Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Ukiyama on August 25, 2011, 02:31:54 AM

Title: Uki's Weaponry (UkiWeps v3c & MACS v1d)
Post by: Ukiyama on August 25, 2011, 02:31:54 AM
This is the place where I do my decorate stuff.

This is the most recent weapon pack right here! Have fun!
Uki Weps is now officially v3c! Classes compatibility update!

Make sure to turn the 8bdm randomizer options on in order for the weapons and other objects to spawn!

https://allfearthesentinel.com/zandronum/download.php?file=ukiwepsv3c.pk3

If you have any suggestions please tell me :D

Changelog for the most recent version is here
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Special Thanks Section Below
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Hello... Is anyone here?.... Well if someone is listening... Heres a new mod! This mod is called Make a Class Simulator! Or MACS for short. Whats MACS? Look in the spoiler below!
https://allfearthesentinel.com/zandronum/download.php?file=macsv1d.pk3

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Changelog for the most recent version is here
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Title: Re: Uki's Weaponry
Post by: Ukiyama on September 01, 2011, 01:32:34 AM
Thanks to Cutmanmikes weapon template, I have made a weapon of my own. Its called the Energy Buster! This weapon is basically a piercing version of the Needle Cannon with wider spread Not anymore! Now it is a dual buster that has a pretty big spread. Great at close range, and the spread is handy for longer ranges to annoy anyone coming towards you.

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Now introducing.... THE GRAVITY WELL.... sort of.
I couldn't get it to suck people in but what the weapon does atm is when the person gets in the blast radius its real hard to get out. Great trap weapon and for running away due to slow movement and long lasting time. Don't run through it like its just some weak projectile though.... it will crush you down to size!

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Now this next weapon really isn't all that fancy, I seen a Megaman.exe class being made by SmashBroPlusB and i thought, "Hey there are some interesting weapons from the Battle Network franchise", so I decided to make the Cross Bomb as a weapon! I know the explosions are not from the Battle Network games but with only a white peach and black... don't think it will look so well so for it to be 8 bit.

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Looks like Megaman took a trip to Borderlands Pandora! He has brought a new weapon from there, the TK Wave! This weapon was one of the earliest weapons that was able to be acquired and it was a showing to people that not all weapons have to shoot straight to be fun! The TK wave is pretty much a shotgun with a "wavelike" projectile and is able to ricochet off of stuff once. 6 shots was its biggest standard clip, so it is also here.

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Alright this next one is also from Battle Network and some people really love this particular chip. Its Air Hockey! What it does is when it is on a flat floor, it bounces around like a puck does on a air hockey table. Considering the fact that in Battle Network, the place that battles were fought were flat, except holes(which the puck fell in), the puck also hates gravity here and will start bouncing to a slow halt not anymore it won't! So use it to have many projectiles bouncing around on the floor, tripping up opponents!

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We all know that Fake Man didn't have a weapon right? Well I decided to make a version of what it could have been (at least in this game). It is a Buster upgrade item like the Proto or the Bass buster. Bass's was the machine gun of the bunch, Proto was the hard single hitter with extra defense, Fake Man here is the sniper of the bunch with fast moving shots and decent damage. Now whats the downside to this, well if you haven't already looked at the pictures you can see he has a ammo bar. "WHAT ON A BUSTER UPGRADE THATS LIKE A DOWNGRADE!" is what most people would say, if it didn't reload every six shots (like a revolver). Consider that its big disadvantage with using that over other weapons. But it still holds up in combat. This is the weapon on the Dark Man and Fake Man weapon topic that I posted there too but I'm adding to my pack anyway for more variety.Now comes with a alt for reloading :D

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Alright so its time for a aoe weapon of unique proprtions!! Once again from Battle Network this chip always had some strategic use (mainly to keep it alive while it pummels its foes). Its time for Meteors! It summons the stick that floats wherever you put it and will summon many meteors to crash into the ground! It sounds op considering it lasts a long time but there is a catch, ANY shot including your own can destroy the stick where its stands, stopping the meteor rain. And it only has 2 uses before you gotta fill up, so you better hide your sticks!

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This next weapon is not from any game in particular so consider it a Ukiyama original :D The weapon is called the Electric Sapper! What it does is shoots many small electric balls that are short range and with low damage in a wide radius and whenever one hits a opponent, it comes back and heals you for the damage done! Due to this though the weapon drains its ammo really fast and its harder for it to refill without using your precious weapon tanks. So if you want some risky healing, this is for you!

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The next weapon here is not based on any Megaman game but is a unique idea in general for a weapon. It is the Wind Shield (lol pun). It is a Leaf Shield with the ammo of the Star Crash... wait is that a downgrade... yet again? Well yea for defensive purposes but it puts you in a low gravity state, for higher jumping! But what is even better is the actual throw of the shield... lets just say you don't want to be Wily on the picture below!

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The next weapon here is the Wood Tower! The main attack is based off of certain attacks in the Battle Network series which made a giant wood spike come up out of the ground. It has the basis of the Gyro Attack meaning the first click will launch the ground rumbling showing where the spike will appear and the next click will send up the spike, or if you hold it, it will keep launching close range spikes! This is one floor hugger you can't just jump over :D

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This weapon that is next is the Frost Missile, Blizzard Buffalo's weapon from Megaman X3 (not called shield because it can't charge). This weapon is a decent speed standard projectile for the most part but once it collides with a wall or player, it will create a frost spike that will sit on the ground for a little while making your foes have a harder time moving around! Lets just say running straight at the projectile will not be very wise... Frost Spike now does not die on ceilings and walls now! (except in certain cases)

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This weapon here is the Shining Ray from X8! It is basically a short range Freeze Cracker, meaning once it travels a short distance, it explodes itself! It's damage is slighty better due to the short range of it as well for both the main shot and the small shots.

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Alright the next weapon is another X8 weapon... its the Squeeze Bomb! What it does is it travels really slow (darn) but it grows in size and power over a traveling distance (yay). It's really great on long walkways where you can basically make a wall of the Squeeze Bombs...sadly they cannot be aimed for the time being now it can be aimed :D!
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The next weapon here is a bit funny. I always laugh at the idea of this weapon but here it is... THE BUBBLE SPLASH from X2... spray your foes away with deadly.. bubbles?! Yea bubbles, even I can't make a serious description of this one but it still does decent damage and kills people who like to hop around a bit.

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Well after that last weapon, this one actually would pose a threat... bubbles pfff. Who needs that when I got Acid Burst from X3! This weapon fires in a arc and when it collides with a wall, ceiling or the floor, it explodes into 4 small acid bursts. Comes complete with edited water wave sounds when it impacts anything!

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We are going into Battle Network territory by bringing back the Boomer chip (called Boomerang in this just because I like that name more). It does exactly what it did in Battle Network, goes forward, 90 degree turn, and another 90 degree turn to comes back. Due to the walls in this game, if it hits a wall, it will skip to the next step in order to keep going! Due to the awkwardness of the weapon though, I gave it a alt fire so it can due the exact opposite direction of the 90 degree turns. Campers beware of the new threat!

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Alright the weapon here is probably gonna make you pull out your hair whenever you see someone using it lol. It is the Crystal Hunter from X2. What it does is when you get hit by it, you will be stuck in a crystal, unable to move for 5 seconds, and will fall Gravity Hold style. During the time though you are invincible to any attack. The damage it does is low enough that you would probably rather use FLASH STOPPER for damage over this... So use it to run away or prepare the ultimate counter (sitting on top of them with top spin comes to mind).

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This next weapon here is the Double Cyclone from X4! It is basically a airshooter with 2 shots instead of 3... but with a added bonus because I like uniqueness it also launches people like wind storm! So a anti air weapon, that forces people into the air?! How much better could it get!
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You ever play Fireman in classes and wanted the ability to launch walls of fire anwhere? Well this next weapon here will do just that, the Melt Creeper from X8! It launches a smaller variation of the Fireman's firewall that does less damage and cannot climb walls. But even with those setbacks this weapon is a beast and will melt you into liquid metal!
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This next weapon is one that IS a clone of a weapon in already but it was one of my favorites in the game it was in, the Electric Spark from Megaman X! It is a smaller, less damaging, faster shooting version of the Thunder Bolt! So if you have a choice between both, pick which you like more. (Yes I know the colors are nothing like Megaman X but if people want it to be the standard colors for ANY of the X weapons, let me know and if enough people want it I'll change them).
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This is Launch Octopus's weapon from Xtreme 2 for the Gameboy Color, the Marine Tornado! In the actual game its just a clone of Storm Tornado's charge... well not this time, what it does is creates a massive tornado that slowly moves forward... ok not so exciting is it. Well how about the fact you can RIDE the tornado! Yup you can make friends(working on this sorry for false info :(), foes, and yourself fly up into the air! It does have a very tight ammo count though, so use it wisely for either transportation or destroying your foes! Now in LMS rotation, has a new firing sound, and also is able to be used while jumping (hoping not as op as it sounds)!

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Alright the next version is ready for action! Don't get too excited though... not much is in this update. First weapon on the list is Drift Diamond from X8! Think of it as a combination of both parts of Time Slow, its shoots in a V formation and when it hits a target, it slows them down a bit which allows for nice comboing up close!

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The next weapon here is Ray Splasher from X3! What it does is pretty much what it did in the game, shoots 7 shots in a random spread in front of you at a pretty fast velocity to boot! Its got everything minus power but with all those shots does it really matter anyway?

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The last weapon here is the Green Spinner from X8! Think of this as a slower moving and firing Ballade Cracker, but is more efficient ammo wise to use and a slightly bigger blast radius too. Yea not much difference but since that's really all it was I guess its not that bad :D

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The Time Warp weapon is my idea of a weapon similar to Time Stopper that doesn't just halt the game lol. What it does is when you use it you start having sparkles around you and will be able to move at speeds even Quick Man would be jealous of. And the best part is when you run by other enemies, it causes a time distortion to them if you want to call it that and causes them to move at reduced speeds, while you keep your incredible speed! It does have the same limits as time stopper though, you can't switch out of it and once its ammo is gone, it disappears. But at least you can pick up ammo or use your W tanks to keep you moving!

