Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: ice on November 16, 2010, 08:48:16 PM

Title: Re: megaman battle & chase project V2A Released
Post by: ice on November 16, 2010, 08:48:16 PM
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 character

Current tracks
Quote
Main Tracks:
Bombman
Fireman
Iceman
Elecman
Airman
Protoman
Gyroman
Bass*

Special Tracks:
xCFx Racetrack
Mario Circuit

Current Racers:
Quote
Megaman
Bass
Protoman
Roll
Iceman
Shadowman
Toadman
Starman

Items
Quote
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


V2a Download
http://www.mediafire.com/?964q56i3zj7ix9a (http://www.mediafire.com/?964q56i3zj7ix9a)
Title: Re: megaman racing project
Post by: lightdasher on November 16, 2010, 08:55:05 PM
All of this sounds nice, but what are YOU going to do for it first?
Title: Re: megaman racing project
Post by: ice on November 16, 2010, 09:11:24 PM
Quote from: "lightdasher"
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
and I'm going to try to script the cars to work similarly like the wave runners (minus the die after hitting the wall thing)
and put it all together into a pack
Title: Re: megaman racing project
Post by: Max on November 16, 2010, 09:12:04 PM
Quote from: "ice"
yellow devel:


Wut.
Title: Re: megaman racing project
Post by: lightdasher on November 16, 2010, 09:16:24 PM
I noticed that...
Title: Re: megaman racing project
Post by: ice on November 16, 2010, 09:23:00 PM
the yellow devil had a car in megaman battle & chase
It had no attacks but it was faster than the others and he could easily knock you off course
http://images2.wikia.nocookie.net/__cb2 ... kTroop.png (http://images2.wikia.nocookie.net/__cb20090131133137/megaman/images/5/50/BlackTroop.png)

edit: there the evil missprint is gone
Title: Re: megaman racing project
Post by: lightdasher on November 16, 2010, 09:24:01 PM
Yellow Devil
Title: Re: megaman racing project
Post by: Max on November 16, 2010, 09:24:05 PM
Quote from: "ice"
the yellow devel

For god's sake

and I would know if I appeared in MMB&C... I did it, after all.

Touhou ninja'd!
Title: Re: megaman racing project
Post by: lightdasher on November 16, 2010, 09:25:13 PM
Quote from: "Yellow Devil"
Touhou ninja'd!
>:3
Title: Re: megaman racing project
Post by: ice on November 16, 2010, 09:25:34 PM
what can I say, I'm notoriuse for bad spelling when I type fast  :mrgreen:
Title: Re: megaman racing project
Post by: Mr. X on November 16, 2010, 09:26:40 PM
Quote from: "ice"
what can I say, I'm notoriuse for bad spelling when I type fast  :mrgreen:
Quote
notoriuse
Quote
notoriuse
Title: Re: megaman racing project
Post by: Max on November 16, 2010, 09:27:24 PM
You did it twice, it obviously wasn't an oversight.

Not to mention my name is right there...
<<<<<<
Title: Re: megaman racing project
Post by: Mr. X on November 16, 2010, 09:30:15 PM
You're pointing at your avatar.
Title: Re: megaman racing project
Post by: Max on November 16, 2010, 09:30:52 PM
In the general direction... you get it.
Title: Re: megaman racing project
Post by: ice on November 16, 2010, 10:14:41 PM
This is basicly the size comparison of the cars (oddly joe's model is almost the same size as the sprite)
and heres the rotations for the yellow "devil"

(http://www.deviantart.com/download/186420486/sniper_joe_car_by_icebladeabra-d32zmyu.png)
Title: Re: megaman racing project
Post by: ice on November 17, 2010, 05:03:48 AM
I finnaly finished the racer joe car sprites

(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
Title: Re: megaman racing project
Post by: CopShowGuy on November 17, 2010, 05:31:24 AM
Not too shabby.  Can you add more frames to show wheel movement?
Title: Re: megaman racing project
Post by: Mr. X on November 17, 2010, 05:36:14 AM
I should really work on my racing maps.
Title: Re: megaman racing project
Post by: ice on November 17, 2010, 05:44:42 AM
I'm going to try my hand at wily's map (unofficial) to see how I could do at one

also, you can download the doom f zero mod here
http://www.skulltag.com/forum/viewtopic ... 67&start=0 (http://www.skulltag.com/forum/viewtopic.php?f=13&t=21167&start=0)
Title: Re: megaman racing project
Post by: lightdasher on November 17, 2010, 09:55:12 AM
Quote from: "ice"
I finnaly finished the racer joe car sprites

(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
The side frame could use a little more work....
Title: Re: megaman racing project
Post by: Max on November 17, 2010, 04:16:48 PM
Quote from: "ice"
wiley's

You suck at this.
Nice rotations, though.
Title: Re: megaman racing project
Post by: Disco on November 17, 2010, 05:24:50 PM
Interesting idea, good luck with it.
Title: Re: megaman racing project
Post by: ice on November 17, 2010, 06:49:14 PM
Quote from: "Yellow Devil"
Quote from: "ice"
wiley's

You suck at this.
yeah I know :lol:  but thanks for being my spell checker
also, after looking inside the F-Zero mod, I saw an item called "lap counter"
and I know mike said to not edit the MM8BDM pk3, but I'm gonna try to see if I can replicate the lap counter in a dummy file

I'll also try to have a car select room that will warp you to the track
(I know 2 people choosing the same one will result in telefrag)

anyways, any takers for the custom cars or tracks?
Title: Re: megaman racing project
Post by: lightdasher on November 17, 2010, 08:58:48 PM
Quote from: "lightdasher"
Quote from: "ice"
I finnaly finished the racer joe car sprites

(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
The side frame could use a little more work....
Title: Re: megaman racing project
Post by: ice on November 17, 2010, 09:30:31 PM
Quote from: "lightdasher"
Quote from: "lightdasher"
Quote from: "ice"
I finnaly finished the racer joe car sprites

(http://fc03.deviantart.net/fs71/f/2010/320/3/3/joe_battle_and_chase_8_bit_by_icebladeabra-d330hse.png)
The side frame could use a little more work....
yes yes I know, thats was just for a size comparison with the cars, but yeah, I'm working on the hood some more
Title: Re: megaman racing project
Post by: squidgy617 on November 17, 2010, 10:34:03 PM
I... I... I LIKE[/u] this plan. Which is odd since at first glance I thought it was just gonna be some dumb topic about more racing stages, but SKINS? I'm not certain we'll need the extra coding, so if it fails, we could at least make these skins. After all, you move suuuper fast in-game.

I fear you've given me reason to start skinning again. Oh teh noez it has begun.
Title: Re: megaman racing project
Post by: MidnightTH on November 17, 2010, 11:10:51 PM
I can do Elecmans track,but im a neurtal on Mapping. Also i'll have a secret track. EDIT: Just got started.
Title: Re: megaman racing project
Post by: KeryoWolfe on November 18, 2010, 01:07:17 AM
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.
Title: Re: megaman racing project
Post by: RainsLikeSnow on November 18, 2010, 02:07:14 AM
Quote from: "KeryoWolfe"
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.

Me no Like nascar "look a left turn!"
Title: Re: megaman racing project
Post by: squidgy617 on November 18, 2010, 02:22:58 AM
Might I ask how you got the rotations for Yellow Devil and Racer Joe? They're pretty high quality, so they look like screenshots.
Title: Re: megaman racing project
Post by: ice on November 18, 2010, 02:29:29 AM
Quote from: "KeryoWolfe"
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.
wall ads would be epic, go for it
also on my unofficial wily track, its designed after the mm2 wily map with the buildings in each corner and in one its a garage like this

_____________
Me
Ro
Ba
Pr
Gu
Cu  El  Ic  Fi  Bo  Jo
---------------
and in the far wall is the wily logo

you'll have to see it for yourself

http://www.megaupload.com/?d=BCY94MCK (http://www.megaupload.com/?d=BCY94MCK)
(click to show/hide)
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
and of course add the mecha dragon

(also the track has a interesting layout)
Title: Re: megaman racing project
Post by: ice on November 18, 2010, 02:30:30 AM
Quote from: "squidgy617"
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
I have the game on my PC
Title: Re: megaman racing project
Post by: ice on November 18, 2010, 05:43:27 PM
tripplepost

I made the car select icons and the road tiles
the icons, I'm going to make into floating signs above the teleporter
the green arrow is for a accelerator strip (makes you go faster obviousely)
the red square is for the decelerator strip (slows you down ALOT)
the dirt (makes you move slightly slower)
and the road...is just a road, enjoy
(http://fc02.deviantart.net/fs70/f/2010/322/c/c/mm8bbc_sprites_by_icebladeabra-d333k47.png)

(P.S. IGNORE MY SPELLING MISTAKES, I dont want the thread getting congested with posts about those, as long as you know what I'm talking about you're fine)
Title: Re: megaman racing project
Post by: brotoad on November 18, 2010, 06:22:54 PM
bass has an official mugshot in megaman 10 if you wanna use that instead!
Title: Re: megaman racing project
Post by: Max on November 18, 2010, 06:23:24 PM
Also the Sniper Joe isn't facing forward unlike the others!
Title: Re: megaman racing project
Post by: ice on November 18, 2010, 07:45:49 PM
when theyre all added theyre going to use there mug shots from there respective game except mm1 ones cause they never had one and also, I'll try to use the mm10 bass shot and also the joe is a edited breakman (obviousely)
Title: Re: megaman racing project
Post by: KeryoWolfe on November 18, 2010, 09:34:03 PM
Looks like you need some road textures. Lemme help you wit dat.

(http://i55.tinypic.com/1z2i0co.png)
(http://i52.tinypic.com/2qwzmdl.png)

Not exactly 8-bit, but it's close... kinda.
Title: Re: megaman racing project
Post by: ice on November 18, 2010, 10:47:07 PM
Quote from: "KeryoWolfe"
Looks like you need some road textures. Lemme help you wit dat.


Not exactly 8-bit, but it's close... kinda.

I could use those in street corses, I just have the plain grey one in mostly offroad ones like gutsman's
Title: Re: megaman racing project
Post by: TheBladeRoden on November 18, 2010, 10:50:14 PM
The road should at least have some sort of texture on it instead of being a flat color.
Title: Re: megaman racing project
Post by: Korby on November 18, 2010, 11:42:35 PM
Yeah, you should make them slightly different for each stage, similar to what it was like in Megaman Soccer, or even LEGO Stunt Rally.
Title: Re: megaman racing project
Post by: ice on November 20, 2010, 07:55:20 AM
things are going rather slow, so to kick start the progress of this project I'll do Iceman's stage, there are still lots of free stages and cars to be claimed

also I'll upload some screen shots from mmb&c for car refs
Title: Re: megaman racing project
Post by: ice on November 21, 2010, 08:17:25 AM
(click to show/hide)
here are rotations for rush and beat and for some reason atm quickman
and on the racetrack, beat is slightly more shinier
later:
Bass
gutsman
iceman
Title: Re: megaman racing project
Post by: OrangeMario on November 22, 2010, 03:11:06 AM
Ice,
you might want to fix somthing in your wily racetrack mod, as it prevents me from joining games on doomseeker (it tells me to make sure i have the same exact wads as the server).
Title: Re: megaman racing project
Post by: ice on November 22, 2010, 03:16:24 AM
well ofcorse it wont, its not a official map its just a test map to show how the game would work, I'm almost finished with it though, I just have to wait for a response from mike regarding some scenery I made (texture dosent want to work fore some reason)

and if you mean just having it prevents you from joining, just remove it from the folder and it should work again
Title: Re: megaman racing project
Post by: ice on November 23, 2010, 08:20:56 AM
"update on iceman's stage":

