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Topics - tsukiyomaru0

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31
Help & Editing / Thought: Touhou Dogfight mod
« on: February 07, 2011, 03:22:44 PM »
I was thinking (I repeat, THINKING) of creating a Touhou dogfight mod. But then I bumped into some "obstacles" in decisions.

1) Class or Weapon pick-up? (Decided: Class. For that allows to control each one's speed directly)
2) Hisoutensoku (Unthinkable Natural Law) characters or Phanstasmagoria of Flower View characters? (This is really a tough one to pick. Both got good characters)
3) Weapon scheme: Hisoutensoku (Primary = weak but fast shot; Secondary = strong but slow shot), Phantasmagoria of Flower View (Primary, normal shot, can charge one level; Secondary = instant charged shots but can only be used four times) or "traditional" (primary = shot with added effect; secondary = Bombs/Spellcard)

32
DECORATE and ACS Modifications / Semi-Final version of Gun Del Sol
« on: February 05, 2011, 04:51:29 PM »
What you people have seen and used is nothing but early beta/late alpha. The big deal is here:
http://www.mediafire.com/?52e2ik94mwojyqj

What's different?
First, the Solar Spread doesn't block much your sight, since it flickers there.
Second is that the ammo consumption has been readjusted.
Third and last is the somewhat new sprites.

33
Cutstuff Discussion and Feedback / Valentine's Day draws near...
« on: January 31, 2011, 11:49:10 PM »
Quote from: "Cutmanmike through Twitter"
Don't forget chaps, Valentine's day on the 14th. Share ideas! I've heard some good minecraft related ones for those gamer girls...

Ideas, eh? So, let's begin a bit of showering:

The first one... I sent to him personally. Regarding competitions that could occur. Competition's categories: Skin, Map, Weapon. Theme: Love/Valentine's Day. One can enter to only one category (as to prevent someone from winning in all three categories) and a medal should be awarded to the winner of each category.

Second one, would involve mutual effort: creation of a skin pack (and possibly map pack) themed around Valentine's Day.

Third one can be quite fun: Roboenza modified into "Spread the Love", in which the infected are pink/red/white instead of red/green/light green and the "infect morpher" is a heart. I can help someone in modding that if they willingly ask me.

34
Mega Man Discussion / IT IS GUTSMAN!
« on: January 31, 2011, 06:09:17 PM »
DAN NAAAAAAAAAAAAAAAAN!
(click to show/hide)

Please, share your "IT IS GUTSMAN!" favorite pictures.

35
Skins & Bots etc / You are already dead!
« on: January 31, 2011, 03:18:06 AM »

Kenshiro

Sprites made by Kazufox by my request. And I compiled the skin. Pretty awesome, no? I love his stuff :3

vvvvvvvvvvvvvvvvv Old OP Below vvvvvvvvvvvvvvvv


YES! I FINALLY MADE MY FIRST SKIN! it was a hell to get the pallete to work, but I did! And here it is: Megaman Juno in his first form glory from Megaman Legends and Namco X Capcom.

Megaman Juno (Please, add the "icon" to the Wiki entry in User Skins. I dunno why it is not letting me add on my own.)

It was a hell to make him, but I liked the outcome.

Sadly, forgot the screens... But they'll be up soon!
Screens gone up!
(click to show/hide)

36
Help & Editing / Ideas that came to your mind?
« on: January 30, 2011, 02:18:51 AM »
Having ideas everywhere and can't do them for some reason? Or perhaps just want to share as you are into something else? Well, this shall be your thread then...

I've a few one to share:
Megaman Legends project (perhaps with a "Digger" story mode)
Megaman Battle Network (possibly with a "Net Navi Tournament" or just "Virus Busting" invasion mode)

If you need a coder for either, I'm at full time disposal.

37
DECORATE and ACS Modifications / Boktai Weapons Project
« on: January 22, 2011, 04:53:17 PM »
Well, now that the weapon competition is over, I think it is time for me to start my small project: Boktai Weapons Project. I prefer to not think too ahead, nor behind. So, I'll be taking my time to make it and all.
Here's what's done and what comes next:
    Gun Del Sol: 95% done. Easter egg with Secondary Fire. Now I'll need to replace the gun itself from the FPS view and perhaps change colors to match Django's hair and scarf.
    Luna Lens: Not Started. Will be mostly a copy of Gun Del Sol in various aspects. However, it will only cause a small stun or push back, causing NO DAMAGE. It is okay, it doesn't use any energy. Requires Gun Del Sol.

If you want to join me in my project, make yourself home.

Screenshots will be posted once a weapon reaches completion.

