Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Hallan Parva on April 30, 2012, 03:09:28 PM

Title: Mega Man Awesome Network
Post by: Hallan Parva on April 30, 2012, 03:09:28 PM
hey if he can do i (http://cutstuff.net/forum/viewtopic.php?f=37&t=4294)t I can do it too
Quote
[4/29/2012 6:53:46 PM] SmashBro: get in here
[4/29/2012 6:53:48 PM] SmashBro: we be doin' srs bsns
[4/29/2012 6:54:13 PM] xColdxFusionx: Oh my god this thing is still alive?!
[4/29/2012 6:54:17 PM] Megaman: Indeed.
(http://www.hookedgamers.com/images/1051/mega_man_battle_net_operation_shooting_star/header_mega_man_battle_net_operation_shooting_star.jpg)

Welcome to the new home of Mega Man Awesome Network!
old thread right here woo (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=3135)

Planned v1 Classes:


old outdated shit I can't bother to get rid of
(click to show/hide)
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: Korby on April 30, 2012, 07:35:09 PM
Does this mean I have to finish Kingman.
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: Hallan Parva on April 30, 2012, 07:44:08 PM
Short answer: You better believe it son. :ugeek:

Long answer: I wasn't expecting KingMan to be finished for the next beta. Feel free to work on him and tweak his attacks, but there's no real rush as I wasn't anticipating for him to be added in the next release.
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: fortegigasgospel on April 30, 2012, 08:14:56 PM
Well you said the styles will be included, may I suggest taking hints from the WS BN game (Rockman.EXE WS) which was a side scrolling game.

Just some suggestions.

Heat Guts: Normal Speed, higher damage, fire charge. Alt is the gatling, uses a reload time. Weak to Bubble Lead, Water Wave, Water Balloon, Rain Flush, Water Shooter (for people using DOS weapons), Salt Water (people using WV weapons), Water Shield (people using 8-10 weapons) Aqua style charges.
Aqua Brother: Within certain areas it had all its states doubled but in areas with low connection its states were halfed, incorporate this as a good team play class style where it gets a slight stat boost near allies, water charge. Weak to Thunder Beam, Spark Shock, Thunder Bolt, Thunder Claw, Thunder Wool (for Gummy's weps or 8-10 weps), Bit Cannon (DOS weps), Force Field (DOS weps), Spark Shock (WV weps) and Elec Style Charges.
Wood Shield: Moved slow and had better defense, shot a slow moving tornado for a charge. Alt is a shield that uses a reload time. Weak to Fire Storm, Atomic Fire, Pharaoh Shot, Napalm Bomb (Because Napalms spread fire), Flame Blast, Scorch Wheel, Flame Sword, Magma Bazooka (8-10 weps), Solar Blazer (8-10 weps), Torch Arm (DOS weps), Heat Style Shoots.
Elec Custom: Incredible fast moving, but a really weak buster and weak stun charge. Weak to Leaf Shield, Search Snake (cause Snake was wood in BN), Needle Cannon (same as Snake), Silver Tomahawk (same as Snake and Needle), Hornet Chaser (8-10 weps) and Wood Style Charges

HUB: Guts' damage, Custom's speed, Shield's armor but cut the HP in half (which was its drawback)

As for BN3's styles
Elec Ground (thats the artwork element): Same charge as Custom but see if something can come up to incorporate the ground cracking.  Secondary fire is swaps fields which is its usable items. Lava stage spreads lava nearby that hurts people who touch the spot but goes away after each hits.  Ice stage spreads ice that makes people slide when they walk over it.  Grass stage heals wood shield class users but makes fire attacks do double damage to anyone in it.  Sand stage slows people down who get into range. Metal stage could create platforms under your feet, acting like a bunch carries being spawned.
All stages would have a set time limit, Lava lasting the shortest amount of time due to actually doing damage. Maybe have it need to pick up items to get stages.  Same weaknesses as Custom.
Heat Shadow (cause its the artwork element): Charge shoot makes invisible for a very short amount of time, alt is the flame thrower. Same weaknesses as Guts.
Aqua Bug (again artwork element): potentially a powerful style like HUB but every time you spawn you have random effects ranging from losing 1 HP every few seconds, leaving poison panels as you move, sliping, high speed, high damage, slow speed, low damage, high defense, low defense. Possible HUD indicators showing you which effects you ended up getting.
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: Hallan Parva on April 30, 2012, 08:35:58 PM
Quote from: "fortegigasgospel"
Heat Guts
Aqua Brother
HNNNNNNNNNG

I'm getting tired of people saying that, really I am. No offense, you probably didn't know better, but I was trying to avoid those Styles as much as I humanly could.
Quote from: "In the old thread, SmashBroPlusB"
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."
In short, although Wood Shield and Elec Custom are "Capcom friendly", it's just a coincidence. I wanted to change around the Styles the best I could, and this is what I came up with.

