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Author Topic: Re: Skull Tag Expansion  (Read 10679 times)

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April 29, 2011, 01:31:02 PM
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Offline ficarra1002

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Re: Skull Tag Expansion
« on: April 29, 2011, 01:31:02 PM »
I've always found the fact that Skulltags least played mode is Skull Tag to be very humorous.
I agree with Korby about the Megaman and Wily heads, dunno about the pillars though.

April 29, 2011, 02:53:21 PM
Reply #1

Offline Hallan Parva

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Re: Skull Tag Expansion
« Reply #1 on: April 29, 2011, 02:53:21 PM »
I think that empty helmets (from MM7/8/&Bass) would work better. I mean, it'd be creepy to carry around Wily's decapitated 8-bit head around. :p Slightly edit the Mega Man 1UP sprite to remove the "face" part, use a blue helmet for Light and a red one for Wily. This also works a little better because in the (very distant) future we can colorize the helmets for Cossack and X teams as well.

As for pillars... I thought of the Retry Flags from MMPU. A blue flag for Light, a red flag for Wily, and a gray one for either team.

April 29, 2011, 03:04:13 PM
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Offline Gummywormz

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Re: Skull Tag Expansion
« Reply #2 on: April 29, 2011, 03:04:13 PM »
Oh hey, this isn't fully dead yet.

I really don't know what I'm going to do for the pillars and skulls at all. But if anyone could provide me any kind of sprites I will most likely use them.

April 30, 2011, 03:27:30 AM
Reply #3

Offline Shade Guy

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Re: Skull Tag Expansion
« Reply #3 on: April 30, 2011, 03:27:30 AM »
Sounds interesting...

So, I assume pillars would need all rotations? Would the skulls (or whatever they are) need all rotations too?

April 30, 2011, 03:51:46 AM
Reply #4

Offline Gummywormz

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Re: Skull Tag Expansion
« Reply #4 on: April 30, 2011, 03:51:46 AM »
I think the pillars need all rotations, yes.

The skulls might only need the front, I should really look in the skulltag pk3 and give a sheet or something to give an idea on what I'd need.

April 30, 2011, 05:07:36 AM
Reply #5

Offline Korby

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Re: Skull Tag Expansion
« Reply #5 on: April 30, 2011, 05:07:36 AM »
I think the Skulltag towers only had one direction.

April 30, 2011, 09:02:10 AM
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Offline Shade Guy

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Re: Skull Tag Expansion
« Reply #6 on: April 30, 2011, 09:02:10 AM »
Psh, one direction sprites are for lazy people.



I delved into the misc. section for MM2 and found the 1 Up Head and the Wily Fortress Skull. Quickly recoloured the helmet with Wily Team colours and voila.

Feel free to choose from any of the skull concepts. I was thinking that the blue head sprites could be for Dr. Light team (duh) and the red one for Wily. The Wily Fortress Skull could also be used for Dr. Wily team, but as Smashbro said, if this mode is ever made compatible with 4Teams, recolouring a generic helmet sprite for each team would probably be for the best.

If you want Auto as one of the pillars, it would be easy to sift through the MM8BDM file in SlumpEd and find the idle for all rotations.

But also, is the original Skulltag enabled for 4 teams? Or is 2 the max?

Yes, I know they're one directional sprites >_>

May 02, 2011, 05:04:26 PM
Reply #7

Offline ice

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Re: Skull Tag Expansion
« Reply #7 on: May 02, 2011, 05:04:26 PM »
I approve of reggae being in this
speaking of wich, CMM has never removed his sprites from the PK3, maby he's still mulling him over?

May 02, 2011, 05:26:24 PM
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Offline Gummywormz

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Re: Skull Tag Expansion
« Reply #8 on: May 02, 2011, 05:26:24 PM »
Here is what I found in the pk3:



Only seems to be 2 teams supported, but if this gets played often I'll add support for 4 teams. I might use shade guy's sprites but I have no idea what to make for score pillars.

May 02, 2011, 05:57:18 PM
Reply #9

Offline ice

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Re: Skull Tag Expansion
« Reply #9 on: May 02, 2011, 05:57:18 PM »
Now that we have that out of the way, what do we do for closed frames?

May 02, 2011, 06:08:24 PM
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Offline Gummywormz

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Re: Skull Tag Expansion
« Reply #10 on: May 02, 2011, 06:08:24 PM »
If I'm going to go with the bolt idea, I think having auto holding the bolt above his head might work.

May 02, 2011, 08:48:23 PM
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Offline arkman

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Re: Skull Tag Expansion
« Reply #11 on: May 02, 2011, 08:48:23 PM »
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.

May 03, 2011, 09:13:12 AM
Reply #12

Offline Hallan Parva

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Re: Skull Tag Expansion
« Reply #12 on: May 03, 2011, 09:13:12 AM »
Quote from: "ice"
Now that we have that out of the way, what do we do for closed frames?
Quote from: "arkman"
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.
Quote from: "SmashBroPlusB"
As for pillars... I thought of the Retry Flags from MMPU. A blue flag for Light, a red flag for Wily, and a gray one for either team.
Elaborating on the idea, the Retry Flag could have the "unactivated" sprite (just a ball, no flag poking out yet) when the pillar is closed up.

I have FINALLY found a sprite sheet with what I'm talking about, it's right here. The Retry Flag is on the right edge, next to the other items (health, weapons energy, etc.) on the sheet.

May 03, 2011, 12:21:07 PM
Reply #13

Offline ficarra1002

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Re: Skull Tag Expansion
« Reply #13 on: May 03, 2011, 12:21:07 PM »
Quote from: "arkman"
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.
This is already a game mode for skulltag. There isn't any coding needed, the checking of the skull is already coded into skulltag. This project is just maps and sprites. I really look forward to it, I always liked skulltag, even though it was underplayed.

May 03, 2011, 03:08:59 PM
Reply #14

Offline Russel

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Re: Skull Tag Expansion
« Reply #14 on: May 03, 2011, 03:08:59 PM »
I was actually also making an attempt at this, but I ran into some problems:
1. I do not know how to program separate teams for the pillars
2. the pillars disappear when a score is gotten

Megaman DID make a map for this mode, but it is unusable. Him and I have been working together on stuff.