Main Tracks:
Bombman
Fireman
Iceman
Elecman
Airman
Protoman
Gyroman
Bass*
Special Tracks:
xCFx Racetrack
Mario Circuit
Megaman
Bass
Protoman
Roll
Iceman
Shadowman
Toadman
Starman
Etank: Small speed boost
Yashichi: Temporarily makes you invincible and makes you go faster and spin out anyone you ram into
Mine: Explodes if someone gets too close
Curlinger: Bouncing projectile that spins out whoever it hits
All of this sounds nice, but what are YOU going to do for it first?do you mean am I going to do some work in it too? answer's yes
yellow devel:
the yellow devel
Touhou ninja'd!>:3
what can I say, I'm notoriuse for bad spelling when I type fast :mrgreen:
notoriuse
notoriuse
I finnaly finished the racer joe car spritesThe side frame could use a little more work....
(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
wiley's
yeah I know :lol: but thanks for being my spell checkerQuote from: "ice"wiley's
You suck at this.
Quote from: "ice"I finnaly finished the racer joe car spritesThe side frame could use a little more work....
(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
yes yes I know, thats was just for a size comparison with the cars, but yeah, I'm working on the hood some moreQuote from: "lightdasher"Quote from: "ice"I finnaly finished the racer joe car spritesThe side frame could use a little more work....
(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
Ya know, i did a "Mod Garage" in my recent map, Galactic Highway, kinda as a joke, but if ya want, you can use it for the race mod as a racer select, or I can whip something up for ya.
Edit: AND I can make "wall ads" a la NASCAR too, if you want.
Ya know, i did a "Mod Garage" in my recent map, Galactic Highway, kinda as a joke, but if ya want, you can use it for the race mod as a racer select, or I can whip something up for ya.wall ads would be epic, go for it
Edit: AND I can make "wall ads" a la NASCAR too, if you want.
Might I ask how you got the rotations for Yellow Devil and Racer Joe? They're pretty high quality, so they look like screenshots.yes they are screen shots from the MMB&C
Looks like you need some road textures. Lemme help you wit dat.
Not exactly 8-bit, but it's close... kinda.
A racing Project seems quite interesting, and I might be able to help out with some ideas and some stages. As for stages, I can do Fireman (I started it already) and as for ideas, since Cutman is a basic robot master, hows about a recoloured Sniper Joe's car with a pair of scissors in front?well, it might have to be more unique but yeah cutters in the front might work, and maby a cutter wing on the back
It should be more road-y with the ice as the off-road bit.I was thinking of that (not sure how the ice would react to high speeds)
For your ice thing, script it like the ice blocks like GFD's Canaduh map.Quote from: "Yellow Devil"It should be more road-y with the ice as the off-road bit.I was thinking of that (not sure how the ice would react to high speeds)
I also noticed mass amounts of waverunners caused bas lagg ie. waveman
Hmm, that seems like a good idea.to add textures just put them into the wad as a PNG and it should appear in game, to see it in doom builder, just save the textures to a folder, then load textures from that. If you ment like adding the scripts to the strips (hey that rhymes :lol: ), I'll be doing that
I am pleased to say that Fireman's track is almost finished. All i need to add is the spectator 'seats', the starting room and the the accelerator strips and the decelerator strips and its done.
EDIT: Fireman's Track is 90% and complete and only needs the accelerator and deceleraot strips. Only this is, I dont know how to add them in.
well, the votes for seperate and skins seem to be forever tied, but I have to go for skins, I used the wave runners for the cars and it caused very bad lagg (then again I was using bots so that might of been 50% of the lagg)Having no lag at all is still better than having just a chance of lag.
Bots lag it. You can play Mr. X's racemap with 1 bot and it's unplayable, yet 5 people and it's perfect.
I say make them like Waverunners. That way we won't have me in a car driving about everwhere like some sort of pimp.
How do I load them from my Folder?there was a thread about playing custom content viewtopic.php?f=27&t=1044 (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=1044)
EDIT: While I wait for an answer I'll start Bombman's Stage.
Megaman 2's theme for Megaman
Protoman's Whistle for Protoman
Cutie Roll form Megaman 10 for the roll track.
Well, as for the Protoman whistle for the track, just have a calm, sunset-setting-ish sort of thing.
MM4GB intro theme for ProtoMan
May I do CutMan's stage?Go right ahead
I think the Wave Bike isn't such a good emulation of a vehicle. Here's an idea; mod the character's speeds to represent acceleration, low friction, etc.by the wavebike thing I ment like creating the car around you. although yes, some of the cars will have different stats and attacks, Quickman's car that I made as a test, has a weapon that gives you a speed boost but you have to wait to use it again
For Bombman, the Blast Radius.
For Gutsman, the Rock Blocker.
For Cutman, the Rolling Cutter.
For Fireman, the Justice Flame.
And for Elecman, the Rolling Thunder.
Script error, "Elecman Race.wad:MAPINFO" line 1:
ELEC MAN's Track: Unknown top level keyword
Annoying thing.
I fixed megaman and finished rollThere's something about Megaman and Joe that seems off... I can't tell what exactly, but is about their body in relation to their car.
(http://i573.photobucket.com/albums/ss180/iceblade10/BCCARS-1.png)
hurray for motivation!
Mega lacks arms and Joe is fine.Their body and head are slighlty mispositioned in relation to the car in the front view.
what do you mean "mispositioned" they look perfectly aligned to me, I made sure everything was up to standards in positioning, I even did constant side by sides when I made thesesplit the sprite in two. sides: left and right
the ONLY mistake I see is rush's front frame. I forgot to color the wheels correctly
if your talking about the face, its like that because megaman's mouth is always to the side in the mm8bdm sprite (same with quint and bass)
if your talking about the face, its like that because megaman's mouth is always to the side in the mm8bdm sprite (same with quint and bass)Not mouth. Entire head and body.
Ninja'd!Quote from: "ice"if your talking about the face, its like that because megaman's mouth is always to the side in the mm8bdm sprite (same with quint and bass)
Hmm... Not really. I can see what Tsuki is saying. They are one pixel lop-sided to their right. :geek:
oh, do you mean the back frame, I forgot to move that one on the wingFront frame of both Rush and Joe
(if its not that please tell me what the heck you're talking about)
megaman is dead on center, the ONLY difference I see is the mouth, thats it, nothing more, and the back sprite, I just said I messed up a pixel on the wing, and for joe, yes I'm aware he's leaning, but he's fine. And please keep minor complaints like one pixel to a minimum, that kind of stuff was what made me start to lose interest in spriting for the classes. I'll spot stuff like that when I do my final inspection when I make them into actual skins
now can we please get back to updates and design sugestions for nonexistant cars, and stop clutturing the thread with complaints about a few off pixels
-_-; O...K...That could be something custom once the officiaol one's released,
So, regarding new vehicles, eh? Why not think of X and Zero with their Chaser?
Quote from: "tsukiyomaru0"-_-; O...K...That could be something custom once the officiaol one's released,
So, regarding new vehicles, eh? Why not think of X and Zero with their Chaser?
http://www.megaupload.com/?d=BCY94MCK (http://www.megaupload.com/?d=BCY94MCK)I'm going to probably have mets around the track drop items when you shoot certain ones like a yashichi that makes you invincble for 5 or 10 seconds(click to show/hide)
and of course add the mecha dragon
(also the track has a interesting layout)
Is it bad if I want to play this ASAP?