Merry early Christmas Cutstuff Community! This is a small update to fix a couple things, but after I put "Snowy Rain" on my location, I couldn't help myself. Snowy Rain is essentially a multi hit Rain Flush that also slows the enemy down by half for a little while. Use it to combo up with a Hard Knuckle, or just use it in general and dish out lots of pain!

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The Magnum is a different weapon of sorts, when you hold the fire button it paints targeting reticules at wherever your pointing and as soon as you run out of ammo, you fly up into the sky and cause them all to explode (Battle Network explain what your tossing >.>) causing mass damage depending on how many connect with your opponent. But while putting down reticules, your movement is hindered, so having height advantage and a good place for cover while painting targets is a good idea! Nuke in style!

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The Glass Ball Weapon is my Christmas weapon that couldn't make it on time for Christmas due to 3a and what not so, here is what it is, it a charging weapon that has 28 variable shots, based on how long you hold it, click fast for a short range, weak attack, or charge it up and get a high damaging, fast, long range attack. When it hits anything, it will shatter causing glass to fly out and possibly hit something for minor damage!

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Rod Spin is a weapon based on Buster Rod G. from Wily Wars, it is a frontal hugging weapon that can also block bullets in a similar manner to the Proto Shield. Protect and dish out damage, what a deal! Its biggest weakness is the fact its a melee weapon, but with shielding, getting up close should be a breeze. Just watch your rear!

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The Master Sword is based off of the LTTP variation of the Master Sword, shooting the circular beams at full health, but after being hit once they are gone. It is a buster upgrade weapon as well, but its melee damage more than makes up for the lack of a ranged spam weapon. Charge up your spin and unleash, or poke people with it!

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The Seed Shooter is a Orcale of Ages weapon that shot out seeds that bounced around corners. Not much has really changed in this specific weapon. I have chosen the mystery seed as the seed of choice just for a fun outcome of a weapon. It's a mystery in what they do! (if you played the game you can probably guess >_>). Spam seeds around corners and hope for the best!

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The Spinning Blade from X3 is a simple weapon to understand. It goes forward for a while, then it will start curving backwards at a a fast rate. It's a ripper in this, and sweet spotting this during the start of the curving is so good. Of course, it also has Thunder Beam syndrome where hitting with blade going backwards is just what. This weapon is surely a "cut" above the rest!

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The Storm Shot, a custom copy weapon for Hyper Storm H, is a fairly straight forward weapon. You hold the main fire and constantly blow air in the direction your facing, and after a short period, it fires out a shot that hits for moderate power. Keep close range foes at bay with this weapon.

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Title: Re: Uki's Weaponry
Post by: BiscuitSlash on September 01, 2011, 10:12:32 AM
I'm really liking the weapons you're making so far! Don't stop! They're really good!
Title: Re: Uki's Weaponry
Post by: Korby on September 01, 2011, 07:03:36 PM
Energy Blaster:
A more powerful, ripping Needle Cannon with great ammo. It kills someone in three seconds if you continually fire at them.
One click fires two shots and takes one ammo. Six shots are needed to kill. Three ammo is required to kill someone. This is not good.

To nerf, you could probably reduce the ammo. For mappers, don't put this weapon out in the open.
I like the colors though.

Also, you have the weapon called "EnergyBuster" when it should be "EnergyBusterWep."

Gravity Well:

You have the "GravityWell" problem here. It should be "GravityWellWep."

Get anyone stuck in the radius and they're essentially dead. Incredible stunlock is incredible. I suggest giving it the "Quick" damagetype so that people can't get stuck in it. If you're deadset on that stunlock, unless it's at 1, reduce the damage. It's pretty much the ultimate area denial weapon.
Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 01, 2011, 07:19:10 PM
Quote from: "Korby"
Gravity Well:

You have the "GravityWell" problem here. It should be "GravityWellWep."

Get anyone stuck in the radius and they're essentially dead. Incredible stunlock is incredible. I suggest giving it the "Quick" damagetype so that people can't get stuck in it. If you're deadset on that stunlock, unless it's at 1, reduce the damage. It's pretty much the ultimate area denial weapon.

Judging by the post, the stunlock was apparently the point. My recommendation? Make it deal low damage ad have a short duration. Low damage to prevent it from being a cheap way to get kills, and low duration to keep the annoyance factor to a minimum.
Title: Re: Uki's Weaponry
Post by: Korby on September 01, 2011, 07:31:49 PM
Looking at the damage done to my health bar, it leaves roughly two bars left. That's about 3 HP, I think.

It takes a little while to master the timing on the thing, because it goes a decent distance before activating.

It's very very interesting though.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 01, 2011, 08:30:20 PM
Thank you for the input Korby! I also thought the Gravity Wells lock was too severe... I liked the locking in part a bit too though so I think i found a suitable compromise to allow you to move more in the actual attack but still does reasonable damage. And I compared the damage of the needle cannon to the energy buster and it was a little too high. 10 ripper compared to 12 standard and its like ouch. So it did take a small ammo nerf and a damage nerf too.

New links up.
Title: Re: Uki's Weaponry
Post by: Korby on September 01, 2011, 09:37:52 PM
Gravity Well could probably do a tiny bit more damage now, and I think its radius and/or height are off, because they don't seem to get damaged when they walk into the aura!

EDIT: Looking at it, it does a maximum of 33 damage when they're shot with it. I still think the radius should be enlarged though.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 01, 2011, 09:40:44 PM
All right thats just a small problem that can be fixed easily but is the stun better than it was?
Title: Re: Uki's Weaponry
Post by: Korby on September 01, 2011, 09:42:40 PM
Far better. Good job with the sounds as well, by the way.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 01, 2011, 10:21:23 PM
From what I seem to see it doesn't really do that much if you get hit by the outside radius but when your close to the center it can take a half a health bar down... besides that though the radius at its proper length now.
Title: Re: Uki's Weaponry
Post by: Korby on September 01, 2011, 11:52:54 PM
Very good. I enjoy the weapon very much.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 02, 2011, 09:44:12 PM
Just noticed that for some strange reason Ballade Cracker color was off. Hope none of the others were changed by accident. New versions are up to fix that small error.
Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 02, 2011, 10:58:05 PM
+Cross Bomb weapon looks incredibly fun to use.
-The HUD's pixel alignment is incredibly out-of-style. Try making the HUD at 25% size, then enlarging it to get the right alignments.
Title: Re: Uki's Weaponry
Post by: Hallan Parva on September 02, 2011, 11:03:54 PM
That Cross Bomb's pretty cool! Mind if I snag it for my project? I was originally going to just use Mini Bomb, but things exploding in plus-shapes are always better than things exploding in not-plus-shapes! Oh yeah and I'm changing the sprites if that's okay
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 02, 2011, 11:17:29 PM
Yea you can go ahead and use it in your class if you want to, if it weren't for ya i probably never would have made it anyway lol. And Cold by alignment I assume you are talking about the real weird bottom finger on the actual sprite?
Title: Re: Uki's Weaponry
Post by: Blathers on September 03, 2011, 12:40:53 AM
Just one question about the cross bomb;

If I threw it at the corner where two walls met, would the explosion reach around the corner?
Because if so, the cross bomb would probably be my favourite way to flush away campers.

(Sorry if it's hard to understand, I found that difficult to word to my satisfaction.)
Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 03, 2011, 12:46:18 AM
Quote from: "Ukiyama"
Yea you can go ahead and use it in your class if you want to, if it weren't for ya i probably never would have made it anyway lol. And Cold by alignment I assume you are talking about the real weird bottom finger on the actual sprite?

I actually mean the outline on the bomb itself. Look at the rest of the HUD and you should see what I mean.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 12:51:35 AM
As far as reaching around the corner, yes it can but it can only go in so far in so it depends on the size of the camping hole and as far as the bomb outline went i did kinda go cheap on it and scaled the normal sprite but I will probably post when I get a better looking one made... making a smoother looking bomb as i speak.

Edit: Ok so compare which one looks nicer :D

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Title: Re: Uki's Weaponry
Post by: MusashiAA on September 03, 2011, 01:42:19 AM
Oh God, the bitmixing. My eyeeesss~
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 01:44:56 AM
Lol i assume because its extremely smooth when its that small right lol.
Title: Re: Uki's Weaponry
Post by: MusashiAA on September 03, 2011, 01:47:52 AM
Just make it pixelated, like the hand. There's nothing wrong with doing that.

Bitmixed graphics in a non-bitmixed game look incredibly out of place and ugly.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 01:56:20 AM
Lol, first hud I tried making I'll get it right eventually.
Title: Re: Uki's Weaponry
Post by: MusashiAA on September 03, 2011, 02:00:55 AM
Tip:

Don't stretch the images.

Paint>Select sprite>Press Ctrl+W>Where it says "Expand", type 200 in both fields>voila, bigger sprites.

Just try different sizes (300, 400, 500. Always the same number on both, and only hundred numbers, so no 453 or 215) until you get that little ball at the same size as the hand. Which BTW, you'll know when their individual pixels have the same size.
Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 03, 2011, 02:20:02 AM
WAUGH, THE NEWER VERSION IS WORSE

My idiotic whining above aside, Musashi-COM said what I was trying to say, but couldn't think of a good way to: The bomb doesn't look as 8-Bit as the HUD does. In other words, it looks too smooth. My suggestion is to take the basic hand sprite you were using, shrink it to 25% size, and work from there. Then, when you're done drawing the bomb there, enlarge it by 400%. Voila, Glorious 8-Bit-ish pixelation!

