg

I'll just leave this here...
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: chuggaafan1 on September 24, 2011, 08:25:07 PM
I Sent my Time Bomb Sprite.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on September 24, 2011, 08:49:07 PM
Did you get my PM reply? Basically, it's not "8-bit" enough. As in, the graphic is too smooth for its own good. It needs to be pixelated more so it doesn't contrast with the 8BDM style, y'know?
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: chuggaafan1 on September 24, 2011, 09:21:27 PM
How Do i make it Un-Smooth?
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: WheelieCarbonate on September 25, 2011, 12:38:42 AM
Quote from: "chuggaafan1"
How Do i make it Un-Smooth?
Can you send it to me?
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: TheDoc on September 25, 2011, 01:20:46 AM
Maybe there'll be a 16-bit MMBN project sometime.

Man, am I looking forward to this. I'm gonna start trying to do this stuff, and I'll see what happens.
Title: Need anymore battle chips?
Post by: MasterXman on September 25, 2011, 01:57:34 AM
hmmmm...Maybe I could make some MegaChips and trun this into an Expansion to help...
But I am serious about the MegaChips...I've beaten MMBN 3, 4, 5 DS and 6.
It could be very easy to make those MegaChips to help with the class...or very hard...
Does the guts class have rock cube?
Title: Re: Need anymore battle chips?
Post by: TheDoc on September 25, 2011, 08:13:48 PM
Quote from: "xxkirbysonicxx1"
hmmmm...I've beaten MMBN 3, 4, 5 DS and 6

So have I, but I couldn't make a weapon for my life.  :(
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on September 28, 2011, 12:16:49 AM
(http://i54.tinypic.com/24ow1go.png)

??????????
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: xColdxFusionx on September 28, 2011, 12:20:45 AM
Quote from: "LlamaHombre"
(http://i54.tinypic.com/24ow1go.png)

??????????

I lol'd. Nice one.

FlameMan.exe is ugly
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on September 28, 2011, 12:21:39 AM
IT'S NOT FUCKING FLAMEMAN.EXE

It's FlamMan.exe. I just used Flame Man's head as a base.

I'm fixing it as we speak.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Korby on September 28, 2011, 12:28:48 AM
My head is ugly but whatever. Has a hand and a foot though.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/flamemanpieces.png)
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: MusashiAA on September 28, 2011, 01:00:06 AM
Quote from: "LlamaHombre"
(http://i54.tinypic.com/24ow1go.png)

??????????

Gentlemen

Flame Man and his trusted robotic camel, Mr. Hunch.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on September 28, 2011, 01:03:26 AM
(http://i55.tinypic.com/24o206s.png)

Does it still suck??????
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: MusashiAA on September 28, 2011, 01:13:32 AM
Quote from: "LlamaHombre"
(http://i55.tinypic.com/24o206s.png)

Does it still suck??????

Gentlemen

Flame Man and his trusted robotic camel, Mr Hunch

VERSION TWOOOOOOOOOOOOOO

No, seriously. It's bad, but it's also incredibly hilarious. I'd say don't make it at all because FlameEXE is incredibly confusing to begin with. But keep the camel sprite and start your own sprite comic adventures of Flame Man and Mr. Hunch!
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Shade Guy on September 28, 2011, 07:47:53 AM
Make it into a skin nonetheless, dub it Soup Bowl Waveman's long lost brother and give him FLMMUS as a taunt.

INSTA-WIN
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Bikdark on October 01, 2011, 05:21:09 AM
Hey finish this because 3v3 grab bag kthx
Title: I'm doing this for EXE classes in general, Don't get too exc
Post by: LlamaHombre on October 01, 2011, 02:37:53 PM
Quote from: "SmashBroPlusB"
NEW ~ HUD sprites for the Style Busters ** HIGHLY APPRECIATED **

Fine.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 02, 2011, 12:23:57 AM
Quote from: "Bikdark"
Hey finish this because 3v3 grab bag kthx
In all honesty I could release an early build right now if I wanted to. Distinctly different charge shots, elemental weaknesses/resistances, and special Style Field Bonus abilities are already fun to play around with, and I also have six chips (Cannon, Air Shoes, Invis, Recov30, Wide Sword, and Air Hockey) fully operational. I've just been polishing the project for the initial release (better HUDs, more battle chips, fixing bugs, MAYBE an additional Navi) but as of now it's fun to play as-is.


... Lemme work on Time Bomb some more before I do an early beta. inb4mmxclasses
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Bikdark on October 02, 2011, 07:36:06 PM
Quote from: "SmashBroPlusB"
Cannon, Air Shoes, Invis, Recov30, Wide Sword, and Air Hockey) fully operational.
 Air Hockey fully operational
Oh my god, yes.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Max on October 02, 2011, 08:01:46 PM
Quote from: "Bikdark"
Quote from: "SmashBroPlusB"
Cannon, Air Shoes, Invis, Recov30, Wide Sword, and Air Hockey) fully operational.
 Air Hockey fully operational
Oh my god, yes.

