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Author Topic: [Weapons Expansion] Dark Man and Fake Man  (Read 10188 times)

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September 09, 2011, 03:21:22 AM
Reply #30

Offline Ukiyama

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #30 on: September 09, 2011, 03:21:22 AM »
Alright here it is feel free to check it out (and yes I know my hud sprites suck I'm not to great making them).

http://www.mediafire.com/download.php?z7371vjbe79lgkx

September 09, 2011, 12:39:15 PM
Reply #31

Offline Dark Phil

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #31 on: September 09, 2011, 12:39:15 PM »
I know how to get it in the game but must confess that I do not know how to access it once the game is loaded. Info please!

September 09, 2011, 12:46:59 PM
Reply #32

Offline Russel

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #32 on: September 09, 2011, 12:46:59 PM »
Extract the .pk3 file from the .rar file

to get it in-game, open the console and type give all

scroll through the weapons, you'll eventually find it

September 09, 2011, 03:14:10 PM
Reply #33

Offline Ukiyama

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #33 on: September 09, 2011, 03:14:10 PM »
I had a readme in there that explains, what lego said either give all or you can type give fakerevolverwep to get just it. Sorry for the confusion.

September 09, 2011, 07:50:53 PM
Reply #34

Offline Dark Phil

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #34 on: September 09, 2011, 07:50:53 PM »
Fantastic! That works great. The gun sprite might need a little touch up (maybe) but that is excellent. Now we just need Plasma Shield.

September 10, 2011, 02:56:52 AM
Reply #35

Offline Ukiyama

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #35 on: September 10, 2011, 02:56:52 AM »
Trust me I know my hud needs to look better (I hate making them) but the main point was the weapon and I'm happy you liked the idea.

Now I guess my next question is this... since this basically is a buster upgrade (at least I'm thinking of it as such) do you want it to do what the other buster upgrades do when you use them (they remove the other busters like if you use proto it removes the bass or mega buster) or do you want it to still keep those busters considering it is a "Robot Master" weapon. I'm leaning toward the first choice but I wanted to see if people wanted it differently or not.

September 10, 2011, 05:46:18 AM
Reply #36

Offline Dark Phil

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #36 on: September 10, 2011, 05:46:18 AM »
hmm. That is an interesting question. My initial response is yes to the first one but I think that because he is a robot master that he should be just another weapon.

October 05, 2011, 12:58:46 AM
Reply #37

Offline Dark Phil

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #37 on: October 05, 2011, 12:58:46 AM »
After thinking about this for a while, I am pretty sure that it should replace the main buster because it has infinite ammo.
How is Plasma Field Coming?

October 05, 2011, 01:20:57 AM
Reply #38

Offline xColdxFusionx

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #38 on: October 05, 2011, 01:20:57 AM »
DAMMIT DARKPHIL USE THE EDIT BUTTON

Plasma field shouldn't take too much effort, considering it's already pretty much coded into Darkman's boss weapon.

October 05, 2011, 02:09:00 AM
Reply #39

Offline Dark Phil

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #39 on: October 05, 2011, 02:09:00 AM »
Sorry, I will next time! The last post was so old, that I posted a new comment.

October 05, 2011, 06:00:23 PM
Reply #40

Offline BiscuitSlash

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Re: [Weapons Expansion] Dark Man and Fake Man
« Reply #40 on: October 05, 2011, 06:00:23 PM »
Sorry, I kept on forgetting say after day. I'l have it finished by tomorrow or friday. (Yeah, it's gonna be quite easy for me!)