Quote from: "tsukiyomaru0"Is it bad if I want to play this ASAP?
Nah, thats okay.
The spectator area was easier than I thought, and the extra map is done. Just finalizing it, and I will send it to ice. Complain all you want about the extra track's music, but I'M NOT CHANGING IT.
thank you! It works perfectly (wonders why I never thought of it)Usually the things we don't believe that will works ends working.
When this is done, I'm thinking about accepting map submitions and adding them in different cups like the mega cup using only robot master tracks and have other ones like... idk joe cup with all the short simple tracks and wily cup with all the difficult onesI'm gonna have my own Cup with my "extra" tracks. It's gonna be called the Mod Cup. (hint hint).
Sure go for it, also I need some help coding a item, it works like a star in mario kartKing Yamato's Starman Weapon.
If you know how to code something like that just PM me and I'll send you the full detales
Alright, if someone will be so kind as to give me a little help on mapping, I think I could make a nice map...It'll be pretty simple, but eh, I can get a layout working...I'll up it when I draw it.
Quote from: "Alucard"Alright, if someone will be so kind as to give me a little help on mapping, I think I could make a nice map...It'll be pretty simple, but eh, I can get a layout working...I'll up it when I draw it.
That can be arranged. Just show me the design and tell me what you'd like to do.
In 5 days before the release I will need 5 playtesters, also, I need some help with the items as they are really slowing me down, if your really good at item coding PLEASE pm me asap as the clock is ticking, I also need atleast 1 person capable of hosting a server
the only way you can get a tester spot now is if you contribute to this, theres still 6 days to make something and get a spot
Notice to all testers, I've gotten Messatsu to host a test server tomorrow, what time would you all be on so I can make a general time for us all to meet up3PM and on (GMT time)
Quote from: "ice"Notice to all testers, I've gotten Messatsu to host a test server tomorrow, what time would you all be on so I can make a general time for us all to meet up3PM and on (GMT time)
Would 1-2 pm be good? (Eastern Time Zone)
I'm fine with this too! (yea.... I am free from 7:00AM GMT - 9:00PM GMT)
After seeing some racing tracks, I was thinking of making a Megaman racing project
I'm going to add a track for each robot master and charactercutman: Done: T3H PL4Y3Rneeds to be reworked, so it probobly wont be in the release
gutsman: Almost Done: Ice 40% still need some major edits and scripts
bombman: Done: T3H PL4Y3R 100% finished and scripted
fireman: Done: T3H PL4Y3R 100% finished and scripted
iceman: Done: Ice 100% finished and scripted
elecman: Done: Jack Corvus 100% finished and scripted
wily: In Progress: Jack Corvus/Ice? using mine unless jack decides to finish his
megaman/roll: Done: Jack Corvus 40% needs scripting and map edits
bass: Done: T3H PL4Y3R 70% still need some minor layot ajustments and scripts
protoman:Done: T3H PL4Y3R 100% finished and scripted
also I need spriters for the cars
cars
existing ones
rush roadster: Done: Ice
pop'n beat: Done
treble darkstar: Done
wild arms:
cool mobile:
red striker:
skull machine xx:
yellow devil:
racer joe: Done: ice
4Roader: Done
weapons:
Racer joe: Done A mine that stays on the track untill someone touches it, it sends racers in a random direction which can be good or bad.
Rush roadster:Done (protobuster minus the shield)
Red Striker: Done(protobuster that removes regular shots and forces you to charge your attack, but a normal click just moves the shield to the back and vice versa)
sonic formula: Done (No attack what so ever but it gives you a speed bost)
Wild arms: (basicly super arm minus the breaking effect, and a charged attack causes a quake)
Pop'n Beat: Done(a normal click makes you jump and a charge attack makes you do a weak topspin like attack)
Cool Mobile: (normal attack lets you drop up to 3 spikes and a charged attack creats a ice slasher that freezes you)
Skull Machine XX: (temporery sheild in the back that can be destroyed. normal attack fires 4 short ranged missiles, and charged creates 4 small explosons)
Yellow devil: (permenent attack mode and ramming someone causes them to slow down)
and i need ideas for custom ones for the rest of them
cutman: The rolling cutter
elecman:
bombman:
fireman: The justice flame
play testers
Gummywormz
myroc
Tails_Hatsune
squidgy617
tsukiyomaru0
Small feature request. Currently the cars have two attacks, one when the bar is full, and one when the bar is refilling, such as Mega Man's/Bass' large and small buster attacks, respectively. I request that the large powerful attack should be triggered by altfire instead of the mainfire, so you can still use the lesser attack even when the bar is full. This won't be applicable for all vehicles but it is for those whose charged attack isn't directly superior to the normal one, such as when you're using Pop N' Beat and you want to use a simple jump instead of a spin attack.
Say...will Spring Man's Car be added?
i could go and sprite him and his car if you'd like me to.
I'll think about it... then again, the game in incredibly unfinished as is right now forcing me to postpone the release for another week or 2, only 1 item is actually working which unbalances game play, very limited characters, the tracks are still awkward to navigate, and of course the telefragging and balance issue that might call for a whole overhaul of the maps to widen and balance them, no one is sending in there sprites except for 2 people, and not only that, this is probably just going to turn into another soccer mode, very fun at 1st, but people will only host like 1 server for 2 days then the game's interest will then fade completely out of existence like other good game modes, I don't know, It's maby just my depression talking
Then again I coulb pull a yellow devil and spam the people who said they would make something inboxes' with "faster! FASTER!111!!!!" but I choose not to, people already have alot to deal with in RL
I'm guessing the "EA" cars are Elecman and Airman?
Anyway, you can release it now, just don't let anyone host it online.
Make it like those toy horses with wheels. After all, knights are somewhat commonly portrayed on horses, so it could make sense. Just, make it look badass.Hmm...i can try that
Ideas.
"Green Shell" of the game: Just try a Rebound Striker. That'll work. Works just like the Green Shell in Mario Kart. that would be kindof weird cause the shells bounced along the ground while the striker goes everywhere, not to mention some has open skys
"Red and Blue Shells": Bladers or mini-Pipis that could work
"Thunder": Flash Stopper that blinds everyone (Except the user) completely, but for not as long as the original Flash Stopper. Like, 2-4 seconds, perhaps. theres already something like that and it works just likt the thunder minus the shrinking, not to mention, they are both lightning items anyway
"Starman/Mask": Yasichi that makes you invincible and faster. that's already in
Quote from: "Alucard"Ideas.
"Green Shell" of the game: Just try a Rebound Striker. That'll work. Works just like the Green Shell in Mario Kart. that would be kindof weird cause the shells bounced along the ground while the striker goes everywhere, not to mention some has open skys Well, it's not like we have another choice, since I have not seen any enemies that go crazy and bounce all over the place. And the Gemini Laser is way too slow. Besides, there's a Rebound Striker in the MM8-MM10 weapons pack, just edit that to act like the Green Shell.
"Thunder": Flash Stopper that blinds everyone (Except the user) completely, but for not as long as the original Flash Stopper. Like, 2-4 seconds, perhaps. there's already something like that and it works just like the thunder minus the shrinking, not to mention, they are both lightning items anyway Oh. Sorry then. My mistake.
Ideas.