I can understand the confusion though; it IS your first custom HUD.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 02:34:28 AM
Ok that makes lots more sense to me. Thank you both and I'll see what I can do.

Edit: K Think I got the 8 bit bomb look down.
(http://desmond.imageshack.us/Himg846/scaled.php?server=846&filename=8bithand.png&res=medium)
Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 03, 2011, 03:53:25 PM
Quote from: "Ukiyama"
Ok that makes lots more sense to me. Thank you both and I'll see what I can do.

Edit: K Think I got the 8 bit bomb look down.
(http://desmond.imageshack.us/Himg846/scaled.php?server=846&filename=8bithand.png&res=medium)

There, that looks better.
Title: Re: Uki's Weaponry
Post by: Blathers on September 03, 2011, 04:08:29 PM
The outline bothered me a bit.. so I decided to give it a go myself.

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Feel free to use it if you want. I just wanted to clean up the outline a bit. It was pretty inconsistent.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 04:25:20 PM
The outline on it doesn't look that bad to be honest. Kinda miss the cyan swoosh on the middle though.

Edit: Blathers I hope you don't mind I did edit your sprite a bit to add the swoosh and I want to see if people like it that way more or not.(Ignore the small hand lol)

(http://desmond.imageshack.us/Himg98/scaled.php?server=98&filename=megaarmwithswoosh.png&res=medium)
Title: Re: Uki's Weaponry
Post by: Blathers on September 03, 2011, 04:47:43 PM
You should probably edit the smaller sprite, then make it 4 times larger.
The problem is that the pixels of the cyan stripe don't match the size of the rest.

It pretty much makes it a bit mix just because of how much it clashes.
I'd do it myself, but I'm not sure exactly how you want it to look.

Edit; Something like this?

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Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 04:50:18 PM
All right lol I'll stop trying to take shortcuts by editing the large one.
Title: Re: Uki's Weaponry
Post by: Blathers on September 03, 2011, 04:54:28 PM
What program do you use? If you really need to, I could enlarge the image for you if it's
too much trouble to do it in your editor.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 04:56:03 PM
I have been using gimp, and its no problem doing it like that.

There thats the small one scaled up.
(http://desmond.imageshack.us/Himg833/scaled.php?server=833&filename=cbomg0.png&res=medium)
Title: Re: Uki's Weaponry
Post by: Hallan Parva on September 03, 2011, 05:25:09 PM
Blathers, are you a sprite artist? If so, I'd love if you were to help me with a few things.
Title: Re: Uki's Weaponry
Post by: Blathers on September 03, 2011, 05:29:08 PM
I've been spriting for a year or two. I'm not an amazing spriter or anything, but I'll help
you if I can. Pm me with what you are looking for.
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 06:03:14 PM
Alright this is what it looks like ingame with the outline around the bombs, look better than it does on front page?

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Title: Re: Uki's Weaponry
Post by: xColdxFusionx on September 03, 2011, 06:31:17 PM
That looks much better.

I really like it a lot!
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 03, 2011, 06:46:27 PM
Alright the new version is up and I hope is ready to go. Thank you xColdxFusionx, Musashi-COM, and Blathers with the help with the hud to make it nice and blocky :D
Title: Re: Uki's Weaponry
Post by: Ukiyama on September 06, 2011, 03:04:25 PM
Bump for TK Wave, Air Hockey, and a little bug I just noticed and can't figure out on all of the weapons... When you fire the noise crush it plays the weapon select sound. And if you listen closely the weapon also has its normal sound in there. Anyone ever have this problem?
Title: Re: Uki's Weaponry (Pics of Fake Revolver are here!)
Post by: Ukiyama on September 11, 2011, 06:30:31 PM
Bump for updated weapon pack with two more weapons to play with :D
Title: Re: Uki's Weaponry (More weapons in weapon pack!)
Post by: xColdxFusionx on September 11, 2011, 09:31:31 PM
Those high-quality meteors...

These weapons sound like they'll be fun to use!
Title: Re: Uki's Weaponry (More weapons in weapon pack!)
Post by: Ukiyama on September 11, 2011, 10:55:44 PM
Those cheap recolors of Battle Network.....
Anyway yea I know the meteors are a bit out of the style and I'll accept any replacement 8 bit versions of the meteors/explosions to replace them if anyone is bored but yea the weapons are pretty fun.
Title: Re: Uki's Weaponry (More weapons in weapon pack!)
Post by: Hallan Parva on September 13, 2011, 12:48:18 AM
Hey, do you mind if I steal borrow the code for these weapons so I can make more Battle Chips?
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 16, 2011, 10:33:38 PM
Time for some excitement of future weapons in my pack! One weapon isn't a Megaman weapon, one weapon is half based on a attack in Megaman and one IS based on Megaman. Guess which fit where and where they are from if you know!

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Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: LlamaHombre on September 17, 2011, 02:07:39 AM
I see Blizzard Buffalo's weapon!
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: DarkAura on September 17, 2011, 02:19:46 AM
Lament - The top one looks like Woody Tower, one of WoodMan.EXE's attacks from BN1.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 17, 2011, 02:34:53 AM
Dang you guys are good lol, yea you are both right with the 2 weapons its Frost Missile, Blizzard Buffalo's weapon (not called shield because it won't be able to charge) and the Wood Tower is the name of the other one, which is based on the similar moves of Woodman in Battle Network (would have also accepted the seed bombs). And a bonus treat for everyone!

(click to show/hide)

Edit: New Version is now available! Comes with the bonus of fixed Noise Crush sounds!
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 25, 2011, 11:21:47 PM
Alright time for a update on some new weapons I've been working on... feel free to take guesses on what they are... all from Megaman so shouldn't be that hard (considering you guys got the last bunch so quick) so here are the pics.

(click to show/hide)
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: DarkAura on September 25, 2011, 11:37:02 PM
Lament - I see Bubble Crab's weapon and, what I think might be, Magna Centipede's charged weapon.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: MusashiAA on September 25, 2011, 11:39:13 PM
I see Neon Tiger's weapon.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 25, 2011, 11:54:07 PM
Well so far one is right, yes the bubbles are from Bubble Splash which is pretty much a flame thrower except with (somehow) deadly bubbles. Which of course I always laugh at.  And as far as the the charge for magnet mine goes, while it does look similar, I like putting my theory that since X needed the arm upgrade to even charge weapons, how can Megaman charge those weapons? And Ray Splasher is a wide machine gun pretty much while this seperates.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: SaviorSword on September 25, 2011, 11:58:35 PM
Squeeze Bomb and Shinin' Ray from X8 I presume.
I should give these weapons a shot some time.

Ya tryin' to make ALL ot the X series weapons?
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: MusashiAA on September 25, 2011, 11:59:23 PM
Bubble Splash isn't deadly because of each bubble doing a lot of damage. It's deadly because of the amount of bubbles sprayed in one shot (too many). It's weapon that can do a lot of hits in one use, thus being deadly. Pretty much like a flamethrower.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 26, 2011, 12:09:51 AM
Yea but its the fact its just bubbles.... not poison bubbles.. bubbles with lead or anything just bubbles, and yea Squeeze Bomb and Shining Ray are the other two... not as pretty as in X8 or anything but its there. Shining Ray is basically a short range freeze cracker that explodes after it goes out a bit, it is also slighty stronger for the fact that its short range, and Squeeze Bomb is a slow moving ball of gravity that eventually gets bigger and stronger over time, only problem is the way I made it, it isn't aimable (had problems trying to make it keep its previous veloicty when it changed sizes, xColdxFusionx tried helping but I still couldn't get it to do what I wanted). Great weapon to make walls with on long paths though.
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: ? Manibogi ? on September 27, 2011, 09:30:13 PM
I gotta say I'm really impressed by your work Uki, all the weapons you've made so far are awesome!
However, the Fake Revolver hud looked pretty bad, so I gave it a try:

(click to show/hide)

I hope you like it. Keep up the good work! ;)
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: Ukiyama on September 27, 2011, 09:38:50 PM
Oh boy yes those look much MUCH better compared to the ones I made, I'll make sure they get put in the next update! I'm leaning toward the same color scheme ones though (since they are Fakeman's colors in the standard game).
Title: Re: Uki's Weaponry (LMS rotation now in!)
Post by: ? Manibogi ? on September 27, 2011, 10:02:50 PM
Thanks a lot Uki!!
While I prefer the other color scheme, I greatly appreciate that you put my work in the pack.
Thanks!! :D
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 28, 2011, 01:58:52 PM
Alright the next version is up and ready for action... at least it has been for a little while, so get your weapons ready and have some fun with all the weapons!
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ivory on September 28, 2011, 02:22:41 PM
Excuse me.
Please take a closer look at Fake Man. His buster is far too skinny compared to the real bulky thing.

(click to show/hide)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 28, 2011, 04:08:59 PM
Hmmm I guess you got me there (Fun Fact: the original Hud was just Fakeman's buster chopped off his arm and rotated and a few extra little things!) But anyway yea I guess it is smaller than what the official artwork has... here is a thicker version i whipped up for a comparison. (only one frame atm just because I need feedback because I hate huds)

(click to show/hide)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: MusashiAA on September 28, 2011, 06:31:11 PM
Fake Man's Fake Buster isn't a buster in the same sense as Mega Man's Mega Buster.

It's a Machine Gun Buster. Which is why it has a barrel. Technically, he can fire 6 consecutive shots, and then he would need to reload.

I'm not really too familiar with Fake Man's boss weapon. Only thing I know about him is how he looks and his stage music :P.
Title: Re: Uki's Weaponry (Next Version up!)
Post by: ? Manibogi ? on September 28, 2011, 07:52:29 PM
3,2,1...

(click to show/hide)
The bulky ones you made were better than the ones I made... seriously, that looked like a spray can.
Beacuse of that I barely edited them.