So yeah, the BN3 style combos you suggested probably won't happen. At all. Ever. :ugeek:


Again, I don't mean to crush your hopes, I just wanted to avoid those particular pairings. I was considering Bug Style for a future update but it would probably be a Normal element class simply to avoid "favoring" a particular element. As far as the attacks go, the Styles pretty much use things like you already suggested (or more AWESOME versions) so I can't really do anything with those either. However, panel effects (if possible) will be added to the fitting Style's folder (for example, LavaStg for HeatSprt and MetalStg for ElecCust). Also, an invisibility attack probably won't be added anytime soon... I've heard enough complaints over the Invis chip, heh heh.

Thanks for the input, though. I welcome future suggestions!
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: TheDoc on April 30, 2012, 09:00:43 PM
So, are we doing mainly a classes mod of .exe Navis? We could make Alpha a boss!
Title: Re: Mega Man Awesome Network's NEW HOME!
Post by: fortegigasgospel on April 30, 2012, 09:01:15 PM
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
Heat Guts
Aqua Brother
HNNNNNNNNNG

I'm getting tired of people saying that, really I am. No offense, you probably didn't know better, but I was trying to avoid those Styles as much as I humanly could.
Quote from: "In the old thread, SmashBroPlusB"
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."
In short, although Wood Shield and Elec Custom are "Capcom friendly", it's just a coincidence. I wanted to change around the Styles the best I could, and this is what I came up with.

So yeah, the BN3 style combos you suggested probably won't happen. At all. Ever. :ugeek:


Again, I don't mean to crush your hopes, I just wanted to avoid those particular pairings. I was considering Bug Style for a future update but it would probably be a Normal element class simply to avoid "favoring" a particular element. As far as the attacks go, the Styles pretty much use things like you already suggested (or more AWESOME versions) so I can't really do anything with those either. However, panel effects (if possible) will be added to the fitting Style's folder (for example, LavaStg for HeatSprt and MetalStg for ElecCust). Also, an invisibility attack probably won't be added anytime soon... I've heard enough complaints over the Invis chip, heh heh.

Thanks for the input, though. I welcome future suggestions!

Hey no problem.  I only said those ones because those are what are showed in the artwork, I know people get sick of Heat Guts and Aqua Brother. (I got lucky, my first Guts Style was Aqua.  :cool: )

Shadow's Invis being short I literally ment short btw, may 1 second of invisibility, figured, if Shadow Man can have it why not the style based off him?

If I come up with any other suggestions I'll put them here.
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on May 01, 2012, 01:07:10 PM
I'm not sure which of these hands looks the best.

(http://img577.imageshack.us/img577/5659/hand2c.png) (http://img443.imageshack.us/img443/5610/hand2a.png) (http://img3.imageshack.us/img3/9770/hand2b.png) (http://img209.imageshack.us/img209/5617/rolltoss2.png)

The first one is a direct recolour of Roll's hand, the second is a version Megaman whipped up, and the third is my edit of Megaman's version.
For reference the original Roll hand is on the right.


also fancy project banner woo
credit to MegaRock.exe



EDIT: since Blathers died I've been attempting to re-create all the chips, so future chips will be in the same style

(http://img842.imageshack.us/img842/6438/cannonw.png) (http://img32.imageshack.us/img32/9987/chipf0.png) (http://img201.imageshack.us/img201/3734/swordg.png) (http://img42.imageshack.us/img42/6018/chipb0.png)

they suck (o_o );



all of Blather's chips are right here
(click to show/hide)
Title: Hey, Lan... I feel a Program Advance coming on!
Post by: Hallan Parva on May 02, 2012, 12:32:56 PM
DOUBLE POST OF PROGRESS

I made more chips... but I'm not sure if you like my "style". I'd like some input as to how these look. BE HONEST DARN IT

(http://img717.imageshack.us/img717/8960/megamanb.png) (http://img827.imageshack.us/img827/7058/rollm.png) (http://img232.imageshack.us/img232/5548/gutsman.png) (http://img41.imageshack.us/img41/8664/sfmega.png)
(http://img204.imageshack.us/img204/5923/cannonq.png) (http://img703.imageshack.us/img703/1859/swordwx.png) (http://img715.imageshack.us/img715/8158/wideswrd.png) (http://img840.imageshack.us/img840/4016/invisa.png) (http://img213.imageshack.us/img213/5417/shadowfx.png) (http://img190.imageshack.us/img190/1262/fullcust.png)

Colours are not an issue because (if you remember) when Blathers still did work we went the "awesome versus accurate" route with the sprite limitations.




also digging up old posts is fun
Quote from: "Musashi-COM"
(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.
If you need help with skins, here ya go!

EDIT: added FullCust
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Emmanuelf06 on May 02, 2012, 12:37:37 PM
Omg, you continue, it's AWESOME!