"Green Shell" of the game: Just try a Rebound Striker. That'll work. Works just like the Green Shell in Mario Kart.
"Red and Blue Shells": Bladers or mini-Pipis
"Thunder": Flash Stopper that blinds everyone (Except the user) completely, but for not as long as the original Flash Stopper. Like, 2-4 seconds, perhaps.
"Starman/Mask": Yasichi that makes you invincible and faster.
Evevryone be prepared for august 16
Quote from: "ice"Evevryone be prepared for august 16
This is real, right?
Maps:
Iceman's racetrack: slippery roads make turning a tad tricky, and watch out for the holes
Bombman's racetrack: ...honestly since I balanced it, there is no gimmick anymore
Protoman's racetrack: a straight forward street track....wait, that wall wasn't there before
Fireman's racetrack: Dodge firetraps and molten hot metal as you race to the finishline
Elecman's racetrack: one of the shortest, if not the shortest, tracks in the game, try to avoid the lightning traps
Bass's racetrack: another gimmickless stage, yet there are tons of things to run over here
Items:
Mine: it drops a mine on the road behind the driver, running over it sends you flying and spinning
Curlinger: pretty much works like the green shell (theres too many turns to make a red one sadly)
yashichi: it makes you invincible, increases speed, and makes other spinout for a short time
Cars:
RushRoadster: uses a basic buster, when the gauge is full it fires a charged shot that stops others cold
Treble darkstar: same as above
Pop'n beat: Has the ability to jump, the the gauge is full, it releases a spin attack that stop others and destroys larger obsticles
Joe racer: drops bombs behind him that sends others flying in a random direction, it can be helpful of sometimes hurtful
4Roader: has no attacks what so ever, it's slightly faster than the other cars, but has to solely rely on items to attack
Controls:
Fire: uses main attack
Altfire: uses items
use: activates the bolts when you get 10 of them (tried to combine them with alt but gotten lazy)
movement (up down left right)
strafe: dose nothing... for now Problem straferunners?
jump: you can't jump in a car silly
jump: you can't jump in a car sillyMario Kart and Sonic & Sega All Stars Racing gives their regards.
yes but those are tiny karts, the megaman ones are rather large though about the size of a full sized compact car...well, except beatkarts, trucks, bikes, cars, jets, planes, etc.
I say the race shouldn't start until someone joins. It's kind of annoying online.
yeah but that's core skulltag coding, I have no idea how to manipulate that
Script 1 OPEN
{
Delay(1);
if(PlayerCount()<2){
restart;
}
//start countdown
}
I have one suggestion for a coding change in v1b, related to how the warping past the back line works....except this is obsolete since ice is abandoning the teleport-past-finishline in favor of the more senseful checkpoints.
It involves this. (http://zdoom.org/wiki/TeleportGroup)
Quote from: "xColdxFusionx"I have one suggestion for a coding change in v1b, related to how the warping past the back line works....except this is obsolete since ice is abandoning the teleport-past-finishline in favor of the more senseful checkpoints.
It involves this. (http://zdoom.org/wiki/TeleportGroup)
Really? That's good news!
Also if I were to post racetrack layoutslike I do my blueprints threadwould you make them?
The key to balance is that no one should feel overpowered. Unfortunately, this isn't the case; there's a very clear tier list, described below:
Sniper Joe - Fastest speed in the game, AND can lay down traps to keep others from passing him. ...What.
the traps are a minor inconvenince as they dont stop you at all, all it is is a very weak windstorm, sometimes it even shoots you foreward
MegamanR/Bass - Good speed, buster attacks are actually fun to use and useful.
Roll - Same speed as Megaman and Bass, which is fine. But her ability is terrible. If there's no shortcuts she can hop to, there's no point in using her basic ability, and a melee in a racing game when you have no hope of catching someone is pointless, not to mention the spin can hinder you more than it helps.
I dont really see how it hinders you if it gives you a speed boost before you start spinning, not to mention, I fixed it so you'll always face the same direction as when you used it
4Roader - Shares Joe's speed, but doesn't use game-breaking traps. Or anything else, for that matter.
It can still use items, other than that he's fine
Megaman (No Car) - I realize he's designed for just being in the stands, but I felt like putting him here.
You'll get a few laughs if a megaman runs onto the track
My suggestions: Roll should be faster. Sniper Joe shouldn't be quite as fast. 4Roader needs to be slightly faster to make up for the horrendous flaw that is "no attack."
Bass is the same speed as megamanQuote from: "xColdxFusionx"The key to balance is that no one should feel overpowered. Unfortunately, this isn't the case; there's a very clear tier list, described below:
Sniper Joe - Fastest speed in the game, AND can lay down traps to keep others from passing him. ...What.
the traps are a minor inconvenince as they dont stop you at all, all it is is a very weak windstorm, sometimes it even shoots you foreward
But still, he has the same speed as the 4Roader, whose advantage is supposed to be his speed.
MegamanR/Bass - Good speed, buster attacks are actually fun to use and useful.
Roll - Same speed as Megaman and Bass, which is fine. But her ability is terrible. If there's no shortcuts she can hop to, there's no point in using her basic ability, and a melee in a racing game when you have no hope of catching someone is pointless, not to mention the spin can hinder you more than it helps.
I dont really see how it hinders you if it gives you a speed boost before you start spinning, not to mention, I fixed it so you'll always face the same direction as when you used it
This doesn't always work the way it's intended to online...
4Roader - Shares Joe's speed, but doesn't use game-breaking traps. Or anything else, for that matter.
It can still use items, other than that he's fine
I realized this, but his "advantage" is shared and one-upped by Joe.
Megaman (No Car) - I realize he's designed for just being in the stands, but I felt like putting him here.
You'll get a few laughs if a megaman runs onto the track
A few? Try "a lot, at the Megaman's expense."
My suggestions: Roll should be faster. Sniper Joe shouldn't be quite as fast. 4Roader needs to be slightly faster to make up for the horrendous flaw that is "no attack."
I guess I could bump joe's speed down 1 notch and try the thing with megaman & bass, as for roll's jumping, it's not designed for taking shortcuts, it's supposed to be used to avoid hazards (Lava, spikes, Bladers, ect.), not that there were any shortcuts in battle & chase to begin with
Humorously, I think Quick Man from the classes project is fast enough to compete in this race without a car. Man, he's really quick.
...It could be interesting to try to replicate some of the tracks from Sonic R.
Quote from: "FiniteZero"...It could be interesting to try to replicate some of the tracks from Sonic R.
Radiant Emerald, Regal Ruin, and Resort Island please. *shot*
My race track has been sitting on my hard drive with no way to race it(click to show/hide)
Pie Man comments aside, what do you guys think? Maybe I could help design tracks?
Bump
I really don't think anyone will care, but I've started on some Nitro Man rotations.
I'll post when I'm finished.
inb4 Tails Doll Class.
Quote from: "FiniteZero"inb4 Tails Doll Class.
Do this, and i kill someone.
Nah, jk.
But just dont, that... That Thing Haunts me more than ponies.
Quote from: "FiniteZero"inb4 Tails Doll Class.
Do this, and i kill someone.
Nah, jk.
But just dont, that... That Thing Haunts me more than ponies.
Sorry, Coldfusion. They can only be Megaman related.