38
DECORATE and ACS Modifications / Megaman Xtreme 1 & 2 Weapon info
« on: January 16, 2011, 03:56:26 PM »
Like I did with Rockman Power Battles & Fighters Weapon Information, I will write here as much as I can possible come up with of the Megaman Xtreme 1 and 2 weapons, including Zero's moves, Giga Crush moves AND effect of various parts. The best way to further learn of changes is to actually play the game.

Quote from: "Megaman Xtreme"
*X Buster V1: Same as Megaman X.

*Head Armor Upgrade: It only allows to break some blocks using your head. So... Use your head! :D
*Body Armor Upgrade: As always, gives a defense boost. Halves incoming damage.
*Arm Armor Upgrade: Gives you another buster charge level. this LV3 chargeLooks like the LV2, but is purple and has the "wave" of Megaman X's LV3. Also allows to charge weapons.
*Leg Armor Upgrade: Increases mobility. Gives a good increase in overall speed. Also breaks some blocks with wall kick and the wall jump seems to be under permanent effect of dash+jump.
*Shotokan Moves: Shoryuken and Hadouken. A "two-in-one" pack. They behave a little different from Megaman X counterparts in terms of command. You just need to hold UP or DOWN while you are about to release a LV3 charge to release a Shoryuken or Hadouken. Power wise? They are OHKO... Or used to be... I dunno, on normal bosses it rips 4 times more than their weaknesses does.

**Zero Scramble: This allows you to call Zero to do an unstoppable atttack. Think of him like those Navi Chips from Megaman Battle Network, that causes said Navi to pop in, do something their chip is supposed to do, then leave. The drawback? There's no refunds! You heard me: you can NOT Recharge Zero Scramble, and they all share the same bar/ammo.
*Z1 - Zero Scramble "Dash": Calls Zero to do a Dash Attack. Doesn't cause much damage, but is usefull against rows of enemies and consumes 1/5 of the Zero Scramble energy bar.
*Z2 - Zero Scramble "Rising": Calls Zero to dash into the first enemy in his path and do a Rising Attack. Does a good damage, but is usefull against a though enemy and consumes 1/6 of the Zero Scramble energy bar.
*Z3 - Zero Scramble "Earth Gizer": Calls Zero do a Giga Crush, wiping all the enemies on the screen. Does a good damage. but only good against a crowd of enemies and consumes 1/3 of the Zero Scramble energy bar.
*Z4 - Zero Scramble "Final": Does a slash combo, ending with a rising attack. Pauses time. Causes heavy damage at the cost of more than half of Zero Scramble energy bar.

*Shotgun Ice: Normal shot is the same as Megaman X. Charged was supposed to be the same too, but you can't ride the ice penguin sled.
*Electric Spark: Same as Megaman X.
*Storm Tornado: Same as Megaman X. It rips nicely. Should be Storm Trollnado.
*Speed Burner: Same as Megaman X2, except it doesn't leave the flame trail and the charged shot engulfs X in flames... Completly.
*Rolling Shield: Same as Megaman X. Charged shot allows you to touch spikes without getting harmed, though.
*Silk Shot: Same as Megaman X2. Except it doesn't attracts junk in the charged version, instead shooting  the huge chunk of junk immediately.
*Magnet Mine: Same as in Megaman X2.
*Spin Wheel: Same as Megaman X2.

And now...
Quote from: "Megaman Xtreme 2"
*X Buster V1: Same as Megaman Xtreme.
*Z-Saber: Combo, air slash and dash slash are like the ones from Megaman X6.

*X Head Armor Upgrade: Same useless crap from the first game. They obviously lacked creativity.
*X Body Armor Upgrade: Halves damage taken and gives Giga Crush. Same as Megaman X2, I guess.
*X Arm Armor Upgrade: Adds two new levels of charge shot for X-Buster. LV3, which fires a LV1 and can be followed up by an extra charge that, if colliding with said LV1, burst into only two uncharged shots that flies 45º upward and downward. LV4 fires a LV2 and can be followed with the extra charge, resulting in a spread of 4 uncharged buster shots that goes 45º  and 22º (upward and downward). Better you not shoot the two charges at once then, as the extra charge is like Megaman Xtreme's LV3 buster and is as powerfull. Also allows to charge Special weapons
*X Leg Armor Upgrade: Allows to dash straight up or ahead in midair. Wait, isn't this a Megaman X3 armor part?!
*Shotokan Moves (Still to verify): Shoryuken and Hadouken. A "two-in-one" pack. They behave a little different from Megaman X counterparts in terms of command. You just need to hold UP or DOWN while you are about to release a LV3 charge to release a Shoryuken or Hadouken. Power wise? They are OHKO... Or used to be... I dunno, on normal bosses it rips 4 times more than their weaknesses does.