(click to show/hide)

Quote from: "SmashBroPlusB"
[MAYBE an additional Navi)

(click to show/hide)
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 02, 2011, 08:13:55 PM
Lol Gutsman isn't it? Nice shockwave :D
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 04, 2011, 03:34:38 AM
Quote from: "Yellow Devil"
Quote from: "Bikdark"
Quote from: "SmashBroPlusB"
Cannon, Air Shoes, Invis, Recov30, Wide Sword, and Air Hockey) fully operational.
 Air Hockey fully operational
Oh my god, yes.

(http://i270.photobucket.com/albums/jj107/MaxPower7137/Screenshot_Doom_20111002_205908.png)
Air Hockey doesn't bounce darnit  whyy smashbro whyyyyyyy
That was Ukiyama's old derp version. I got a better version from Ukiyama put together (with help from the Green Shell code, lol Mario weapons pack) and it doesn't have any floor bounce. It's completely grounded, yet still bounces off walls. Great fun to spam too.

I really want to finish up Time Bomb though. Maybe I can push a first build by this weekend... ?
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 04, 2011, 02:49:09 PM
Quote
Maybe I can push a first build by this weekend... ?

Oh boy there might be a fun weekend ahead :D
Title: ah god my eyes the pain WHY SMASHBRO WHYYYYYYYYYY
Post by: Hallan Parva on October 05, 2011, 03:55:07 AM
WARNING: This post contains mass amounts of shitty artwork. Don't tell me I didn't say so.


Anyway, I roughed out some of the designs for what I imagine will become the HUD busters. If you have your own ideas or just have questions about mine, I'm wide open to it. These (very crappy) pictures are just for overall reference, and what I would've liked to see included in the expansion.

Click the picture for a (much) larger version.


(http://i544.photobucket.com/albums/hh355/smashbroplusb/StyleBusters-1.png) (http://i544.photobucket.com/albums/hh355/smashbroplusb/StyleBusters.png)
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Bikdark on October 05, 2011, 04:13:09 AM
Quote from: "SmashBroPlusB"
Maybe I can push a first build by this weekend... ?
Yesyesyesyesyesyesyesyes, so I can go on with my 3v3 tdm  :ugeek:
Title: I FINISHED YO-YO, GUYS
Post by: Hallan Parva on October 06, 2011, 02:58:38 PM
Yo whadup
(click to show/hide)

No, your eyes don't decieve you. There are TWO obituaries for Yo-Yo, depending on when you get fragged.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on October 07, 2011, 12:53:26 AM
Why is Yo Yo bubble lead?
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 07, 2011, 12:55:25 AM
That looks like Aqua Styles bubbler charge.. don't think he has yo yo graphic yet
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on October 07, 2011, 12:57:13 AM
I would understand that Yo-Yo has replacement sprites, just Bubble Lead seems like the most absolute rediculous thing ever.

If it's Aqua's Charge though, then okay.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Bikdark on October 07, 2011, 01:21:13 AM
It returned to him though, as seen in the obituaries.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 07, 2011, 01:24:50 AM
If you seen his video of the preview of the class though you notice that there are a bunch of bubbles on the ground right next to him... those come from the charge of the aqua style, the yo yo probably already made it back to him by the time he screenshoted it .
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 07, 2011, 01:39:53 AM
Quote from: "Ukiyama"
If you seen his video of the preview of the class though you notice that there are a bunch of bubbles on the ground right next to him... those come from the charge of the aqua style, the yo yo probably already made it back to him by the time he screenshoted it .
This. :ugeek: I'll try to get a screenshot of Yo-Yo next time. I just wanted to show off the dual obituaries.

Also if any of you manage to see Blathers around, tell him he's desperately needed back at the ranch for sprites.
Title: Beta 2 is quickly approaching, team!
Post by: Hallan Parva on October 07, 2011, 03:02:45 PM
I've sent a PM to several people who have (in some way or another) contributed to the project. I'm trying to do a PvP balance test with the second beta tonight at around 6:30 ~ 7:00 PM EST. After fooling around for a bit I'll do some additional tweaks, finish up an extra Battle Chip or two, and try to have a "public" beta out by Sunday.

Also, this. It was too funny.
Quote from: "Yellow Devil"
heatsupport - piss everyone off at close to mid range while using invis and recovs to make them rage
woodshield - MURDER EVERYONE AH HAH HAH
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Max on October 07, 2011, 03:07:10 PM
(http://i270.photobucket.com/albums/jj107/MaxPower7137/Screenshot_Doom_20111007_160456.png)

Best Class

Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 07, 2011, 03:12:05 PM
Give me some Elec Charge, Wide Sword combo's lol
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 07, 2011, 03:42:40 PM
Quote from: "Yellow Devil"
piss everyone off at close to mid range while using invis and recovs to make them rage
Looks like Heat Support...
 :cool:  :cool:  :cool:  :cool:  :cool:
... will be starting a flame war.