Karts: Doesn't mean you can't make custom cars for use as a separate pack. *shrugs*
Anyway back on topic, I think the Curlinger should be faster. I know that's how it worked in the original stage, but it also got shot out of a speeding car.
I was trying to make it faster than the carm but I guess I could speed it up
The Yasichi is also the only useful item, as it's easy to see a toilet plunger right in your path, and the Curlinger is way too slow.
The "Plunger" is a land mine that works pretty well when you're being tailed
Also, position counter could help.
That's impossible to create as far as I know
And fix the telefrag issue...It's especially annoying in Fireman's stage.
Already adressing this issue, I had to wait till I got a new mouse so I can fix the tracks and add a checkpoint system (gotten a new mouse last night)
This mode also needs more items. Badly.
Some ideas based on archetypes from Mario Kart
Pipi Swarm (Red Shell/ Triple Red Shell?) - Throws out an egg which summons Pipis that rush at nearby players.
I'll think about it
Gutsman G Summon (Blue Shell) - Summons Gutsman G, who runs along the track taking out anyone in his way.
I'm staying away from "Bue shells" for now
Buster Met (Fake Item) - Places a met with a different-colored cross on the track. It will duck into its hard hat if a car gets close, creating a road block for several seconds before disappearing.
That could work, would it walk around when noone is near?
Bright Bulb (Blooper) - Throws a bulb with a large blast radius that blinds whoever it hits.
That can work
S Tank (Mushroom) - Using this makes you go flying forward at high speeds.
M Tank (Triple Mushroom/Golden Mushroom) - Incredibly rare. Using this makes you go flying forward at high speeds. You can use it multiple times.
I'll think about it, depends on balance
Reggae (Thunder Cloud) - This item activates automatically. Reggae flies over your head. Bumping players allows you to switch it to them. (There's a brief period between switches where you can't switch it off.) After a time, Reggae attacks you, making you spin out.
There is already a item in MMBC exactly like the lightning cloud minus the shrinking, but I couldent get it to work correctly
Also, more carts would be awesome.>inb4 CSCK
this game mode needs moar MM2, MM3, MM4, MM5, and MM6 racers
if you're good at coding/spriting/design go for it
Quote from: "xColdxFusionx"This mode also needs more items. Badly.
Some ideas based on archetypes from Mario Kart
Pipi Swarm (Red Shell/ Triple Red Shell?) - Throws out an egg which summons Pipis that rush at nearby players.
I'll think about it
Gutsman G Summon (Blue Shell) - Summons Gutsman G, who runs along the track taking out anyone in his way.
I'm staying away from "Bue shells" for now
Alright. The idea was something rare and powerful that would help shake things up a bit late-game.
Buster Met (Fake Item) - Places a met with a different-colored cross on the track. It will duck into its hard hat if a car gets close, creating a road block for several seconds before disappearing.
That could work, would it walk around when noone is near?
But of course. It acts like a normal met right up until you try to kill it.
Bright Bulb (Blooper) - Throws a bulb with a large blast radius that blinds whoever it hits.
That can work
S Tank (Mushroom) - Using this makes you go flying forward at high speeds.
M Tank (Triple Mushroom/Golden Mushroom) - Incredibly rare. Using this makes you go flying forward at high speeds. You can use it multiple times.
I'll think about it, depends on balance
I figured, "Mario Kart made it work, so why couldn't we?"
Reggae (Thunder Cloud) - This item activates automatically. Reggae flies over your head. Bumping players allows you to switch it to them. (There's a brief period between switches where you can't switch it off.) After a time, Reggae attacks you, making you spin out.
There is already a item in MMBC exactly like the lightning cloud minus the shrinking, but I couldent get it to work correctly
*hasn't played MMBC. Sorry.*
Also, more carts would be awesome.>inb4 CSCK
xColdxFusionx's Map is now fixed and approved
I also added turning signs to help with direction and added a checkpoint system to all of the maps
Like I said, there was going to be 2 cups, the mega cup (all megaman tracks), and the extra cup (custom ones)
I might make the custom one a addon, but I want to atleast have a good number of official tracks before we start making customs
Okay, got your Toad Man and Wave Man kart right here!
Also a free biscuit to anyone who can figure out a connection between Wave Man and Toad Man.
...I still wonder why Wave Man's stage used Gravity Man's music in that game...
Also, whats the progress on those maps?
Space paradox!!! His legs can't fit in there!And Wave Man got both of his legs amputated, The End.
*chants* Pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship...
Save that for Pirate Man.
*is a mariokart fan and a darn good scripter*
ICE! WAIT!
I HAVE A NEW RACER FOR YOU!
(http://img219.imageshack.us/img219/766/crystalracer.png) (http://imageshack.us/photo/my-images/219/crystalracer.png/)
You gotta add him in! I already know his attack!
He could send out two crystal balls from the side of his car. If one of em hits, the racer spins out. They can richocet off walls, but if they hit each other they dissapear.
Please! This took me a while!
ICE! WAIT!that shouldn't be hard to script at all, i'm assuming the full charged one is a faster regular crystal eye?
I HAVE A NEW RACER FOR YOU!
(http://img219.imageshack.us/img219/766/crystalracer.png) (http://imageshack.us/photo/my-images/219/crystalracer.png/)
You gotta add him in! I already know his attack!
He could send out two crystal balls from the side of his car. If one of em hits, the racer spins out. They can richocet off walls, but if they hit each other they dissapear.
Please! This took me a while!
It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:Thanks for totally ignoring me, guys. :geek:
Toad might not even make it in if a suitable attack isn't found.
It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:I'm just going to leave this here. :|
I'll also edit the car so don't worry, i still need a idea for toadman, all I gotten were, rain, oil, tongue, and jump
*has never played mariokart wii or any battle network games*
Crystal Man: The Shimmering Eye
(http://i54.tinypic.com/orrloj.png)Lament - I always thought that Cossack would use a vehicle that resembled Mothraya:
It's bällin' aight
(http://i74.photobucket.com/albums/i248/Cowman_bucket/napalmtank.png)
No, I'm not finishing it. Yes, I realize he had a car in Battle and Chase. No, I don't care.
EDIT: Desert looks better and fits better.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/napalmtankdesert.png)
Changed the speeds of everyone so the speed differences aren't too noticeable
Added 2 racers (makiing 7 cars now!!! :D)
Added 2 Extra maps (as in non megaman, though making it 7 maps)
fixed it so the altfire uses the charged shot
fixed the tracks to kill the telefrag issue (except for Bass's unfortunately, for some reason adding a checkpoint destroys the slope, though I've been thinking of redoing the Bass track)
other various tweaks
(http://img14.imageshack.us/img14/7417/skullhearse.png)
Here take it quickly
(http://img580.imageshack.us/img580/4229/cosmicflyer.png) (http://imageshack.us/photo/my-images/580/cosmicflyer.png/)
Can't think of an attack now bye
Looks too wide on the front and back.
You should totally make a Pharaohman car. :ugeek: And it should be shaped like a Sphinx, of course.
I give to you:The Boy Scout MobileThe Lightning Dasher!
(http://img546.imageshack.us/img546/7722/cloudmancar.png) (http://imageshack.us/photo/my-images/546/cloudmancar.png/)
I haven't recieved any other poses yet, so this was just a test of the design. If someone could get me rotations for Cloud Man from MM8BDM, I'd be very grateful.