I think I've created a gimick
iceman's stage is similar to the MMB&C one but I added a special spectator area too.
you start at the inside of a igloo then you could go to the teleporters for the cars, but theres also a door where you can go outside and watch the race (please dont fire at the racers) I have a barrier where its imposible for the racers to get to the spectators and vice versa, I'm also adding some mets and penguins that you can shoot and certain ones drop random items on the track for some special use (charge kick similar to quick dash) and I might make a special weapon that makes you slightly faster and invincable for 5 seconds (can't use yashichi's like in MMB&C cause it might cause a error)

also I need ideas for other cars

on the tracks I'm going to try to see if I can impliment the starting line thing, and the lap counter from the f zero mod so you dont have to worry much about coding and such
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 03, 2010, 06:45:22 PM
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?
Title: Re: megaman racing project
Post by: ice on December 03, 2010, 09:15:46 PM
Quote from: "T3H PL4Y3R"
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
Title: Re: megaman racing project
Post by: ice on December 03, 2010, 09:35:59 PM
update on iceman's track

(click to show/hide)
do you think I should add the deep pits that teleports you outside of the hole when you reach the bottom?
Title: Re: megaman racing project
Post by: Max on December 03, 2010, 09:37:29 PM
It should be more road-y with the ice as the off-road bit.
Title: Re: megaman racing project
Post by: ice on December 03, 2010, 09:39:47 PM
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)
Title: Re: megaman racing project
Post by: Alucard on December 03, 2010, 09:43:25 PM
Quote from: "ice"
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)
For your ice thing, script it like the ice blocks like GFD's Canaduh map.
Title: Re: megaman racing project
Post by: ice on December 03, 2010, 10:31:47 PM
added the ice, it works perfectly with the hole areas and the accelorator zones, and I fixed it so spectators cant shoot the racers and vice versa.

and regarding the poll above, I asked that question because its posible to make the tracks work both ways but I was asking because mostly, making every single car would be a hassle and not only that, it would require alot of scripting for all of the cars (was also thinking of adding weapons on the track)

I also noticed mass amounts of waverunners caused bad lagg ie. waveman
so basicly I'm asking this, do you want smoothly running races with the setback of cars being skins, or the cars seperate but causing alot of lagg
Title: Re: megaman racing project
Post by: Alucard on December 03, 2010, 10:58:17 PM
Cars being parts of Skins definitely.
Title: Re: megaman racing project
Post by: ice on December 04, 2010, 04:47:57 AM
I'm going to speed up process by doing the rush roadster
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 04, 2010, 11:59:56 AM
Quote from: "ice"
I also noticed mass amounts of waverunners caused bas lagg ie. waveman

bas lag?  :|

As for the poll, I can't decide which would be better. If we have car skins, then people would run around with them in other stages apart from the race tracks, but if code each car, as you said it would cause quite alot of lag. So as for me, im not sure.

EDIT: Good luck with Rush roadstar, and i can't sprite because I think i would fail badly if I did.
Title: Re: megaman racing project
Post by: ice on December 04, 2010, 07:21:55 PM
For the racing pack, I was thinking of doing some of the stuff in a seperate pk3 like in roboenza (ie. lap counter) I'm not sure if its possible, but I might fix it so the skins are in the pk3 (like I said, I'm not sure if it's possable)
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 04, 2010, 07:36:50 PM
Hmm, that seems like a good idea.

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.
Title: Re: megaman racing project
Post by: ice on December 04, 2010, 10:50:07 PM
Quote from: "T3H PL4Y3R"
Hmm, that seems like a good idea.

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.
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
Title: Re: megaman racing project
Post by: ice on December 05, 2010, 04:03:46 AM
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)
Title: Re: megaman racing project
Post by: Myroc on December 05, 2010, 09:23:27 AM
Quote from: "ice"
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.
Title: Re: megaman racing project
Post by: Max on December 05, 2010, 09:27:50 AM
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.
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 05, 2010, 11:15:48 AM
Quote from: "Yellow Devil"
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.

If what Yellow Devil says is true, then I agree to make them Waverunners.

How do I load them from my Folder?

EDIT: While I wait for an answer I'll start Bombman's Stage.
Title: Re: megaman racing project
Post by: ice on December 05, 2010, 07:00:00 PM
I'll try to have them like wave runners (although it WILL look odd because the wave runner parts jitter and I'm sure the cars would too, and when I played the track solo going at full speed [not touching the speed strips] on the wave runner, the back randomly pops up in my face blinding me half the time) and I was hopeing I could do something like a invisable wave runner, you have all the speed of a wave runner, only as a sprite, and you could play already made car skins too, like the mario kart skin somone made, or that wily machine XX, or for lulz have quickman and sonic in a foot race

and like I said, the skins were probably going to be in the wad (or pk3, I'm sure the laucher is capable of adding pk3's)

Quote from: "T3H PL4Y3R"
How do I load them from my Folder?

EDIT: While I wait for an answer I'll start Bombman's Stage.
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)
(never really tried it myself I just used doom builder to test them)

and THANK YOU now were making some progress try to PM the fireman track when you get the chance
Title: Re: megaman racing project
Post by: ice on December 05, 2010, 09:44:23 PM
Ok I'm finnaly finished with iceman's track, I just have this to say, WHY DID HIS LEVEL HAVE TO HAVE SO MANY TREES!!!!

ok I finnaly got that off my chest, now to finish the rush roadster, already finished the front, back, and side frames
pics later
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 06, 2010, 07:20:05 PM
Wow I feel rather dumb, but now since I found out how to 'import' them I will do so and send it soon.
Title: Re: megaman racing project
Post by: ice on December 14, 2010, 02:07:42 AM
(disregard this post)
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 22, 2010, 05:55:10 PM
Wow, the Spectater seats in Bass' track are proving to be really annoying.....
Title: Re: megaman racing project
Post by: ice on December 22, 2010, 07:07:32 PM
XD it happens
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 24, 2010, 12:03:48 PM
Almost done reworking Bombman's stage.....
Title: Re: megaman racing project
Post by: ice on December 25, 2010, 08:35:18 PM
To Everyone on cutstuff forums

What theme should play on megaman, protoman, and roll's racetrack?
Title: Re: megaman racing project
Post by: Alucard on December 25, 2010, 10:35:31 PM
Megaman 2's theme for Megaman

Protoman's Whistle for Protoman

Cutie Roll form Megaman 10 for the roll track.
Title: Re: megaman racing project
Post by: ice on December 25, 2010, 11:13:09 PM
Quote from: "Alucard"
Megaman 2's theme for Megaman

Protoman's Whistle for Protoman

Cutie Roll form Megaman 10 for the roll track.

I was thinking mm2's theme for megaman, but the whistle dosent seem very interesting to race to (then again his MMB&C track did have a sunset theme) and the roll one, I'll look that up. (still hasent played mm9 or 10 yet)
Title: Re: megaman racing project
Post by: Alucard on December 26, 2010, 12:48:26 AM
Well, as for the Protoman whistle for the track, just have a calm, sunset-setting-ish sort of thing.
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 26, 2010, 05:47:56 PM
Quote from: "Alucard"
Well, as for the Protoman whistle for the track, just have a calm, sunset-setting-ish sort of thing.

Well, I dont know a "sunset-setting-ish sort of thing" 8-bit song, so I guess I'll have to look up some music.
Title: Re: megaman racing project
Post by: Alucard on December 26, 2010, 05:53:55 PM
I mean some sort of calm background for the track.
Title: Re: megaman racing project
Post by: Myroc on December 26, 2010, 10:28:42 PM
MM7 Intro Stage. Hell, if I remember correctly, one of the tracks in Battle and Chase used a remix of that theme.
Title: Re: megaman racing project
Post by: Alucard on December 26, 2010, 10:50:48 PM
NO!

It already disgraced Topman's theme in MMAC.
Title: Re: megaman racing project
Post by: LlamaHombre on December 27, 2010, 01:44:45 AM
MM3 intro theme for MegaMan,
MM4GB intro theme for ProtoMan,
And I don't know about roll.

May I do CutMan's stage?
Title: Re: megaman racing project
Post by: T3H PL4Y3R on December 27, 2010, 11:40:12 AM
Of course you can. I wasn't planning to do Cutman's stage, as I dont really like the textures and I wouldn't know how to make his stage.

EDIT:
Quote from: "LlamaHombre"
MM4GB intro theme for ProtoMan

Yea, It sounds good for Protoman.
Title: Re: megaman racing project
Post by: ice on December 27, 2010, 06:12:57 PM
Quote from: "LlamaHombre"
May I do CutMan's stage?
Go right ahead
Title: Re: megaman racing project
Post by: ice on January 01, 2011, 07:09:47 PM
bump
Title: Re: megaman racing project
Post by: LlamaHombre on January 01, 2011, 08:44:07 PM
By the way, apologizes, but I've decided not to do Cut Man's stage... It ended a disaster, like most of my other mapping attempts.  :(
Title: Re: megaman racing project
Post by: T3H PL4Y3R on January 04, 2011, 01:55:57 PM
Protoman's track is done, Just the Music refuses to work. I'll have to fix that.
Title: Re: megaman racing project
Post by: ice on January 04, 2011, 05:16:41 PM
I could get it to work
Title: Re: megaman racing project
Post by: ice on January 19, 2011, 09:03:32 PM
I need some people to help sprite the racers, I already scripted the rush roadster and racer joe's car in the game and I made it so that the cars give a special faster weapon (cause at top speed you will actually go ALOT faster than your weapons) and racer joe's weapon is a bomb on the track that launches you in the air (hurtful in some tracks and helpful in others just like in mmb&c)
also Ive almost figured out the lap counter scripts and I have all of the tracks so far in the PK3 so keep the stuff coming

I'm making the cars like the wave runners so you need to make a back and front part for all the cars
Title: Re: megaman racing project
Post by: ice on February 11, 2011, 09:12:34 PM
Man I really need to start spriting again, anyways, any last takers for gutsman or cutman's stages before I start doing them? And yes I have ALOT of projects going on, but I'm still working on them all constantly, and scince this project seems to have gone the farthest (for me anyway), I'll just hurry up and get this out the way.

Also I havent gotten any word from MidnightTH on elecman's stage so in about 5 days, elecman will be open again
Title: Re: megaman racing project
Post by: ice on February 11, 2011, 11:30:21 PM
well, I tried to add the finished animated sprites to the racer joe car, and well, lets just say I can get it to animate, but it will leave behind a massive snake of sprites. I guess I have no choice but to go to plan B. Make the cars into character skins. I will make custom weapons though specificly for racing at high speeds, but each race teleporter will only give you 1 weapon.

For megaman's I'll make a charge shot, and snipr joe, I'll make a bomb. also I fixed it so you cant frag each other but instead, getting hit makes you jump backwards somewhat like the infected in roboenza mode. To prevent frag trolling in the spectater area
Title: Re: megaman racing project
Post by: ice on February 13, 2011, 01:01:53 AM
Well, after forever trying to get the racer to work like a boat, it just isnt happening unless I make them still images. so here's racer joe, made specificly for this mode. (its not much to look at when hit or firing but its fun to drive around in)

http://www.megaupload.com/?d=L1J8ISSW (http://www.megaupload.com/?d=L1J8ISSW)
racer joe ready for download
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110212_195816.png)
Title: Re: megaman racing project
Post by: ice on February 13, 2011, 10:18:23 PM
O_O wow, not many people pay attention much to this thread, this is my 6th post in a row. Anyway, I was thinking maby I should make the cars like wave runners but at one cost, the car has no animation at all, but the upside, each car has its on custom weapon, I made racer joe's car with a custom bomb wep (It's currently nothing more than a crashbomb that stays on the track, and when you touch it, it explodes sending you in the air).