YEEEEEEEEAAAAAAAAAAHHHHHHHHHH
Title: Double post by the thread owner? OH SNAP!
Post by: Hallan Parva on October 07, 2011, 05:23:08 PM
TsukiyomaruZero (that one guy who got banned forever and a half ago) attempted to make some HUDs for the project. Unfortunately, most of them look like balls, though I believe the Stun Blast HUD can be salvaged. Also Hub's buster is completely the wrong color, as he was going off BN2/BN3 Hub instead of BCC Hub. I'm posting these mainly so the sprite artists have something else to go by besides my shitty drawings.

Anyway, here ya go (http://www.fileden.com/files/2009/6/27/2490851/MMBN%20Classes%20Project/ShittySpritesFromTsuki.rar), have fun and all that. [WARNING ~ contains RAR]
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: xColdxFusionx on October 07, 2011, 05:27:00 PM
...I actually kind of like a lot of these. They're rather simple, yet stylish.  :cool:

Of course, personal preference varies, so my opinion may not be yours. And they do look just a bit too well-shaded for this game.

Good luck to whoever else decides to make the HUDs!
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 07, 2011, 05:33:07 PM
I don't like the standard busters, they look way too skinny. I like the design though, if they were just a tad bit wider I'd use 'em.

Twister's an ugly circle (see SmashBro's crappy drawings).

Stun Blast is nice, as previously mentioned.

Flamethrower is nice but seems "too" detailed.

I don't know what Aqua Guts was smoking.

Bug should be used for Hub because lol it's purple.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Ukiyama on October 07, 2011, 05:38:02 PM
Well Twister IS a ugly circle in the game (it dosen't look like a normal fan as far as seeing the fan from the back). Most of those just look like they need a few colors knocked off and it could work.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 07, 2011, 06:07:37 PM
I know, but... it just doesn't look cool. It could've had fins on the side (http://www.sprites-inc.co.uk/files/EXE/EXE2/Chips/card059.gif), or something.

EDIT: lol never mind, YD already did it.
Title: Don't hurt me for my bad shading
Post by: Kenkoru on October 07, 2011, 06:37:00 PM
All the HUDs are good starts, and could look really good with some work done on them.

I took a shot at making the base for the buster look a little bulkier.

(click to show/hide)

Any thoughts????????
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: Hallan Parva on October 07, 2011, 07:53:31 PM
Actually, I like it a lot! That's pretty good, Kenkoru. Y'think you could do the other firing frames, too? I should be decent enough to handle recolors and such.

EDIT: It's not so simple after all, guys. The sword, yo-yo, and Omega Buster HUDs still need to be crafted from scratch.

EDIT EDIT: Oh, and Wood Shield. The standard shield and SF shield HUDs can be adapted from 8BDM's open hand HUDs.
Title: Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
Post by: LlamaHombre on October 07, 2011, 07:58:17 PM
Crap Ken you took my stuff

Oh well, gives me more time to work on other things.
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Korby on October 07, 2011, 08:59:31 PM
You don't need the second shade in between the brightest and the darkest. Replace it with the brighter color and it'll be fine.


EDIT: Perhaps something like this:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/megahudv2.png)

Also, you don't need HUDs for the Yoyo and stuff. Just have the HUD lose the buster and spawn a floating thing in front of the character.
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Hallan Parva on October 07, 2011, 10:47:14 PM
SERVER'S UP

GO TEST STUFF NOW
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Hallan Parva on October 09, 2011, 05:12:56 PM
bloop bloop I'm a squid
Quote from: "SmashBroPlusB"
Does anyone here know how to rip sound effects (or where a person could obtain ripped sounds)? I need some sound effects from the Mega Man Battle Network series, preferably sounds from any of the first three games. I had found a sound bank (http://rmexe-zone.vndv.com/downloads.php) with sounds from MMBN5 (the crappy DS version), but it doesn't have specific sounds I'm looking for (like the Navi delete sound and Mega Man taking damage, for instance).

Please and thank you.
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Bikdark on October 09, 2011, 11:10:29 PM
Won't downloading a rom, playing it on VBA then ripping the effects from there work?
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Hallan Parva on October 10, 2011, 12:49:46 AM
lol no

If I were to just record the sounds, the background music and possible other sounds would get in the way. Also, I have no ripping software, which is why I asked how to rip (or for someone else to rip).



