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Messages - MusashiAA

Pages: [1] 2 3 ... 115
1
Projects & Creative / Re: Class Based Modification (v9g)
« on: October 03, 2023, 03:15:29 AM »
Now the devteam no longer needs to poke around to get Maxine's post edited whenever there's a new release!

RIP old thread, that's 500 pages of pre-Discord feedback, over 10 years of community interactions.

2
Bugs/Suggestions / Re: Bars and Numbers: a New Default UI?
« on: February 22, 2022, 09:06:36 PM »
Double Take is a much better version of Compromise (especially now knowing that multiple bars can be resized next to each other), though I'm not a fan of weapon slots occupying that much screen space, especially in horizontal mode. I still prefer Anarchy UI since it accomplishes everything in a much more compact and realigned space, and with disregard of nostalgia for the NES segmented bar in favor of the minimalistic bar that fits value scaling more.

3
Bugs/Suggestions / Re: Bars and Numbers: a New Default UI?
« on: February 22, 2022, 04:39:49 AM »
I prefer the Anarchy style solely because it gives proper prominence to critical information like HP/ammo/item numbers, and gets rid of the segmented bar from the NES games which does not segment well when these values are not multiples of 28.

I do agree that the segmented NES bar is iconic, but I think there should be more emphasis on important information to be accurately displayed, for said information to have a more prominent size and placement, and for more information like weapon icons to be displayed as well. The NES bar does not offer enough space to put all this in, as it wasn't originally designed with this in mind. Even with the addition of HP numbers, the bars are still bigger and more prominent, and not enough information is displayed or given enough space within.

I think the Anarchy UI should get a better visual frame, though. Something similar to MM8 or MM11's UI. The Compromise UI is what I think should be done, as relocating the HP bar and number to the upper left corner of the screen, separated from the ammo bar and number, is at least more akin to modern FPS UI conventions. In my opinion, HP should be in the bottom left corner, with a mugshot/icon of your weapon, and ammo should be on the bottom right corner of the screen, where your buster hand usually comes over the screen. Big numbers over icons, and bars only being aesthetic complements and not larger than the critical information.

The biggest reason why I'd support a UI change is because we've been too used to just accepting the NES bar as "good enough", even though it wasn't given much of a thought back when this game was made. A properly designed UI should be considered, with all the nuances said design process implies, instead of sticking to nostalgia over function.

4
I personally think the only Classic chapters worth exploring are MM11 by a long shot, then distantly followed by R&F2, Strategy and a blending/retelling of both DOS games using some of the redesigns supplied. The last two sadly don't have a lot going on for them to warrant a full blown update to core in terms of content, lest we go with fanon.

I think MM11 is more than deserving an update, but in terms of storytelling, there's not much needed to do in my eyes other than properly represent the following chapter in Classic.

5
I don't mind a MM11 campaign being an epilogue-like story. V6 feels like a proper finale to the arc set up since V3-V4, so writing V7 in the spirit of, say, Adventure Time's epilogue or Dragon Ball Super's anime epilogue, makes more sense.

"The gang had more adventures later on, this was one of them".

This also feels quite close to how Classic MM games themselves were made and written: no real setup to an arc, no real feeling of a narrative sequence of events (besides MM6 to MM7).

Unless there's suddenly an ambitious attempt to write a new arc from any of you core people, an OVA approach to future core campaigns feels like the best approach: plenty of mod campaigns like Rock Force already felt going this way.Just give me my damn MM&B database-style encyclopedia on every character and we're clear.

6
This is a bad starting point.

Most of these so-called "sins", if "purged" from map design overall, would stiffle their design overall and make most maps excessively similar and standarized. And you don't want 100+ same-y maps.

These bullet points are really individual, judgmental and single-tracked. They don't consider other aspects of the game outside online competitive play. These aspects are less so bad, and moreso inadequate when put under this very specific context and when used in their very specific current ways, but if they are adequate within the context they were meant to be played on (casual vanilla deathmatch), then I don't see any reason to call them "bad" or "sins". That approach only makes it look petty and one-sided.