So anyway, do you think I should make them like the boat with the problem of no animation, or no

PS. For some weird reason the poll dosent seem to want to work corectly
Title: Re: megaman racing project
Post by: CHAOS_FANTAZY on February 13, 2011, 10:22:04 PM
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.
Title: Re: megaman racing project
Post by: ice on February 13, 2011, 10:25:13 PM
Quote from: "CHAOS_FANTAZY"
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
Title: Re: megaman racing project
Post by: ice on February 14, 2011, 06:35:53 AM
I'm not sure if anyone will notice this as the forums seem to be dead today. Anyway, I'm giving each racer there own cockpit veiw

Heres a unfinished draft of racer joe's weapon

(http://i573.photobucket.com/albums/ss180/iceblade10/JoeHUD.png)

I still have to add the hands but basicly, the fireing animation is going to be your character pressing the button on the wheel droping a bomb, and the red light will shut off untill another bomb is ready.

What do you think of it?
Title: Re: megaman racing project
Post by: Balrog on February 14, 2011, 02:33:20 PM
Meh, needs more detail and shading.
Title: Re: megaman racing project
Post by: ice on February 14, 2011, 04:39:07 PM
Heres how it looks with hands

(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110214_105018.png).
Although yes I could put some more detale, then again, the hands do kill some of the blandness

Also yes I'm aware that the front is too high, but then again, it souldent matter at all scince it drops bombs from behind and has no need to aim
Title: Re: megaman racing project
Post by: CutmanMike on February 14, 2011, 04:53:52 PM
It's cool but being able to see what's in front of you will probably help too!
Title: Re: megaman racing project
Post by: Myroc on February 14, 2011, 05:07:18 PM
That looks badass. As said, though, I think you could lower it a wee bit.
Title: Re: megaman racing project
Post by: ice on February 14, 2011, 06:41:38 PM
I'll try to lower it, Id have to raise the hands too though. But it dosent really hinder your vision too much when I tested it though. And scince its just racing, chasecam is 100% fair. I'll see what I can do though.
Title: Re: megaman racing project
Post by: ice on February 14, 2011, 09:52:10 PM
It starting to prove difficult to give it any other design without it looking like crap, but anyway, this is probably what youre expecting things to look like the way they are now

Aiming STRAIGHT forward will look like this
(click to show/hide)

but a simple fix is

(click to show/hide)
looking down at the road ahead changes things ALOT and dosent effect the specific weapon's firing at all, and gives you a good view of he road's layout ahead.

I'll try a few more ideas to see if I can fix the height though. if not, I'm working on the rush roadster
Title: Re: megaman racing project
Post by: squidgy617 on February 14, 2011, 11:28:59 PM
So this mod is going to use some sort of class or something, right?
Title: Re: megaman racing project
Post by: ice on February 15, 2011, 12:05:25 AM
Nope...well maby, If I cant find away to take away jumping I guess I'll have no choice but to make a new class
Title: Re: megaman racing project
Post by: ice on February 15, 2011, 09:15:28 PM
I created some new obsticles
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110215_161047.png)

I just got to fix it so they die when you ram them and fix it so they give you points when you shoot them. and when you get 10 points you get a item like a remote mine or a yashichi item that acts like a star in mariokart
Title: Re: megaman racing project
Post by: squidgy617 on February 16, 2011, 10:36:26 PM
I'm curious, can you make the hands change colors for what weapon you have?
Title: Re: megaman battle & chase project
Post by: ice on February 16, 2011, 11:03:33 PM
nope, its an actual weapon itself that turns you green and yellow just like racer joe. Each car is going to have its own specific weapon and specifc cockpit sprites. The colors are as followed

Rush roadster: blue/cyan
Treble Darkstar: Black/yellow
Popin Beat: red/white
Joe Racer: Green/yellow
Cool Moble: Blue/white
Wild arms: red/yellow
Devil Racer: Dark yellow/light yellow
Wily Macine: light Grey/white

And so on. but yeah each weapon cockpit will look different. as for items, I'm going to see if I can code obsticles to give you a counter starting at 10, and when you hit/shoot enough of them, you'll get a random weapon like a remote mine and other things that will effect the race. and these are how much each will give and how many shots kill it

Street Gabyoall "spike": HP N/A, points 0, will cause damage to anyone that hits it
Baccone: HP 1, Points 1,
Small Met: HP 1, points 1
Large Met: HP 5, points 3, cant be killed by ramming into it
Penguin: HP 2, points 2, Can be killed by ramming it, but it will damage you in the process

Also I fixed it so the enemies will always respawn every 10-20 seconds

Also I'm renaming this the megaman battle & chase project scince thats essentially what it is
Title: Re: megaman battle & chase project
Post by: squidgy617 on February 18, 2011, 12:15:10 AM
Sounds good to me. Though I advise you put all downloads for the project in the first post so people to see them. Most people don't like sifting through topics to find all of the content.
Title: Re: megaman battle & chase project
Post by: MidnightTH on February 26, 2011, 12:54:39 AM
Withdraw my spot please, I have too much mapping so i cant do Elecman.
Title: Re: megaman battle & chase project
Post by: Alucard on February 26, 2011, 02:37:37 AM
I have a good idea for a skin, if you are willing.

It's Jet Bike Joe. Not exactly MegaMan Battle & Chase, but it's based off an awesome racing game for the PlayStation called Jet Moto 2.

Jet bikes look like this:

(http://crud.toshiba-3.com/prpic/ojet.jpg)

You should use either the Max's or Bomber's for it, since they're the right color.

It's your choice, I won't force it on you, but it would be fun to see it.
Title: Re: megaman battle & chase project
Post by: ice on February 26, 2011, 05:40:46 AM
That could be somthing custom after I finnaly finish this project (Sorry for the huge hiatus, Ive been very busy with YD's classes mod, I'm almost done so I'll be working on this and the pokemon mod again very soon)
Title: Re: megaman battle & chase project
Post by: Alucard on February 26, 2011, 03:13:54 PM
(It's alright, I can wait.)

Oki, so that clears things up. I won't see it for the project, but i'll most likely see it as sort of a bonus.
Title: Re: megaman battle & chase project
Post by: ice on February 28, 2011, 06:25:31 PM
I've been trying to get some cars to work correctly as wave runners but with no success. I'm creating new classes that cant jump or strafe and move more than twice the megaman class running speed.

basicly this is how it will work

Rush roadster: average speed no jumping or strafing

treble darkstar: pretty much a clone of rush

pop'n beat: average speed and can jump, but not strafe

sonic formula: above average speed for the 1st 30 seconds then goes to somewhat below avarage, cant jump, can strafe to an extent though (and yes quickman will be in as you cant start a racing mod without the speed guy)

Wildarms: cant jump or strafe but it will be immune to road spikes

cool mobile: well in the game he was immune to sliding but I think that might be impossable, average stats

red striker: average speed no jump or strafe and speed drops with sheild in the back.

the rolling cutter (lol): cutman's car name I thought up. average stats, his main attack will be a close attack with the cutters on the front, and his special will be a fast rolling cutter.

elecman's car (needs name "electric car" maby?): no jump or strafe, a tad above average speed, his main attack is undecided yet but his special is a fast thunderbeam

bombman's car (needs name): average stats and is immune to explosions. main attack is droping bombs behind and special is tossing a bomb that explodes on impact

others soon
Title: Re: megaman battle & chase project
Post by: CHAOS_FANTAZY on February 28, 2011, 10:22:54 PM
I, for one, would name Cut-Man's car the Cutting Roller.  :p

Elec-Man's car...I was thinking something like the Fusion Mover, something that sounds technical and something that sounds like "Green Energy."  A good normal attack would be a "taser," an electric attack that trails a certain radius around the car.  Stunning would be nice but optional.

Bomb-Man's car could be called the...Explosive Reactor?  LOL, sounds more like a weapon than a vehicle. =P
Title: Re: megaman battle & chase project
Post by: TheBladeRoden on March 01, 2011, 12:36:13 AM
The Bombardier?
Title: Re: megaman battle & chase project
Post by: Myroc on March 01, 2011, 11:55:41 AM
The Daring Demolitioner.
Title: Re: megaman battle & chase project
Post by: Alucard on March 01, 2011, 08:16:34 PM
How about this:

the BOMBarder.
Title: Re: megaman battle & chase project
Post by: Hallan Parva on March 01, 2011, 09:13:20 PM
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.
Title: Re: megaman battle & chase project
Post by: Alucard on March 03, 2011, 08:21:24 PM
Quote from: "SmashBroPlusB"
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.

Iceman and Gutsman already HAVE cars in MMB&C. And besides, I think the BOMBarder is a good name for Bombman's.
Title: Re: megaman battle & chase project
Post by: Hallan Parva on March 03, 2011, 10:09:13 PM
Do you see an Iceman? Because I don't. And admit it, you know you lol'd at the Rock Blocker :p

Cutman: "Dammit! Rock Blocked AGAIN!!"
Title: Re: megaman battle & chase project
Post by: Alucard on March 03, 2011, 10:54:31 PM
Well, Gutsman was still IN the game...
Title: Re: megaman battle & chase project
Post by: ice on March 04, 2011, 07:27:46 PM
Justice flame sounds good for fireman.

anyway, TEHPLAY3R just sent me cutman and protoman's racetracks, we're almost done with all the tracks  :mrgreen: but we still need some spriters though. also dose anyone have any ideas for the look of bombman, elecman and fireman's cars (I already have a general idea for cutman's)

Also for wily's racetrack, I was thinking an outside environment with the skull castle in the background
Title: Re: megaman battle & chase project
Post by: Max on March 04, 2011, 07:30:46 PM
Bombman's car should look like this
(click to show/hide)
Title: Re: megaman battle & chase project
Post by: ice on March 05, 2011, 05:28:56 AM
Alright, we have jack corvus on the mapping train, leaving us with 2 (3 if you count credits) maps left. Here are descriptions of the tracks

cutman: N/A (still tweaking it)

Gutsman: Recreation from MMB&C. Its filled with obsticles and theres alot of offroad areas, although there are some acceleration zones offroad too, use wisely.

Bombman: This track has tons of terrain types and hidden shortcuts, can you find them all?

fireman: A very hazardus racetrack filled with molten metal pits, Can you brave the firetrap tunnels?

iceman: Recreation from MMB&C. A small racetrack perfect for beginners, beware of icy roads and pits. Also penguins will be a nuisance here, but they give double points

elecman: N/A

Protoman: Recreation from MMB&C: This track is mostly onroad with special plates that will suprise your opponents when you run over them. P.S. try to stay on the right side of the road

Megaman/Roll: N/A

Bass: A very twisty racetrack with loads of obsticles.

Wily: N/A

Also, for the credits map could someone sprite roll and gutsman singing and a karioki machine?

It'd be best if they looked like this
(http://images3.wikia.nocookie.net/megaman/images/1/12/AhOtokoIchidai.png)
(http://images3.wikia.nocookie.net/megaman/images/e/e9/KazeYoTsutaete.png)
Title: Re: megaman battle & chase project
Post by: ice on March 05, 2011, 09:48:17 PM
Well, heres my attempt at the sprites
(http://i573.photobucket.com/albums/ss180/iceblade10/GutsRollKaraoke.png)

I need atleast 2 more people to contribute. The credits are going to look dull if only a few people participated

(new skin anyone?)

And also, if you contributed, you could get your own custom character in the credits too
Title: Re: megaman battle & chase project
Post by: MagnetMan497 on March 05, 2011, 10:20:55 PM
I'll do Wily's track. Which wily tiles? MM1? 2? 3?
Title: Re: megaman battle & chase project
Post by: Alucard on March 05, 2011, 10:21:41 PM
How about all 3? WIN
Title: Re: megaman battle & chase project
Post by: ice on March 05, 2011, 11:08:15 PM
All 3 will be fine, as long as its functional, fun, and challenging as it is the final track, you can even use the mmb&c layout if you want (also could you make it a outdoor/indoor track with the skull castle in the background somewhere?)
Title: Re: megaman battle & chase project
Post by: MagnetMan497 on March 06, 2011, 12:00:39 AM
I'll make it a skull shaped track.
Title: Re: megaman battle & chase project
Post by: ice on March 06, 2011, 04:43:18 AM
Thattle be fine. All we need is someone to do megaman/roll's track now. Also, PLEASE give some ideas for car designs, that's the only major thing thats holding us back. At the moment, theres only about 5 people to credit
Title: Re: megaman battle & chase project
Post by: Jc494 on March 08, 2011, 10:35:09 AM
I have a plan for Elecman's track, however the Electraps are proving quite the nuisance.