Also, the new weapons are pretty cool, keep up the good work! ;)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 28, 2011, 11:36:50 PM
Well after looking at the official artwork a little more I noticed one other thing thats off, on certain busters they have this little cuff like thing that goes on the arm (look at Fakeman's pic to see what I mean) so it probably should that as well, I seen you increased the arm size too, which is a good thing that I always forgot to do because it was like a pencil earlier. So I think once the cuff is added, it will be good to go. Pics of both frames below (ignore the lower pixels on both frames I'll get it matching later).
(click to show/hide)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: ? Manibogi ? on September 28, 2011, 11:56:04 PM
Quote from: "Ukiyama"
Well after looking at the official artwork a little more I noticed one other thing thats off, on certain busters they have this little cuff like thing that goes on the arm (look at Fakeman's pic to see what I mean) so it probably should that as well, I seen you increased the arm size too, which is a good thing that I always forgot to do because it was like a pencil earlier. So I think once the cuff is added, it will be good to go. Pics of both frames below (ignore the lower pixels on both frames I'll get it matching later).
(click to show/hide)

Now THAT looks awesome.
By the way, by lower pixels, do you mean the arm getting bigger in the second frame?
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 28, 2011, 11:59:06 PM
I am mainly talking about if you look at the bottom of the cuff, it is smaller on one frame than the other, and the bottom of the revolver itself is a little off, a few pixels changed up and it would be fine, simple enough to fix for me.
Title: Re: Uki's Weaponry (Next Version up!)
Post by: ? Manibogi ? on September 29, 2011, 12:10:42 AM
OK, cool, just don't forget about the top of the revolver: The pixels on the very top are shorter.
Other than that, you did an amazing job! It's really cool to compare the current hud with the original, it is quite an improvement, don't ya think?
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 29, 2011, 12:45:12 AM
Yea, talk about the evolution of the hud lol, here is what it looks like in game.

(click to show/hide)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ivory on September 29, 2011, 12:53:58 AM
Yes, that is looking much better. Good job.
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on September 29, 2011, 03:52:05 PM
Time for a pic that show that even I can eventually get something working... now for that somewhat bouncy air hockey.... Edit: Air Hockey is now no longer bouncing off the floor!

(click to show/hide)

Edit again: Alright the next version is up with a few fixes and what not. It still uses the 1.4 patch so its one less thing not needing to be replaced. In the pack is a alternate version of the Squeeze Bomb that instead of 3 levels, it has 12 levels allowing it to grow in power and size more consistently, and it takes the same amount of time for it to grow from the smallest form to the biggest. Type give all or give squeezebombaltwep in the console and give it a try and tell me what ya think!
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Ukiyama on October 05, 2011, 02:25:25 AM
Alright for those who hate to have only certain weapons available on certain maps this next thing will put your mind to rest, the Ukiyama's Weapon Randomizer is now available on the front page! Pretty much it's exactly what Lego's MM8-10 randomizer does except with my weapons instead. So any map can have any ranged weapon with any ranged weapon and short ranged with short ranged and etc.! And so this bump dosen't look too empty, screenshots of 3 weapons that will be in the next update are below, (you have probably seen them if you went to the screenshot section but now they are here now :D).

(click to show/hide)
Title: Re: Uki's Weaponry (Next Version up!)
Post by: Shade Guy on October 06, 2011, 09:44:48 AM
Would it be possible to upload a version that isn't a RAR file? I'd like to try these out, but at the moment I can't.
Title: Re: Uki's Weaponry (V1.5 Ready for action!)
Post by: Ukiyama on October 06, 2011, 05:34:20 PM
No worries, I was planning on putting up another version today anyway. Can you do a zip file?
Title: Re: Uki's Weaponry (V1.5 Ready for action!)
Post by: LlamaHombre on October 08, 2011, 12:32:51 AM
Wow.

Just wow.

These are some of the highest quality ANYTHING I've seen in the longest time.

I do have a few complaints, however.

Frost Missile seems to do to little damage by the main projectile alone.
Gravity Well could also use a slight buff.

Other than that, these should be on as many servers as physically possible.
Title: Re: Uki's Weaponry (V1.5 Ready for action!)
Post by: Ukiyama on October 08, 2011, 12:36:14 AM
Frost Missile does 25 damage and the spike hits for 30, if your opponent is running straight at you, both shots will most likely land taking half your health and with not much ammo to boot, and gravity well probably does need a slight buff after I removed its capability for massive stunlock so I'll look into that. And thank you for the compliments :D
Title: Re: Uki's Weaponry (V1.5 Ready for action!)
Post by: Korby on October 08, 2011, 12:43:46 AM
Wow, that's a LOT of weapons!
I leave you alone for a few weeks....Good job! Time to get on that server!
Title: Re: Uki's Weaponry (V1.5 Ready for action!)
Post by: Ukiyama on October 10, 2011, 08:13:44 PM
Ok before I do a go ahead on this bug fix release I was wondering since the Mirror Buster has a bit of infamy it seems from the past if you guys still want it in the Randomizer for shield replacers. I've fixed the problem with aiming Wood Tower straight up (that was a lot easier than I expected) and I also gave damage types for weapons that shouldn't make huge mirror shots.

Edit: TIME FOR SOME V1.6 ACTION WOOOOOOOOOOOOOOOOO!!!!!!
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: LlamaHombre on October 13, 2011, 10:44:42 PM
Just so you know, you're allowed to bump your own topic for updates and stuff.

Try not to be a Messatsu and please do so. It may keep certain people Ken from finding out about updates.
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: Ukiyama on October 13, 2011, 10:47:08 PM
Lol is someone using 1.5 or something? I really don't like double posting (even though a new version would make sense to do so.)
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: LlamaHombre on October 13, 2011, 10:48:14 PM
Yeah. Fucking damn it Ken

I hate double posting too, but I do so if it's necessary.
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: Korby on October 13, 2011, 10:49:35 PM
No one ever posts in my topics (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlatantLies) so I constantly have to double post.
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: LlamaHombre on October 13, 2011, 10:50:27 PM
My case, only my topic REALLY never gets post.  :mad:
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: Korby on October 13, 2011, 10:51:25 PM
You have a topic? Which one?
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: Ukiyama on October 13, 2011, 10:51:58 PM
Alright I'll keep that in mind then... I see the new version up right on servers go and have some fun :D
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: Ukiyama on October 15, 2011, 01:08:34 AM
Alright to get some of the fixes out of the way (1 was a very big one at that) here is V1.61. Anyone hear some Hockey Pucks bouncing around in LMS... most likely that is the case! LMS Rotation now WILL have all of my weapons able to pop up so be prepared!
Title: Re: Uki's Weaponry (V1.6 is now out and about!)
Post by: LlamaHombre on October 15, 2011, 01:12:47 AM
Quote from: "Korby"
You have a topic? Which one?

Skins.

I blame lack of Beetbood.

But Uki weapons in LMS? Sweet.  :D
Title: Re: Uki's Weaponry (V1.61 is now available!)
Post by: Duora Super Gyro on October 27, 2011, 08:38:33 PM
damn it I wish i could make weapons. This stuff is pretty good, Not a weapon I can say I dont like.
Title: Re: Uki's Weaponry (V1.7 is here!)
Post by: Ukiyama on November 04, 2011, 11:44:37 PM
Alright I know it's been awhile but here is V 1.7! Comes with a few more weapons and animation fixes for the meteor stick. Now you might be wondering what is taking so long.... Well lets just say I have been lazy with the spriting of the weapons... I have ideas, but without sprites I can't act on the ideas. So I will ask for a few simple things here and if you want, please make them for me :D Now the first thing I feel like needs to be done is weapons for the Genesis Unit :D Yea I would like to make weapons for the 3 of them. Here are the the things I need sprited.

Buster Rod G. His rod spin from all angles (Colored red due to I think that would be his main color on nes)
Mega Water S. His Water Geyser shot that he does where he tries to push you off into spikes, Needs beginning middle and end on all angles (since its also animated lets just say this would be a lot)
And flat out I need idea's for Hyper Storm S because all I remember from his fight is 2 hp bars and spiked walls

So yea anyone willing to help :D
Title: Don't you dare comment about what you know you're going to.
Post by: Korby on November 05, 2011, 12:08:19 AM
Hyperstorm H jumped, sucked you in with his mouth, and sometimes shot out bullets while sucking you in.

I believe he could also blow with his vacuum mouth.
Title: Re: Uki's Weaponry (V1.7 is here!)
Post by: Ukiyama on November 05, 2011, 03:03:21 AM
Alright after the fail which was this last release, I am working on another version to fix up errors that 1.7 has brought on this weapon pack. So here are the tweaks. Will do more testing but for the most part I think I hit alot of the issues that people were telling me (or that I flat out noticed wouldn't be good XD).

(click to show/hide)
Title: I don't like the current one, so I made one I like tad bette
Post by: Kenkoru on November 06, 2011, 05:07:30 AM
I took a shot at making a Fake Revolver hud that dosent hurt my eyes. And, so I did.

(click to show/hide)

Still uses the same colors as the other one, just used in a different fashion. Since his buster is mainly white, I used the blues for the shading on the sides and bottom. His arm has the right colors, since it was a darkblueishkindablackishcolor and not a light blue. I couldn't quite make the small tip on the front work, so I left it out, hoping for Uki or someone to fix it up if he were to use it.

Thoughts??!?!?!??!/1//1/!?!?!?!??!/1/11!?
Title: Re: I don't like the current one, so I made one I like tad b
Post by: ? Manibogi ? on November 06, 2011, 08:14:01 PM
Quote from: "Kenkoru"
I took a shot at making a Fake Revolver hud that dosent hurt my eyes. And, so I did.