Iceman looks funny xD
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: FluffiMasta on May 02, 2012, 02:19:43 PM
Wow, I WILL like it when its finished!
Title: Re: Hey, Lan... I feel a Program Advance coming on!
Post by: TheDoc on May 02, 2012, 11:49:18 PM
Quote from: "SmashBroPlusB"
(http://img717.imageshack.us/img717/8960/megamanb.png) (http://img827.imageshack.us/img827/7058/rollm.png) (http://img232.imageshack.us/img232/5548/gutsman.png) (http://img41.imageshack.us/img41/8664/sfmega.png)

What chips are these?
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on May 02, 2012, 11:53:08 PM
Quote from: "Korby"
but what are the things above the chips
navi chips?
Quote from: "SmashBroPlusB"
Yeah, they're dropped by Net Navis when they're fragged. Trying to sprite a tiny Navi was a lot harder than I thought, but I didn't want to be lazy and just have squares with stars on them like the games do. So, I put their emblems instead.
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: KillerChair on May 04, 2012, 10:32:45 AM
Wow... Im actually quite interrested in this project!
Imma be keepin da close eye on dis projectz ;)
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on June 23, 2012, 12:02:25 AM
[7:41:05 PM] xColdxFusionx: Story of this chat





Megaman did some great sprite work for this and you should all give him praise

These sprites were made when Lego tossed ideas around for a Custom Window.
The idea was eventually scrapped (for now?) but I couldn't let these go to waste.
So, why not just shove 'em up here?

(http://img443.imageshack.us/img443/5755/battlechips4.png)

also Roll skin WHEEEEEEEEEE

(http://img215.imageshack.us/img215/1298/roll4.png)

COMING SOON TO A THEATER NEAR YOU
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Korby on June 23, 2012, 02:23:04 AM
She's not going to walk, is she?
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on June 23, 2012, 02:30:55 AM
Um... well, you see... uh... no.

She does have two different sprites for "floating" though, so it's not as bad as just "only moving up and down all around across the town". Also she's 8-directional because hands.
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Korby on June 23, 2012, 03:23:43 AM
That's a good thing.
it's also better than Kingman sliding

Also, do I actually have to progress on that guy this time?
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on June 30, 2012, 08:08:49 PM
slow but steady wins the race

(http://img35.imageshack.us/img35/8199/roll11.png)
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Emmanuelf06 on July 11, 2012, 04:27:26 PM
Awesome Roll! :D

Sprites of EXE looks really cool!  :D

(i hope for Heatman EXE <3 )

Good luck for to make the v1 !  :cool:

EDIT: It will be for this summer ??? I would want so much the v1 XDDDDD
Im sure, it will be awesome!

Next MM game for me: MM8BDM - EXE Classes mode !  :D
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Blues22475 on July 11, 2012, 05:37:42 PM
Good luck to you guys. So far looks very awesome. Will be looking forward to this coming out.
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: Hallan Parva on July 11, 2012, 07:08:23 PM
Thanks for the encouragement!

Megaman has just about finished the Roll class, so after a few more tweaks and changes we might be ready for another open release. The new build should contain the new class (Roll), balance fixes for the Style Changes and some Battle Chips, cleaner data structure, and some all-new Chips. There might be a few other things but I don't want to spoil it all!

Just in case something goes wrong though (like it ALWAYS does) I'm not making any promises. Like I said, we MIGHT be ready for another release, but I'm not moving the release date forward any. If we push it out earlier then great, but if not then oh well.
Title: Re: Mega Man Awesome Network ~ Coming Summer 20XX
Post by: megarockexe on July 12, 2012, 05:20:41 PM
Quote from: "SmashBroPlusB"
(http://img826.imageshack.us/img826/7459/projectbanner.png)

You may have known this already, but you didn't create the logo, I made everything in it. I'm fine with you using the Megaman Battle Network part, but there's no way you can use the head logo, aka, the TREZ Icon (http://s6.zetaboards.com/The_Rockman_EXE_Zone/index/). I designed it for TREZ only and I don't give you permission to use it in any derivative work.

All I ask is that you remove it.
Thanks.
Title: this is probably the most formal thing I've ever posted here
Post by: Hallan Parva on July 12, 2012, 08:36:53 PM
I'd like to thank you for being polite about this. I've seen things get ugly with art ownership in the past, and I'm glad none of that happened.

First off, I apologize if I made a mistake or anything, and I'll take it down for you and find a replacement somewhere. I remember seeing both pieces of art on your blog and in both of the posts you said that the source files were free to download and use for any purposes. I guess things changed since then and now The Rockman EXE Zone has ownership of that helmet, but I recall seeing the notice and thinking that I could use them freely. To be honest I have never been to TREZ so I was unaware of the problem.

I never claimed that I made the logo myself nor did I imply any such thing. Actually, I think I credited you somewhere. All that's water under the bridge I guess though.

I'm not even sure if you're going to stick around here and see this, really. I mean, you made an account for the sole purpose of slapping my metaphorical face, but if you ever decide to come back, I'd really love for you to check up on the project now and then. I can tell from following your blog that you're a huge EXE fan and I'd love even a passing glance.


Sorry for any trouble, and I hope we can be friends. Maybe. I guess.

SmashBroPlusB
Project Manager
Title: Re: Mega Man Awesome Network ~ Coming Maybe Whenever
Post by: Emmanuelf06 on July 13, 2012, 12:12:36 AM
Hi megarockexe, will you try this mode?