EDIT:
Code: [Select]
Script error, "Elecman Race.wad:MAPINFO" line 1:
ELEC MAN's Track: Unknown top level keyword
Annoying thing.
Title: Re: megaman battle & chase project
Post by: Jc494 on March 08, 2011, 01:02:51 PM
Alright. I fixed my problem. Elecman's track will soon be done.
Title: Re: megaman battle & chase project
Post by: Hallan Parva on March 08, 2011, 01:11:58 PM
Fire Man's car attack should drop fire pillars behind the car in a similar manner to Tron's light cycles. Use Fire Man's alt-fire attack from the Classes Modifier for the fire pillar sprites. The car should look like a cool Formula One car or something, with racing stripes and a nice red paint job!

Cut Man's car should be resistant to road hazards, but it can't shoot, it can only sideswipe other cars. Maybe the car should have spikes coming out of the wheels or something, so you can see that sideswipes are dangerous! Maybe the car should have a Rolling Cutter stuck in the front hood as a decoration.

Elec Man should drive a motorcycle. I'm serious. :cool:
Title: Re: megaman battle & chase project
Post by: Jc494 on March 08, 2011, 01:22:21 PM
I just made a ramp.

(http://img11.imageshack.us/img11/7549/elecramp.png)

What do you guys think?

EDIT: Elecman's track is done!  :ugeek:
Title: Re: megaman battle & chase project
Post by: ice on March 08, 2011, 06:46:14 PM
it looks really good, I found no issues in it what so ever. I'll add the rest of the player start's and spectator area and it will be ready

still waiting for megaman/roll's track
Title: Re: megaman battle & chase project
Post by: Jc494 on March 12, 2011, 06:56:45 PM
Might as well do Megaman/Roll's track :ugeek:

Update: Megaman and Roll's track is half done. The track itself is done, all that's left is adding in the correct textures, the skybox, the scripts, spectater area and anything else I'm willing to add.
Title: Re: megaman battle & chase project
Post by: ice on March 14, 2011, 01:15:20 AM
Updated the front page.

We still need spriters people, help will be GREATLY appreceated. and I still need a design for bombman, fireman, and elecman's cars

other than that, every track is now done/taken
Title: Re: megaman battle & chase project
Post by: ice on March 15, 2011, 11:53:32 PM
Now that I can finnaly start spriting for my own puposes again and I now have extream motivation, I can finish the cars with or without help (except the concept for the other cars, I still need help)
(http://i573.photobucket.com/albums/ss180/iceblade10/BCCARS.png)
How dose this look so far?

(and yes I am aware of megaman's leaning, I'm fixing that)
Title: Re: megaman battle & chase project
Post by: Alucard on March 16, 2011, 12:04:32 AM
Megaman should lean, he's excited and tensed up for the race!
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 07:06:31 PM
I fixed megaman and finished roll

(http://i573.photobucket.com/albums/ss180/iceblade10/BCCARS-1.png)
hurray for motivation!
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 16, 2011, 08:13:02 PM
Quote from: "ice"
I fixed megaman and finished roll

(http://i573.photobucket.com/albums/ss180/iceblade10/BCCARS-1.png)
hurray for motivation!
There'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.
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 08:24:50 PM
are they too low making it look like giant heads are driving?
Title: Re: megaman battle & chase project
Post by: Korby on March 16, 2011, 08:38:19 PM
Mega lacks arms and Joe is fine.
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 16, 2011, 10:31:15 PM
Quote from: "Korby"
Mega lacks arms and Joe is fine.
Their body and head are slighlty mispositioned in relation to the car in the front view.
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 10:57:54 PM
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 these

the ONLY mistake I see is rush's front frame. I forgot to color the wheels correctly
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 16, 2011, 11:01:56 PM
Quote from: "ice"
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 these

the ONLY mistake I see is rush's front frame. I forgot to color the wheels correctly
split the sprite in two. sides: left and right
sepparate both
mirror each and attach them to their corresponding halves.

In other words, the vehicles' width mismatch their driver.
Rush: Even width
Megaman: Odd width

Joe's car: Odd width
Joe: Even width

Roll's however is right because Beat's width and Roll's width are both odd.
That results in their looking off-centered in their car
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 11:11:54 PM
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)

@Korby: is arms are invisable because rush's ears are covering them in the front, and plus theyre white on a white background
Title: Re: megaman battle & chase project
Post by: Chimera Man on March 16, 2011, 11:14:02 PM
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:
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 16, 2011, 11:14:24 PM
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)
Not mouth. Entire head and body.

Quote from: "Chimera Man"
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:
Ninja'd!
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 11:16:27 PM
oh, do you mean the back frame, I forgot to move that one on the wing

(if its not that please tell me what the heck you're talking about)
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 16, 2011, 11:48:59 PM
Quote from: "ice"
oh, do you mean the back frame, I forgot to move that one on the wing

(if its not that please tell me what the heck you're talking about)
Front frame of both Rush and Joe
Trace an imaginary lin spliting the cars in two
look CLOSELY at the driver's sprites

The driver isn't perfectly centered in the car in the front sprites (well, except Roll and Beat. Those are PERFECTLY centered.) and Megaman's top of the head is off centered in the back sprite.
Title: Re: megaman battle & chase project
Post by: ice on March 16, 2011, 11:56:13 PM
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
Title: Re: megaman battle & chase project
Post by: tsukiyomaru0 on March 17, 2011, 12:15:03 AM
Quote from: "ice"
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...

So, regarding new vehicles, eh? Why not think of X and Zero with their Chaser?
Title: Re: megaman battle & chase project
Post by: ice on March 17, 2011, 01:04:43 AM
Quote from: "tsukiyomaru0"
-_-; O...K...

So, regarding new vehicles, eh? Why not think of X and Zero with their Chaser?
That could be something custom once the officiaol one's released,
Title: Re: megaman battle & chase project
Post by: Alucard on March 17, 2011, 07:26:55 PM
Quote from: "ice"
Quote from: "tsukiyomaru0"
-_-; O...K...

So, regarding new vehicles, eh? Why not think of X and Zero with their Chaser?
That could be something custom once the officiaol one's released,


In short: See ice's reply to my "Jet Bike Joe" idea.
Title: Re: megaman battle & chase project
Post by: ice on March 21, 2011, 04:11:59 PM
I've now added a check point halfway around the tracks to avoid finishline campers, now even if you can get there and turn around, you'll still have to go the same distance
Title: Re: megaman battle & chase project
Post by: ice on May 30, 2011, 07:02:31 PM
*blows dust off of this project*

I looked back over the maps and decided to redo the gutsman track, I will try to start asap but I havent been able even go anywear near the computer cause my bro's been off work and he's still off today

anyway, dose ANYONE want to help move this project forward? and I dont mean typeing "I can't wait for this to come out", no, I mean actually DOING SOMETHING, maby help spriteing or code some things, or maby give an idea like a design or name for bombman's car, extra points if you can atleast post a crude drawing

I need more people to credit, the credits are looking very small atm, if you contribute, you can have your very own sprite in the credits!
Title: Re: megaman battle & chase project
Post by: Magnet Dood on June 07, 2011, 08:14:25 PM
Do you guys need any props done?

I'm out of work and I don't feel like going back to my skins yet, so... yeah.

I'm open to do any enemy props for you.

(Also: epic bump ftw)
Title: Re: megaman battle & chase project
Post by: MagnetMan497 on June 07, 2011, 08:23:24 PM
Props aren't usually a major part of expansions, if ever used at all...
Title: Re: megaman battle & chase project
Post by: ice on June 07, 2011, 10:33:50 PM
I need sprites atm, the actual car pictures are scattered throghout the thread, I also need some props for some tracks if your willing, like make a penguin enemy that slides around in ice man's stage, basicly it slides one direction, stops, turns then slides in another direction, it's basicly based off the peng, only it's blue
Title: Re: megaman battle & chase project
Post by: Magnet Dood on June 07, 2011, 10:41:22 PM
Gotcha. I'll work on the pengin.

Thanks!
Title: Re: megaman battle & chase project
Post by: ice on June 14, 2011, 08:12:12 PM
I started this up again, Ive added some new stuff based off of the F zero mod, not only that, I just need to finish editing the last few maps and get the wily stage and all the maps will be done
Title: Re: megaman battle & chase project
Post by: Jc494 on June 15, 2011, 11:54:59 AM
As for the Wily stage it's barely started as I don't have a Layout done. Why dont we use this one:


Quote from: "ice"
http://www.megaupload.com/?d=BCY94MCK (http://www.megaupload.com/?d=BCY94MCK)
(click to show/hide)
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
and of course add the mecha dragon

(also the track has a interesting layout)
Title: Re: megaman battle & chase project
Post by: ice on June 15, 2011, 04:08:17 PM
I was using that as a debug track, but I guess I could edit it to make it acceptable
Title: Re: megaman battle & chase project
Post by: ice on June 15, 2011, 11:13:49 PM
I've/I'm added/adding the new progresses on the front page

Also, WE NEED MORE PEOPLE IN THE CREDITS
Title: Re: megaman battle & chase project
Post by: Mrguy891 on June 15, 2011, 11:32:12 PM
Damn I never played that game in a long time.
I remember playing as Roll just to hear "nigga" every time she did some special attack or something I forgot about the game's moves. (BTW no racism intended, I'm black). It was and still is hilarious.
Title: Re: megaman battle & chase project
Post by: Jc494 on June 16, 2011, 08:02:53 AM
I found this in Megaman ZX a while ago.. I just didnt know how to screen it, but I found it on Spriters inc.

(http://www.sprites-inc.co.uk/files/ZX/Zx1/Misc/MiscMisc/zx1-cars.gif)
Title: Re: megaman battle & chase project
Post by: ice on June 16, 2011, 05:00:16 PM
Sweet, now to 8bitafy them, I also have to remember what the red striker without the sheild looks like
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 16, 2011, 11:31:20 PM
as the title says, I'm planing on releaseing this soon, I just need to finish a few things, there will be a few things cut out but I will add them in a later release

things that will be in
cars:
JoeRacer
RushRoadster
PopnBeat
TrebleDarkstar
RedStriker

Tracks:
Iceman
Bombman
elecman
protoman
fireman
bass
Wily

Things that will be delayed
Bombman, fireman, elecman, gutsman, iceman, cutman's cars
Megaman/roll(too empy), Gutsman (too crappy), Cutman's (not suitible for racing) tracks
Special items, unless I can fix them by the deadline


These are how things stand as long as I'm the only one working, lets hurry up and finish the rest of the sprites and skins
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 17, 2011, 11:28:12 AM
Ok, sweet. By then I'll try to finish an extra stage so that we can add it in. (If you add it in, or if you want to convert it to cutman's stage)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 17, 2011, 04:22:46 PM
You can make it how ever you want, I also finished reworking all of the stages that are in, not to try to get all of the skins, weapons, Items, and HUDs done, maby if I have the time, finish editing megaman and roll's track
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 17, 2011, 07:15:59 PM
Here are some screenshots to get you all hyped

Actual tracks will vary

(click to show/hide)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 17, 2011, 07:32:33 PM
I'll soon finish my extra track and send it too you ice  :ugeek:

EDIT: Dat spectator area's gonna be a problem  :?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: tsukiyomaru0 on June 17, 2011, 08:11:25 PM
Is it bad if I want to play this ASAP?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 17, 2011, 08:13:41 PM
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.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 17, 2011, 09:02:41 PM
Quote from: "Jack Corvus"
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.