I haven't recieved any other poses yet, so this was just a test of the design. If someone could get me rotations for Cloud Man from MM8BDM, I'd be very grateful.
I've gained enough mapping exp to become a lvl 5 mapperLolwut. What level am I? :roll:
I give to you:Derp. I wanted to call Cloudman's car Cloud Nine.The Boy Scout MobileThe Lightning Dasher!
(already knows how it's all done)Speaking of missing ammo bars, many of the racers that appear to have ones don't...have ones.
while playing around with megaman I noticed charge kick has no ammo bar, other than that there seems to be nothing else wrong
I knew I forgot something, I was up till 3:30 AM trying to finish it by the deadline I forgot some things ^^; (note to self, never try to mod that late again)as for the toadman thing I'm going to have to look into that as soon as I get home, the rest I'll fix asap and release a v1c (still has a few maps in the works so look forward to some more)
In other news, Quick Man's track is done. I'll post it as soon as I add the last couple finishing touches.
Don't worry, the quickbeams are custom replacements that cause racers to spin out.
Quote from: "xColdxFusionx"In other news, Quick Man's track is done. I'll post it as soon as I add the last couple finishing touches.
Don't worry, the quickbeams are custom replacements that cause racers to spin out.
Oh! Oh! There should be a hothead that makes the lights go out for a bit if destroyed. But its finished......o well!
If I made it any smaller people would yell at me.It really doesn't, it looks squarey beacuse of how long it is. Also the bumper on the back is missing in the side flame and the wings on the sides look weird on the back frame.
Does the design look all right?
It would be even faster if I fixed it:
(http://img707.imageshack.us/img707/182/cloudnine.png)
I think the wings should be more visible in the front and back. I can't really tell they're wings right now.I know, but I didn't want to alter Star Dood's design too much. Besides, it's really hard to tell what the wings are in that sprite
(http://img854.imageshack.us/img854/3306/junkinmytrunk.png)
Junk Man just got a job at a garbage company.
The Junk Truck!
Dustman should be a giant vacuum cleaner.
(http://img854.imageshack.us/img854/3306/junkinmytrunk.png)
Junk Man just got a job at a garbage company.
The Junk Truck!
It's... What do you mean?
It's a bobsled, like in the Olympics. There are four-man bobsleds, and that was the only thing I could think of that incorporated all 4 of them.
(http://img847.imageshack.us/img847/3633/coss2.png)
Hopefully these work.
* Sniper Joe's, Roll's, and Toad Man's abilities feels a hint underpowered compared to the other abilities, but that's probably because everyone else is OP.I can't speak for Sniper Joe's proximity Crash Bomb, but Roll and Toadman's jumping abilities are good as they are. Do not underestimate the power of a good jump (depending on the track)!
My thoughts? Remove the "spectator" portions of the maps. If people want to spectate, they can use the built in spectator cam that works marvelously. You could just put things in the bleachers if you don't want to get rid of them."Works marvelously" is a bit of an overstatement. Since spectators can't teleport, if a spectator never joins the race, they're stuck in the entryway the entire race (unless using the chase cam function). I forget if there's a way to add spectator cam spots to maps, but that could be a viable solution. If not, well... It's either chase cam, join then go back to spectating, or don't spectate at all.
Now that I've actually had a chance to play this online, my opinion of it has dropped sharply.
PROTIP: Beta-test your stuff. It prevents terrible releases like this from happening.
-_- Ive said this once, Ive said this a thousand times, I cant find out these things unless people actualy played it
* Certain maps (e.g. Fireman) make it incredibly easy to telefrag people. If possible, this needs to be fixed ASAP.
already on my list to begin with
* Items need to be much, MUCH more effective. Jumping through hoops just to get a green shell / banana / star that doesn't actually help in any meaningful way is kind of frustrating
fixing it so the screws automaticly give you an item once you get the 10th one
* Buster shot abilities seem a bit powerful. ...No, that's an understatement; Megaman/Bass can just spam left-click and whoever's in front of him won't be able to move, and a fully-charged Mega/Proto/Bass shot is essentially a Red Shell with slightly nerfed homing. The buster needs a serious nerf.
They work like they do in in battle & chase
busters slightly bump players, I think I put a 3 shot limit on it though in battle in chase it's also spammable
megaman and bass's charged shots can hug the ground while protoman's can't but it's slightly homing
* Quick Man should be able to ram people. He also needs to go slightly faster; he's basically a slow 4Roader with a useless strafe.
AGAIN, looks like someone's never played battle&chase. He had the lowest speed but he gotten a huge speed boost, but when he hit walls and other racers he spun out so basicly I actualy buffed him
* Shadow Man's slow lasts until you get hit again. This is most likely a glitch, but either way it's a HUGE no-no in a racing game.
see list
* Sniper Joe's, Roll's, and Toad Man's abilities feels a hint underpowered compared to the other abilities, but that's probably because everyone else is OP.
AOE that causes spinouts, I was worried that it might be OP, though items will help ALOT in a race and maby turn a rae around
* I know I said this a hundred times on the server, but who thought Megaman RC was a good idea? He needs to be removed; he's bringing down the quality of the mod with his sheer existence. *wonders if anyone got that reference*
I was trying something new but I guess I'll remove it
* I'm leaving basic Megaman up to you. If you leave him in, though, running him over should be an OHK, and his buster shots should not hitstun.
EDIT: It seems you're already working on fixes, but this should have been done sooner. Come on, ice.
None of the stages detect laps correctly.Fixed that for you.
-_-; for the love of cutmanmikeQuote from: "Human Destroyer"None of the stages detect laps correctly.Fixed that for you.
fixing the lapcounter items to be kept on death so there are no instant losses due to spawn frag
Quote from: "xColdxFusionx"PROTIP: Beta-test your stuff. It prevents terrible releases like this from happening.
-_- Ive said this once, Ive said this a thousand times, I cant find out these things unless people actualy played it
* Items need to be much, MUCH more effective. Jumping through hoops just to get a green shell / banana / star that doesn't actually help in any meaningful way is kind of frustrating
fixing it so the screws automaticly give you an item once you get the 10th one
Doesn't fix the fact that it takes 10 screws to get an item, and the items are terribly underpowered...
* Buster shot abilities seem a bit powerful. ...No, that's an understatement; Megaman/Bass can just spam left-click and whoever's in front of him won't be able to move, and a fully-charged Mega/Proto/Bass shot is essentially a Red Shell with slightly nerfed homing. The buster needs a serious nerf.
They work like they do in in battle & chase
busters slightly bump players, I think I put a 3 shot limit on it though in battle in chase it's also spammable
megaman and bass's charged shots can hug the ground while protoman's can't but it's slightly homing
That doesn't change the fact that they keep anyone from moving. Ever. If you're not going to change them, the charge for them should be significantly slower.
* Quick Man should be able to ram people. He also needs to go slightly faster; he's basically a slow 4Roader with a useless strafe.
AGAIN, looks like someone's never played battle&chase. He had the lowest speed but he gotten a huge speed boost, but when he hit walls and other racers he spun out so basicly I actualy buffed him
AGAIN, that doesn't change the fact that he's terrifically underpowered. I'd hardly consider his dash "huge".
* Sniper Joe's, Roll's, and Toad Man's abilities feels a hint underpowered compared to the other abilities, but that's probably because everyone else is OP.