Anyways, SmashBroPlusB; you modified the title of the topic, what does it mean? *become crazy*

EDIT: Oh yeah, i have all the DVD of the serie, if you need a special sound, for the game, exemple, to make the taunts, i can try to search for you the sounds!  ;)
Title: Re: Mega Man Awesome Network ~ Coming Maybe Whenever
Post by: Hallan Parva on July 21, 2012, 05:49:49 AM
this will be the most boring update known to man because there aren't any pretty pictures


FIRST ORDER OF BUSINESS: I'VE GOT A BRAND-NEW DECK WITH ME

The original plan for AwNet involved having only one chip from a certain "family". For example, instead of having Shotgun, V-Gun, CrossGun, and Spreader, there would only be one of those chips. This also causes numbered chips to lose their numbers; instead of having Invis1, Invis2, and Invis3 for example, only a single Invis chip is present. This is the model that AwNet is currently using.

However, a few of the devs have been proposing the addition of chip families. Variations of the same chip will have different properties, and in AwNet a higher numbered chip won't automatically be better than lower-tiered chips in the same set. For example, the ShockWav family consists of grounded wave projectiles that cause ripping damage. SonicWav deals more damage than ShockWav, for example, but SonicWav also moves faster. This makes SonicWav easier to hit with and more consistent in its damage output, but if you land a solid hit with ShockWav it could be very rewarding, and could potentially deal more damage than ShockWav could.

Bear in mind that only select chips will receive family sets; for instance, Invis will most likely remain a single chip. Also bear in mind that certain chips will gain sets even if chip families are denied; an example would be the Recov series, which will get new variants (Recov50 and Recov80) even if no other chips get variants of their own.


SECOND ORDER OF BUSINESS: YEAH! I'M GONNA GET STUFF DONE TODAY

Thanks to Korby, the next public release of AwNet will contain a KingMan.EXE class in addition to the previously mentioned Roll.EXE class built by Megaman. KingMan won't have nearly as many chips as MegaMan or Roll, as he mainly focuses on three chips: PawnPldn (Pawn Paladin), RookBomb, and KngtStmp (Knight Stamp). Pawns swing their swords at enemies, Rooks explode upon taking enough damage but are otherwise harmless due to their immobility, and Knights hop around the battlefield crushing anyone unlucky enough to cross their path.

The next AwNet release will also feature a completely redone chip selection system. Before, chip draws occured on a "chip clumping" basis; this means that, say, if a player drew Cannon, they would receive three Cannon chips. Now chip draws occur "per chip", which means that a player may draw two Cannons and a Yo-Yo, though drawing three of the same chip is still totally possible. The chip probability has also been redone, with five tiers of rarity to balance chip usage and to provide for the possibility of Mega Chips (read: Navi summons) and Giga Chips.


THIRD ORDER OF BUSINESS: PANTS

As you are probably aware, MegaMan.EXE features four Style Changes in addition to his default configuration (Normal Style). ForteGigasGospel suggested the use of BN3's Styles (Shadow, Ground, and Bug) but I shot the idea down simply because it would mean that one of the four elements would only receive one Style while the other elements received two. However, the idea has resurfaced thanks to a suggestion from Korby and Copy Robot: the bonus elements seen in BN4 onward. Bonus elements would be used as the "base" for the new combinations, which are being proposed as Wind Shadow, Break Ground, and either Recovery Bug or Status Bug. Personally I'm all for the idea, but I wanted a little feedback from the community. What are your thoughts? Weigh in your opinions using the new poll at the top of the thread.


LAST ORDER OF BUSINESS: CALLING ALL CUTOPIANS

This last idea is a bit... ambitious, I should say, but I'd like to present it nonetheless. Basically, I would like to add a bit of voice acting to AwNet. The demand for voices is still somewhat far in the distance, but I'd like to get this "out of the way" so to speak, just in case anyone's interested immediately. The only requirements are that you'd have to be able to record your voice in a decent quality and at a reasonable pace. We're willing to work around your schedule (whatever that may be) but if a sound clip is needed then we can't be put on hold for two months. If you're interested, drop me some Cutmail and I'll give you more details.


Well, I think that's about it. Things are coming together surprisingly smoothly and I hope you'll stay tuned for the release!
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Emmanuelf06 on July 21, 2012, 12:22:08 PM
O-M-G. Best day since i have buy Rockman EXE 6 JP (with navi mode).
Now it's EXE DOOM LIKE TIME SOON!

I will try it and told it to my friends in the Megaman Forums:
i will go to Megaman Planet and Rockman Generation FR!
I can go on RockmanAMV station too ^^