(click to show/hide)

Still uses the same colors as the other one, just used in a different fashion. Since his buster is mainly white, I used the blues for the shading on the sides and bottom. His arm has the right colors, since it was a darkblueishkindablackishcolor and not a light blue. I couldn't quite make the small tip on the front work, so I left it out, hoping for Uki or someone to fix it up if he were to use it.
I never thought the one Uki and I made hurt anyone, in fact everyone liked it. I agree with you about the arm, but if you check older posts you'll see that I also wanted that, but Uki declined it.
I think it looks cool, but, while I'm not trying to offend you, I don't think you should say that the current HUD sucks and yours is better, beacuse I find that offensive.
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: Korby on November 06, 2011, 08:20:12 PM
Technically, he never said it sucks, he just said it hurt his eyes.
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: ? Manibogi ? on November 06, 2011, 08:23:06 PM
Quote from: "Korby"
Technically, he never said it sucks, he just said it hurt his eyes.
Well, yeah, but his subject explicitly says that his is better.
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: Korby on November 06, 2011, 08:24:18 PM
It doesn't say his is better, it just says he likes it a bit more. Just a "tad," as he said.

Personally, I like the current HUD. It could just use some tweaking IE arm color.
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: ? Manibogi ? on November 06, 2011, 08:38:40 PM
Quote from: "Korby"
It doesn't say his is better, it just says he likes it a bit more. Just a "tad," as he said.
Okay, sorry for what I've said, the last couple of days have been really stressful for me, and I'm not in a good mood right now, but I'll try not to say anything offensive/stupid from now on.
Quote from: "Korby"
Personally, I like the current HUD. It could just use some tweaking IE arm color.
That's exactly what I proposed a couple pages ago, but, like I said Uki declined it. Maybe I can submit it for the Megaman 9 classes expansion, whenever that is.
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: Korby on November 06, 2011, 09:27:36 PM
Apology accepted, and I hope you get through your problems~
Title: Re: Uki's Weaponry (V1.7 is here and now it gone due to issu
Post by: Ukiyama on November 06, 2011, 10:55:01 PM
So basically you guys like the current hud but want the updated color scheme of the one ken posted? (I would rather please the majority then just me, I like the info people give... give me info and I will probably do something about it :D) That and I chose the color scheme that I had mainly because of color limits and what not even though I broke it on a few things already XD
Title: Re: Uki's Weaponry (V1.71 is in the house!)
Post by: Ukiyama on November 07, 2011, 11:08:11 PM
Bump for V1.71! The first post has the recent changes... I'll bring Air Hockey back someday :(
Title: Re: Uki's Weaponry (V1.71 is in the house!)
Post by: Duora Super Gyro on November 15, 2011, 07:58:30 PM
Would it be okay for me to use your weapons in my maps?
Title: Re: Uki's Weaponry (V1.8 is in time for some Christmas Cheer
Post by: Ukiyama on December 23, 2011, 04:08:17 AM
Happy early Christmas Cutstuff! Here is a small update to my pack so you can have snow wherever you go! Also I made a special weapons category for LMS so you can pogo for Christmas fun in LMS (No G Hold cause I thought that would be overkill) ! Comes with small tweaks to other things too so enjoy :D


Edit: If you downloaded this once already, do so again, had to fix a horizontal bar because I forgot. Sorry for the inconvenience.
Title: Re: Uki's Weaponry (V1.8 is in time for some Christmas Cheer
Post by: Copy Robot on December 24, 2011, 01:54:33 AM
Some of these weapons amuse me but...
What is this tounge your Snowflakes speak of
Title: Re: Uki's Weaponry (V1.8 is in time for some Christmas Cheer
Post by: Ukiyama on December 24, 2011, 02:39:50 AM
Probably a misspelling that will be fixed in the next update along with making it so it says whatever your gender is set to instead of his. Thanks for pointing it out for me :D
Title: Re: Uki's Weaponry (V1.8 is in time for some Christmas Cheer
Post by: Ukiyama on January 07, 2012, 07:52:42 PM
BUMP FOR GREAT JUSTICE! Ok not really, more or less just a update to fix a few things to make things work a little better. Probably the biggest change is the buster upgrades into the LMS Rotation so that way Fake Revolver can get some love. Have fun guys :D
Title: Re: Uki's Weaponry (Holy crap on a stick a update?!)
Post by: Ukiyama on May 23, 2012, 08:03:19 PM
Whats this topic doing all the way down here.... think its time for BUMP cause update >.>!
Title: Re: Uki's Weaponry (Holy crap on a stick a update?!)
Post by: Mr.shadow on November 16, 2012, 06:51:58 PM
1. Why no wad file?
2. what is this "randomizer" you speak of since it's not there
Title: Re: Uki's Weaponry (Holy crap on a stick a update?!)
Post by: Russel on November 16, 2012, 06:55:55 PM
The randomizer is contained within the .rar file
of the weapons pack
Title: Re: Uki's Weaponry (Holy crap on a stick a update?!)
Post by: -Daiki-TheOni on November 16, 2012, 08:43:14 PM
load the weapons pack and the weapons patch in order to play.
Title: Re: Uki's Weaponry (Holy crap on a stick a update?!)
Post by: Ukiyama on November 16, 2012, 08:53:26 PM
Everything needed is in the rar, the weapon pack always should go before the patch or randomizer, the patch replaces specific weapons with the custom ones, while the randomizer just throws that out the window and replaces weapon groups with other weapons of the same group. No need for both the patch and the randomizer at the same time.
Title: Re: Uki's Weaponry (V2.0 Is now released!)
Post by: Ukiyama on January 21, 2013, 09:18:40 PM
Bump for updates, and please read the front post for info on the randomizer system thats now in place. Thank you and enjoy!
Title: Re: Uki's Weaponry (V2.0 Is now released!)
Post by: -Daiki-TheOni on January 21, 2013, 10:31:51 PM
I have been waiting this.... the best weapon mod/wad... now for V3a!!!
Title: Re: Uki's Weaponry (V2.0 Is now released!)
Post by: FTX6004 on January 22, 2013, 02:59:25 PM
Can you fix that plantbarrierwep2 thing i can't play any maps only light's lab.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Ukiyama on January 22, 2013, 04:10:21 PM
Indeed that is a fatal error. V2.1 is out just for that one fix.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Ukiyama on February 04, 2013, 09:11:06 PM
Bump because of a new creation.

http://www.mediafire.com/download.php?6efmav2p8o597qb (http://www.mediafire.com/download.php?6efmav2p8o597qb)

"This is Uki, and I am here to present you, soda! It replaces the E Tank in maps, and what it does is allow you to enjoy a nice beverage anywhere, anytime.Making this, the best FPS (First Person Soda) mod available! Drink a soda in any interesting locale of your choosing! Enjoy!"

(click to show/hide)
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Beed28 on February 04, 2013, 09:17:11 PM
You absolutely need to add in a vending machine that you can kick for soda. And the more you kick it, the more darker your armour becomes.

Anyway, FYI. Don't try drinking it with Chaos Generator loaded and Jelly World or Earthquake is active. It'll explode when you open it and make a mess everywhere because the bouncing or shaking would have made it so fizzy.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Zard1084 on February 04, 2013, 09:57:12 PM
Uki this is one of the best things i have ever seen!
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: -Daiki-TheOni on February 04, 2013, 10:30:29 PM
very original Uki, very original (seriously, is pretty cool).
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: FTX6004 on February 05, 2013, 05:32:02 AM
OMG is the best weapon ever.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: leoalex50 on February 05, 2013, 08:05:38 AM
why not make m tanks as cherry coke please
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: sodadrinkerpro on February 05, 2013, 05:42:38 PM
I made Soda Drinker Pro, and I just want to say this rules, thanks for making this!  You are awesome!

Quote from: "Ukiyama"
Bump because of a new creation.

http://www.mediafire.com/download.php?6efmav2p8o597qb (http://www.mediafire.com/download.php?6efmav2p8o597qb)

"This is Uki, and I am here to present you, soda! It replaces the E Tank in maps, and what it does is allow you to enjoy a nice beverage anywhere, anytime.Making this, the best FPS (First Person Soda) mod available! Drink a soda in any interesting locale of your choosing! Enjoy!"

(click to show/hide)
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Ukiyama on February 06, 2013, 12:20:05 AM
Well apparently since this is such a amazing mod, it deserves a update! Now there is a better hud and a game mode that is based around Soda Drinker Pro when set to buck shot. Enjoy! http://www.mediafire.com/download.php?85okkn45shyn9cl (http://www.mediafire.com/download.php?85okkn45shyn9cl)
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: GameAndWatcher on February 13, 2013, 03:36:27 AM
Quote from: "Ukiyama"
Well apparently since this is such a amazing mod, it deserves a update! Now there is a better hud and a game mode that is based around Soda Drinker Pro when set to buck shot. Enjoy! http://www.mediafire.com/download.php?85okkn45shyn9cl (http://www.mediafire.com/download.php?85okkn45shyn9cl)
I'm sorry, but this needs to be your new Instagib attack in CSCC.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Russel on February 13, 2013, 07:12:59 AM
It has it, in fact, his CSCC Instag originated from this pack.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: GameAndWatcher on February 13, 2013, 12:58:02 PM
Quote from: "Lego"
It has it, in fact, his CSCC Instag originated from this pack.
I was referring to the B-B-Bonus Soda.
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Ukiyama on February 26, 2013, 11:00:15 PM
After looking at the sword orb in Sword Man's stage's code for a bit, I too decided to tinker around and make something with the knowledge it provided me. Meet the Balloon Adaptor, the Cossack version of Item 1. Rather than making it exactly like Item 1 is in 8bdm, this one actually lifts you up into the air, like you would expect. It also will flatten down and go down slightly when landed on, just like Balloon did when you landed on it in Megaman 4. The pk3 replaces Item 1, and since there is no sbar or what not, once again it can be used with anything and it shouldn't cause many if any problems. Enjoy!

