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February 06, 2011, 03:48:24 PM
Reply #15

Offline ice

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Re: MM1 original stage mode
« Reply #15 on: February 06, 2011, 03:48:24 PM »
Quote from: "BradeDude"
Same are you going down the row? MM 1 2 3 4 5 6 (7,8 maybe) 9 10?
I'll try. and when I'm done, you can use the monsters for invasion maps if you want.

Gutsman's invasion map, there are mets poping up and picketmen jumping out of caves tossing pickaxes. then on the final wave, gutsman appears issuing the final attack while tossing boulders at you (I might have to find a way to nerf his attack power cause scince he's a monster and not a bot, he is VERY accurate and can kill you in one hit)

February 06, 2011, 05:35:34 PM
Reply #16

Offline NitroBro

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Re: MM1 original stage mode
« Reply #16 on: February 06, 2011, 05:35:34 PM »
Are weaknesses in play? And can we get like a demo cutman stage?

February 06, 2011, 06:06:19 PM
Reply #17

Offline ice

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Re: MM1 original stage mode
« Reply #17 on: February 06, 2011, 06:06:19 PM »
yes weaknesses are in play (ALOT of the originals were not effected by ice slasher)as for the demo I can upload gutsman as a demo for now (if I can get the friggen door to work)

February 06, 2011, 09:59:13 PM
Reply #18

Offline ice

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Re: MM1 original stage mode
« Reply #18 on: February 06, 2011, 09:59:13 PM »
Well, I added picketmen enemies now, but then I gotten board and said "screw it I'm feeling lazy today so I'm just going to make all of the mm1-6 robot maters" so far Ive finised all of the mm2 ones. I had to make a custom freeze weapon for flashman

February 07, 2011, 02:06:35 AM
Reply #19

Offline ice

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Re: MM1 original stage mode
« Reply #19 on: February 07, 2011, 02:06:35 AM »
I hate tripple posting but, update, half of all the robots are done, I gotta say, I especially loved coding skullman, starman, toadman, and plantman. I'm gonna probably need to make custom sprites for diveman and drillman to recreate them

February 07, 2011, 11:24:14 AM
Reply #20

Offline NitroBro

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Re: MM1 original stage mode
« Reply #20 on: February 07, 2011, 11:24:14 AM »
How is super arm going to work? Just like mm8bdm? Also did you fix the door because I am really looking foward to this

February 07, 2011, 04:33:42 PM
Reply #21

Offline ice

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Re: MM1 original stage mode
« Reply #21 on: February 07, 2011, 04:33:42 PM »
Quote from: "BradeDude"
How is super arm going to work? Just like mm8bdm? Also did you fix the door because I am really looking foward to this
basicly, the gutsman bot jumps making a quake, then he holds his arm up then tosses a rock at you. as for the door, I'm gonna have to ask someone about that. Also, gyroman is going to be a challenge to fight cause he moves around alot, and in 1st person perspective it will be hard to tell when he's behind you. Other than that, I'm almost done with the bosses and I might release them as a monster pack for invasions. unfortunatly, alot of weapons dont have a damage type so I cant work on weaknesses from mm2 and up. But yeah, I had alot of fun testing them. and when I'm done I'l make all of the mm1 monsters and release them too.
Sniperjoe, stationery mett, killer bullet, peng, and picketmen (complete with there own custom weapon) will be in the pack too

February 07, 2011, 10:15:23 PM
Reply #22

Offline CopShowGuy

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Re: MM1 original stage mode
« Reply #22 on: February 07, 2011, 10:15:23 PM »
Sounds like you've done a lot of work already.  I'd give it a try when it's done.

February 08, 2011, 02:55:32 AM
Reply #23

Offline ice

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Re: MM1 original stage mode
« Reply #23 on: February 08, 2011, 02:55:32 AM »
And here it is, (ALMOST) every robot master from megaman 1-6

(deleted this link)
I had to cut some from the pack because I need to create all new sprites for them like diveman's spin attack, or drillman's digging. but other than that all of the bots in this pack will act similarly to there in game counterpart. I had to hurry and finish this so the base code was copied for alot of them so thats why ALOT of them are not affected by ice slasher. also there are normal enemies in this too

Sniperjoe
peng
killerbullet
picketman (type summon picket)
bigeye (summon bigeyeenemy)
met (summon lazylazymet)
all the other robot masters (summon insert robot nameman)

I was toying around with the idea of adding a GIANT giga roll bot that was rediculously broken.

Also you can add these to any invasion map you want.

February 08, 2011, 03:15:10 AM
Reply #24

Offline CHAOS_FANTAZY

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Re: MM1 original stage mode
« Reply #24 on: February 08, 2011, 03:15:10 AM »
GRAAAAH YOU FORGOT TOPMAN

-Quickman is not damaged by Time Stopper
-Quickman is programmed to jump again after being shot--therefore, one can "juggle" Quickman (Works with Dustman as well)
-Shouldn't Quickman run faster than the others?
-Flashman's temporary flash doesn't work right away
-Heatman's invulnerable sprite needs to last fluctuating periods of time
-Bubbleman's default action is shooting a bubble--incredibly broken
-Airman's easy to defeat--his tornadoes keep going upward
-Brightman doesn't die from all of Rain Flush's ammo
-The Robots don't fall down holes to another level area--to death unknown
-Crashman should jump'n'shoot whenever you shoot--not him him
-You spelled "Pharaohman" wrong

That's all for now.  Also, you should be totally awesome and make a Quint AI.