Good job everybody and Smashbroplusb !
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Davregis on July 22, 2012, 12:08:06 AM
Honestly, why must you use styles at all? Isn't "Megaman.exe" enough?
Title: Re: Mega Man Awesome Network ~ Coming Maybe Whenever
Post by: fortegigasgospel on July 22, 2012, 12:48:32 AM
Quote from: "SmashBroPlusB"
As you are probably aware, MegaMan.EXE features four Style Changes in addition to his default configuration (Normal Style). ForteGigasGospel suggested the use of BN3's Styles (Shadow, Ground, and Bug) but I shot the idea down simply because it would mean that one of the four elements would only receive one Style while the other elements received two. However, the idea has resurfaced thanks to a suggestion from Korby and Copy Robot: the bonus elements seen in BN4 onward. Bonus elements would be used as the "base" for the new combinations, which are being proposed as Wind Shadow, Break Ground, and either Recovery Bug or Status Bug. Personally I'm all for the idea, but I wanted a little feedback from the community. What are your thoughts? Weigh in your opinions using the new poll at the top of the thread.
Probably do the BN6 Element list.
Wind > Lock-On > Break > Sword
That would keep Shadow, Ground and Bug from having advantages over the 4 main styles in terms of having weaknesses.
Only thing I see is the lack of a the last element being used as an issue to that idea. Also obviously Ground gets Break (due to the the charge effect) where as Shadow and Bug could fit any of the other three.
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Emmanuelf06 on July 23, 2012, 07:41:31 AM
My heart will die! need the v1 ! XDDDD

Waiting is so HARD.  :lol:  :mrgreen:

Hummm, there will be Heatman.EXE or Iceman.EXE?  :cool:
We will see <3
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Magnet Dood on July 27, 2012, 02:09:34 AM
So I guess I'm doing a new Mega.EXE skin.

Am I able to join the skype group now- *shot*
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Emmanuelf06 on July 27, 2012, 04:15:52 PM
No news about a date for release? .... //imdead

Anyways, take your time, im pretty sure, it will be awesome (EXE maps will fun in the future ^^
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: TheDoc on July 28, 2012, 12:35:54 AM
Come to think of it, how would you do the maps for this? Wouldn't all of them just be one bland area?
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Korby on July 28, 2012, 03:00:13 AM
Of course not.
























They're FOUR bland areas!
Title: Re: Mega Man Awesome Network ~ Because Yes
Post by: Hallan Parva on August 10, 2012, 08:16:04 PM
(http://cdn.myanimelist.net/images/characters/3/64531.jpg)
WHAT IN TARNATION!?


Yep, it's finally that time again, folks! It's contest time!

For this contest, the stakes are a little higher, as the winner will have a chance to pick a Net Navi to be added to Awesome Network! However, there's a little more work involved than just writing obituaries... in fact, you have to write a whole program!

Don't freak out just yet, it's not an actual "program". No, the team needs ideas for GutsMan.EXE's interaction system. If you remember from BN3 onward, there was a HumorProg part for the Navi Customizer that replaced MegaMan's dialogue with puns and witty remarks. Megaman (the forum user, mind you) had the idea of giving every Navi in the campaign their own version of the HumorProg, and there's actually a lot of good material! EXE MegaMan will retain his HumorProg (and use DarkHumor when he's been using a lot of Dark Chips), while other Navis will have unique programs. For example, Roll simply talks to Lan, so her program is named Convrsatn. Likewise, FireMan has a sense of nobility, so he uses Chivalry.

We're asking for the name of GutsMan's program, as well as a few sample lines for conversation. Here's a couple examples from other Navi programs:
(click to show/hide)
Please send your entries to me via Cutmail with the title "AwNet's Guts Program Contest", or something else that's obviously related to the competition. Try to keep your entries short and sweet; if you can, don't exceed 1024 characters per conversation. Remember, each entry needs the name of GutsMan's program, and a minimum of TWO example exchanges. The winner will select three different Net Navis, one of which will be chosen for inclusion as a playable class in Awesome Network. The runner-up can select three viruses from the Battle Network series, and one of them will be chosen as an enemy to encounter in the AwNet campaign.

Thanks! I hope to see a lot of great entries from you all!
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Davregis on August 12, 2012, 05:12:20 PM
When does this end?
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Hallan Parva on August 12, 2012, 05:17:04 PM
I was planning on ending it after I got a few entries (similar to the last contest), but I think August 31 is a good estimate.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Davregis on August 12, 2012, 05:18:47 PM
Okay, well, please alert me when you're ending it. I'm getting an idea every so often.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Hallan Parva on August 13, 2012, 12:06:31 AM
I'm glad to say that the first entry has been received from none other than xColdxFusionx, the winner of the previous obituary contest. Thanks for the submission!

There's still plenty of time to get your entries in as well, so if you want to take a shot, go for it!

The front post has also been changed to include the contest details, rules, and entry list.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Knux on August 13, 2012, 01:52:34 AM
I never played any BN games, but the "program" sounds a lot like conversation strings. Is it the same or am I missing something? I read the explanation, but I'm not sure I got it. Do we simply have to come up with a dialogue?
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Hallan Parva on August 13, 2012, 01:58:31 AM
Yeah, they're just conversation strings.

In any of the Battle Network games, pressing the L Button would allow the player to talk with Lan (if playaing as MegaMan in a network) or MegaMan (if controlling Lan in the world map). Usually their chat would contain advice meant to guide the player in case they forgot what they were supposed to be doing, but by using the HumorProg their conversations would be changed into jokes or funny exchanges instead of game reminders.