http://www.mediafire.com/download.php?o3bt7ufpcm1dos5 (http://www.mediafire.com/download.php?o3bt7ufpcm1dos5)

(click to show/hide)
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: TheDoc on March 30, 2013, 09:45:09 PM
Can you make it so that normally the weapons on a map are replaced by only your weapons like the D.I.R.P weapon pack and sv_allweps can make it like it currently is (both MM8BDM and Uki weapons)?
Title: Re: Uki's Weaponry (V2.1 Is now released!)
Post by: Ukiyama on March 30, 2013, 10:37:50 PM
The main reason I did it this way was because of the fact that I wanted to have every weapon available default. I like the variety. I hate seeing weapons, even vanilla ones, get ignored.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: Ukiyama on May 06, 2013, 03:32:28 PM
Bump for a major update, Uki weapons 2.2 is now available, including a few fixes like fire lighting oil, ice freezing lava, and lightning piercing junk shield. There is also three new weapons included, 2 based off of Zelda weapons, and a X3 one, and a "Fun Stuff" weapon in OP Time Bender. Also I have a new pack of weapons that are all based on Unreal Tournament (specifically the 2004 version), that is seperate from the standard pack mainly cause of how different they are from the standard weapons (altfires yey). So go to the front page and enjoy the new weapons!
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: -Daiki-TheOni on May 06, 2013, 06:22:23 PM
"!!!Albricias!!!"
Ukiyama the blacksmith comes with more cool stuff!!!

yes, YES, YES!!!!
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: Russel on May 06, 2013, 07:31:21 PM
I Agree.
I need to stop rolling over for him and be a competitor for a change. :ugeek:
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: -Daiki-TheOni on May 06, 2013, 08:30:22 PM
But you helped him, Lego!
You are also a blacksmith!
Both are the best in weapons works...
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: Sir Lemon on May 06, 2013, 10:07:36 PM
I gotta' say, I love the Unreal pack. Every weapon feels exactly the way it's supposed to (yet, megafied?). Really great job!

I was a little saddened by the loss of the enforcers, sniper rifle and the redeemer, but I can understand why they wouldn't be included.

Going to enjoy these weapons for sure :D
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: Zard1084 on May 07, 2013, 12:43:03 AM
god dammit uki why did you have to make the Mastersword so addicting to use! anyways i found like two bugs they are both online bugs one is if you kill someone when they are using The magnum weapon the cursors placed will not disappear (photo poof below)
(click to show/hide)
and the other is you sometimes get a useless invisible item when you pick up any other item like the mastersword or wtanks.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: Ukiyama on May 07, 2013, 01:19:31 AM
The magnum glitch I really don't understand, since I changed it to hit scan, it hates online in general, and the invisible item probably has something to do with the revolver hud switch thing, that is a simple fix.

------- Edit:
They are both fixed as well as another bug with magnum not launching you in the air online, will wait for more bugs though cause lolnorush.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: -Daiki-TheOni on May 07, 2013, 11:08:36 PM
So....I have a suggestion.

For the next release, a "fun stuff/OP" weapon:

The good old super adaptor, with infinite double jump (you know, fly without landing) with diferent colors (your choice,but not red again ) and last but not least, add an altfire so you can shot like the normal megabuster, you know, "automatically"

also, Nice master sword!! what about a Goron sword?  :)
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1A now out!)
Post by: DarkAura on May 08, 2013, 01:32:34 PM
Quote from: "TheunlosingQuint"
also, Nice master sword!! what about a Goron sword?  :)
Giant's Blade, because it has "uses," unlike all the other swords except for the Razor Blade.

It should be a 2HKO melee, have about 10 "uses," can't regen ammo, and is removed from the inventory when it's out of uses. Oh, and it should an Eddie-exclusive weapon.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Ukiyama on June 10, 2013, 02:52:49 AM
Whelp 1b of Unreal Weapons is now out, nothing new just a few fixes.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Laggy Blazko on June 10, 2013, 05:10:00 AM
*Reads thread's name*
WOOO Unreal :D
*Sees it doesn't mean Unreal 1*
Welp... Oh well, at least the flak cannon still feels nice. Nice work.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: -Daiki-TheOni on June 10, 2013, 11:02:18 AM
So ukiyama, what about the double asault rifle? or a redemer replacing the time stoper?
Even if this isn't UT1, will be cool to see enforcers.
Just saying....
(Also, great job, like always!  :)  )
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Ukiyama on June 10, 2013, 01:48:49 PM
Well currently its just based around 2004, mainly cause that was the one I definitely played the most of, I did have plans though at some point to hit the Redeemer and the Ripper at least, just not sure when though.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: -Daiki-TheOni on June 10, 2013, 06:17:13 PM
Oh, ok!
I played a lot UT2004, In my opininon, is better in some way than UT3 (that doesn't mean I hate UT3, is a cool game too(Darn Thunder Cash!!)

Also, playing UT2004 I noticed this: Shield gun automatically fires te charged waves if you "touch" an enemy.
Good luck with your work (if you need luck XD )
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Geno on July 08, 2013, 12:37:59 AM
I'm wondering, for the Uki Weapon pack V2.2, is there an option to turn off them appearing in maps? (Because I'd rather have just all the regular weapons in maps)
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Ukiyama on July 08, 2013, 02:30:28 AM
Quote from: "geno"
I'm wondering, for the Uki Weapon pack V2.2, is there an option to turn off them appearing in maps? (Because I'd rather have just all the regular weapons in maps)
Well if you wanted regular weapons (aka Megaman Weapons only), why would you have loaded the mod in the first place? (Sorry if this is not what you meant.)
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Geno on July 08, 2013, 12:05:17 PM
I meant, that I'd like to have the weapons available by command only.


If that sounds weird to you, it's just because maps like the ______ of doom maps in Best Maps Ever might get messed up and unbeatable. (Like one of those maps has an Oil Slider that is mandatory to completing a room, but what if it becomes Air Hockey or something?)

(And even if they were beatable, the Time Stopper at the end would probably change to something like Bubble Splash or Cross Bomb.)
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Ukiyama on July 08, 2013, 06:03:20 PM
Well I am afraid I will probably not, just because _______ of doom maps are really not worth making a new things just to have mega weapons only, and eddies are at the end anyway, think you can just get any weapon at the end anyway.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: Geno on July 08, 2013, 09:10:11 PM
Meh. Oh well.

Although I could always mess about with the PK3 and do it that way.
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: OtakuAlex on July 17, 2013, 09:36:05 AM
Uki's Weapon Pack + Saxton Hales = Best Thing ever
If you want to know what I mean,go see for yourself
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: ZeStopper on July 17, 2013, 06:37:30 PM
Quote from: "geno"
Meh. Oh well.

Although I could always mess about with the PK3 and do it that way.
Messing with it would make it unable for you to play with it online in any way.
Quote from: "OtakuAlex"
Uki's Weapon Pack + Saxton Hales = Best Thing ever
If you want to know what I mean,go see for yourself
I don't get it, it makes more sense to use Special Classes so that it's like TF2
Title: Re: Uki's Weaponry (V2.2 and Unreal Weapons 1b now out!)
Post by: MrL1193 on July 17, 2013, 10:01:17 PM
Quote from: "OtakuAlex"
Uki's Weapon Pack + Saxton Hales = Best Thing ever
If you want to know what I mean,go see for yourself
Friendly fire abuse is the best thing ever? :?
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ukiyama on August 15, 2013, 08:50:34 PM
Bump for a compatibility update pretty much. >_>
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: -Daiki-TheOni on August 15, 2013, 11:31:19 PM
Yuju!! :3

also, have you fixed the lag for green shaft?
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ukiyama on August 16, 2013, 12:27:00 AM
Quote from: "TheunlosingQuint"
Yuju!! :3

also, have you fixed the lag for green shaft?

Possibly, I did tweak it a bit, just hoping that it isn't as bad now.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: -Daiki-TheOni on August 16, 2013, 08:21:59 AM
Quote from: "Ukiyama"
Quote from: "TheunlosingQuint"
Yuju!! :3

also, have you fixed the lag for green shaft?

Possibly, I did tweak it a bit, just hoping that it isn't as bad now.

Ok, keep up the cool work!!
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: GameAndWatcher on August 16, 2013, 09:29:46 PM
Bots can't fire the Glass Balls. I'd also like to request that they be renamed to Glass Bulbs, because that what they're really called.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Goomba98 on November 24, 2013, 12:10:35 AM
Any chance you will make the X weapons chargeable?
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ukiyama on December 02, 2013, 10:43:07 PM
A couple people have asked me about this before, I have thought about implementing it in as a thing so if you use a buster upgrade, you gain the ability to charge the x weapons, but considering laziness, I just haven't really gotten the urge to sprite up the stuff for the charge attacks or actually making them weapon wise. It might happen in some point in the future though.


Holy crap someone posted here...
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: PotatoStrike on March 12, 2014, 04:58:23 PM
This is an error:
Script error, "MM8BDM-v3b.pk3:sbarinfo.txt" line 75:
'OilSliderFlag' is not a type of inventory item

Can anyone help me?
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ceridran on March 12, 2014, 05:07:22 PM
You must have downloaded an old version.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: PotatoStrike on March 12, 2014, 05:15:41 PM
No, this is UkiWeps2.2. I don't really know what is this bug.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: FTX6004 on March 12, 2014, 05:17:01 PM
The lastest version is V2.21.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ceridran on March 12, 2014, 05:18:18 PM
2.2? Ah, there's your problem. You want 2.21.

Quote from: "Ukiyama"
This is the most recent weapon pack right here! Have fun!
This is Version 2.21! Compatibility with 3B!
http://www.mediafire.com/download/o68cf ... ps2.21.pk3 (http://www.mediafire.com/download/o68cfrdeac66ndv/UkiWeps2.21.pk3)

It was right at the front: Ukiyama has stated that it is compatible with the current version.