OH GOD. It's gonna be Friday...
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Magnet Dood on June 17, 2011, 09:11:04 PM
DAH! I forgot about my prop!

Only problem is that I've been blocked from the forums and I have to ask my parents to go on.

I'll see if I can finish it! Don't lose hope in me!
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 17, 2011, 09:13:59 PM
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 ones
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 17, 2011, 09:25:47 PM
I'll try to draw a layout for a Darkman map, but I won't be able to map it, since I fail at mapping and programming and the like. Unless, that is, I magically get Ivory/Mr. X mapping skills.  :roll: Like that'll happen.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: CutmanMike on June 17, 2011, 09:29:27 PM
Looking really cool ice!

pun intended, because!
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Korby on June 17, 2011, 09:54:15 PM
Roll's HUD shine could use a bit of work(maybe make it a bit more slanted?), but otherwise, this looks pretty sweet!
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: OZX on June 18, 2011, 02:37:57 PM
its comin out.sweet.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 18, 2011, 09:21:40 PM
Things are going along smoothly until I hit this wall, how on earth do I fix it so the characters enter there pain state but take no damage, I tried to add the FORCEPAIN flag but unfortunatly that's apparently no longer a flag, then I tried adding a NODAMAGE flag but all that did was give permenent god mode, then I tried poking around in the roboenza wad, but I can't even make heads or tails out of it.

I also tried to ask mike as he was the one who made roboenza, or so I assume, but he instantly shoo'd me away as too many people are asking him to playtest stuff and he assumed I was one of them and never gave me any help

can someone PLEASE give me a hint as to how the hell the no damage stuff works before I start ripping out my hair
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Max on June 18, 2011, 09:41:11 PM
I've never been able to, but for checkers n' things use a 1 damage projectile. If you really don't want them taking any damage, heal them by 1 after the pain state.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 18, 2011, 10:10:03 PM
thank you! It works perfectly (wonders why I never thought of it)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: tsukiyomaru0 on June 18, 2011, 10:26:08 PM
Quote from: "ice"
thank you! It works perfectly (wonders why I never thought of it)
Usually the things we don't believe that will works ends working.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 20, 2011, 12:12:16 PM
I'm gonna make more Race tracks for our first release. Why? Because I can.

EDIT: Remember this?
Quote from: "ice"
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 ones
I'm gonna have my own Cup with my "extra" tracks. It's gonna be called the Mod Cup. (hint hint).
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 20, 2011, 05:09:00 PM
Sure go for it, also I need some help coding a item, it works like a star in mario kart
 If you know how to code something like that just PM me and I'll send you the full detales
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: MagnetMan497 on June 20, 2011, 05:10:58 PM
Quote from: "ice"
Sure go for it, also I need some help coding a item, it works like a star in mario kart
 If you know how to code something like that just PM me and I'll send you the full detales
King Yamato's Starman Weapon.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 20, 2011, 05:29:53 PM
thats a weapon, not a item, by item I mean something like tango roll, or E tank
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Asd967 on June 20, 2011, 06:19:44 PM
I made an item version of it, but never bothered to update as no one ever used that weapon.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 20, 2011, 08:09:46 PM
may I have a copy of it?  I also night need help makeing a item  like mario kart's lightning minus shrinking, IF it's possible that is
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Asd967 on June 20, 2011, 08:36:26 PM
I deleted it along with other archives because of the size my 8BDM folder was getting. :/
In any way, I think I can make it again pretty easily.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 21, 2011, 11:38:52 AM
For our first realase I'd like to put in at least 3 maps for my 'Mod Cup' the first one is the extra track I've been talking about, but since then I remade the end since I didn't like it. The second one is basically a remake of a track from Destruction Derby 64. The third track is gonna be a remake of a track from CTR (crash team racing) and boy will it be annoying to make.

MOD CUP

Track 1. Desert Facility
Screenshots:
(click to show/hide)
Music played: xtd_heavy.mod (.mod, mod cup, get it?)

Track 2. Destruction Junction
Screenshots:
(click to show/hide)
Music played: agress.mod

Obviously the .mod files were converted to .ogg.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: squidgy617 on June 21, 2011, 03:05:09 PM
I think I might do some racer skins if I get some references. Since we already have the references for Yellow Devil, and I made the original Yellow Devil skin, I might just do that one.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 21, 2011, 03:55:18 PM
sure go for it, the cool mobile and wildarms are up for grabs too, I'm working on the sonic formula and kapus is working on the red striker
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 21, 2011, 04:59:10 PM
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.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 21, 2011, 05:08:32 PM
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.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 21, 2011, 05:40:09 PM
Quote from: "Jack Corvus"
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.

Alright, I'll be drawing a layout at the moment. Actually, check that. I want it based off of this track:



It has a map so you know how to shape it, and a gameplay video of what it was inspired by to show you elevation, distance, etc. edit it as necessary, of course.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Magnet Dood on June 21, 2011, 07:27:00 PM
You know, if you want to make this more Mega Man-ish, you can base some of the items off of Robot Master weapons. I.E.: Star Man=Star Crash, Shell or whatever=Wheel Cutter, Bob-Omb= umm idk, Hyper Bomb? and maybe Banana= Crash Bomb

I'm just saying if this is like Mario Kart. blue shell=homing sniper kaboom
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 21, 2011, 09:38:29 PM
XD well, megaman battle & chase is simmilar but different, heach character has there own weapon, and the only way they can get items in by hitting or shooting obstacles like mets and boccones, and the only similar items I can think of are yashichi::star, kaminari::lightning, but I might add some new items in the future
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 21, 2011, 09:44:22 PM
What's a Kaminari?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 21, 2011, 10:05:10 PM
the annoying lightning enemy from cloudman's stage that jumps out of pits
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 23, 2011, 07:40:14 AM
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
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 23, 2011, 01:35:38 PM
Quote from: "ice"
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

ME TESTER!
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 23, 2011, 02:03:23 PM
I only asked for 5 because I already have 5 core testers, and you're one of them already
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Myroc on June 23, 2011, 04:31:08 PM
My interest is piqued. I am willing to test this.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Gummywormz on June 23, 2011, 04:31:32 PM
What items do you need done?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 23, 2011, 04:45:11 PM
As ice said, the clock is ticking. Finalising Mod Cup tracks now.
Done.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: tsukiyomaru0 on June 23, 2011, 06:37:21 PM
Could I playtest this mod prior to release?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Tails on June 23, 2011, 06:42:07 PM
I would like to test this as well, if possible.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: squidgy617 on June 23, 2011, 08:03:46 PM
I guess I wouldn't mind testing it, depending on when we are. I may or may not be able to based on the time.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 23, 2011, 08:16:02 PM
and the 5 spots are filled, testing will take place the whole 5 days before the release
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Lobsters on June 24, 2011, 11:30:30 PM
I was wondering since there is the possibilty of custom stuff after the release. If you guys are going to do Duo. Because he was in the original Battle & Chase, well as a special download thing in Japan, I believe. The version of Battle & Chase on the Megaman X Collection has Duo as an unlockable character.
This page has an image of Duo in his car from B&C.
http://megaman.wikia.com/wiki/Duo (http://megaman.wikia.com/wiki/Duo)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 25, 2011, 12:33:27 AM
I was actually planning on adding him making him seems to be more trouble then he's worth

full ammo, both arms raise in front of you
full attack: double punch, exactly what it sounds like
non charged: flip, tosses opponents straight up
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Tempura Wizard on June 25, 2011, 06:14:22 PM
Can't wait!  Looks awesome! :mrgreen:   Good luck!
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 26, 2011, 12:50:05 AM
status log
Gummywormz: helping me with the items, so far, land mine is 100% done
squidgy: working on the yellow racer (there are no fireing frames for him scince all he can do is ram)
kapus: working on the red striker (I'll also need a version with the sheild in the back)
Me: trying to make the wily track less boring, trying to work out the yashichi with the help of gummywormz, working on yallow devil hud and finishing the red striker hud

also beta testing is in 2 days
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 26, 2011, 01:15:35 AM
Hey...I wanna help test! I was gonna request a testing spot but the computer was occupied then!

...Please...?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Blaze Yeager on June 26, 2011, 01:49:32 AM
i want to also sign up for testing...i'm interested to see how this works
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: MagnetMan497 on June 26, 2011, 02:46:25 AM
He already said the slots were filled. Don't waste your time.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 26, 2011, 03:18:06 AM
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
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 27, 2011, 02:30:41 AM
Testing starts tommorow, tommorow's testing will take place offline, basicly to get a feel for it, get ideas on how to improve them, finding bugs and so forth

word of warning, I dont know why but it is 100% impossible for me to fix joe's hud, no matter what I do it will ALWAYS stay in the same place, I could erase the sprites, then re add them, but they will automatically go back to 0x27, if anyone of my testers can find a way to fix them, please make a fixed copy and send it to me
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 27, 2011, 02:34:29 AM
Quote from: "ice"
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

...I contributed an idea...Hey, it's better than nothing...
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: TheBladeRoden on June 27, 2011, 07:03:34 PM
Maybe I'll throw in a cool mobile
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: squidgy617 on June 27, 2011, 07:14:18 PM
I suppose after release content may still be added? Yellow Devil is giving me a lot of trouble, and I'm not sure I'm happy with the sprites. I'll give you a pic.
(http://www.iaza.com/work/110628C/iaza18284840005100.png)
Something just looks.... wrong. If anyone can help me with some constructive criticism, that'd be great.
Also, for Duo, I might make him eventually. Problem with Yellow Devil is that his car is oddly shaped, it might be easier to do Duo.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 27, 2011, 08:39:22 PM
go for it, I've already finished the huds for cars that aren't in yet

yes stuff will be added after release, as for the yellow racer, it looks waaaay better than the one I tried, if anything, the front is the hardest part, but the rest should be smooth sailing, one thing that threw me off in the screen shots I posted was in one the back tire looked like a tank tread like this /   / when really it was a round tire like the rest, if you want, just pm me for a clearer rotation screenshot
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 28, 2011, 05:31:02 PM
day 2 of testing, today I'm adding all of the suggestions my testers gave me, and gives them time to decide a sprite for the credits (will fix the lighting), and finish cars, and maby do some more testing
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 29, 2011, 01:51:57 AM
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 up
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: tsukiyomaru0 on June 29, 2011, 02:11:16 AM
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 up
3PM and on (GMT time)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Tails on June 29, 2011, 02:15:42 AM
Would 1-2 pm be good? (Eastern Time Zone)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 29, 2011, 11:10:36 AM
Quote from: "tsukiyomaru0"
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 up
3PM and on (GMT time)

I'd be fine with this.

Quote from: "Tails_Hatsune"
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)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Tails on June 29, 2011, 01:27:10 PM
Sorry that I'm not able to test as much. Stuff is coming up.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: squidgy617 on June 29, 2011, 04:17:09 PM
If we're testing, I won't be able to until later, but you can feel free to test without me. Going to a movie at 2:30 Central Time, so unless we're testing soon (or after) I won't be joining you.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 29, 2011, 05:42:53 PM
Quote from: "Jack Corvus"
I'm fine with this too! (yea.... I am free from 7:00AM GMT - 9:00PM GMT)

Ready to test when you are.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 29, 2011, 06:10:54 PM
Mess gave me the Rcon and everything, but the server is not up yet, or maby it was but I took too long to join and he closed it, but I'm trying to start asap
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 29, 2011, 08:26:09 PM
brainstorming time, if anyone has ideas for items, now's the time to give them, one idea for an item was similar to the blue shell from mario kart

also, after friday anyone has any ideas for cars? one obviouse one would be turboman, what would there attacks be, the attack formula is, when the energy gauge is full it fires a strong attack like megaman's charged buster, and fireing it when it's not full will result in a weak attack like uncharged shots
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: mike858 on June 30, 2011, 01:49:08 AM
Quote from: "ice"
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 character

cutman: Done: T3H PL4Y3R needs 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


may i be a play tester?
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Alucard on June 30, 2011, 02:00:15 AM
Also, I coulda SWORE I had an idea for Bombman's car name. Which, now that I actually saw it, TOTALLY doesn't resemble TheBladeRoden's.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Myroc on June 30, 2011, 03:48:37 PM
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.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Blaze Yeager on June 30, 2011, 03:54:44 PM
Say...will Spring Man's Car be added?

i could go and sprite him and his car if you'd like me to.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: Jc494 on June 30, 2011, 04:00:05 PM
Quote from: "Myroc"
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.

