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Author Topic: MEGA MAN ROCK FORCE EXPANSION (V3) - V6B COMPATIBLE  (Read 160647 times)

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September 04, 2016, 09:38:24 PM
Reply #120

Offline Max

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Re: MEGA MAN ROCK FORCE
« Reply #120 on: September 04, 2016, 09:38:24 PM »
More updates omg!

First up here's a new spooky and previously unseen Crypt Man map from Jakeinator!

(click to show/hide)

Here's the OFFICIAL showcasing of Charade Man, which has had some updates since previous appearances! The show goes on thanks to Mendez!

(click to show/hide)

Both our skins today come from Dimpsy! Including this rather explosive macho man...

(click to show/hide)

and a little bonus from the future...

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Show some love to our talented contributors! Until next time!

September 04, 2016, 09:45:31 PM
Reply #121

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Re: MEGA MAN ROCK FORCE
« Reply #121 on: September 04, 2016, 09:45:31 PM »

Pulse Man looks perfecto as is, you can definitely work on him if you want to and I'd be happy to have something of that quality for sure!


Crypt is nice but don't kill yourself over it because he'd probably need a different running animation anyway with the cape flowing, maybe I could help out

let me know what you wanna do you two

September 05, 2016, 04:04:46 PM
Reply #122

Offline Raze

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Re: MEGA MAN ROCK FORCE
« Reply #122 on: September 05, 2016, 04:04:46 PM »
Pulse Man looks perfecto as is, you can definitely work on him if you want to and I'd be happy to have something of that quality for sure!
Crypt is nice but don't kill yourself over it because he'd probably need a different running animation anyway with the cape flowing, maybe I could help out

let me know what you wanna do you two

I might have to let someone else do the job. Real Life is getting in the way again, and I don't want it to be an issue gravity can't lessen on.

September 07, 2016, 02:57:34 AM
Reply #123

Offline MetalMasher

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Re: MEGA MAN ROCK FORCE
« Reply #123 on: September 07, 2016, 02:57:34 AM »
looks very good

September 08, 2016, 02:58:11 AM
Reply #124

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Re: MEGA MAN ROCK FORCE
« Reply #124 on: September 08, 2016, 02:58:11 AM »
Yes, these updates are super gud
Shame I can't really find a way to contribute, but oh well.

September 10, 2016, 05:23:01 AM
Reply #125

Offline Mendez

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Re: MEGA MAN ROCK FORCE
« Reply #125 on: September 10, 2016, 05:23:01 AM »
For today's update, we have another finished map, but this time it's from the FUSION collection. This is my rendition of MMRFFLA: Flare Man
(click to show/hide)

Magnet Dood has relinquished control of Circuit Man to the team. I've taken it upon myself to finish this map, and hope this video will convince you why


Hopefully we can get this map done and then turn our attention to Pulse Man. Regardless, we are over 75% done with the maps, so be on the lookout for a full set of maps by the end of September

September 10, 2016, 06:34:35 AM
Reply #126

Offline Russel

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Re: MEGA MAN ROCK FORCE
« Reply #126 on: September 10, 2016, 06:34:35 AM »
for the love of god please tell me those 3D swapping blocks use actors
I've experimented with instantly moving 3D floors in the past and they have never worked properly no matter what context. It breaks horrendously if there's a person in the way.

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the ice wave is sort of vague proof that there is indeed a floating structure there

If you do have a way to reliably make 3D floors that move instantly like that for blocks that appear and disappear or become solid and non-solid, that's fine.
I just haven't seen such a mechanic work reliably yet, so this concerns me in terms of stability.

September 10, 2016, 07:48:24 AM
Reply #127

Offline Mendez

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Re: MEGA MAN ROCK FORCE
« Reply #127 on: September 10, 2016, 07:48:24 AM »
How it works, essentially, is by instantly removing and adding invisible bridges to the top and bottom of the 3d floor, creating the illusion of solid blocks. Map spots are used to spawn the invisible blocks, and a sript run by the light bulb tells the map when to swap bridges in and out. So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running. This doesn't keep the player stuck and can be quickly rectified by shooting the light bulb a couple more times
Adding onto the list of bugs, it seems like rippers pass through the light bulb so quickly that sometimes the bulb doesn't change states. I don't know if we can perfectly remedy that, but I think someone like Jax can figure out a solution.
Edit 2: I take back what I said, I'm a dumbo who doesn't know anything about DECORATE. +DONTRIP is a life saver

September 10, 2016, 11:22:14 PM
Reply #128

Offline Russel

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Re: MEGA MAN ROCK FORCE
« Reply #128 on: September 10, 2016, 11:22:14 PM »
So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running.

If you used custom bridge actors that had a height of 32 and a radius of 16, you could easily create blocks that work in the way you'd want. This would prevent you from having to spawn two sets of bridges per set of blocks.

In addition if you call SpawnSpot and not SpawnSpotForced, you could wrap the bridge spawning logic into a do-while loop, checking ThingCount to make sure there's the proper number of bridge actors in the map. If there isn't, delete all the existing ones [assuming you're making use of specified TIDs] and attempt to spawn them once again. You'd also want to put a delay into the do-while loop to make sure the script doesn't overflow, and make sure the light bulbs cannot be triggered again until the script properly terminates.

September 11, 2016, 08:34:35 PM
Reply #129

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Re: MEGA MAN ROCK FORCE
« Reply #129 on: September 11, 2016, 08:34:35 PM »
Welcome to puke town

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September 11, 2016, 08:46:08 PM
Reply #130

Offline Xhatahx

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Re: MEGA MAN ROCK FORCE
« Reply #130 on: September 11, 2016, 08:46:08 PM »
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I don't recall junk tiles in that stage.

September 11, 2016, 10:02:04 PM
Reply #131

Offline Max

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Re: MEGA MAN ROCK FORCE
« Reply #131 on: September 11, 2016, 10:02:04 PM »

September 11, 2016, 10:50:32 PM
Reply #132

Offline LemonPig

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im interested
« Reply #132 on: September 11, 2016, 10:50:32 PM »
Which map i can make? i want to make something like deadman or so...

September 13, 2016, 04:36:02 PM
Reply #133

Offline LemonPig

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Re: MEGA MAN ROCK FORCE
« Reply #133 on: September 13, 2016, 04:36:02 PM »
Can you give me the weapon actors and some enemy actors for decorating there like "WOHOO SO KEWL"?

September 13, 2016, 05:04:25 PM
Reply #134

Offline Mendez

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Re: MEGA MAN ROCK FORCE
« Reply #134 on: September 13, 2016, 05:04:25 PM »
We have already given Death Man to Llamahombre and don't give out weapon actors unless they are for a map. As we mentioned before, it's best that you get some practice under your belt and take time to learn more about mapping from the tutorial subforum before asking to produce a map for the RF expansion. Hopefully another mapping competition will come along in the future for you to show off what you can do with a map. Until then, just try making your own version of core maps for practice. It took 5 years of practice for me to produce a whole map in just 3 days. Mapping is not a quick and simple process. If you really feel dedicated to mapping, then you've gotta practice. You also have to be willing to learn something before and after producing a map. If you don't have the patience to learn mapping, then it simply isn't for you.