*Giga Crush: Visually, same as Megaman X2.

*Zero Head Armor Upgrade: Breaks blocks with head. Meh.
*Zero Body Armor Upgrade: Halves Damage and nothing else.
*Zero Arm Armor Upgrade: Gives Zero Final. That's all.
*Zero Leg Armor Upgrade: Breaks blocks by kicking. Meh again.

*Zero Final: Same as Megaman Xtreme's "Z4 Scramble". Consumes 7/8 of energy.

X-Only Special Weapons (Excluding Giga Crush):
*Ray Claw: Creates a wave of energy in front of X. said wave of energy behaves like a "one hit shield projectile", being very useless. Charged it behaves like Megaman X3's Ray Splasher in its uncharged condition.
*Marine Tornado: Normal shot is a tornado column (like Storm Trollnado's fully charged shot) but with short range. Charged it is like Launch Octopus' fully charged weapon. Laaaaaaaaame.
*Fire Wave: Uncharged shot fires a small fireball that, upon colliding against floor, unleashes a medium ranged fire wave. But the charged one is like the Astro Crush Astroman uses against you in Megaman 8.
*Strike Chain: Same failure from Megaman X2, but is harder to attach to a wall.
*Bomb Bee: Uncharged, shots bees that homes into the enemies, being amazingly usefull. Charged is EVEN MORE usefull, because it shields you completly for a while! But the charged shot reminds me of Yama Option from Megaman X6... Except that it doesn't shot in unison to your shots.
*Sonic Slicer: Slightly bigger, same behavior, slightly slower and fires one per shot as opposed to the two + two "shadows" (as far as I remember) from Megaman X2. Charged shot unleashes a big Sonic Slicer that goes up and then four more rains down, cutting through enemies. But is seriously weak.
*Tornado Fang: Sweet mothers of drills! Press once and it fires the three TF at once! Of course, the middle one flies ahead. The charged version Is a BIG drill that acts as a shield in front of X, kinda like Megaman X3's used to. The difference? The drill bit doesn't break at hiting shields or invencible enemies and stays for a good time.

Zero-Only Special Weapons (Excluding Zero Final) (they consume mostly 1/10 of Zero's Special Energy, unless stated otherwise):
*Rising: Same as in many Megaman X games. a "Shoryuuken" with Z-Saber. But this time it is "elementless".
*Fish Fang: It works only in midair and fires two of Launch Octopus' piranha missiles at 45 and 10 degrees below zero, covering very little area. At least it resets your fall speed when you use it. Consumes energy.
*Tri-Thunder: Nerfed "Giga Crush". He punches the ground and balls of lightning flies up and in diagonal upwards (45º). Consumes energy.
*Fire Wave: Zero unleashes a fire wave that is twice of Zero's height and covers half of the screen in range. Consumes energy
*Lightning: Another "Giga Crush" weapon. Calls down lightning from the sky. But two problems: One is that they come down one at a time; two is that they aren't very fast. Consumes energy.
*Drill Crush: Just yours truly downward stab fall from so many games. This is that it is "elementless" too.
*Earth Gizer: Same as Megaman Xtreme's "Z3 Scramble". Consumes 4/10 of energy.
*Dash: Same as Megaman Xtreme's "Z1 Scramble". Consumes energy.

Common Parts:
*Hyper Dash: Not only dashes slightly faster, but becomes invencible while dashing.
*Super Recover: Energy Capsules gives two times more energy. This may apply to Weapon Capsules too.
*Energy Saver: Halves weapon energy consumption. Doesn't affect Giga Crush.
*Barrier Extender: Makes you invencible for twice the time when hit.

X-Only Parts:
*Buster +1: Didn't see much difference. Possibly causes increases the buster power from 1 to 1.25. Can stack with Buster +2. Makes uncharged and LV1 charge shots purple.
*Buster +2: Saw some difference. Apparently increases buster power from 1 to 1.5. Can stack with Buster +1. Makes uncharged and LV1 charge shots red.
*Speed Shot: Doubles the speed the buster shots flies at. Makes uncharged and LV1 charge shots green.
*Ultimate Buster: Always fires LV2 charge shots. Of course, this only affects the X-Buster.
*Hyper Charge: Halves charging time. Usefull with that powerfull special weapon.
*Full Armor: Gives all his armor parts.