I'm not sure if ice would agree to it, as currently it is as it was in the original game, however I do agree with this.

Quote from: "Blaze"
Say...will Spring Man's Car be added?

i could go and sprite him and his car if you'd like me to.

Yes, we will be adding all the cars from the original game and maybe we will make custom ones for all the other robotmasters.
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 30, 2011, 04:12:19 PM
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
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: TheBladeRoden on June 30, 2011, 04:51:43 PM
Quote from: "ice"
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

That gives me a saddie :(
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 30, 2011, 05:24:45 PM
I used soccer mode as an example as that is also a mod based on a official megaman game, it's fun and I wish I could see more of it, yet no one seems to want to host it, and bots aren't all that fun to play with. Sorry if offended you
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: TheBladeRoden on June 30, 2011, 07:01:02 PM
suppose I can throw my server up just for kicks (bad pun)
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: ice on June 30, 2011, 07:40:29 PM
Aww, I wanted to join but you're using v2a
Title: Re: megaman battle & chase project(expected release July 2 2
Post by: TheBladeRoden on June 30, 2011, 07:48:47 PM
woops somehow I forgot to replace the server launcher
Title: Re: megaman battle & chase project (postponed)
Post by: MasterXman on June 30, 2011, 09:30:31 PM
-_-#. This will be postponed untill when?

(click to show/hide)

(sorry for not using the caps rage)

Well...... I guess I could wait a little longer. But really. Untill when?
Title: Re: megaman battle & chase project (postponed)
Post by: ice on June 30, 2011, 10:38:53 PM
Probobly for a week, afterwards we will most likely have more than our current 5 cars and more items, or I could release it as is and let you rage out over balance and dificulty turning narrow 90 degree turns
Kapus is still working on red striker and I think squidgey is still doing yellow racer, and atm there is a skin of wily in a vehicle with the same name as his car, but I'll try to finish as much as posible

I might even add 2 secret cars
Hint: EA
Title: Re: megaman battle & chase project (postponed)
Post by: Alucard on June 30, 2011, 10:48:59 PM
I'm guessing the "EA" cars are Elecman and Airman?

Anyway, you can release it now, just don't let anyone host it online.
Title: Re: megaman battle & chase project (postponed)
Post by: Proto Man on July 01, 2011, 02:01:36 AM
Well if ur gonna postpone this then go ahead and let enemy classes start to be tested becuz i'm one of those testers and I WAS REALLY LOOKING FORWARD TO BATTLE AND CHASE! But u could still open enemy classes up for testing so I can test CUZ I WANT MAH ENEMY CLASSES!!!
Title: Re: megaman battle & chase project (postponed)
Post by: ice on July 01, 2011, 02:28:56 AM
I'm just 1 person with a shit ton of projects with very little help, so ofcorse stuff's going to take a while, especially scince ONLY 2 people actually submited a mm1 enemy class (Korby's met and arkman's adhering suzy) 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
Title: Re: megaman battle & chase project (postponed)
Post by: Proto Man on July 01, 2011, 02:34:07 AM
Sorry but I could help but even with tutorials I can't use SlumpEd and even if i knew how to I still coudn't sprite Jelly Bean Joe or whateverthefuckhisnameis(Clement referece YAY!)for you. :cry:  :(
 EDIT: Then again I'm 13 so don;t be surprised by that.
Title: Re: megaman battle & chase project (postponed)
Post by: ice on July 01, 2011, 04:27:56 AM
I'm getting rather annoyed by thease PMs I'm getting so I'm settling this once and for all with a buggy poll
Do you want me to:

A) Release it as it is now, even if maps are awkward to navigate and have HUGE balance issues with shortcuts, only 1 working item

B) Wait for the tracks to be balanced and maby more tracks will be added, more cars to choose from, more items, finished credits map

and to the people who said they are making skins, please hurry up, this is the main reason alot of projects go nowhere
Title: Re: megaman battle & chase project: POLL
Post by: Jc494 on July 01, 2011, 08:12:45 AM
Might as well tweak it until it's much better then release it.
Title: Re: megaman battle & chase project: POLL
Post by: Ivory on July 01, 2011, 08:22:20 AM
I suggest fixing up the product. Just ignore the people who from what I can tell, are just impatient.
Title: Re: megaman battle & chase project (postponed)
Post by: Max on July 01, 2011, 02:22:06 PM
Quote from: "ice"
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

21 days bro
Title: Re: megaman battle & chase project: POLL
Post by: LlamaHombre on July 01, 2011, 02:38:47 PM
Fix it up and release it after.
Title: Re: megaman battle & chase project: POLL
Post by: squidgy617 on July 02, 2011, 02:20:15 AM
Welp, Yellow Devil probably won't be able to be in the initial release at this point. I've gotten a job and I'm beginning work on Sunday, so I guess you could say that me making it is probably down the drain. (Not like it was going well anyway).

It really stinks that I have to drop out like this, but once I get settled into this strange new lifestyle of mine I will probably be able to work on more.

Also I totally suggest Nitro Man be put in after MM10 expansion comes out, whenever that'll be.
Title: Re: megaman battle & chase project: POLL
Post by: ice on July 02, 2011, 03:33:05 AM
Welp, send over what you have then I guess, atleast it's better than nothing
Title: Re: megaman battle & chase project: POLL
Post by: lol on July 02, 2011, 04:27:11 AM
It's better to fix all the bugs first than releasing it, since it's kinda obvious that buggy modes aren't really fun to play on.

But even though if the initial release may not be spectacular, it IS an initial release and you can fix any bugs on the next version (and even discover more from players/testers)
Title: Re: megaman battle & chase project: POLL
Post by: squidgy617 on July 02, 2011, 11:46:13 PM
I only had the front frame done. I was going to start the next one but then it turned out I was missing his hand rotations. I posted it earlier in the topic.
Title: Re: megaman battle & chase project (postponed)
Post by: Tesseractal on July 03, 2011, 06:51:38 PM
Quote from: "Alucard"
I'm guessing the "EA" cars are Elecman and Airman?

Anyway, you can release it now, just don't let anyone host it online.

What? That's an idiotic preposition. "Don't let anyone host it"? That's the entire purpose of a release, and once the game's been released trying to un-release it is impossible (as someone will always have the file). And if it's not worthy of being hosted online, why release it? You only get to do it once. After you release it, it's not a virgin any more. Sorry.

I on the whole have been skeptical and not really interested in this project from the beginning, so throwing on another month of two is indifferent to me. Releasing a Mega Man game expansion like this without Cut Man's stage seems like it would be a great joke, though. In seriousness, I don't think ice should cave to the impatients. They'll most likely be disappointed and then whine "WHY IT NO FINISH" if it's released now. Take your time. Getting it done right the first time is largely preferable to... anything.
Title: Re: megaman battle & chase project: POLL
Post by: LlamaHombre on July 03, 2011, 11:59:30 PM
Yes, do Cut Man better than I did!

Then bugfix and release!
Title: Re: megaman battle & chase project: POLL
Post by: Mrguy891 on July 11, 2011, 06:58:08 PM
Fix as much as you can, then release, then more people will find problems, then you fix.
Title: Re: megaman battle & chase project: POLL
Post by: ice on July 23, 2011, 05:08:11 PM
after taking a good long break, I'm resuming this project again, I'm still trying to get the yashichi item working but in the meantime, any suggestions?
Title: Re: megaman battle & chase project: POLL
Post by: Alucard on July 23, 2011, 05:35:36 PM
I think you should make the Yasichi like an instantly-used M-Tank.

Or, if you need speed boost and Invincibility, take some scripts from the Skull Barrier and Scorch Wheel, those could work.
Title: Re: megaman battle & chase project: POLL
Post by: ice on July 23, 2011, 05:38:02 PM
I tried to do that but for some reason it dosent want to work correctly, buut I think I may have a solution

Edit: I found a solution, I made it an altfire, and I guess I'll have to make it so all items are activated via alt
Title: Re: megaman battle & chase project: POLL
Post by: Magnet Dood on July 24, 2011, 02:16:31 AM
Ahem...

I've thought of a few names and ideas for new racers.

Mainly MM5 ones :l

Charge Man: The Coalsmoke Express
Gyro Man: The Soaring Gyro
Wave Man: The Tidal Force
Star Man: The Cosmo Flyer
Crystal Man: The Shimmering Eye
Gravity Man: The Bulklight Racer
Concrete Man: The Heavy Hauler
Magnet Man: The Magnetmobile! *gets slapped* The Magnetizer
Title: Re: megaman battle & chase project
Post by: ice on July 24, 2011, 07:13:08 PM
those names are brilliant! keep em comming
Title: Re: megaman battle & chase project
Post by: Proto Man on July 29, 2011, 08:39:19 PM
I got two for CutMan:

The Cutting Edge and the Kung-Fu Cutter
Title: Re: megaman battle & chase project
Post by: Magnet Dood on July 30, 2011, 08:33:46 PM
DUUUUUURRRRR I FORGOT STONE MAN

Stone Man: The Power Stone (dohoho)
Toad Man: The Toad Flusher
Search Man: The Homing Tank
Birght Man: The Time Freezer
Freeze Man: The Freeze Frame
Dust Man: The Swift Sweeper
Knight Man: The Chilvarous Carrige OR The Flying Mace
Dive Man: The Deep Sea Diver

I need a new one for Knight Man's. I don't even know if they had carriges!
Title: Re: megaman battle & chase project
Post by: Myroc on July 30, 2011, 08:37:26 PM
Bright Man's should totally be called the Light Rider.
Title: Re: megaman battle & chase project
Post by: Magnet Dood on July 30, 2011, 08:40:40 PM
Aw FFUUUUUUUU

I just realized we can't use Concrete Man! Damnit.

Maybe Bright Man should be the Early Riser. Eh?
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 01, 2011, 12:48:31 AM
I tried to make a design for Fire Man's car, but it turned into complete crap.

What I think it should be is an open-topped hot rod, with spoilers coming out of the back. At the end of them, there are muffler like objects shaped like Fire Man's blasters. All of it should be topped off with a cool fiery paint job.

Eh?

Also made a design for Charge Man's car. I'll sprite it later.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 01, 2011, 11:40:02 PM
My idea for a few names for Knight Man's car

-The Templar Chaser
-The Rouge Knight
-The Knight's Helm

I might do a concept for Knight Man's Car
Title: Re: megaman battle & chase project
Post by: LlamaHombre on August 01, 2011, 11:45:39 PM
I shall ride The Arabian Heat with pride.  :ugeek:
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 01, 2011, 11:58:10 PM
So, now I got everyone in a fad, huh? Keep the flame burning:

Tomahawk Man: The Silver Chief
Pharoah Man: The Pharoah's Tomb
Heat Man: The Atomic Flame
Blizzard Man: The Blinding Blizzard
Bubble Man: The Bubblemobile (you gotta give me this one)
Title: Re: megaman battle & chase project
Post by: Korby on August 02, 2011, 12:00:32 AM
I think Heat's should be "Atomic Rocket" because it sounds like a plausible car name.
Title: Re: megaman battle & chase project
Post by: -FiniteZero- on August 02, 2011, 12:04:41 AM
Dust Man's should be the Dust Devil.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 02, 2011, 12:06:04 AM
Ehh why not.
MM7:
Freeze Man- The Freeze Cracker
Junk Man- The Junk Dumper
Cloud Man- The Lightning Rod
Slash Man- The Jungle Beast
Shade Man- The Batmobile Shady Pumpkin
Burst Man- The Bomb,Bomber,Bombest Bubble Bomber
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 02, 2011, 01:03:14 AM
Can I keep the Bubblemobile?

