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Messages - BombHornet

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1
MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 23, 2020, 05:03:30 PM »
2 years since the last update and now the wait is finally over! I can't wait to get started on this campaign!

2
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 22, 2020, 11:37:42 PM »
Is there a specific time v6a comes out tomorrow?

3
What was the Over-4 form ever supposed to do? Is it no different from Over-1?

4
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 14, 2020, 12:10:06 AM »
I tried, but it just won't exit the automap. My button for it is the default, M by the way. I'll see if changing it helps.

EDIT It works now!

5
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 13, 2020, 07:23:12 PM »
It might not be fitting here, but is there anyway I can toggle the automap without needing to be killed? I can't seem to get out of it once I press the button to view it.

6
Tutorial Collection / Re: Making Classes In mm8bdm
« on: May 25, 2017, 06:22:41 PM »
SlumpEd works with this too doesn't it?

7
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 23, 2017, 04:08:12 PM »
Does the Weapon Template for v4 still work with this update?

8
If anybody else watching this project is still here, what should I do for this error?

Code: [Select]
Execution could not continue.

Script error, "mmxsp_unofficial_v3.pk3:actors/sp/spbosses.txt" line 2671:
Invalid state parameter a_mstafftrack

9
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 17, 2016, 10:35:10 PM »
Yes it will, you just need to either place all the new files in the old folder, or the "Zandronum-[username]" file to a folder with the new files.
Alright, thanks! I've forgotten how simple it was to do since it's been so long since an update.

10
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 17, 2016, 10:30:50 PM »
Oh my gosh! I can't wait to try out the new content. Will my save file from v4 work with this version or do I have to start a new game altogether?

11
Max, I noticed the spritesheets you posted were .gif files. Are there any .png versions out there, because I'm afraid they might look weird in the game.

12
I'm interested in making a skin for one of these guys. Do you want their skins to have the standard blue palette?

13
Help & Editing / Re: Custom Music Not Looping
« on: April 06, 2016, 09:17:07 PM »
Quote from: "Rozark Kyouko"
The deed is done.
https://www.mediafire.com/?28032oy6981fv0m

- It's an .ogg, the normal file extension, compression reasons.
- Stereo converted to Mono, compression reasons.
- Your loop start was at around 5 seconds, not 4.
- Your overall loop was about 1 minute, not 2.

Just insert this into whatever custom music pack you plan on using and it'll play as requested (Intro plays once, with the main part being looped)

Oh, I was already able to loop the theme, but thanks anyway Rozark! :)

14
Help & Editing / Re: Custom Music Not Looping
« on: April 06, 2016, 07:38:34 PM »
The music I'm using is this one BTW:

So what I want to do is to make it loop endlessly if possible between 0:04.559 and 2:03.92 while keeping the intro at the beginning.

15
Help & Editing / Custom Music Not Looping
« on: April 06, 2016, 02:13:46 PM »
I was trying to make my ogg file loop at the timeframe I wanted, but when I tested it, It only played all the way to where it fades out and then it starts from the very beginning as usual. What I did was export it in Audacity and make a LOOPSTART and LOOPEND label for the timeframe that I wanted to repeat. Does anybody have a better method of doing this?

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