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Messages - Messatsu

Pages: 1 [2] 3 4 ... 44
16
Anything Goes / Bye.
« on: August 03, 2016, 12:25:27 AM »
Effective immediately, I am leaving the game and community.  Until further notice, any and all projects that I was heading up are now considered dead.

Bye.

17
It wasn't in any official maps at the time.  I did put it in a few CSCM maps for the novelty of it though.

18
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 31, 2016, 05:36:51 PM »
(click to show/hide)

19
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 10:29:11 PM »
Quote from: "Beed28"
Yeah, the bosses are completely insane and nigh impossible compared to what you would find in your average ZDoom mod.

Mike likes his bosses hard as hell.  I guess I'm not one to talk though since the boss I worked on seems to be making folks tear their hair out too.

20
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 20, 2016, 01:33:00 PM »
Are you looking to for a setting to disable boss music changes outright (including victory music) or just the boss music?  Also would this be primarily for a mod or the vanilla game?

21
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 02, 2016, 01:57:14 AM »
Fun fact:  Boss rush still exists.
(click to show/hide)

22
Rejected / Re: Bug:MM8BDM.exe and Zandonum not working.
« on: June 23, 2016, 09:45:09 PM »
I think Lego is on the mark. Sounds like antivirus or antimalware software causing the problem.

23
Physics seem mostly well done (one of the huge flaws of most fan games) with one small exception.  When you change directions, there's a momentary pause where Mega Man returns to his neutral state.

24
MM8BDM Discussion / Re: Mod error when I start the game.
« on: June 02, 2016, 12:21:03 PM »
Oh, also.  Nothing should be in your skins folder except for skins and maybe music packs.

25
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: June 01, 2016, 10:18:01 PM »
Actually, Roboenza swarm is based off of infection in Halo.

26
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: May 30, 2016, 09:04:20 PM »
I can't help but notice the X: in the error message.  Is anything running from a mapped network drive? Windows Vista onward get really weird if an application is running as an admin and tries to access a mapped driver at the user level.

27
Closed / Re: [Future Suggestion] Lightning weapons and pierce armor
« on: May 24, 2016, 01:36:47 AM »
It seems implied in the post.  And TBH it's probably wise to do that anyway.

28
Closed / Re: [Future Suggestion] Lightning weapons and pierce armor
« on: May 23, 2016, 02:01:12 PM »
I agree that we should get Junk Shield off of using armor.  I've been bouncing ideas around in my head about using PowerProtection and flags to replicate the behavior, but nothing's concrete yet.  If you have any ideas that could work in the current version of ZDR, toss it forward.

29
It's certainly not dead.  Just hasn't been much activity lately.  If you want to see more updates, well, then it really needs to be hosted more.  There needs to be more discussion.  What works, what doesn't.  Which old classes do you want to see etc (A few do readily come to mind).  The more folks are interested in this, the more we'll get on updates for it.

30
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Pharaoh Shot)
« on: May 07, 2016, 11:28:57 PM »
The explosion was added because the weapon was terrible before this change.  Here's some other items to keep in mind.
1.) Hard Knuckle and Drill Bomb are also both power weapons.  Since Pharaoh Shot is also a power weapon, it should be in the same relative strength level of weapons like this.
2.) The weapon should be as unique as possible compared to other weapons within the category.  Off the top of my head, I think this is the only weapon that explodes and charges.
3.) Accuracy.  While some liberties are obviously being taken.  It should always FEEL like Pharaoh Shot.  Too fast a charge and it starts to deviate a bit too much.  It was a fairly strong weapon in MM4 and I believe this should be maintained as much as possible here.  
4.) Think outside the box.  Can other ideas by applied to the main weapon other than what it currently does. (Think about what mods do etc.  Not required, just something to think about)

Lastly, the main thing to be considered is what makes the weapon FUN to use.  What change would you make to it so that you WANT to use the weapon.  Whether it's a specific scenario or in general, every weapon should have a practical use to it.  

Personally, I don't mind the explosion, but perhaps the damage could be tweaked a little bit.  Comparing it to Drill Bomb, the few ideas that spring to mind offhand are
1.) Add a bonus to hitting a player directly.  Maybe make the explosion bigger and do full damage to everyone within range.  Reward direct hits.
2.) Change the miss explosion to be projectile based (Think Freeze Cracker, but short range) So that it's not omni directional.
3.) Increase ammo consumption relative to the other changes applied.

It's a power weapon and it charges, so imo it should hit a little harder than Drill Bomb and Ballade Cracker.

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