OK, HERE'S WHAT WE GOT IN TERMS OF CUSTOM CARS:
MM1:
Fire Man
Elec Man
MM2:
Bubble Man
Heat Man
MM3:
Magnet Man
MM4:
Bright Man
Dust Man
Pharaoh Man
Toad Man
Dive Man
MM5:
Star Man
Gravity Man
Gyro Man
Charge Man
Wave Man
Crystal Man
Stone Man
MM6:
Knight Man (still in debate)
Flame Man
Tomahawk Man
Blizzard Man
MM7:
Freeze Man
Cloud Man
Junk Man
Turbo Man
Shade Man
Slash Man
Burst Man

NOW I'VE CONTACTED ICE, AND HE AGREED TO LET THEM IN ON ONE CONDITION AND ONE CONDITION ONLY!

Contribute to the project. Sprite making, mapping, coding, whatever. Even something as little as making Elec, Cut, Bomb, and Fire Man's sprites . And you must sprite your car too.

Maps must be completed, sprites must have all rotations, coding must work correctly, etc. He then wil agree to put one racer of your choosing in the next version, as long as all rotations are complete for your racer. And you know what this means: The more you do, the more racers are put in.

So you wanna see them ingame? Help ice with his expansion.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 02, 2011, 01:07:12 AM
I'll do Knight Man.

(BUT,i can't at this EXACT Moment.My Damn parents thought it was funny to give me a Curfew during the summer,so i got my compy's POWER CORD taken.Damn my Parents,seriously)
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 02, 2011, 01:16:17 AM
Mkay then. I got Charge Man.

Coalsmoke Express will totally be my all time favorite racer.
Title: Re: megaman battle & chase project
Post by: LlamaHombre on August 02, 2011, 01:18:52 AM
Arabian Heat shall be mine!
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 02, 2011, 01:52:04 AM
Quick thing, guys:

Post what the fire and alt fire of your racer will be so ice knows what to code!

For example, I'll do one for Charge Man:
Fire: Charge Kick, gives a slight boost forward, but reduces turning. Can knock players aside and stun them for a bit if hit head on. Reloads medium-fast.
Alt: Coal Shot, summons coal from the smokestack that goes in the front, back, right, and left side of the car. If hit, the racer will spin out and slow down. Takes a little longer to reload.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 02, 2011, 02:00:13 AM
The Knight Arms
Main:Fire a Knight Crush and hold it for a short time,can cause cars to spin out
Alt:Activates a Shield that resembles Knight Man's Shield,Reloads very slowly
Title: Re: megaman battle & chase project
Post by: Alucard on August 02, 2011, 02:17:45 AM
Is it okay if I can apply ideas to Pharaohman, or no?

If so, then:

Car name: The Pharaoh's Curse (After all, tombs are/were believe(d) to be cursed.)

Main fire: Pharaoh Shot - Acts very similar to that of the one in-game, except when fully-charges, rather than releasing an orb, it fires a wave that is faster than Pharaoh Shot, may rip through victims,

Alt Fire: Pharaoh Wave - Shoots two Pharaoh Waves to the side. They're weaker than the Main Fire Pharaoh Shot, but are faster and rip straight through enemies.

I'll sprite it, if it is allowed to be sprited, when the time allows. However, they will need transparencies from someone else...

It WILL take a while to get it sprited.
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 02, 2011, 02:29:14 AM
I hope I can do enough to get the whole MM5 roster on there. I love MM5 robots. Muhahaha.

Want Elec Man's, Fire Man's, Bomb Man's, and Cut Man's cars done? As Knuckle Joe says:

"LEAVE IT TO ME!"

Now can someone help me think of a design for their cars?
Title: Re: megaman battle & chase project
Post by: squidgy617 on August 02, 2011, 06:45:10 PM
Hrm. Can we take someone who's not on that list? Because if so, I might do Skullman. YD's car was too hard to make, because if its odd shape, but I might be able to get something done with Skullman. Of course it would be an overtime thing, because I have work and stuff.
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 02, 2011, 08:07:55 PM
Yeah. The list is for robots whose name has at least been mentioned. Keep in mind that you must complete something mandatory (i.e: spriting a default car like Ice Man's) before he puts it in.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 02, 2011, 09:42:31 PM
I do want to ask about a Suggestion related to Knight Man...

Should his vehicle be in the shape of a sword,Shield,or other? (other of sensical preportions)
Title: Re: megaman battle & chase project
Post by: Alucard on August 02, 2011, 10:28:15 PM
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.
Title: Re: megaman battle & chase project
Post by: Blaze Yeager on August 02, 2011, 11:00:08 PM
Quote from: "Alucard"
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

Though i thought of giving him a car with a horse shaped on the Front
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 03, 2011, 01:29:44 AM
I don't like spriting trains. They suck. D:

I'll just sprite someone else... *snifff*
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 06, 2011, 03:36:09 PM
CFSHO8EEJBFAACJIH

I learned I suck at spriting anything from scratch. I can't think of a good basis for any of the cars, except Charge Man (who's being a pain) and Star Man (who still needs some tweaking).

Any help for the MM5 bots would be greatly appreciated.
Title: Re: megaman battle & chase project
Post by: ice on August 06, 2011, 05:57:50 PM
I need your oppinion, I'm making a homing weapon like the blue/red shell and I need an idea of what it should be, I was thinking of using the spike enemies from mm1, what do you think?
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 06, 2011, 06:54:44 PM
If it must be from MM1, I dn't know what to use. Maybe a Blader?
Title: Re: megaman battle & chase project
Post by: ice on August 06, 2011, 10:30:33 PM
it dosent have to be from mm1, I used that as an example as it acts similarly to a shell in the mario games
Title: Re: megaman battle & chase project
Post by: Alucard on August 06, 2011, 11:44:10 PM
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.
Title: Re: megaman battle & chase project
Post by: ice on August 07, 2011, 12:03:24 AM
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

"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
Title: Re: megaman battle & chase project
Post by: Alucard on August 07, 2011, 12:09:13 AM
Quote from: "ice"
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.
Title: Re: megaman battle & chase project
Post by: xColdxFusionx on August 07, 2011, 12:39:39 AM
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.

"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.

Already exist.

EDIT: Didn't read the whole post. Derp.
Title: Re: megaman battle & chase project
Post by: Shade Guy on August 07, 2011, 01:29:40 AM
Flash Stopper could be used similar to the Blooper item from newer installments of Mario Kart...You know, the one that squirts ink all over the screens of the people in front of you.
Title: Re: megaman battle & chase project
Post by: ice on August 07, 2011, 05:16:41 PM
perfect idea for the green shell, curlinger
Title: Re: megaman battle & chase project
Post by: ice on August 14, 2011, 06:53:15 PM
Evevryone be prepared for august 16

I wish I could make my avatar into a class XD
Title: Re: megaman battle & chase project
Post by: NoobRising2 on August 14, 2011, 09:22:55 PM
Quote from: "ice"
Evevryone be prepared for august 16

This is real, right?
Title: Re: megaman battle & chase project
Post by: OZX on August 14, 2011, 09:40:55 PM
Quote from: "NoobRising2"
Quote from: "ice"
Evevryone be prepared for august 16

This is real, right?


Yes, my friend, it very is.
Title: Re: megaman battle & chase project
Post by: NoobRising2 on August 15, 2011, 10:44:23 PM
Hooray!!

Starfox Dogfight is continuing!
Title: Re: megaman battle & chase project
Post by: Korby on August 16, 2011, 03:04:33 AM
Gabyoall could work for the Red Shell, seeing as it tends to home in.
Title: Re: megaman battle & chase project
Post by: ice on August 16, 2011, 03:41:45 AM
ok, here is a log of what's to come, do to stuff going on around here, I havent changed much

Quote
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
Title: Re: megaman battle & chase project
Post by: Magnet Dood on August 16, 2011, 03:55:38 AM
Ooh... Can't wait to play as Racer Joe.

Question: Could you PLEASE help me think of a car idea for ANY of the MM5 Robot Masters? I'm stuck as to who I should chose...

If you could help, I'd be glad to try and make a Fire or Elec Man car. (even though I suck at making designs...)
Title: Re: megaman battle & chase project
Post by: NaePoliTan on August 16, 2011, 04:48:42 AM
Quote from: "ice"
jump: you can't jump in a car silly
Mario Kart and Sonic & Sega All Stars Racing gives their regards.
Title: Re: megaman battle & chase project
Post by: ice on August 16, 2011, 05:16:01 AM
yes but those are tiny karts, the megaman ones are rather large though about the size of a full sized compact car...well, except beat
Title: Re: megaman battle & chase project
Post by: NaePoliTan on August 16, 2011, 05:40:11 AM
Quote from: "ice"
yes but those are tiny karts, the megaman ones are rather large though about the size of a full sized compact car...well, except beat
karts, trucks, bikes, cars, jets, planes, etc.
Title: Re: megaman battle & chase project
Post by: Hallan Parva on August 16, 2011, 06:00:03 PM
It's August 16. WHERE'S MY DL.
Title: Re: megaman battle & chase project
Post by: ice on August 16, 2011, 06:50:20 PM
Heres your download right here

http://www.megaupload.com/?d=R0YIU0A8 (http://www.megaupload.com/?d=R0YIU0A8)

Scince this is a v1a release there are bound to be alot of problems, plus this is my 1st official full scale release, if you see any issues please post them and I will will fix them asap
Title: Re: megaman battle & chase project V1a release!
Post by: LlamaHombre on August 16, 2011, 07:42:47 PM
A few things that bug me:

-You don't spawn at the starting line, which I think would be the ideal thing.
-What does the altfire do?
-What are the screws for?
-The layouts for some maps are a bit confusing and I didn't have too much fun playing them (Fire Man, Bass)
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 16, 2011, 07:56:59 PM
you dont start at the starting line cause, what if you just wanted to sit at the sidelines and screw around a bit? Although I really should add a script that removes the megabuster when you enter

altfire activates items, had to go with that cause some items dont seem to want to work as items

the screws are used to get said items, they can only be activated when you have 10

as for bass, I tried to fix that water room, but there wasnt enough to work with, if have have another layout in mind I'd love to see it
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 16, 2011, 07:57:49 PM
-You don't spawn at the start so that you can spectate the course.
-The altfire fires the weapon you have, like the Curlinger.
-Press the use item key when you have 10 Screws to get something the Altfire is used for.

But yes, I agree the layouts can be confusing.
Title: Re: megaman battle & chase project V1a release!
Post by: Atticus on August 16, 2011, 10:21:54 PM
I say the race shouldn't start until someone joins. It's kind of annoying online.
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 16, 2011, 10:23:14 PM
well, that makes sense to be honest.

Until 2 people are in, there shouldn't be a countdown for it yet.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 16, 2011, 10:26:01 PM
Quote from: "coolguy773"
I say the race shouldn't start until someone joins. It's kind of annoying online.

If someone can rig something like that, I'll add it, I have no knowledge on how to pull that off atm
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 16, 2011, 10:49:52 PM
Make it like how LMS and Duel start. :geek:
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 12:18:28 AM
yeah but that's core skulltag coding, I have no idea how to manipulate that
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 17, 2011, 12:35:19 AM
Make it so it only works in LMS, a bit like Roboenza? You're going so fast you don't fall into most pits, especially with those green arrows, so most likely people won't die.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 02:40:34 AM
at the moment, the only way to die is telefragging, I need to find a way to fix that, also, the pits cant kill you, they just teleport you back to the track kind of like mario kart, also, I don't think it's bound to deathmatch, you could just change the game mode can't you (bro has the computer blocked off so I can't check atm)
Title: Re: megaman battle & chase project V1a release!
Post by: CutmanMike on August 17, 2011, 03:39:55 AM
This is pretty well done so far, good job! Some of the tracks are really confusing on where to go though. Any that have a big drop and a sharp turn right after really need some indication of where to be turning to next. Also bomb man's spring sections need something to tell you that, yes, you need to ram into that wall.