Of course, for the contest it's not necessary to make GutsMan funny. The team just needs... well, conversation strings. Come up with how GutsMan.EXE would talk to Lan in their spare time, and provide a few examples. That's it.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Davregis on August 13, 2012, 11:16:20 AM
Ah, to Lan? Not Dex?
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Hallan Parva on August 13, 2012, 01:55:04 PM
Well, yeah. After playing Dex's chapter, Lan can use GutsMan as his Navi in any of his storyline chapters. And, because you're using Lan, you have access to the HumorProg sub-routine... or whatever GutsMan is using.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Emmanuelf06 on August 23, 2012, 03:42:05 AM
"The next build of AwNet should be released sometime before September."

hopes...hopes....  :mrgreen:

Hey ! Before the release...remember all!



:""")
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Davregis on September 01, 2012, 01:58:17 PM
My submission never got front page :L

Also, it's the 1st.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Hallan Parva on September 01, 2012, 07:42:11 PM
Yes, yes, I'm well aware of that. I was tired last night after work, but everything's updated now.

My crack team of ninja scientists will totally watch me do it help me judge the entries, so the winner won't be posted until Labor Day. Even though there are less entries this time around, they all have their merits, so it'll be a bit tougher picking a clear-cut winner. Good luck to everyone who entered!
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Emmanuelf06 on September 04, 2012, 08:46:34 AM
Oh......who won? x)
I played again with EXE 6....to see the ending, i cried all the time of the ending .____.
good luck for the next release anyways.
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Davregis on September 05, 2012, 10:17:45 PM
...Who placed?
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Emmanuelf06 on September 19, 2012, 08:11:36 PM
Hum, what's up about the release..? xD
Title: Re: Mega Man Awesome Network ~ Well, do YOU have the Guts?
Post by: Emmanuelf06 on November 03, 2012, 12:33:45 AM
Can't you release the v1 or what ???
If some guys says "its op" "its up", its good to know, classic classes became better with that U know.
Title: Re: Mega Man Awesome Network ~ Alright, MegaMan! I'm awake!!
Post by: Hallan Parva on November 07, 2012, 10:46:27 PM
[5:32:40 PM] The Big Plus: Alright, here's the first build of the map.
[5:32:49 PM] The Big Plus: Does anyone have suggestions / thoughts / complaints?
[5:33:08 PM] Ukiyama: Wait you did... work?!
[5:33:29 PM] The Big Plus: Yes. I did work on AwNet.
[5:33:30 PM] Ukiyama: CALL THE PRESSES!
[5:33:42 PM] The Big Plus: Now watch as the world suddenly implodes on itself.



FiniteZero suddenly gave me a fish dinner. (http://cutstuff.net/forum/viewtopic.php?p=200517#p200517) It would be rude to waste food, so I decided to dig in.
(click to show/hide)
Delicious.
Title: Re: Mega Man Awesome Network ~ Alright, MegaMan! I'm awake!!
Post by: -FiniteZero- on November 07, 2012, 11:44:39 PM
Cool, I did something that wasn't pointless. Yay!

A little additional "special thanks" on the front page wouldn't hurt, but I'm not picky.

...Since I made these maps months ago, maybe I should have released that then. Ah well.
Title: Re: Mega Man Awesome Network ~ Alright, MegaMan! I'm awake!!
Post by: Rozark on November 08, 2012, 12:07:30 AM
So this is what you meant on Skype when you said "Junkman textures look pretty".
Title: Re: Mega Man Awesome Network ~ Alright, MegaMan! I'm awake!!
Post by: Emmanuelf06 on December 03, 2012, 11:08:03 PM
I have a feeling about the release of the mode : For december 25 ? ;p

Anyways, can't wait!

You work on special maps then? :D

Do you remember? 8D Best serie ever! <3
(click to show/hide)
Title: Re: Mega Man Awesome Network ~ Alright, MegaMan! I'm awake!!
Post by: Hallan Parva on December 04, 2012, 12:21:53 AM
oh hey I have a reason to post here



To be honest, work on AwNet sort of slipped a bit. Yes, the occasional Battle Chip and map come by every now and then (UndrShrt, LifeAura, the GasComp map I released in my relevant thread (http://cutstuff.net/forum/viewtopic.php?f=29&t=4844)) but for the most part we're sort of trying to sort out what we already have. New content is nice, but eventually there's a need to go back and clean up what we already have, and considering the quality of the "first beta" I'd say there's a bit of scrubbing that remains to be done.



oh yeah and v3 is coming out and that sort of breaks every mod in existence anyway
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: ServantofCygnus on February 12, 2013, 02:28:42 PM
BATTLE NETWORK YES YES
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: Emmanuelf06 on February 13, 2013, 06:34:09 AM
Quote from: "ServantofCygnus"
BATTLE NETWORK YES YES

+100000000  :D
Title: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: xXPro1337orPXx on July 16, 2013, 03:11:36 PM
EDIT:IM SORRY I BUMPED THIS.
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: Davregis on July 16, 2013, 03:45:32 PM
(http://4.bp.blogspot.com/-xBddK7JHTig/UP2KCEK-D8I/AAAAAAAAAsM/r-lLJ4LSCwM/s400/MonsterReborn1.jpg)



MONSTER REBORN
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: ZeStopper on July 16, 2013, 04:46:06 PM
Dude, this thread has been dead for 2 months. It's probably in development.
Why is there a YuGiOh picture in a megaman thread?
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: -FiniteZero- on July 16, 2013, 05:05:21 PM
Given that it's a spell card that resurrects things, I think it's appropriate.
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: Magnet Dood on July 16, 2013, 05:44:36 PM
This has been reported, there's no need to keep posting here.
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: Russel on July 16, 2013, 05:53:50 PM
I don't see a reason to lock sleeping topics. I feel I should mention that I personally brought this mod from the beyond on at least two occasions, but I am working on two classes and Under Siege at the moment, so to put it simply: Wait in line.