Totally unrelated but this gives me an excuse to bump, SF MegaMan's charge shot is fixed up and the Custom Gauge no longer breaks and "over charges" (thanks to Ukiyama for the gauge fix). Also Blathers came back from the dead and made me new sprites. The "Full Custom" item now has a proper icon, and Air Hockey no longer uses the graphic for Cross Bomb. On a side note that means I can now add in Cross Bomb!
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Ukiyama on October 10, 2011, 02:29:58 AM
On certain games though there is a way to use a action replay code to disable the music if you could find it.
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: LlamaHombre on October 10, 2011, 02:48:06 AM
If you use an emulator you can use the F Keys to slowly remove sound channels.
Title: Re: The MegaMan.EXE Class Project Expansion Thingy Thread
Post by: Hallan Parva on October 11, 2011, 01:57:03 PM
And now, a question for the mods.
who want to kick me in the Power Stones trollolololol

Due to lack of ideas/sprites (and waiting for sexy Shock Wave) I want to take a short break to finish up that Sequence Man class I promised Coldy. This thread sort of morphed into the general area for the EXE project thing, so I'm not sure if I should post here about it or if it's okay to make a brand-new thread.

What is your opinion on the matter?
Title: I'm totally a mod.
Post by: Bikdark on October 11, 2011, 07:21:50 PM
Since it's in weapons/actors and not projects, make this your general classes/weapons topic. If you're making a full fledged project with several classes in one pk3, then you should make another topic.
Title: Democracy like a boss.
Post by: Hallan Parva on October 12, 2011, 01:14:11 PM
(http://www.animetaku.com/i1/animeCharacters/11/11240.jpg)
-sigh- "What seems to be the problem?"


Yellow Devil has been demonstrating some... how should I put this... "resistance" to following my original blueprint. He doesn't want every Style to get a shield, but instead wants to limit shields to WoodShld only. I think the shields would add a bit of versatility to the class, and they're not ridiculous like Proto's shield either. Remember, you can't attack or use chips while shielding, and the shield has a bit of a cooldown period before you can shield again.

So, now there's a poll. Bear in mind that my vote counts as 2 because lol it's my idea.
At least I didn't pull a Yellow Devil and go "lol my votes are infinite, screw you guys we're doing things my way now".

I'd also like to note that this could change at any moment. So, if everyone supports shields for all Styles, but play testing reveals the shields to be too ridiculous, then I'll take 'em out. The opposite is also true; if WoodShld becomes too good against every other Style, I'll try giving other Styles a shield to hopefully balance things out.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Ukiyama on October 12, 2011, 02:08:41 PM
Well if everyone gets a shield then whats the bonus of being Wood Shield then (not counting the health regen on grass panels)?
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 12, 2011, 02:10:27 PM
WoodShld's alt-shield is more resilient than other Styles' shields. It also stays up for a longer period of time.
Title: because Aqua is teh copy write!!!1
Post by: Tesseractal on October 12, 2011, 07:55:36 PM
Quote from: "SmashBroPlusB"
He doesn't want every Style to get a shield, but instead wants to limit shields to WoodShld only.
Well yes, that would seem the obvious reaction, at least from my perspective. You could argue that Custom would get a shield (arguing from a BN3 standpoint), but "Shield" makes sense to be exclusive to Wood Shield. Sure, you could give Wood a reflective healing shield like in BN3, but for the sake of differentiation, I'd say every class having a shield makes Shield Style terribly outclassed. Sure, Wood's shield would be better, but giving everyone a shield is something of Star Force, not BN.

Quote from: "SmashBroPlusB"
NormStyl, HubStyl, ElecShld, WoodCust, HeatSprt, and AquaGuts main attacks completed
Heat Team. Of course, I'd say flip Aqua and Heat ("HeatGuts" is a bit more iconic). But if you're going to use Capcom localizations or something similarly inane, it's "Spout Spirit" and "Spout Guts".  :twisted:
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 12, 2011, 08:08:06 PM
But I liked my shiny Met shields... and how would auto HP regen and a healing Mirror Buster be outclassed? :lol: I can see your argument though (and it makes damn good sense to boot). Ehh, I'll think about it.

As for your other note, lol it's not Spirit. HeatSprt stands for "Heat Support". It was originally going to be "Heat Team" but this is 8BDM and nobody EVER works in teams! [/sarcasm] On a more serious note, I interpreted "team" to be "supporting others" in 8BDM instead of "let's spam Navi chips guys". Since he's geared toward supporting his fellow teammates (and himself on occasion, lol easy Recov30s) I changed the name to "support".

The other reason it's HeatSprt and AquaGuts instead of the other way around is because I wanted to avoid the Capcom stereotypes as much as possible. Pairing Custom with Aqua element made Mega Man look like a total girly-man in my opinion. Elec Team also seemed cheap as hell to me because you could just stun a guy then rape him with Guts Shooter. Don't even get me started on Heat Guts, either. That's too much cliche machoness for one guy thank you very much, now wait 200 years and come back with Taurus Fire.

Another reason for the style pairs was that they were based on my real-life BN2 save file. As my first Style, I quickly fell in love with AquaGuts, and for good reason. You don't suffer knockback, standard shots hurt like hell, you charge in literally less than half a second, and your 40-damage Bubbler is a distance attack AND hits two panels. FUCK YES. This also explains why there used to be an ElecShld Style (damn you random number generator!), which was inherently useless. "lol let's stun a guy then HIDE FROM THEM."
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Max on October 12, 2011, 08:15:25 PM
Democracy Wins

kson??