I do believe in the idea that if it's good in a non-objective based team mode (tlms, tdm, the likes), it's good for lms and dm. It's why I don't like the talk about a map only being based on dm, especially in a game like this where team modes correlate good maps (MM9DW1 MM7DW1 MM8DUO MM5DAR are all great for team modes and deathmatch).

That idea is true and I agree with it, but using certain maps as examples of this is not appropiate: they are unintentionally accesible. The fact that they're good in a different context is an accident because they were designed individually and separately from online competitive play or non-"casual deathmatch play", and were actually made with the exact same intention and context as the "bad" maps with "sins" were made for. Some maps probabilistically will fare much better than others in non-intended gameplay because there's so many and some have approached map layout in a different way than just plain deathmatch arenas. This doesn't mean all maps must follow their specific example so we have 100+ MM5DAR lookalikes, but their "accesibility" on other game modes would greatly help in paving the way for other maps to become compatible.

A much more helpful and attractive discussion would be to pinpoint exactly what makes a map "accesible" for all game modes (something I think should be the goal of 8BDM maps, despite the main focus of the base game, which yes its a strong argument), instead of starting from "map sins" and putting very specific examples of maps that flow well in a very specific environment. The smart play is to play around the "sins" and solidify "pillars of good map design" that encompass more than just one specific playstyle, rather than "purge" these details as if their very existence is a toll on the experience of the game, which is assumed to be just online competitive play.

If a map designed for casual vanilla deathmatch doesn't flow well in online competitive play, that doesn't mean it's bad. Put it on a banlist (which is also not bad, BTW) and bring forward a helpful discussion on how you can make some maps better based on good examples rather than by labelling "sins". None of these are "sins" if they are added properly and mindfully.

This is a baaaaad starting point, and would honestly recommend you to change the title of this topic and rethink your approach and rhetoric. Your intentions are good, but this is not a good way to start.

also hi

7
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch Music Codes (V6A Edition)
« on: November 08, 2020, 07:43:12 AM »
Around v3-v4's era, MM8BDM's sound team was mostly comprised of OrangeMario, LlamaHombre and Dr. Freeman, with some outsider contributions by Baiiis8bit (who now goes by the handle of Famitard so that ought to be corrected), RushJet1, HertzDevil (whom I don't know if they go by another handle), and me. I contributed with a couple of other themes (MM7END, 8DW1MUS, WTSELECT and WTWIN) plus some minor assistance.

EDIT: OH RIGHT, and CREDMUS2 in MM8 is just another song from Rockman 8 FC.

SADCRED and MMIVTITL are most likely conversions to Famitracker using GBSImport and some minor edits here and there possibly. Who made this is irrelevant: anybody can easily do it, as its mostly an automated process that only potentially can require some cleanup.

8
Anything Goes / Re: General Absence Thread
« on: January 20, 2017, 12:32:30 AM »
Post here if you are disillusioned enough to believe you're important enough for people to care about your absence.

I'll be quick.

My father passed away rather suddently a month ago, my family is in shambles, we're barely getting by emotionally.

I got a job that stresses me over, taking away my night time, and I refuse to have a bad sleep pattern because of it.

I have no time to dedicate myself to games, mod development and what not (I'm off work today, sick, as I'm typing this).

For some stupid reason, I've decided I'm disillusioned enough to think it's worth informing people I don't really know that I won't be an annoying part of this community any longer. I would say I'll miss you, but I can't cuz I don't know you that well. I would say it kinda leaves a hole in my heart, but I'm not worried about it cuz I'll find a way to fill it up, I always do.

Recent CBM discussions and watching from a distance as a lurker on the 8BDM Discord server have made me realize how vain it is for me, in my current situation, to care about such things as this in-game community and its forum subset's workings and members, especially with the uninterrupted trend of a number of people downplaying my contributions after years of dedicating myself to it. No worries though, I'm not vengeful: what good is there into making something, if it won't get any use?