Zero-Only Parts.
*Saber +1: Gives a small boost... From 1 to 1.15. Can stack with Saber +2. Makes the Z-Saber blue.
*Saber +2: Gives a big boost... From 1 to 2, and maybe beyond. Can stack with Saber +1. Makes the Z-Saber purple.
*Ultimate Saber: Gives an attack boost from 1 to 2.5 probably, but you can only use the 3rd slash. Considering the 3rd slash hits twice or thrice in one attack, it can cause 5 times or more the damage of a normal slash.

39
MM8BDM Discussion / Wonky Doom Builder is wonky!
« on: January 09, 2011, 09:58:12 PM »
Okay, let me make this short: remember when I said the CTF maps could be great for Roboenza considering how big they are? Well, I tried to make them functional for DM and LMS modes and guess what? Doom Builder apparently broke them!

If you want to try and find what went wrong, go on, get it yourself from the V1C and try adaptating, since I bet CMM and Ivory won't

'Cause I gave up already.

40
Since some of you may be curious of those weapons, here goes a basic outline of them in said game. You can try it yourself with a NeoGeo Pocket Color emulator and the Rom (but I won't tell you where to find, of course).

Quote from: "Power Battles"
*Super Arm: Shots out a round boulder and doesn't have to hold it overhead. It is slightly affected by gravity.
*Crash Bomb: The Crash bomb is affected by gravity in the same manner Flame Blast is. Once pinned, takes 1.5 seconds to explode, unleashing small pelets that causes small explosions in a spiral pattern. (sort of) If the bomb hits a player instead of pinning, it doesn't explode.
*Atomic Fire: No charge is like Flame Blast. LV1 Charge is like Flame Blast too, but bigger. And has a shorter stay.
*Rolling Cutter: No change
*Leaf Shield: Not many changes to report, unless it damaging like Star Crash counts (damage on contact)
*Ice Slasher: The same. Perhaps only a visual change: looks more like an icicle/kunai
*Dust Crusher: Same.
*Gyro Attack: Same
*Magnet Missile: Cosmetic change: magnets have a magnet field in front of them.
*Plant Barrier: Same as leaf shield above
*Gemini Laser: Thinner, but behaves the same.
*Napalm Bomb: Bounces as usual, but moves slightly faster forward. The exploison is in cross pattern with spiral sequence.
*Slash Claw: Nothing changed.
*Freeze Cracker: Same.
*Scorch Whell: Same.
*Thunder Strike: Only cosmetic changes.
*Noise Crusher: Same.
*Junk Shield: Only three junk blocks spins slowly around you. Each one can only land two or three hits.
*Mega/Proto/Forte Buster: All are chargeable, like Mega Buster in classic series. But each have a cosmetic difference and apparently one is strong or faster than the other.

Quote from: "Power Fighters"
*Shadow Blade: Unlike the classic, it doesn't come back.
*Bubble Lead: Moves slightly faster and is bigger (almost the size of Megaman)
*Atomic Fire: same fashion as Flame Blast, but the "fire pilars" moves forward for a short distance. Power Fighter's version actually has some use. Also, charged version goes further (as a pilar of fire) and is slightly bigger.
*Plant Barrier: Same as in Power Battle.
*Centaur Arrow: Randomly shoots in either 15º up or straight ahead.
*Gyro Attack: Same, except that it doesn't go down.
*Rolling Cutter: Everytime it comes back to you, you regain the ammo you spent. But it doesn't cut through enemies.
*Noise Crusher: Same.
*Power Stone: A hand of stone comes out the ground, goes a medium distance along the ground and disappears. I think it shouldn't go off the ledges.
*Thunder Beam: Mostly cosmetic changes. However, it doesn't cut through enemies. Also, the three beams comes out in front of the character insteads of coming from within them, allowing to hit with all three beams someone who is right in their face.
*Dive Missile: Doesn't chase around, but adjusts itself to the enemy's height. Also, looks like a torpedo.
*Slash Claw: Range is much, much shorter.
*Super Arm: Same as in Power Battles, but has a very short range.
*Air Shooter: Same behavior as in Megaman 2, however it goes twice farther and is only shot one at a time instead of three.
*Quick boomerang: Works much like Megaman 3's shadow blade, but not as fast. Stops in midair for less than half a second and tries to come back to you in a straight line. If you touch it during its come back, you regain the ammo you spent for that shot.
*Pharaoh Wave: Kinda like Solar Man's weapon, when it launches those two waves.
*Gemini Laser: Same aspect as Power Battle, but cuts through the enemy.
*Napalm Bomb: Same as Power Battle.