AOE that causes spinouts, I was worried that it might be OP, though items will help ALOT in a race and maby turn a rae around [sic]
I agree that Toad Man's ability sounds pretty OP on paper, but compared to Megaman/Bass/Protoman, he was next to useless.
Quote from: "ice"Quote from: "xColdxFusionx"PROTIP: Beta-test your stuff. It prevents terrible releases like this from happening.
-_- Ive said this once, Ive said this a thousand times, I cant find out these things unless people actualy played it
* Items need to be much, MUCH more effective. Jumping through hoops just to get a green shell / banana / star that doesn't actually help in any meaningful way is kind of frustrating
fixing it so the screws automaticly give you an item once you get the 10th one
Doesn't fix the fact that it takes 10 screws to get an item, and the items are terribly underpowered...
so a roader with a yashichi = terribly under powered dispite the fact that anyone he touches spinds out and he moves even faster? Play mmbc or atleast a rom and come back to me
* Buster shot abilities seem a bit powerful. ...No, that's an understatement; Megaman/Bass can just spam left-click and whoever's in front of him won't be able to move, and a fully-charged Mega/Proto/Bass shot is essentially a Red Shell with slightly nerfed homing. The buster needs a serious nerf.
They work like they do in in battle & chase
busters slightly bump players, I think I put a 3 shot limit on it though in battle in chase it's also spammable
megaman and bass's charged shots can hug the ground while protoman's can't but it's slightly homing
That doesn't change the fact that they keep anyone from moving. Ever. If you're not going to change them, the charge for them should be significantly slower.
actually I thought I had it fixed so you lose the charge when hit, as for the whole over exaggeration of never moving, that was because of the RC trolls, it's nowhere near as bad as you're trying to make it look
* Quick Man should be able to ram people. He also needs to go slightly faster; he's basically a slow 4Roader with a useless strafe.
AGAIN, looks like someone's never played battle&chase. He had the lowest speed but he gotten a huge speed boost, but when he hit walls and other racers he spun out so basicly I actualy buffed him
AGAIN, that doesn't change the fact that he's terrifically underpowered. I'd hardly consider his dash "huge".
Quickman is ment to be a skill class. again, please atleast try to play mmbc or atleast watch youtube videos to see how the game works
* Sniper Joe's, Roll's, and Toad Man's abilities feels a hint underpowered compared to the other abilities, but that's probably because everyone else is OP.
AOE that causes spinouts, I was worried that it might be OP, though items will help ALOT in a race and maby turn a rae around [sic]
I agree that Toad Man's ability sounds pretty OP on paper, but compared to Megaman/Bass/Protoman, he was next to useless.
that or you're not using him correctly. try using his jump as he runs over a booster
While we're on the subject, if possible you should make reverse movement half-speed to prevent Mega/Proto/Bass from turning around and spamming their busters at anyone behind them with minimal penalties...
tried doing that, but I had no idea how to do that
While we're on the subject, if possible you should make reverse movement half-speed to prevent Mega/Proto/Bass from turning around and spamming their busters at anyone behind them with minimal penalties...Quote from: "xColdxFusionx"PROTIP: Beta-test your stuff. It prevents terrible releases like this from happening.
-_- Ive said this once, Ive said this a thousand times, I cant find out these things unless people actualy played it
* Buster shot abilities seem a bit powerful. ...No, that's an understatement; Megaman/Bass can just spam left-click and whoever's in front of him won't be able to move, and a fully-charged Mega/Proto/Bass shot is essentially a Red Shell with slightly nerfed homing. The buster needs a serious nerf.
They work like they do in in battle & chase
busters slightly bump players, I think I put a 3 shot limit on it though in battle in chase it's also spammable
megaman and bass's charged shots can hug the ground while protoman's can't but it's slightly homing
That doesn't change the fact that they keep anyone from moving. Ever. If you're not going to change them, the charge for them should be significantly slower.
actually I thought I had it fixed so you lose the charge when hit, as for the whole over exaggeration of never moving, that was because of the RC trolls, it's nowhere near as bad as you're trying to make it look
PROTIP: If you'd look again, rapidly clicking LMB completely stunlocks the person you're shooting. It's not just an RC problem.
* Quick Man should be able to ram people. He also needs to go slightly faster; he's basically a slow 4Roader with a useless strafe.
AGAIN, looks like someone's never played battle&chase. He had the lowest speed but he gotten a huge speed boost, but when he hit walls and other racers he spun out so basicly I actualy buffed him
AGAIN, that doesn't change the fact that he's terrifically underpowered. I'd hardly consider his dash "huge".
Quickman is ment to be a skill class. again, please atleast try to play mmbc or atleast watch youtube videos to see how the game works
PROTIP 2: I looked it up, and Quickman actually has a higher top speed than Megaman in the actual game (464 vs. 480 km/h)
Making the racers immune to the RC shots
MegaManRC was kind of pointless, so I support removing the class. It has caused so many bugs...
fixing the lapcounter items to be kept on death so there are no instant losses due to spawn frag
Much needed. It made some stages like Fireman tough to complete.
changing the way the teleporters work in fireman's stage to reduce telefrag and hopefully outright remove telefrag
I believe that's all teleporters in general. You might want to look at other maps as well, such as Iceman's and Bass's Circuits.
changing shadowman's attack to give an item that slows the person hit due to dodgy pain states
There were times when I slowed down for what seemed like longer than usual. Otherwise Shadowman seemed fine.
adding arrows to point you in the right direction at the begining
I probably would make this a low priority compared to other fixes. It was somewhat easy to see most of the corners, and after practicing a map anyway, you will know how to deal with turns.
Changing the way the screws work so you're given a item automaticly on the 10th one
It confused me how this one worked in v1c. I definitely support this feature.
Protoman's stage doesn't detect laps correctly.
I realized that the hard way. I often cut corners in the middle of the track to shorten the time, and I ended up having to redo the entire lap. I know it was laid out the way the computer handles the track, but it was possible to shorten lap times in the original by using both lanes.
* Items need to be much, MUCH more effective. Jumping through hoops just to get a green shell / banana / star that doesn't actually help in any meaningful way is kind of frustrating
I do agree that all items that weren't the Yashichi were not very good. However, not all of the items from the game have been put in yet, so it only seems to have bad item selection.
* Buster shot abilities seem a bit powerful. ...No, that's an understatement; Megaman/Bass can just spam left-click and whoever's in front of him won't be able to move, and a fully-charged Mega/Proto/Bass shot is essentially a Red Shell with slightly nerfed homing. The buster needs a serious nerf.
I disagree on the charged part, but it was very annoying to have to turn around after being hit by a single shot. True, it can be spammed, but I think the effect needs to be less. In the original, it mainly slowed down opponents while a charged shot made them spin. Maybe an uncharged shot should be equal to running offroad on a car that doesn't go offroad.
* Quick Man should be able to ram people. He also needs to go slightly faster; he's basically a slow 4Roader with a useless strafe.
You guys already discussed about ramming, but I also agree Quickman should be a bit faster than Mega Man and Bass since he does not have any attacks. Probably make his boost just a tad stronger as well.
* Sniper Joe's, Roll's, and Toad Man's abilities feels a hint underpowered compared to the other abilities, but that's probably because everyone else is OP.