______________________________

SBARINFO is something that manages health / energy bar coloration. I assume some naming was changed in the version update, so that must be why.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: PotatoStrike on March 12, 2014, 08:08:26 PM
Thank you very much man.
It's very cool to help me, and I thank you.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: beta on March 23, 2014, 04:30:12 PM
Is there any compatibility with Ukiweps and DRIP.
Title: Re: Uki's Weaponry (V2.21 and Unreal Weapons 1c now out!)
Post by: Ukiyama on March 23, 2014, 04:53:23 PM
Considering Dirp and Uki Weps use randomizers (I think) for the weapon spawning, chances are no. But if for some reason, you got Dirp weapons and you have Uki Weapons loaded last, a default ammo bar I implemented will show up for all weapons that are not mine or core related. I might tweak lms spawning a bit so that way you always get 2 of my weapons guaranteed but currently you should just get whatever mod is last loaded lms wise.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: Ukiyama on May 24, 2014, 01:51:35 AM
Bump because compatibility now exists for Unreal Weps and my weapon pack. I decided to flip my weapon pack over to the numbering system of like every mod ever, just for consistency purposes. So why not 1a instead of 2a? Cause I was on 2 anyway so bleh.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: Zard1084 on May 24, 2014, 03:09:55 AM
OOOOH! Boy! Uki made a update! Wooo!
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: -Daiki-TheOni on May 24, 2014, 10:45:36 AM
Yipie yipie yehei!!
Thanks a lot Uki!! One of the best mods updated!!

EDIT: so you added the ripper, the cool "akimbo rifle" (works exactly like in game, is not useful at all but is cool!!) and you made the sjield gun work on contact (like in the game, that makes that weapon useful again) Thanks a lot!!!. now (joking a bit) the only thing we need is a sexy anouncer saying "flak monkey" and the motherKoffing "Redeemer" XD

EDIT2:theres a bug on UkiWeps, i was palying on dynamoman stage, the a "duo adaptor/knuckcle or whatever" apeared then instead of the duo weapon, the inventory showed me the treble boost, and IT was the treble boost.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: Ukiyama on May 24, 2014, 12:46:09 PM
Quote from: "-Daiki-TheOni"
EDIT2:theres a bug on UkiWeps, i was palying on dynamoman stage, the a "duo adaptor/knuckcle or whatever" apeared then instead of the duo weapon, the inventory showed me the treble boost, and IT was the treble boost.

And thats why you learn how to copy pasta properly, it will be fixed whenever the next version is released.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: BliTzKriTz on June 01, 2014, 10:03:04 PM
Jesus, why is the AR in the Unreal Weps so underpowered? I seriously see no reason the damage is so low on the primary fire... even the basic mega buster beats it. The fact it uses bullet puffs is almost a DISADVANTAGE, because it's harder to hit with it at close to medium range than projectiles.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: Ukiyama on June 01, 2014, 10:17:31 PM
Quote from: "BliTzKriTz"
Jesus, why is the AR in the Unreal Weps so underpowered? I seriously see no reason the damage is so low on the primary fire... even the basic mega buster beats it. The fact it uses bullet puffs is almost a DISADVANTAGE, because it's harder to hit with it at close to medium range than projectiles.

Never really got to checking it out as far as how much it does in Unreal, but the dps was gimped with the reasoning of the dual wielding mechanic that it gained, so not exactly sure what its numbers were supposed to be. In Unreal though, it wasn't really that great of a weapon (minus using two of them) and its mostly never thought of after acquiring another.
Title: Re: Uki's Weaponry (Ukiweps V2a and Unreal Weapons 1d now ou
Post by: BliTzKriTz on June 02, 2014, 05:43:16 AM
Quote from: "Ukiyama"
Quote from: "BliTzKriTz"
Jesus, why is the AR in the Unreal Weps so underpowered? I seriously see no reason the damage is so low on the primary fire... even the basic mega buster beats it. The fact it uses bullet puffs is almost a DISADVANTAGE, because it's harder to hit with it at close to medium range than projectiles.

Never really got to checking it out as far as how much it does in Unreal, but the dps was gimped with the reasoning of the dual wielding mechanic that it gained, so not exactly sure what its numbers were supposed to be. In Unreal though, it wasn't really that great of a weapon (minus using two of them) and its mostly never thought of after acquiring another.

Well, you should really do something about it. Not trying to sound bossy, sorry if I did there, but tbh out of all the weapons added by your Unreal Weapons mod assault rifle is one of the only weapons that isn't OP here on MM8BDM lol
Title: Re: Uki's Weaponry (4b compatability!)
Post by: Ukiyama on February 03, 2015, 03:20:20 AM
Bump for 4b compatability, enjoy guys!
Title: Re: Uki's Weaponry (4b compatability!)
Post by: Turbodude on February 16, 2015, 01:23:38 AM
Oh shit, glad to see Unreal weps playable again!

Sometime I wanna get folks around to play sometime, it's always proven to be a blast.
Title: Re: Uki's Weaponry (4c compatability!)
Post by: Ukiyama on August 04, 2015, 03:14:33 PM
Whelp silly old me forgot to release the compatibility update to my packs that have been sitting on my computer since the start of 4c sooooooooooooooooo.... Have fun!
Title: Re: Uki's Weaponry (v5 compatability!)
Post by: Ukiyama on December 23, 2016, 06:37:21 AM
(https://i.imgur.com/cAHJVOS.jpg)

MERRRRRY EARLY CHRISTMAS CUTSTUFF!!!!

So its been awhile since v5 has came around, and I have not been exactly the most active person due to that crazy thing called a life. While I haven't been as active, I have never not existed, so without further ado, I have reupdated my weapon packs for v5 and made a tweak or two. Hope you enjoy guys!
Title: Re: Uki's Weaponry (v5 compatability!)
Post by: Zard1084 on December 23, 2016, 08:16:23 AM
Yoooooo! UKI WEPS! gonna host this as soon as i can! i missed this!
edit: after testing this offline it turns out that bubble splash has no sounds
edit 2: now that checked both ukiweps and unrealweps  can safely say that only the bubble splash has the issues mentioned above
Title: Re: Uki's Weaponry (v5 compatability!)
Post by: Ukiyama on December 23, 2016, 05:45:09 PM
Well thats what I get for renaming stuff to the new names of the weapons, a redownload should give ya the fixes for it!
Title: Re: Uki's Weaponry (v5 compatability!)
Post by: Zard1084 on December 23, 2016, 06:14:08 PM
thanks! good stuff!
Title: Re: Uki's Weaponry (UnrealWeps 2a is out!)
Post by: Ukiyama on January 01, 2017, 05:00:04 AM
HAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPYYYYYYYY NEW YEAR!



Now that I had a bit of free time available, and kinda missed making stuff for a bit, I have decided to actually update unreal weps by finally getting around the Redeemer, and adding a few little touches like the damage amplifier powerup and the jump boots. It also contains a few other tweaks here and there. Hope you all enjoy it!

http://www.mediafire.com/file/931eu6bvbdsb58m/UnrealWepsv2a.pk3
Title: Re: Uki's Weaponry (UnrealWeps 2a is out!)
Post by: GameAndWatcher on January 01, 2017, 07:13:36 AM
Two things:
UkiWeps breaks the Oil Slider, making it so that you can't ride it. Also, is there going to be a patch to allow UkiWeps and UnrealWeps to be run at the same time?
Title: Re: Uki's Weaponry (UnrealWeps 2a is out!)
Post by: Ukiyama on January 01, 2017, 07:48:33 AM
Whelp thats weird, got that issue fixed as well as quite a few other things that I apparently forgot about as well for the next version (fun fact, the recoil on hard knuckle is more hilarious too atm), as for a patch for both together while it has crossed my mind at one point, I have not started anything for it.
Title: Re: Uki's Weaponry (UnrealWeps 2a is out!)
Post by: Megaman94 on September 12, 2017, 08:52:25 PM
I am using UkiWepsV2ah3 and the console keeps telling me
Code: [Select]
Jump target `enkerabsorb` not found in megaman2
Title: Re: Uki's Weaponry (V5C Updates! and maybe a few newish things.)
Post by: Ukiyama on January 01, 2018, 06:01:31 PM
Uki Weps and Unreal Weps are now updated with compatibility for v5c, and a few new weapons for Uki Weps as well, have fun guys!
Title: Re: Uki's Weaponry (V5C Updates! and maybe a few newish things.)
Post by: DCLN001DAVID on September 04, 2018, 01:57:34 PM
Greetings! David the Multibot here, talking to you while staying in my uncle's lab.

Seems that Zanondrum crashes with Uki, but not Unreal weps.... why? And how can I fix that?
Title: Re: Uki's Weaponry (V5C Updates! and maybe a few newish things.)
Post by: Ukiyama on September 04, 2018, 04:33:29 PM
Well the if its the v2b version of it, it had issues with buster upgrades cause they changed them in a recent version to work a bit differently, and they are attempting to spawn the old replacements I had that I didn't need anymore. I just uploaded v2bfix recently to hopefully fix the issue, if its still crashing, let me know.
Title: Re: Uki's Weaponry (V5d Update!)
Post by: Ukiyama on December 25, 2018, 05:00:03 AM
Well now that V5d has been out for a time now, I have updated my Ukiweps and Unrealweps for compatibility reasons! Have fun, and merry Christmas!