Cuz shields for all is a riduculously stupid idea. Also, reflect shots or just absorb them for Wood altfire? I figured the Met Shield would be the only reflector, but then you said...

Quote from: "SmashBroPlusB"
Mirror Buster

and I just wondered.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 12, 2011, 08:20:23 PM
Keep your pants on! It hasn't even been 24 hours yet, I can still pull away a victory. :cool:

And as for the Mirror Buster mention, that was mainly a metaphor. Mirror Buster reflects crap, BN3 Shield Style reflects crap. Pretty much the same thing, except Shield Style's reflection is a grounded wave.

For WoodShld, I'm thinking either a Shock Wave style counter-attack / reflect (that has a uniform damage unlike MB) or a basic shot absorption (like Proto Shield) plus SLIGHT healing. Not both, though, that would be dumb. Although, giving WoodShld a special Guard alt plus giving him HP regen sort of makes SF Mega look like a loser.

What are your thoughts?
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Korby on October 12, 2011, 08:28:59 PM
Wood Shield should be the only one to get a shield(except for classes like Proto.exe), mostly because it's in his name. It's like giving Napalmman the ability to fly a la Gyroman because he couldn't.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: xColdxFusionx on October 12, 2011, 11:29:11 PM
Quote from: "Korby"
Wood Shield should be the only one to get a shield(except for classes like Proto.exe), mostly because it's in his name. It's like giving Napalmman the ability to fly a la Gyroman because he couldn't.

^ This. So much this.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Bikdark on October 17, 2011, 04:18:19 AM
So how's that 2 week late weekend release goin'? [/troll]
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: DarkAura on October 18, 2011, 11:02:59 PM
Aura - Took some time to work on a little somthing:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
It's not 100% complete, though.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 18, 2011, 11:21:57 PM
That... that's awesome.

Wait, you're a sprite artist? Why didn't you say something earlier? Do you think you could do Shock Wave rotations for Guts Mang?
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: DarkAura on October 18, 2011, 11:28:06 PM
Aura - Like from his Navi chip? I actually tried spriting something similar to that, and I couldn't do it. I'm better at spriting some characters and some projectiles than making those kinds of effects.
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 18, 2011, 11:32:23 PM
But the Shock Wave is a projectile! :lol:

(http://www.sprites-inc.co.uk/files/EXE/EXE2/Chipattacks/MetWaves.png)

(http://www.sprites-inc.co.uk/files/EXE/EXE3/Chipattacks/Wave.png)
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: DarkAura on October 18, 2011, 11:58:39 PM
Aura - All the frames w/ rotations, or just one w/ rotations?
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Hallan Parva on October 19, 2011, 12:07:18 AM
It's going to be an animated creeping wave, so I need more than one. If you could do all of 'em that would be fantastic! :D
Title: Re: Glyde.EXE and The Great Shield Debate
Post by: Russel on October 24, 2011, 02:29:16 PM
Thing about shields:

They should either last a long time, but resist one attack or last very a short time but take Top Spin directly
They should completely stop you if the latter is chosen
They should allow you to jump while in use
They should not act like the reflecter battle chip from BN6
They should be able to only be use every so often, if you can continuously use them, they would become overly abused.

Also Shockwave:

The "Wave" should be a client-sided actor that is spawned by the actual projectile, which has a +NOEXPLODEFLOOR or FLOORHUGGER
Title: Re: MMBN Project Thread (urgent info now PM'd or Skyped)
Post by: Hallan Parva on October 31, 2011, 03:25:48 AM
For a few reasons, I'm taking a break from the forums. Please continue to post here if you would like peer review and such, but for important updates (or if you need to send things directly to me), please either drop me a PM or message me on Skype. My Skype account username is the same as on here, SmashBroPlusB. You should find either BMO or Mr. Higsby as an avatar, I can't remember which one it is.

Also, please finish the buster sprites Ken.

That is all. Move along gentlemen, nothing to see here.
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: Hallan Parva on December 09, 2011, 12:20:36 AM
unexpected return by SmashBro
unexpected work done on EXE
unexpected public release of (probably) shitty beta
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: TheDoc on December 09, 2011, 12:24:49 AM
BETA!? *looks around and wags tail* BETA!? WHERE!? WHERE!? IWANTBETA! DOCWANTSBETAREALLYBADLY!
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: Hallan Parva on December 09, 2011, 12:25:19 AM
first post yo
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: Ukiyama on December 09, 2011, 03:01:44 AM
OMG BETA YAY!!!!! And welcome back SmashBro  :cool:
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: Hallan Parva on December 09, 2011, 03:16:39 AM
Thanks a lot, Ukiyama. I look forward to seeing those weapons of yours :cool:
Title: Re: MAKE WAY FOR THE CHAOTIX, SON
Post by: LlamaHombre on December 09, 2011, 03:33:04 AM
Howdy there.
Glad to see you back, Battle Brother.
y u no tutorial on audio synching

Damn it, I want the beta so bad but it's out of reach until tomorrow.