Can't comment on Sniper Joe since I didn't see anyone use him. I found Toad Man's attacks to be rather OP myself, since they're much more effective than a charged shot AND covers a higher range. Rain Flush's range should probably be nerfed a little bit. Roll seemed fine to me, although I think her top speed should be a tad higher. She did use an engine that went faster when she was not in 1st.
[OMFG RAGE]Settle down, Beavis.
Quote from: "Korby"My thoughts? Remove the "spectator" portions of the maps. If people want to spectate, they can use the built in spectator cam that works marvelously. You could just put things in the bleachers if you don't want to get rid of them."Works marvelously" is a bit of an overstatement. Since spectators can't teleport, if a spectator never joins the race, they're stuck in the entryway the entire race (unless using the chase cam function). I forget if there's a way to add spectator cam spots to maps, but that could be a viable solution. If not, well... It's either chase cam, join then go back to spectating, or don't spectate at all.
You want a beta server host? I could do so.I'll keep that in mind
I can't fix it, unfortunately- I already deleted the file of it.And this is why I never delete images unless I have a backup somewhere.
It would be even faster if I fixed it:Or just simply look back a few pages
(http://img707.imageshack.us/img707/182/cloudnine.png)
WELL EXCUSE ME FOR TRYING! How about I make quickman abnormaly fast and give him a forcebeam gun and make the buster absolutely useless, or better yet, how about I fix it so noone has attacks period, and make it so you automaticly gain an item when you hit an enemy, and remove megaman altogether and replace him with mario!
Umm... yeah.Quote from: "Star Dood"Toad might not even make it in if a suitable attack isn't found.Quote from: "SmashBroPlusB"It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:I'm just going to leave this here. :|
Basically, the Tadpole attack would be a grounded, fast-moving projectile that can make karts either stunned or spin out (but not both). The Tadpole would be unable to climb walls, but its speed would more than make up for it (assuming you have a clear shot at your rival). The recharge rate is moderate (comparable to Mega Man or Roll) but you only get 4 tadpoles in a full ammo bar.
Toad Man's "power" move could be Acid Rain. It simply hits all players around Toad Man for easy radius stunning. However, you'd have to "charge" the Acid Rain to use it. Usually the "power" moves are used automatically based on whether or not your ammo bar's full, but for Toad Man I think a charge attack would be better simply because the two attacks are so different (a fast distance shot versus a close-range radius blast).
allow people in the spectator box to shoot racers...
Wuhu Island Loop
except instead of Wuhu Island you invent a new island
CUTTER'S COVE
where all the Cutstuff dudes hang out
Maka Wuhu, then.Just make sure that it lacks that one glitch (you know what I'm talking about)
Quote from: "Daveris"Maka Wuhu, then.Just make sure that it lacks that one glitch (you know what I'm talking about)
MMBC01 Iceman: The map's pretty much similar to the one in mmbc, minus the slops that were in the map. my main gripe is with the joining area, when you go into the teleporter, you come out in a random direction
MMBC02 Bombman: honestly, my main gripe with this stage is, too many height variations, and as some pointed out, some turns are impossible to predict on the 1st time around, plus, I like some consistancy to my speed instead of bumping into a wall when you have to go over those walls
MMBC03 Elecman: main things I dont like about this stage is the size and the alternate paths at the begining, things are too cramped and cones are just lined up everywhere
MMBC04 Protoman : Honestly my favorite map, size is good, number of obstacles are good, and pretty awesome music for the area
MMBC05 Fireman: far too many sharp turns for my taste
MMBC06 Bass: ....I dont really know where to start on this one, there's alot of sharp turns, alot of "death" pits, the whole layout just feels weird,I tried adding the lap counter system to it, but the map epicly broke when I tried it
MMBC10 Airman: Based directly on the sky map from mmbc, I guess it is kinda bland, but so was airman's stage (you better thank goodness I used airman's tiles tastefully instead of having it as the track's main texture). My main problem with this is that it's feels short
MMBC32 Gyroman: Based directly on the 3rd sky stage in mmbc, This one unlike airman's stage has a decent length to it, and of course like airman's stage, there weren't too many gimmicks, but again, gyroman's stage didn't have any gimmicks either except for the elevators. Though I'd say leave it as it is, cause we know what happens when you try to shoehorn gimmicks in
Now for other tracks
xColdxFusionX's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)
Mario's Curcuit: It's mario kart, what more could you want
xColdxFusionx's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)
I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.
I could maybe whip up another car for you today- depends if I find time. (Still think Toad is the best though)
Shade Man still needs the Batmobile, too.
Holy crap, this thread's been dead for a while, hasn't it?
Hey, I was just thinking about this thing about a week ago. Did you learn how to read minds over the hiatus?Quote from: "ice"xColdxFusionx's track: Decent size and it has rather smooth turns, feels pretty solid (as long as you ignore the ramp)
Wait, what's wrong with the ramp?
Also, had a couple experimental ideas I might send you if you're interested.
I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.
*=done
also heres my changelist:
*HerobrineRCman removed
adding acceleration stats to all the classes (quickman having great acceleration and low top speed)
fixing the lap counter so it's given as the race starts
*changed the screws so they give you an item on the 10th one
*fixed shadowman's attack
*made elecman's track bigger
fixing the teleporters to reduce telefragging
adding a indicator to tell you wich way to go so you won't end up going the wrong way (though you could still do it if you want)TRY to fix bass's track 1 last timegave up
*fixed the fireman fall trap
*added amushroomEtank item
a new challenger will appear thanks to stardood
a new challenger will appear thanks to stardood
I think you guys should add Turboman somewhere, besides, he's already a carand Nitroman when MM10 expansion comes out.
Edit: And Waveman Should totally ride a Wave Bike.
Erm, wait a sec-Starman
Are you talking about Star or Cloud? I finished both of them, Mani helping with Cloud...
Same with Centaur. Don't give him a car.Sure, give him a motorbike, like Toad Man.
...Also windman should totaly drive in a panda
It's 100% possible to do a whole race in chasecam (even though that's how it's supposed to of been played in the 1st place)
this is a mod for a RACING GAME
you know what
why don't you play every racing game in first person from now on
see how well that turns out for you
FALCON! Go for itokay :p
For Snakeman, we could toss in some snake like abilities, though I can't really think of any for him
(http://i49.tinypic.com/15rir85.png)Either that's its open mouth or that is the most epic snake moustache I've ever seen.
AgainWe need to represent the clone in some way, and besides cloning the car doesn't sound very useful, imo.
...why the heck would he even need a clone in a sidecar for in the first place!?
it's not even doing anything, it's just an illusion, heck, geminiman's not even doing anything besides driving... Adding a side car would just be pointless and out of place
Also, how do you guys think about reducing friction on all the tracks? What it would change includes
having to slowdown to a stop (atm you can stop on a dime)
makes you slowdown if you ram into a wall (running into a wall now you just slide along it with no speed loss)
makes turns wider (you can literaly pull a 180 turn on the spot atm)
It'd be an interesting thing to implement given that Gemini Man is usually represented with his clone.
Can I make a concept for a racer?You mean like that Lumberjack Guy on the Wacky races? (Forgot his name.)
If yes, then...(click to show/hide)
Also, I still think Bombman should ride the Mini Bomb kart from MK64's battle mode.
Sawblade Mobile
"In Sta Gib"Quote from: "Hilman170499"Sawblade Mobile
...Ew.