If anyone feels the need to ask me about stuff, I'm still willing to help and talk, and I'll try to reply in what little time I can muster to give: I'll stay in the 8BDM Discord, albeit muting it on my end. I've had good talks and laughs, and have met really good people in here. I've seen members of this community grow from being obnoxious newbies, to reach positions of respect I myself haven't even reached nor ever dreamed of reaching. In my years here, I've been surpassed and downplayed by most, and considered and respect by few. In my own view, I'm standing over a negative score on this community, so given my situation I see no point in keeping count any further.

9
Projects & Creative / Re: Justified Classes v4a
« on: January 06, 2017, 07:32:49 PM »

10
Projects & Creative / Re: Justified Classes v4a
« on: January 02, 2017, 07:34:57 PM »
Code: [Select]
[03:34:08 pm] Network traffic (in bytes) caused by actor code pointers:
[03:34:08 pm] AirWall 28006
[03:34:08 pm] AirWall2 1705
[03:34:08 pm] Airman 7400
[03:34:08 pm] BigHealthC 8
[03:34:09 pm] BigHealthGiver 108
[03:34:09 pm] BlackManHoleBombExplosion 12976
[03:34:09 pm] BubblePop 2260
[03:34:09 pm] BusterRodG 90830
[03:34:09 pm] BusterRodGIllusion 24181
[03:34:09 pm] BusterRodGIllusion3 8172
[03:34:09 pm] CentaurFlashC 9429
[03:34:09 pm] Centaurman 66
[03:34:09 pm] ConcreteBlockC 1072
[03:34:09 pm] ConcreteShot1 135
[03:34:09 pm] ConcreteShot2 135
[03:34:09 pm] ConcreteShot3 648
[03:34:09 pm] ConcreteTackle 34303
[03:34:09 pm] ConcreteTackle2 4316
[03:34:09 pm] Concreteman 4144
[03:34:09 pm] DarkShieldShot 44259
[03:34:09 pm] DarkShieldShotReturn 37757
[03:34:09 pm] Darkman2 2779
[03:34:09 pm] Duo 1488
[03:34:09 pm] Dynamoman 4002
[03:34:09 pm] FakeDeathFX 94724
[03:34:09 pm] FallingPillar 249659
[03:34:09 pm] GRod1 35829318
[03:34:09 pm] GalaxyBlackHoleBomb 1191
[03:34:09 pm] GalaxyTPBegin 48552
[03:34:09 pm] GalaxyTPDest 715
[03:34:09 pm] Galaxyman 1144
[03:34:09 pm] HiveGrenade 11963
[03:34:09 pm] HiveGrenade2 2720
[03:34:09 pm] HornetJetSpawner 25704
[03:34:09 pm] HornetManChaser 552
[03:34:09 pm] HornetManChaser2 739906
[03:34:09 pm] Hornetman 1431
[03:34:09 pm] HyperStormH 673
[03:34:10 pm] HyperStormHVacuumFX4 6824
[03:34:10 pm] ItemFog2 8484
[03:34:10 pm] KnightCrusher 593110
[03:34:10 pm] KnightReturner 61193
[03:34:10 pm] KnightStop -1443448073
[03:34:10 pm] Knightman 20735
[03:34:10 pm] LaserTridentMan 112
[03:34:10 pm] LaserTridentMan2 112
[03:34:10 pm] LightningBoltMan 67490
[03:34:10 pm] LightningBoltSummonerMan 7344
[03:34:10 pm] LightningOrb 2968
[03:34:10 pm] LightningRod 13051
[03:34:10 pm] MagmaManBazookaB2 448
[03:34:10 pm] MagmaSpawner 24739
[03:34:10 pm] Magmaman 154
[03:34:10 pm] MegaWaterS 957
[03:34:10 pm] PlugManBall2 192
[03:34:10 pm] PlugManBall22 48914
[03:34:10 pm] PlugManBallStart 144
[03:34:10 pm] PlugManBallStart1 32165
[03:34:10 pm] Plugman 7412
[03:34:10 pm] ReSolidifier 11138
[03:34:10 pm] SWaterCannon2 119
[03:34:10 pm] SkullBit 89505
[03:34:10 pm] Skullman 1161
[03:34:10 pm] SmallHealthC 88
[03:34:10 pm] SmallHealthGiver 1182
[03:34:10 pm] SplashBubbleGiver 58870
[03:34:10 pm] Splashwoman 1161
[03:34:11 pm] TeleportFog2 124811
[03:34:11 pm] TempPitProtector 1568
[03:34:11 pm] TornadoBlowMan 41456
[03:34:11 pm] TornadoBlowSummonerMan 5440
[03:34:11 pm] TornadoDamagerMan 466
[03:34:11 pm] TornadoDamagerMan2 30166
[03:34:11 pm] TornadoManBlowShot 1116
[03:34:11 pm] Tornadoman 5229
[03:34:11 pm] UraPillarRock 9688418
[03:34:11 pm] Uranus 5412
[03:34:11 pm] WallStunConcrete 13778
[03:34:11 pm]
Network traffic (in bytes) caused by ACS scripts:
[03:34:11 pm] Script 150: 500
[03:34:11 pm] Script 512: 6864479
[03:34:11 pm] Script 516: 1288
[03:34:11 pm] Script 527: 14715
[03:34:11 pm] Script 533: 23080
[03:34:11 pm] Script 544: 59729
[03:34:11 pm] Script 563: 234
[03:34:11 pm] Script 564: 27957
[03:34:11 pm] Script 570: 2640
[03:34:11 pm] Script 581: 383
[03:34:11 pm] Script 587: 7129
[03:34:11 pm] Script 977: 17971480
[03:34:11 pm] Script 987: 2142
[03:34:11 pm] Script 997: 259634
[03:34:11 pm] Script 998: 27663