UkiWeps
https://allfearthesentinel.net/zandronum/download.php?file=ukiwepsv2b-h2.pk3

UnrealWeps
https://allfearthesentinel.net/zandronum/download.php?file=unrealwepsv2b-h.pk3
Title: Re: Uki's Weaponry (V5d Update!)
Post by: Demendes on November 17, 2020, 12:18:46 AM
Yes, this mod. Best weapon mods ever for mm8bdm, makes the game and campaign more fun with its random weapon selection in the maps for each time they are loaded. The visuals and the styles of the weapons look stylish and pretty much well polished out of all weapon mods... If its going to get v6 update, i would gladly wait for it. Me and my friends loved this.
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Ukiyama on November 27, 2020, 08:10:48 AM
Well its certainly been awhile huh, about a good two years since I did anything... Lets change that! The new version of Ukiweps is now out and available. One might ask why its only Ukiweps... Its because now my other offerings are ALL available in Ukiweps. Unreal, Bonus Soda the game, and even that one lone balloon adapter in the corner, is all bundled into one massive conglomeration! As a new bonus all this stuff can be turned on and off through the ingame menus or the console so you can customize your experience. Want Unreal and Uki blended together, you got it! Want just Uki Weps with a nice ride on a balloon? You can do that. Maybe you just wanna drink a soda and thats it. Also can be done. This also now needs the mwep Randomizer to run now, but think now you can use rockforce weapons while flying a redeemer at a guy drinking a little to much soda. Or Crystal Hunter the guy who is flying around with the jet adaptor! Or maybe you just wanna za Warudo the guy who keeps smacking you with the Master Sword! I feel like just in the end this will allow for a greater opening to try to allow everything to work well with one another, so that the main reason for my current decision on not being standalone. But I hope you will enjoy the new possibilities with this merger! As a added bonus there are even 5 brand new weapons on the Uki half of things, giving some love to the mmx6 cast of weapons in particular, and some nice mario hat jumping action! So get your weapons ready!  :cool:
(click to show/hide)
https://allfearthesentinel.net/zandronum/download.php?file=mweps-ukiwepsv3a.pk3
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: TheLemonLimeBrony on November 27, 2020, 11:07:55 PM
whenever i try and launch it with ukiweps, this keeps happening.

Script error, "mweps-ukiwepsv3a.pk3:cvarinfo" line 3:
cvar 'SV_BassBuster' already exists

Remove 'SV_BassBuster' and all other conflicting cvars from your ini and restart Zandronum to continue.

ive only loaded the randomizer, then uki weps, but it still happens
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Trillster on November 28, 2020, 02:02:04 AM
Go into your Zandro-[username].ini file and remove whatever lines have SV_BassBuster, save it, then try loading it again
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: TheLemonLimeBrony on November 28, 2020, 02:17:46 AM
it worked. thanks!
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Demendes on November 28, 2020, 08:39:52 PM
The new weapons are pretty nice! I say this is a nice early christmas present. Though, there seems to be an issue where the energy capsules does not refill your ammo when picking them up and the hud doesn't display the weapon energy bar for the added weapons for some reason. There's also texture errors on the light labs and titlemap. Also, bots seem to run out of ammo.
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Trillster on November 29, 2020, 12:50:37 AM
Make sure you're running this file before using this version of Ukiweps,
https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Demendes on November 29, 2020, 10:28:31 AM
Make sure you're running this file before using this version of Ukiweps,
https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v5.pk3

That was a godsend! It works and you have my thanks!

That said, the only bug I am seeing now is the weapon energy capsules are still being picked up without any weapons and if your ammo is full. Also, it would be good if like the last time the bonus soda's meter is visible so you will know whether to still rely on it or not so much.
Title: Re: Uki's Weaponry (V6a mwep Update!)
Post by: Ukiyama on November 29, 2020, 05:19:57 PM
The ammo thing was a oversight on my part, it will be fixed in a later update.
Title: Re: Uki's Weaponry (V6a really late hotfix!)
Post by: Ukiyama on April 24, 2022, 09:40:48 PM
So I know my mod had a few issues when I released it.... last year, wow I did a good job following up on that one. I have had this sitting on my computer for over a year lol, this should hopefully get things like the ammo pickup issues and ini file issues working ok. Also one of the bigger updates not for more content but a bit of cleaning up. Enjoy!

https://allfearthesentinel.net/zandronum/download.php?file=mweps-ukiwepsv3a-h.pk3

(click to show/hide)
Title: Re: Uki's Weaponry (Make a Class Simulator v1a)
Post by: Ukiyama on May 15, 2022, 12:25:17 AM
Hello... Is anyone here?.... Well if someone is listening... Heres a new mod! This mod is called Make a Class Simulator! Or MACS for short. Whats MACS? Read below to learn about it!
https://allfearthesentinel.net/zandronum/download.php?file=macsv1a.pk3

"Whats is MACS?" - The mod basically came around when CSCC was dead for years before they started updating again, and I was always wondering what could happen if I expanded the Uki Class even further beyond what the class design could have ever dreamed.

"What can I do with Make A Class?" - Well the premise is pretty simple, when you load the mod up and start,  you will have a new menu conveniently named Make-A-Class. Within that Menu lies a huge amount of options that allow you to tweak yourself around in various ways, effectively making a "class" while still technically only being the base class.

"What can I change with the Make A Class?" - Well for starters the initial screen has a few options to tweak right off the bat, with your health, movement speed, and jump height. Then you might notice the mainfire and altfire menu. Enter either menu and suddenly you will have a selection of options that can alter the way the weapon can function allowing for all sorts of crazy things.

"So I just adjust the menu options and it works?" - Yes! I am only one person so I might have missed a combo or two but in general if you say select a "rapid velocity shot that crawls on the floor as a ripper, with 150 health, 2 speed, 12 jump", when you hop into a round, thats what you would have.

"Uki, how is the damage concerned, that sounds like it would be busted balance wise!" - Well your not wrong, BUT the damage is calculated through a script for every shot from every player based on what options have been selected, or how you altered your stats! So you can have all the good stuff... but your damage output will suffer immensely for it (not saying that a combo or two probably still shreds harder than anticipated)

"Uki, your mods broke, I am doing -0 damage 0/10 no good" - The key component of the mod is allowing you to gain stats based on what you have attached or what your base stats are, the general rule of thumb is if it feels negative like a stat decrease or just flat nothing, you do more, if you have more of a stat or positive effects like having your shot bounce, you lose power instead."

"What is the altfire capable of?" - When you entire the altfire menu the first option allows you to select a choice of what you might want, there is currently 5 options, flight boost sends you up, dash boost sends you straight ahead, energy absorber which can provide a shield that when struck, can give a bit of energy back, and if you couldn't have guessed, the forth option provides the opportunity to create a whole second shot to play around with! But just as a warning the ammo is cut in half for the altfire so its not a complete second ammo bar! Also if you really want a small power boost, you can give up the altfire for a small damage boost on the mainfire like if you select nothing on any of the main shot categories.

"Ok but why do the bots I am playing against have random colors for them and their shots?" - In the first menu you go into you may have noticed a cosmetic menu. In this menu you can set up both the projectiles colors and even your own colors that will be used when your playing your custom creation! You can also change the sound of the gun being fired to a assortment of sounds from the base game, allowing for even more custom goodness.

"Why do I have headache looking at this menu" - It can be pretty daunting looking at it but after a little while, you will see how simple it really is. And the best advice I can give is if it feels like a negative thing, the damage goes up, if its a positive thing, it goes down. Try to keep yourself balanced and you will be alright.

"Uki this all sounds crazily broken!" - Your probably right! But the mod has always been built with the idea that it would be chaotic anyway so I think it will be alright. I mean you can't balance everything and I am sure there is a few bugs with how I had coded things. But its chaotic fun for all for sure!

As a extra note of caution though, since I have never really tested this online besides basics, the bandwith this mod could probably output is probably absurd do to the color scripts and all the wacky effects the projectile itself can do so I would expect lag spikes and the sort to occur, but you do you!

Now that the Q&A is over that was questions that imaginary people asked me 100%, go try the mod and take it.... to the MACS!
Title: Re: Uki's Weaponry (Make a Class Simulator v1a)
Post by: eddiegames on June 10, 2022, 02:18:55 AM
oh hey this seems super cool, I cant wait to try out customizing
Title: Re: Uki's Weaponry (Ukiweps v3b)
Post by: Ukiyama on March 26, 2023, 09:07:43 PM
Uki Weps 3b is now available! While the content update is minimal, the main focus was getting things up and running on v6b, mweps is no longer a requirement due to core having all the features of that built in. So enjoy the usual insanity!

https://allfearthesentinel.com/zandronum/download.php?file=ukiwepsv3b-h.pk3
Title: Re: Uki's Weaponry (UkiWeps v3b & MACS v1b)
Post by: Ukiyama on April 09, 2023, 04:48:58 AM
(https://i.ibb.co/yn7s3Z0/MACSTitl.png)

MACS v1b is now finally out! Not only does it contain the v6b update routine, but it has plenty of other extras that I have had for over a year and never released and more! Saving your class designs, projectile graphic swaps, trail swaps, gravity changing and slow shots galore! Feel free to read the changes on the first post! Hopefully it all runs about as well as it did before!

https://allfearthesentinel.com/zandronum/download.php?file=macsv1b.pk3
Title: Re: Uki's Weaponry (UkiWeps v3b & MACS v1c)
Post by: Ukiyama on May 29, 2023, 10:00:38 PM
https://allfearthesentinel.com/zandronum/download.php?file=macsv1c.pk3

MACS V1c is now out! Quite a few new things have been added to add to the extreme chaos of it all, check the first post for the changes! Have fun!
Title: Re: Uki's Weaponry (UkiWeps v3b & MACS v1d)
Post by: Ukiyama on August 04, 2023, 09:08:24 PM
https://allfearthesentinel.com/zandronum/download.php?file=macsv1d.pk3

Oh hi there again! Macs V1d is now available to download! It contains some new fun features and some bug fixes from v1c! Read the change log on the front page for more info! Enjoy the insanity!