February 08, 2011, 03:37:21 AM
Reply #25

Offline brawlman9876

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Re: MM1 original stage mode
« Reply #25 on: February 08, 2011, 03:37:21 AM »
....i dont know if every enemy does this, but i just bounced air man away with the leaf sheild.

February 08, 2011, 04:26:55 AM
Reply #26

Offline ice

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Re: MM1 original stage mode
« Reply #26 on: February 08, 2011, 04:26:55 AM »
Quote from: "CHAOS_FANTAZY"
GRAAAAH YOU FORGOT TOPMAN

-Quickman is not damaged by Time Stopper
-Quickman is programmed to jump again after being shot--therefore, one can "juggle" Quickman (Works with Dustman as well)
-Shouldn't Quickman run faster than the others?
-Flashman's temporary flash doesn't work right away
-Heatman's invulnerable sprite needs to last fluctuating periods of time
-Bubbleman's default action is shooting a bubble--incredibly broken
-Airman's easy to defeat--his tornadoes keep going upward
-Brightman doesn't die from all of Rain Flush's ammo
-The Robots don't fall down holes to another level area--to death unknown
-Crashman should jump'n'shoot whenever you shoot--not him him
-You spelled "Pharaohman" wrong

That's all for now.  Also, you should be totally awesome and make a Quint AI.
keep in mind these are all monsters not players so they act as environment rather than players. also as I said, this isnt 100% complete this is just something for people to play around with (a distrction untill I finish the stages if you will) as for the leaf sheild, no idea how to fix that, mike said he'd do something about it. as for missing robots, I sad I had to leave some out till I create some sprites, and the juggling, I have to tweak that some more, this isnt the finished product (also its imposable to make them do anything by clicking, they will only react when they see you or hit them and I have to fix crashman so he leaves wander mode when shot)

February 08, 2011, 04:36:11 AM
Reply #27

Offline CHAOS_FANTAZY

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Re: MM1 original stage mode
« Reply #27 on: February 08, 2011, 04:36:11 AM »
LOL, I'm not bashing, I'm critiquing.  How are you supposed to know what's wrong with 'em unless people tell you?  Isn't the objective here to get "as close to the original as possible?"

This is a fun little expansion pack, and I think a whole lot of people will enjoy it.  The Picketmen are awesome, and it's cool to see how you implemented their weaknesses.

But, you didn't reply to a few of these:
-Is it possible to make the tornadoes only go forward?
-Can anything receive damage from Time Stopper?
-Will you make a Quint AI?

Also, Woodman doesn't shoot any leaves up into the air.  That seems it'd be the hardest thing to do, but, like I said...

February 08, 2011, 01:58:09 PM
Reply #28

Offline Alucard

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Re: MM1 original stage mode
« Reply #28 on: February 08, 2011, 01:58:09 PM »
I managed to defeat Rockman 1,2, and 6 NETA with Buster only in this expansion. But you need the rest of the Robot Masters, namely Topman and Hardman.

February 08, 2011, 02:07:56 PM
Reply #29

Offline ice

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Re: MM1 original stage mode
« Reply #29 on: February 08, 2011, 02:07:56 PM »
Quote from: "CHAOS_FANTAZY"
LOL, I'm not bashing, I'm critiquing.  How are you supposed to know what's wrong with 'em unless people tell you?  Isn't the objective here to get "as close to the original as possible?"

This is a fun little expansion pack, and I think a whole lot of people will enjoy it.  The Picketmen are awesome, and it's cool to see how you implemented their weaknesses.

But, you didn't reply to a few of these:
-Is it possible to make the tornadoes only go forward?
-Can anything receive damage from Time Stopper?
-Will you make a Quint AI?

Also, Woodman doesn't shoot any leaves up into the air.  That seems it'd be the hardest thing to do, but, like I said...

 :? I didnt give a negative reaction, I was just explaining why some things are the way they are XD, as for your questions

Ill make anew projectile for airman

no, the weapons you get are the ones from mm8bdm (although I might be able to create a pack only stopper, but it will be EXTREAMLY game breaking)

and sure I'll try to make quint

also some things I will tweak in the revised pack I'm releasing tomorow or tonight

flashman jumps when shot

robots get mercy time when hit

bubbleman will shoot bouncing bubbles.

try to see if theres anymore damage types to see if I can fix some things

try to make gutman create a quake (I had to upload it quickly cause it was my bro's day off and when he's home, I'm not aloud to touch the computer)

add rockets to napalmman's weaponry

make new sprites of heatman's ragedash

try to add topman and create a weapon for him

(not sure if possable) make hardman, just have to make a VERY nerfed hard knuckle boomerang for him

and other changes I see fit

also I had to nerf quickman's speed somewhat cause MY GOD that bugger was hard to hit in testing, but that might change with mercy time enabled