*Gospel: He shoots an energy blast out his mouth when you shoot. Charged shots makes him ram into the enemy.
*Rush: Works as Rush Coil when you jump on him. If you shoot a Charged Shot, he'll turn into a Rush Jet and ram into the enemy.
*Beat: Gives temporary invulnerability

41
Skins & Bots etc / Tsukiyomaru Zero's Stuff
« on: January 06, 2011, 01:05:18 AM »
OK, since my last thread was quite pointless, I made one to call my own. Here it is, buddies: MY STUFF THREAD (lack of original name, don't sue me)

We shall begin with the music pack:
http://www.mediafire.com/?2782q1h1ndr4dc9
Contains:
Fatal KO
Basara KO (Fitting for Win Screen)
Force Your Way
Certain Victory! Ninetails!
Dynamo's Theme

Their namecode for each is in the TXT.


AND


Crosshair Bundle:
http://www.mediafire.com/?8ndxwyl27my54gm
This nifty bundle WAD should be placed in your SKINS folder. It has a special file in it that makes the five (yes, you read right, FIVE) crosshairs accessible through the Options -> Display Options -> Hud Options -> Crosshair.
The Crosshairs are:
"Custom 1", my first Custom Crosshair. A tad sucky.
"Arcane", my seconds custom crosshair, somewhat inspired by Touhou.
"Mark Canon", maybe a typo, but you'll remember of that one from Megaman Battle Network.
"MMX2 Secret Radar", the crosshair that appears if you use the Helmet's Special.
"MMX4 Cyber Laser", Cyber PeaCOCK's crosshair.

Simple as that, isn't it?

Screenies spoilered for they are HUGE
(click to show/hide)

Iron Man music
http://www.mediafire.com/?92zg4m3gcv86ge4
Use "changemus ironman" in the console.

UPDATE: Pingas Hill
http://www.mediafire.com/?g5funx8cqipfixw
Use "changemus pingas" in the console.

42
Help & Editing / Problem to understand Roboenza PWAD
« on: January 05, 2011, 07:34:51 PM »
Okay, openned it with SlumpEd, extracted the resources... But they were extensionless! And what's worse? I could not find certain archives in it (like the weapon's actor). Could someone kindly lend me a hand and maybe provide me with a PK3 containing the files with its true extensions?

43
MM8BDM Discussion / What happened to the old Cutman and Gutsman maps?
« on: January 03, 2011, 06:01:42 PM »
I decided to go nostalgic and review one of the earliest MM8BDM releases and found the famed Alpha Cutman Map. It is totally different from the current one and isn't symetric, like the current, while Alpha Gutsman is symetric but HUGE.

Don't know what I'm talking of? Well, experience it yourself:
http://www.mediafire.com/?56sjo21weoccofu

Use it with Doom2/FreeDoom2 IWAD. I'll TRY and get those maps out with SlumpEd, but don't have much hopes.

EDIT: Got the maps, but something... Odd... Happens. Neither maps have a music to call their own (guess they called from the PK3 instead) and Gutsman's spikes turns into Megamen with air to the wind (LOL! XD)

Anyways, here they go:
http://www.mediafire.com/?h67sssqyvcgj8xf
http://www.mediafire.com/?cfkb7015ubsrg51

The maps alone work with the current build of MM8BDM too, for some funny reason.

44
Skins & Bots etc / Tsukiyomaru Zero's Music Pack.
« on: December 31, 2010, 12:29:49 AM »
Here guys, is my first music pack. Made this for a little of randomness and the name (Tension Rising) is completly random

http://www.mediafire.com/?2782q1h1ndr4dc9

Musics in the pack:
Fatal KO
Basara KO
Force Your Way
Certain Victory! Ninetails!
Dynamo's Theme

Info in the TXT within the RAR

Have fun boys!

45
General Gaming Discussion / Your moments of glory and shame in an arcade
« on: December 19, 2010, 07:19:48 PM »
Well, many of use had a moment in the arcade games that were... Unique. Either shamefull or just too amazing to be believeable. So, write them up here.

Glory: Evade M.Bison's Psycho Crusher special with a Gou Hadou from Akuma in SFA3. In that same day, I have also managed to land a Shun Goku Satsu on Sagat even before he could move. In SFA3 Upper for GBA, after unlocking the Infinite Special, I managed to synch a Shin Shoryuuken (Ryu) with Shoryuureppa (Ken, CPU) to finish off the enemy. The result was a Shoryuuken crossing.

Shame: Lost all lives in the second level of Strikers 1945 Plus, Got defeated by a noob in KoF 2002, pwned to death in Ultimate Mortal Kombat 3 Advance in the first enemy on the easiest setting.

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