Certain chips that would be nifty to see, though, such as Magnum and MachGun.

And Magnum.
especially Magnum.
don't go forgetting Magnum now.
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Hallan Parva on December 10, 2011, 12:11:54 AM
Thanks to Kenkoru WE'RE ON WADHOST, SON

GO PLAY IT RIGHT NOW

(click to show/hide)
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: TheDoc on December 10, 2011, 12:46:08 AM
OMG! There are so many battle chips that are possible. You should make the virus chips from MMBN3 (examples: mettaur, bunny, scuttlest, killereye) where you can summon a virus like you do Rush, but they attack right after summoning. Beta's good, but there's a problem when I respawn after spectating in a match, I'll end up with 2 "FullGauge" items instead of one. I'd like it if Yo-Yos stopped when they hit because the point of a Yo-Yo is multiple hits, and that's VERY hard to do with these.
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: LlamaHombre on December 11, 2011, 02:33:32 AM
This is fucking amazing.

It's simple, yet it's so fun.

ElecCust for life!
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Sora on December 11, 2011, 02:38:21 AM
Aarg, why did I miss the party.

I want my Navi chip madness soon, or I may have to eat someone

That and a Machgun chip.  Then this will be greatest mod evar.

EDIT: Durr, missed my 800th post
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Ukiyama on December 11, 2011, 02:41:19 AM
Invis and cannon are still op  :cool:  Are there gonna be cooldowns so chips dont become any more spam happy?
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: xColdxFusionx on December 11, 2011, 09:12:20 PM
On the Skype Chat, Smashbro mentioned that he was planning on changing how BattleChips work. In other words, enjoy your chipspam while it lasts, because it's getting a delay.
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Hallan Parva on December 11, 2011, 09:17:20 PM
what Coldy just said :cool:
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Ukiyama on December 12, 2011, 12:32:11 AM
Shows that sometime maybe I'll look into skype just to get info lol. At least them chips are getting a delay...
Title: Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
Post by: Russel on December 12, 2011, 03:11:32 PM
Shrouded in a subforum seldom looked at except for moderators and modders, meanwhile this is more than just a single class now...
Title: I can't "class" to save my life but I make damn good weapons
Post by: Hallan Parva on December 12, 2011, 09:27:24 PM
What Lego said.

Basically, until I can iron out all the kinks* and get this into a "real" v1 release, it's going to be hidden in the back-corner of a subforum we call "Weapons & Actors" and not get very much attention. Then again, I also don't want to rush a release because I'm trying to avoid a Classes 1a over here. I still have nightmares over near-invincible Hard Men, Quick-Man-like rapist Top Men, and 1HP Shadow Men with blazing fast OHKO attacks in projectile form.

Here's the main list of changes the EXE team is working towards.
(click to show/hide)
Here are some changes I'm CONTEMPLATING at the moment (note the word in bold).
They can be adjusted or even removed before the next build so don't freak out.
(click to show/hide)
If anyone has questions, comments, suggestions, or just general praise for the project (can't get enough of that positive reinforcement) then don't be afraid to post. I appreciate your feedback, it helps the project grow!

* To be honest, I'm not doing much. Everyone can thank Lego for fixing problems and adding features, he's a real lifesaver.
Title: Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
Post by: Korby on December 12, 2011, 09:55:28 PM
Oh right, I guess I should say what I think about this from what I've played.

Now, as far as I can tell, this is pretty darn accurate, but considering I come from YD's classes mod, accuracy doesn't always equal awesome. My main point is that you'll rarely ever use your mega buster unless you're AquaGuts, so I suggest giving each style a mega buster shot more akin to their charge shot, such as a spread shot for WoodShld or a more bass-buster esque buster for HeatSprt, or maybe a Damage over Time thing. Obviously this would require tons of tweaking for balance because ElecCust getting a stunning megabuster would be blatantly OP.

Here's my thoughts on each class:

-=Megaman.exe=-
Haven't played him, but if I recall he's just like Megaman but he style changes sometimes and has access to chips/charge shot...

-=Normstyle=-
...Or is that this? I dunno, haven't played this either.

-=WoodShld=-
I love Air Shooter, so I love this, but I completely forgot he had a shield so I'll need to use that more often. I like him a lot.
Suggested buster upgrade: Spread shot(probably with weaker bullets to compensate)

-=HeatSprt=-
That charge shot is an OHKO up close(but not point blank because you'll manage to miss somehow). I'd suggest less bullets for this really.
Suggested buster upgrade: Slower Bass Buster or Damage over Time.