dumptrafficmeasure log posted as is.

Please, try testing your mod before asking the community how to fix it.

11
Rejected / Re: [Suggestion] Better MM7 Final Boss Music
« on: December 08, 2016, 04:54:21 PM »
I like it. A little too heavy on toms, but it's cool. Some more polish on the arranging aspect would make it cooler.

12
General Gaming Discussion / Re: Xenoblade Series (Chronicles, X)
« on: December 02, 2016, 04:35:21 PM »
Xenogears is incomplete, and this was usually the fate of XenoRPG games: they are far too ambitious.

While I haven't played Xenogears myself, I've seen plenty of speedruns of it (17 hours, by the way), and it looks to be pretty damn cool and thrilling, though it is heavy on cutscenes. Xenogears really stops being fun when Disc 2 hits: the Chair of Exposition almost inmediately takes over, and you're just submitted to watch cutscene after cutscene after cutscene after cutscene with some little isolated dungeon/hallway walk/fight sprinkled inbetween. If you're invested in the story, then it's not so bad...but it virtually stops being a game for a really long while until a very, very late point in the story, where everything interesting has already happened and was shown in cutscenes only. This final progression of the game is speculated to have been chosen cuz Squaresoft at the time cut funds for Xenogears' development, which was taking a long time for just a one-off project, and diverted it all to Final Fantasy 8 since its predecessor was a huge success and raised the bar to surpass.

13
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: December 02, 2016, 04:25:17 PM »
Should probably change the topic title to "Waiting for Zandronum 3.0 release". Though v5b is probably still being worked on, so this is not a situation of "it's complete, we're waiting for Zand 3.0 and then we inmediately release".

14
General Gaming Discussion / Re: Xenoblade Series (Chronicles, X)
« on: November 16, 2016, 06:35:08 PM »
Can we also talk about the other Xeno games (Xenogears, Xenosaga)?



Xenogears' music was composed by Yasunori Mitsuda, the man behind games such as Chrono Trigger, Chrono Cross, and Graffiti Kingdom. I love the music in Xenogears. Just wanted to bring that up.

15
Anything Goes / Re: General Offtopic Discussion
« on: October 31, 2016, 02:50:00 PM »





















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