The cart idea is a good start (I kinda like the idea of the appearance at least), but the name needs to be about 20% cooler. ...No, more than that.
How about "The Diamond Tip"? (Referring to diamond-tipped sawblades) [/dontexplainthejoke]
coughcoughsomeoneshouldgiveideasformegamankillerscoughcoughInb4Sakugarnemobile
Turbo Man should throw tires from his body like TurboMan.EXE does!That sounds cool, I second this.
The tires (which are on fire by the way) roll forward steadily and create smoke clouds on impact.
On the last page, I added stuff. Check it out(not spamming okay?).Turboman should Just be Turboman, he's already a car.
Also(only open if you played or known Mega Man Battle & Chase):(click to show/hide)
But that was the reason Turbo wasn't actually in B&C, they wanted to put him but he wouldn't fit the game system (via taking parts off the car you beat)Quote from: "Hilman170499"On the last page, I added stuff. Check it out(not spamming okay?).Turboman should Just be Turboman, he's already a car.
Also(only open if you played or known Mega Man Battle & Chase):(click to show/hide)
Still, you are unable to take off parts in this mod, Turboman should stay Turboman.Quote from: "Game&Watcher"But that was the reason Turbo wasn't actually in B&C, they wanted to put him but he wouldn't fit the game system (via taking parts off the car you beat)Quote from: "Hilman170499"On the last page, I added stuff. Check it out(not spamming okay?).Turboman should Just be Turboman, he's already a car.
Also(only open if you played or known Mega Man Battle & Chase):(click to show/hide)
Ok, but Turboman should just be Turboman.(click to show/hide)
Turbo Man should throw tires from his body like TurboMan.EXE does!OKAY JUST SO YOU ALL KNOW
The tires (which are on fire by the way) roll forward steadily and create smoke clouds on impact.
OMG, i tried the v1c, its really fun xDDD
I loled hard in the mario kart map, i can imagine, it must be awesome with people !!!!
GG everybody for this mode, i will try to play with some friends ^^
Quickman car rules! :mrgreen:
I found a problem:
If one is fragged, they are out of the race for the rest of the match.
i.e.:Someone is killed by a weapon or a teleporting player/bot. Their lap counter disappears and are disqualified.
Is it possible to teleport players to locations in midair? Maybe all of the "off course" teleporters could place cars in the air to avoid any accidental telefrags.See: Ice Man's stage, Quick Man's stage, and Crystal Man's stage. Mid-air teleports are everywhere.
Is there a way to change how many screws it takes for a certain racer to get an item? For example, could I make a racer that could get items from, say, only eight screws?
I was thinking about that actually, napalmman had the ability to gain items with only 5 screws, might try to see about adding that
Also, is it possible (with the new screw item check system) to make a racer that can hold two items at one time?
...That would get quickly overpowered fast (2 yashichi's in a row)
Very lowest priorities, but racers' taunts should be horns and stuff. Also switching Alt-fire to Item might be a little less misleading.
this isnt classes (YD/KY/CCSC) there will be no taunts.... for now anyway
As for the altfire, I made it that way since it's slightly faster that way, the items are really altfires that change depending on the item, and plus items are kinda iffy at times, I will however do like CSCC and Classes and make a base weapon so the added weapons wont be so cluttered with all the item states
AND NO THERE WILL BE NO ATTACK ALT FIRES SO STOP PESTERING ME WITH IT!
And something came up in my mind, how the heck do you impliment topman into a car?
I got a suggestion,That's already been decided looooooooong ago(click to show/hide)
Ring Thing (ring)
MEGAMAN Battle and Chase
hey ice
would you punch me in the face if I made a kart for something not Mega Man related
also about the track I'm making
I was thinking the end would have you GYRO JUUUUUUUUMP back to the starting pad
but I'm not sure if jumping / being shot from a DK cannon / whatever would mess things up
as in
would making you get shot / jump affect a kart's speed or anything
FALCON! Go for it
As for gyros, not sure, there's a chance you could lag and pass right over the fans (or whatever)
I need your oppinion on this, should I make the enter script force you into chasecam when you enter considering you always fire straight forward? *you can always hit chase to go back into 1st person*
so when is the next ver going to come out for mm8bdmv3a?People should stop asking this. V3a JUST came out, so scripters need time to figure out HOW to fix their mods to work with Zandorium AND 8bdm.
(http://img42.imageshack.us/img42/75/peacockbattleandchase.png)
Finished!!!How about:
(http://sadpanda.us/images/1512130-98DTPY4.png)
Now Sonic can be playable, here's an idea of how he shall work.
Speed - Fairly Fast
Control - Bad
Shot - Short Ring Throw
Charged Shot - Boost
Quote from: "VirtualSonic43"Finished!!!How about:
(http://sadpanda.us/images/1512130-98DTPY4.png)
Now Sonic can be playable, here's an idea of how he shall work.
Speed - Fairly Fast
Control - Bad
Shot - Short Ring Throw
Charged Shot - Boost
Shot - Insta-Shield (http://sonic.wikia.com/wiki/Insta-shield)
Charged Shot - Homing Attack or Sonic Wind
Charged Shot - Homing Attack or Sonic Wind
Dang, why did I forget the Insta-Shield? I was going a little (unintentionally) by Game Gear/Master System standards it seems. But how would the Insta-Shield work anyway? It's so freaking short!Like the double L or R in F-Zero, which allowed you to tackle without taking damage or losing speed. Except you won't be pushed left or right and you will be briefly protected by a barrier, which will allow you to negate damage from traps for half a second or a full second.
If we really need gombas in mario kart track i can make them, (http://img836.imageshack.us/img836/3432/gombas.png) Im finish with the sprite now if you guys says this dosent looks like 8-bits please recolor him to megaman and then you guys will see is 8-bits.You so need to make that as a skin for regular MM8BDM.
I don't know if someone is going to make that skin he need to ask me first in a PM.Quote from: "FTX"If we really need gombas in mario kart track i can make them, (http://img836.imageshack.us/img836/3432/gombas.png) Im finish with the sprite now if you guys says this dosent looks like 8-bits please recolor him to megaman and then you guys will see is 8-bits.You so need to make that as a skin for regular MM8BDM.
Also, any ideas for THE CLOWN MOBILE!?Speed - Average
*cue batman theam with clownman and magicman instead*
Before you ask, yes it is a clown car.
If we really need gombas in mario kart track i can make them, (http://img836.imageshack.us/img836/3432/gombas.png) Im finish with the sprite now if you guys says this dosent looks like 8-bits please recolor him to megaman and then you guys will see is 8-bits.
Could I use that in my mario mod?Okay Sure.
Ok cool and I bet the special guest racer is any of the black racer three or a cutstuff member
special guest racer that's apparently canon...I think your question was already answered
...not sure why the heck you'd need that outdated thing but here it isProbably due to what i put between quotation signs on the title.
http://cutstuff.net/mm8bdm/?p=75 (http://cutstuff.net/mm8bdm/?p=75)
I'm currently reworking it, not sure on a release date, but it's coming out, the version of MM8BDM you'll want to use for now is this
http://www.mediafire.com/download/g8cdx ... BDMv3a.zip (http://www.mediafire.com/download/g8cdxfgtvq6v3p2/MM8BDMv3a.zip)
NOT v2A
Does this works for V5A?