Other than that, I seriously don't think this should be locked, as proposed by Dood, there...it's just like all those other expansions that never got off the ground. The only difference here is that this one has work done...sort of...
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: ZeStopper on July 16, 2013, 05:55:07 PM
Yeah, like a beta with styles and StarForce
Title: Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
Post by: Ivory on July 16, 2013, 05:55:31 PM
And such, I explained it to him in a PM. Just because it doesn't get posted in public doesn't mean a staff member didn't do something about it. ;)
Title: Re: Mega Man Awesome Network
Post by: Hallan Parva on June 13, 2014, 10:23:47 PM
who remembers 2012
I don't


[5:33:48 PM] Gumballtoid: Old days
[5:33:50 PM] Gumballtoid: That's like
[5:33:53 PM] Gumballtoid: Early 2012 shit
[5:34:00 PM] Tengis: that was in the days of
[5:34:03 PM] Tengis: "I am le master spy"
[5:34:07 PM] Gumballtoid: LOL
[5:34:44 PM] SmashMan: wanna know what else was in 2012
[5:34:53 PM] SmashMan: the last time I worked on AwNet
[5:35:08 PM] Spikeboy: PoisonPharaoh
[5:35:11 PM] Spikeboy: good times


Don't get too excited though, I only bumped this for one reason. It's something that's been bugging me for a while now...

NAVI WEAKNESSES

Weaknesses are a huge part of the Battle Network experience, adding another layer of strategy and tension to every unique NetBattle. Weaknesses interrupt attacks, deal massive damage, and in later games force the target out of their Navi Cross / Noise Change forms. Not having weaknesses would just feel weird, out of place... but at the same time, weaknesses are one of the most controversial features in other class mods, leading to tactics such as "counter-classing" based solely on damage types. I definitely want to include weaknesses somehow, but I'm not sure how to really implement them. I have three ideas, but feel free to suggest an entirely new idea on your own.

Option 1: Every Weakness
This is the simplest and most straightforward option. Classes would be weak to whatever damage types they would normally be weak to in Battle Network's environment. For example, NapalmMan would take extra damage from Aqua attacks (being Heat element), and TomahawkMan would take extra damage from both Heat and Break attacks (being Wood/Sword element). Navis with multiple weaknesses would take less damage from each damage type compared to Navis with only one weakness, to make up for having multiple weak points.

Option 2: One Weakness
This is an easier way to balance around weaknesses, but requires a bit of thought. Basically every Navi would be given one weakness on a case-by-case basis. For example, PlantMan may be weak to Heat and TomahawkMan may be weak to Break, despite both Navis being of the Wood element. All Navis would then take the same amount of bonus damage from their weaknesses. This would certainly lead to some interesting scenarios, but would ensure that there isn't a situation like Jax Wood Man where a class is weak to over a third of the game's attacks.

Option 3: One Main + Side Weaknesses
This is probably the most experimental idea and the wildest of the bunch, but I figured it was worth mentioning. Basically every Navi would be given one weakness similarly to Option 2... but if they have other weaknesses, they would not do extra damage, yet would still have the other effects of a weakness attack (greater hit stun, damaging Battle Chips, cancelling transformations, etc).


No matter which idea is being used, the multiplier would be fairly low but still noticeable (sorry guys, no BN double damage!!), as well as plans to disable weaknesses in Duel mode to ensure a fair game.
 
Thanks for your time.
Title: Re: Mega Man Awesome Network
Post by: Davregis on June 13, 2014, 11:04:21 PM
is... is this a vote thing

option 1 sounds best
Title: Re: Mega Man Awesome Network
Post by: tsukiyomaru0 on June 13, 2014, 11:54:04 PM
Option 2 is better to prevent Gyarados Effect (way too weak to a single type). Plus that's also how the actual MMBN works, no?
Title: Re: Mega Man Awesome Network
Post by: Korby on June 14, 2014, 12:16:37 AM
I think instead of just voting, it'd be better to explain why you voted for it, from a design standpoint.
That way it's more clear to the developers why you'd want something the way it could be.
Title: Re: Mega Man Awesome Network
Post by: fortegigasgospel on June 14, 2014, 01:19:43 AM
1 Is most accurate.
2 Keeps too many weaknesses, but in BN only non-element bosses wouldn't have weaknesses
3 Sounds balanced enough but same thing falls into Non-element bosses.
Title: Re: Mega Man Awesome Network
Post by: Hallan Parva on June 14, 2014, 02:09:45 AM
Quote from: "fortegigasgospel"
2 Keeps too many weaknesses
Quote from: "SmashBroPlusB"
Option 2: One Weakness
I'm not quite sure I follow
Title: Re: Mega Man Awesome Network
Post by: Russel on June 14, 2014, 02:29:14 AM
For me it's all or nothing in terms of weaknesses. Since there are essentially 8 elements to mind, I don't see why it would be an issue if all the weaknesses were there.
[By eight elements, I mean the "primal" elements heat, aqua, elec, and wood and the four "synthetic" elements wind, sword, break, and scope.]