-=AquaGuts=-
From what I've played, he's sooooo OP. A charge shot and a single shot-or worse, a cannon which is even faster- is a 2HKO and incredibly fast. Didn't the charge shot do something else in the games? I wouldn't know because I haven't gotten that style ever. Also, his colors are pretty similar to normstyle and it confused me heavily.
Suggested Buster Upgrade: Don't.

-=ElecCust=-
Charge shot + one of the thousands of sword chips you'll get + invis which you'll have used three times by then = Death. That is all.
Suggested Buster Upgrade: Perhaps slight homing abilities because of that one spark chip thingy whose name escapes me.

-=Hub=-
I love berserkers, but as you said, being basically immortal to busters is not a good thing. Invis is stupidly powerful on this guy.
Suggested Buster Upgrade: None, unless you want it to have Muramasa-itis as well.


EDIT: Oh right, chips. I mean, most are getting changed but...
-=Cannon=-
OP in its current state. That's all.

-=Invis=-
HOLY CRAP this thing is cheap, especially on a low HP Hub or HeatSprt!

-=AirShoes=-
I like flying, but it's annoying when someone goes straight up when you're about to finish them off. Can't really change anything about that, unless you make it more YD Pharaohman-esque.

-=WideSword=-
Slash Claw.

-=Air Hockey=-
It seems fine.

-=Recov30=-
I hate this for one reason. Spamming my item use on Hub keeps restoring my HP sdjfkhasdf

I think that's all of them.
Title: Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
Post by: Beed28 on December 13, 2011, 12:29:31 PM
Nice mod, but I found three annoyances with it so far:

(http://img97.imageshack.us/img97/7056/screenshotdoom201112131.png)
I still dislike that mouth plate thingy. It doesn't look right... At least give us an alternitive sprite which doesn't have it, kinda like this:
(click to show/hide)

The sounds aren't in 8-bit, which is kinda out of place compared to the 8-bit setting of MM8BDM. Finally, no bot support? Aww.
Title: Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
Post by: LlamaHombre on December 13, 2011, 07:59:58 PM
I myself will be redoing the MegaMan.exe skin and its cohorts with the slight assistence of the late Blathers.

Hold your pants.
Title: I'm getting way too far ahead of myself.
Post by: Hallan Parva on December 15, 2011, 03:35:13 PM
I see threads where people can ask help about weapons, classes, and mapping, but no general "how to Skulltag" thread. So, I think I'll just ask the question here. If you know any major modders who can answer this, feel free to direct them to this page. Thanks.


So, I had the idea of making a full-blown story-based expansion for the Awesome Network project (because nobody EVER plays the single player campaign anymore), but as you may be aware my Doom Builder won't work and I can't class to save my life. I'm wondering if anything I'm thinking of is even remotely POSSIBLE... so, here goes nothing.



Alright... we're out of Wall Of Text World for now. Of course, as you're probably aware we're WAAAAAAY out of the reach of a campaign project for now. We'll probably have to go through several versions and builds of classes before we can even THINK about making the adventure, but I want to get the conceptual stuff out of the way for now so I know what can and cannot be done within the limits of Skulltag. It's better to realize something three or four months in advance and plan around it... than to be building the game and suddenly be forced to chop out half of a chapter because you can't do it like you thought.

Or someone could pull a TsukiyomaruZero on us and find a way around all of the limits. :p
Title: Re: Mega Man Awesome Network (expansion plans ...?)
Post by: Korby on December 15, 2011, 06:43:34 PM
Ivory or Beed could probably answer these better than me. Also, making classes really isn't that hard at all. Just fiddle around with damagetypes, movement, and jump height then give him starting weapons. Simple.

1) Dunno.
2) No. Altfires are built into the weapons, you'd need to have different weapons for each combination.
3) To "lock" it you could just do it the same way Mike handled the hidden boss weapons in the campaign.
4) This actually sounds pretty possible, but it'll require some ACS trickery.
5) See 3.
6) I think you could do that with ACS but I'm not sure.
Title: Re: Mega Man Awesome Network (expansion plans ...?)
Post by: Russel on December 15, 2011, 07:00:39 PM
1. ACS Button checks to give an item that uses jumpstates on the weapon side too
2. This MIGHT be possible, not a single clue though...
3. Uh, considering I don't know about 2, I'd say no...
4. Yes, you can have random teleports, though...not too sure about teleporting back...
EDIT: 5. I think so...ACS variables...inventory items...
56. Yes, a camera change via ACS

Korby I hatt you
Title: Re: Mega Man Awesome Network (expansion plans ...?)
Post by: Korby on December 15, 2011, 08:29:43 PM
He had six questions, Lego.
Title: I really don't think he will like that I did this but...
Post by: Hallan Parva on December 16, 2011, 12:42:12 AM
Quote from: "Asd967"
All of this is possible.
Normally, I'd help you in coding all of this, but I'm sorry I won't do it... mainly because I do not see a single player campaign getting to fruition nor it being as fun.
The weapon ones aren't hard to do. I'm pretty sure they can be done with DECORATE.
The single play > multipaly one can be done, but I pretty much have 2 or 3 reasons why you SHOULD NOT do it.
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on January 09, 2012, 03:41:47 PM
Blathers came back from the dead, yo

he's making more chip sprites and stuff

it's pretty cool if you were to ask me

and you could also ask Korby if you don't want to ask me

because sometimes I can be a pretty douche-y guy

also Ken where are my buster sprites
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Blathers on January 09, 2012, 08:47:36 PM
I didn't think my return was so noteworthy that you would change the name of the topic to let people know.

