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Messages - Beed28

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16
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: March 29, 2017, 02:20:29 PM »
So, two things I've noticed:
(click to show/hide)

The other thing:
(click to show/hide)

17
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: March 28, 2017, 11:08:37 PM »
It's too bad about my Wave Man map being replaced, but the new story sequences and bosses look completely amazing!

(click to show/hide)

18
MM8BDM Discussion / Re: MM8BDM no longer playable in OpenGL?
« on: March 24, 2017, 02:31:49 AM »
I did get a Windows update a few days ago, actually.

19
MM8BDM Discussion / MM8BDM no longer playable in OpenGL?
« on: March 24, 2017, 12:30:25 AM »
Until now, Zandronum has been running quite fine on my Windows Tablet, in OpenGL mode. But now, it's completely and suddenly unplayable. I'm getting complete lag spikes even from the menu screens, and sometimes I have to force close the game with Task Manager. I never updated Zandronum, so I don't know what's going on here. :(

Software mode still works fine, though.

20
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: February 20, 2017, 11:47:25 PM »
Why do most of the weapons in this annoyingly have +WEAPON.NOAUTOAIM when they don't need really it (the Mega Buster, for example)?

21
MM8BDM Discussion / Re: KD's Challenge Log
« on: January 21, 2017, 12:31:12 PM »
I'm 99.95% sure there was a super ol' topic that had a massive user-generate'd lists of achievements/challenges.
I can't find it though, but there were some decent ones on that topic if anyone bothers to unearth it from the pits of Cutstuff forum hell.

You might be out of luck, I recall it was posted in the forum game section back when inactive threads in there would be outright purged, and it wasn't saved into the forum game archive.

22
Anything Goes / Re: General Offtopic Discussion
« on: January 09, 2017, 02:19:48 PM »
I guess it's my birthday today.

For anybody who's still here.

23
Mega Man Discussion / Re: My opinion on the Wily Machine bosses. Yours?
« on: November 14, 2016, 01:01:06 AM »
MM1: The arcing shots of the first phase are kinda tricky to avoid, especially when you inexplicably lock in place briefly when the first phase is destroyed. For the second phase, you can safely hide underneath the cannon, so there's that.
MM2: The hitboxes on the second phase projectiles are completely screwed up. If it weren't for the Crash Bomb trick, it would have made a no damage run of this game all but impossible.
MM3: You can rapid fire both weakpoints for some reason (then again, the other Wily Castle bosses in this game had this problem).
MM4: The second phase is relentless with it's barrage of fireballs and an extremely hard to reach weakspot. Doesn't help it's one of the few bosses that's immune to Pharaoh Shot. At least you can hide underneath him in the second phase, though.
MM5: The first machine is neat, but it's nigh impossible to make it to safety if he manages to corner you. The second machine was pretty meh, despite it's impressive size and design.
MM6: The only Wily Machine that can be hit anywhere in all of its phases. Fairly interesting in that it fights you in an autoscrolling room, and in the second phase it occasionally reverses the scrolling, although it's hard to judge the varying arc of its jumps. Too bad the entire fight (Capsule included) is weak to Silver Tomahawk.
MM7: Another unmemorable one, especially compared to the infamous Capsule fight afterwards, despite nearly taking up the whole screen. The mini-versions it summons are annoying, though.
MM8: Fairly annoying in that it has a sizeable arsenal that can soften you for the Capsule fight, and you have no E-Tanks to back you up on.
MM&B: Just a redux of the MM8 Wily Machine and Capsule.
MM9: I only fought this thing once, but I remember looking it up on YouTube and some walkthroughs, and then spamming the weapons on the second phase and the Capsule in hopes of achieving the "Quick Draw X" challenge.
MM10: https://www.youtube.com/watch?v=IBH4g_ua5es
joking aside, those first phase missiles wouldn't be possible on something like the NES

24
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 28, 2016, 12:04:17 AM »
No.
According to twitter,
Met Daddy is being removed and sent to the trash.
Doesn't mean the Met Daddy fight is being removed; if anything, that junkyard area does look oddly flat, kinda like a new arena for it to fight in...

25
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 27, 2016, 01:12:24 PM »
Tornado Blow used to be on one of those teleporters as a joke during development, because it's the only MM9 weapon not on that map.

Should have been Time Stopper.

26
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 17, 2016, 12:56:35 PM »
It turns out Sniper Joe bot was causing a lot of trouble for me while making some cutscenes in Dr. Light's lab. I'll spare you the details but it forced me to move Auto's virtual training arena into a new map. I did just that, but as I was copying the scripts over I started remembering that I hated the training UI. So I decided to remake it and add some new training features while I'm at it!

Neat! Except for one thing...
(click to show/hide)

27
Closed / Re: [Suggestion] Difficulty modes
« on: October 16, 2016, 01:14:28 AM »
Idea for the easier difficulty; how about giving the player an Energy Balancer and maaaaybe an E-Tank with each spawn (although the latter might be overdoing it) as well? For the bosses, maybe give a longer breather period in between their attacks?

28
Forum Games / Re: Rate the avatar of the user above you
« on: October 12, 2016, 01:45:03 AM »
7/10
MS-Paint, also he's literally unarmed. At least it has transparency, that's a plus.

29
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 11, 2016, 12:46:11 AM »
Question: Will we be able to replay these cutscenes whenever we want?

30
It was a typo, actually. I never watch South Park.

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