My reason for the "all or nothing" thing is because I don't want the requirement to pick a specific class to shut down the fuckwad that chose to play Freezeman and be a tank the whole game.
Title: Re: Mega Man Awesome Network
Post by: Emmanuelf06 on June 14, 2014, 02:32:08 AM
Omg, you continue the project, for REAL!? :sohap: O:
(click to show/hide)
netnavis rules!

I voted "2" because weakness are like in the game but too much weakness can break the balance of the game...i think.
Or 1 or 2 weakness idk...Depend of the netnavis? :v

(I must say, i miss more the atmosphere of the EXE serie than the classic serie xD )
Title: Re: Mega Man Awesome Network
Post by: fortegigasgospel on June 14, 2014, 04:24:41 AM
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
2 Keeps too many weaknesses
Quote from: "SmashBroPlusB"
Option 2: One Weakness
I'm not quite sure I follow
I ment to say "keeps from too many weaknesses" sorry.
Title: Re: Mega Man Awesome Network
Post by: Gumballtoid on June 14, 2014, 03:43:40 PM
I've never played Battle Network but I know enough about it to voice my opinion.

Ordinarily I would vote for option 2, but being that the damage multiplier isn't enormous and being that it would be disabled in Duel, I'm leaning towards option 1. It's generally more accurate and sounds easier to maintain. Unlike classic Mega Man, where the weakness depends on the Robot Master, there's a clear-cut weakness chain that applies to every Navi based on their element. And since it's not possible for two elements to be weak to the same thing, this so-called "Gyarados Effect" doesn't seem to be an issue.

Especially given that Navis with more than one weakness will take a bit less damage from both to compensate, I'm definitely in favor of option 1.
Title: Re: Mega Man Awesome Network
Post by: chuggaafan1 on June 14, 2014, 05:08:10 PM
I'm going with option 1, if only because I want to see this mod continue development even if lego removed me from the devchat for no reason
Title: Re: Mega Man Awesome Network
Post by: Carprillo on July 08, 2014, 04:31:23 PM
Not gonna lie. This looks REALLY PROMISING.
So, when can we expect a release?
I would assume it won't be for a while.

Shoosh, Mr. Pessimism.

Anyways, I'm curious. Because I just tried the old Awesome Network on v4a.

Whoops.
Title: Re: Mega Man Awesome Network
Post by: Russel on July 08, 2014, 06:46:34 PM
Well tell Smash that if he likes it to put a Ring on it :ugeek:

No but real talk, this mod is sleeping until Smash does work.
Also, I revived this thing so many times it may as well be a zombie.
Title: Re: Mega Man Awesome Network
Post by: Emmanuelf06 on August 09, 2014, 02:50:44 AM
I dreamed this night, Smashbro told me He continued the mode secretly, well it was just a dream...lol.
The project seemed good and we need more love for the EXE serie.... =(
But yeah, it needs a lot of works to make the classes.... :/
Title: Re: Mega Man Awesome Network
Post by: Emmanuelf06 on March 25, 2015, 06:39:08 PM
I UP a last one to ask something.

Someone could take the files who are made yet to continue the project? I mean, a new devroom? Seriously i could pay a lot for this mode....(and to show it to the festivals).

I know it's a bad bump. I hope just there is someone in the forum who could continue this project..... pfff...... Is it dead definitivly ?
Title: inb4 reported
Post by: Russel on March 25, 2015, 07:35:28 PM
Let's see...six...seven...eight months.

Yeah. That's a pretty stupid bump.
It's safe to assume when a project's thread hasn't been active for this amount of time that it is either completely dead or sleeping.
Last I checked we sort of had a plan but were waiting on Zandronum 2.0 to even start on another refresh.

Please stop asking for updates. A mod will get created at its own pace and your overwhelming pessimism does not help.
Thank you.
Title: Re: Mega Man Awesome Network
Post by: Hallan Parva on March 25, 2015, 08:29:35 PM
Quote from: "Lego"
Last I checked we sort of had a plan but were waiting on Zandronum 2.0 to even start on another refresh.
I'd just like to go on record and say Zand 2.0 is preventing me from working on two projects and it is very annoying.

This thread's pretty much toast anyway, I'd rather get a fresh start with the fresh Zandronum. lockity lock lock :ugeek:
Title: Re: Mega Man Awesome Network
Post by: LlamaHombre on March 25, 2015, 08:36:05 PM
As requested, I guess.