But it's nice to be back.   :mrgreen:
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on January 09, 2012, 09:26:02 PM
Quote from: "SmashBroPlusB"
also Ken where are my buster sprites
two birds, one Power Stone :cool:

but yeah, I figured it'd be good to let the people know

THE FANS DESERVE TO BE INFORMED
Title: I was busy with crap like stuff
Post by: Kenkoru on January 09, 2012, 09:52:42 PM
I gave the ones I worked on to Llama so he could fix them up since he's a better spriter than I but I guess he's not done so here's what I sent him

(click to show/hide)

Or someone else can fix them I don't know
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on January 09, 2012, 10:27:03 PM
Hey, that actually looks very nice. Good work.

*changes direction* Llama where are my buster sprites
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: LlamaHombre on January 10, 2012, 02:26:34 AM
I'm too busy flunking Algebra II
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on January 17, 2012, 02:41:27 AM
I put a request list on the frontpage because Megaman begged me to

if you have time I would HIGHLY suggest checking it out

also Megaman was a total broski and made the first AwNet map

it'll get pushed out in the next AwNet beta so just wait for it
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on January 19, 2012, 11:27:22 PM
I added a few new things to the request list and I also separated it into categories. Want to see your artwork in AwNet? Please help us out! Can't sprite, but you're good at making maps? Have at it. Maybe you have an idea for a future class? Go ahead, take a shot.

However, the main reason I bumped slash double posted is because of an issue recently brought up by Lego: the Skype devroom. Nothing gets posted in there and all of the calls are hosted in the "main" Cutstuff chat. The new weps and maps are also sort of passed around from person to person instead of the whole group, relying on a sort of "you'll get a copy eventually" system. As much as I like the devroom, I'll admit it's been collecting an Awful amount of dust lately.

So yeah, poll and what-not.
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Magnet Dood on January 19, 2012, 11:38:08 PM
Voted AirHockey because it's true.

But I think you should keep the devroom. It might be useful trying to organize everything and such.
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: chuggaafan1 on February 13, 2012, 01:36:13 AM
i'll be working on A HeatTeam Skin, So you can tell them apart.
Title: Re: Mega Man Awesome Network (Blathers has returned)
Post by: Hallan Parva on February 13, 2012, 03:44:21 AM
HOLY ANTIDMG, WE HAVE PROGRESS

By all means, I'd love some new skins for Style Changes. I was actually proposing different HUDs for a few Styles, like how the AquaGuts buster has those lumpy bits on the outside.

Since we just got about a three-week bump, how's everyone holding up? Just tell me what you have. If you didn't do anything new, that's fine, I wasn't expecting you to. (You know, mostly since I haven't done jack shit myself...)
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Magnet Dood on February 14, 2012, 09:06:31 PM
Hey, uh, Smashbro. Don't you think you should move this over to the actual completed projects forum?

I mean, you did kinda finish a version of it.
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Hallan Parva on February 14, 2012, 09:19:58 PM
According to the MOD SQUAD beta releases don't count

I guess this could go in WORK IN PROGRESS though
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: xColdxFusionx on February 14, 2012, 11:54:16 PM
@Poll: Baw, I can't choose between Classes or Chips. ...I suppose I want Chips just a little bit more, though.
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Emmanuelf06 on February 19, 2012, 05:40:46 AM
More playable classes! I want all the netnavis  :mrgreen: lololo....

Good luck again, smashbro, you do a great job for us :3
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Toastman on April 01, 2012, 02:56:41 AM
So far so good eh? This is going to be so awesome!
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Hallan Parva on April 01, 2012, 02:23:12 PM
to be honest with you we've sort of lost a few of our best interns
and I can't work on this much myself due to other projects

once I finish my CSCC class and do some work for the Joe mod I can come back here
and there might be an update before the MM8 expansion BUT NO PROMISES

this isn't dead though, in the words of Korby "it's just sleeping"
Title: Re: Mega Man Awesome Network (intern positions available)
Post by: Emmanuelf06 on April 03, 2012, 09:04:07 AM
oh no =((((
Title: lockity lock lock :cool:
Post by: Hallan Parva on April 30, 2012, 03:34:05 PM
Quote from: "SmashBroPlusB"
this isn't dead though, in the words of Korby "it's just sleeping"
hey guess what

TIME TO WAKE UP (http://cutstuff.net/forum/viewtopic.php?p=169208#p169208)