Quote from: "ice"
yeah but that's core skulltag coding, I have no idea how to manipulate that

There's many ways around this. You could do something like this in your open script if you're using deathmatch mode.

Code: [Select]
Script 1 OPEN
{
Delay(1);
if(PlayerCount()<2){
restart;
}

//start countdown
}

Other than that though, can't wait to test it online!

Edit: Another suggestion. Make it so to use the full charge abilities to press altfire. That way you can choose not to use them if you don't want to, and also stops you accidentally using a full charge when you want to use a normal one. For example, using roll's spin attack thing over a death pit when you wanted to simply jump! I know it didn't work like that in the psx but I'm sure everyone and their mom has an altifre button set up thanks to classes.

Edit2: Oh now I see that altfire is actually used for using the inventory items. Any reason we can't make that a single button (the use inventory button)?
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 05:25:37 AM
I'll try to add the code

And for roll's spin attack, it's really no different from the regular jump as it always puts you facing the same direction as when you used it (same for the spinout pain state) then it shoves you forward so you don't loose any speed

As for items, I'm not really all that good with coding use items ^^; I tried to make the yashichi item work similarly like beat and rushjet with the countdown stuff, but for some odd reason, the effect only lasted for 1 tick and had no real effect so I had to settle for using the altfire, unless someone decides to help me with it, there's not much I can do on my own

Edit: I also found some bugs (bass making the select sound when activating the curlinger), and I think another one was regarding a stage, I'll try to work on making the maps easyer to navigate

Also, now that this is released, mapping coding and spriting are now open, if you submit a map car (has to be a RM), or item, you can get your name and sprite into the credits
Title: Re: megaman battle & chase project V1a release!
Post by: Korby on August 17, 2011, 06:35:29 AM
Bass's curlinger altfire probably doesn't have Goto Ready+1 on it.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 07:11:02 AM
I'm well aware of that and fixed it earlier yesterday
Title: Re: megaman battle & chase project V1a release!
Post by: Myroc on August 17, 2011, 07:40:11 AM
You still haven't implemented checkpoints yet? Instead of having the shoddy "cross linedef to teleport past an impassable linedef", have several linedefs throughout the track that people WILL cross as they're going through it, and it doesn't trigger a lap until they've passed all of these in order. This should solve the telefragging issue, which means you can transition this mode into LMS.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 07:52:09 AM
I'll try the checkpoint thing, also, what is stopping people from setting it to lms?
Title: Re: megaman battle & chase project V1a release!
Post by: Max on August 17, 2011, 11:21:41 AM
Roll can't shortcut with her jump because all the edges are impassable :(
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 17, 2011, 12:54:05 PM
Exactly! :twisted: But yeah, I made them impassable because, why the heck would I give ANYONE especially Roll that huge of an extreamy unfair advantage? if they were passable, you would just simply skip half the course and win before anyone could even get a lap in, I made this as fair as possible

Also, you do realise who you're talking to right? The guy that hates Roll more than any character in the megaman series
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 18, 2011, 10:14:27 PM
This idea is just plain awesome. I just may have to make a track. Or 10. Or more.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 18, 2011, 10:53:02 PM
Question time:

If someone makes a Quickman track, will they have to use Quickman's theme or will they use a Famitracker version of Through the Air?
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 18, 2011, 11:02:34 PM
(xcoldxfusionx) go for it, the more the merrier

(Alucard) Which ever you want, mostly depending on what the track looks like and how you feel about it
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 18, 2011, 11:05:55 PM
quickbeams in quickman's race track.

i am looking forward for the next version!I would love to help, but my mapping isn't good enough yet.

I will train till i get better and help out with this.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 18, 2011, 11:43:20 PM
you dont have to be good at mapping to make tracks, heck, I'm one of the worst mappers on cutstuff when thinking off the top of my head (hence why I have yet to upload any maps) and I made iceman, to make a race map, think of a layout of the track, it can be a very simple layout in the shape of a L, a square, or even a circle, also gimicks are not manatory, and if you want, you can make a track based on something else and add it to the extra cup, kind of like CSCmaps
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 18, 2011, 11:45:29 PM
really?Thanks!i will try and work on...i never played this game, was there a needle man race map?
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 18, 2011, 11:53:57 PM
Nope.

Only Bass, Fireman, Iceman, Elecman, Bombman, and Protoman were made.

I would like to make Knightman's track, please?
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 18, 2011, 11:54:17 PM
nope, the only maps in battle& chase were
Megaman (street)
Roll (street)
Protoman (street)
Iceman (arctic)
Gutsman (mountain)
Quickman (mountain)
Shadowman (mine)
Napalmman (weapons factory)
Springman (toy factory)
Bass (near wily's castle)
Wily (outside his castle)
then the 3 random sky tracks

and go for it
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 18, 2011, 11:54:29 PM
thnx ice.

alucard, wrong post.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 18, 2011, 11:58:19 PM
I just meant in this expansion itself.

And expect Knightman to be very similar to Cortex Castle, just without the spiders. :geek: Just an expectation for you.
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 19, 2011, 12:00:17 AM
eh, i'll work on knightman, i jsut hope i can make it good.

And not fail at the teleporting.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 19, 2011, 12:12:04 AM
I asked if I was going to make Knightman though...Or do you mean Needleman?
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 19, 2011, 12:31:21 AM
Ice said there was no needle man in battle&chase.

But i could make it up.....WITH MA EPIC IMAGINATION.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 19, 2011, 12:36:00 AM
There's no Knightman in B&C either.
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 19, 2011, 12:37:59 AM
...USE YOUR IMAGINATION THEN.


That's what im doin for needle man race map.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 19, 2011, 12:41:07 AM
I'm making up Knightman. Well, not making up but, more of taking a layout and implementing it.
Title: Re: megaman battle & chase project V1a release!
Post by: OZX on August 19, 2011, 12:41:23 AM
yea, somethin like that.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 19, 2011, 03:26:58 PM
I have one suggestion for a coding change in v1b, related to how the warping past the back line works.

It involves this. (http://zdoom.org/wiki/TeleportGroup)
Title: Re: megaman battle & chase project V1a release!
Post by: Myroc on August 19, 2011, 04:00:00 PM
Quote from: "xColdxFusionx"
I have one suggestion for a coding change in v1b, related to how the warping past the back line works.

It involves this. (http://zdoom.org/wiki/TeleportGroup)
...except this is obsolete since ice is abandoning the teleport-past-finishline in favor of the more senseful checkpoints.
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on August 19, 2011, 04:12:30 PM
Really? That's good news!

Also if I were to post racetrack layouts like I do my blueprints thread would you make them?
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 19, 2011, 04:20:43 PM
Quote from: "Myroc"
Quote from: "xColdxFusionx"
I have one suggestion for a coding change in v1b, related to how the warping past the back line works.

It involves this. (http://zdoom.org/wiki/TeleportGroup)
...except this is obsolete since ice is abandoning the teleport-past-finishline in favor of the more senseful checkpoints.

Oh, OK, that works
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 19, 2011, 05:16:56 PM
Quote from: "SmashBroPlusB"
Really? That's good news!

Also if I were to post racetrack layouts like I do my blueprints thread would you make them?

I might. :geek: hopefully.
Title: Re: megaman battle & chase project V1a release!
Post by: Ryuga_knight on August 20, 2011, 04:49:20 AM
IDEAS FOR CAR NAMES:

elecman: Lightning Dasher
bombman: The C4
Title: Re: megaman battle & chase project V1a release!
Post by: Kingman on August 20, 2011, 09:50:52 AM
make some racing servers for v2c! we need racing servers! plz make some, cuz its an awesome mod!
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 20, 2011, 08:47:20 PM
About halfway done with a test track to see how making tracks for this works.

I'm going to enjoy mapping for this mod a lot.

@Ryuga-Knight: EDIT: DISREGARD THIS I CAN'T READ

EDIT: Alright, my test track is done! (http://www.mediafire.com/?3vt997v2iu28wik) Now to see which RM's I'd like to make tracks for.

EDIT 2: I played a few matches on a server that was up earlier, and all I can say is that Bass feels a bit overpowered. His speed is slightly higher than Megaman's, and due to the fact that acceleration and handling aren't really problems due to the engine, there isn't really a balancing factor here. Is there some way you could nerf him?
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 23, 2011, 10:12:03 PM
Sorry for the doublepost, but no one else is posting, and I need to discuss two things vitally important to the future success of this mod: Balance and diversity.

Balance

(click to show/hide)

Diversity

(click to show/hide)

tl;dr - This mod is good, but has a long way to go.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 23, 2011, 11:50:07 PM
Bass is the same speed as megaman

Quote 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

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."

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


Edit: i tried your track and it looks pretty good, although the 1st time I went through I was confused as to where to go and ended up going the other way, I'm going to make a sign similar to the jump jump design and make directional arrows, it will also help in some of the ones in there too ^^;
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 24, 2011, 12:02:54 AM
Quote from: "ice"
Bass is the same speed as megaman

Quote 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

@Joe: 2.1 speed might work.
@Roll: She should have a little bit more speed, at least. 2.1, perhaps?
@MM/Bass: Yeah, there needs to be some sort of differentiation between the two. Make sure it's balanced, though.
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on August 24, 2011, 12:22:15 AM
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.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 24, 2011, 12:24:37 AM
Quote from: "FiniteZero"
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.

He's 1.75 IIRC. Him on a track would be interesting to watch.

>inb4 quickman for mmbc joke add-on

EDIT: Speaking of Quickman, does anyone mind if I call Quickman's Track? I have a few ideas of things I want to do.
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on August 26, 2011, 01:42:46 AM
why you should trust me to make tracks for this mod

Title: Re: megaman battle & chase project V1a release!
Post by: Tempura Wizard on August 26, 2011, 01:24:58 PM
Man, I'm jelly of your skills.  >_>
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on August 26, 2011, 01:33:26 PM
The Star Cup and Special Cup videos are coming soon :cool:
Title: Re: megaman battle & chase project V1a release!
Post by: Tempura Wizard on August 26, 2011, 01:56:24 PM
Sweet.
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on August 27, 2011, 09:40:04 PM
...It could be interesting to try to replicate some of the tracks from Sonic R.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 27, 2011, 09:57:48 PM
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*
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on August 27, 2011, 10:11:37 PM
Quote from: "Alucard"
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*

Yes, but can you feel the sunshine? inb4 Tails Doll Class.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 27, 2011, 10:18:09 PM
Not exactly, with a hurricane comin' in, but it's a weak one fortunately.
Title: Re: megaman battle & chase project V1a release!
Post by: TheBladeRoden on August 28, 2011, 08:12:20 PM
My race track has been sitting on my hard drive with no way to race it
(click to show/hide)
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 28, 2011, 08:43:38 PM
Quote from: "TheBladeRoden"
My race track has been sitting on my hard drive with no way to race it
(click to show/hide)

AW MAN BOWSER'S RACEWAY

AWESOME
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on August 28, 2011, 08:47:31 PM
Namely the one from the SNES Mario Kart, or Mario Kart Super Circuit.

Though I think it's SNES...Could be wrong though, most likely am.
Title: Re: megaman battle & chase project V1a release!
Post by: Tempura Wizard on August 28, 2011, 10:30:17 PM
That track...  looks...  AMAZING!!!Q!!
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on August 29, 2011, 01:49:23 PM
Ladies and gentlemen, mods and noobs, Robot Masters of all ages, I would like to present: SMASH KART STAR CUP.



There's a race track shaped like an E-Tank!
Title: Re: megaman battle & chase project V1a release!
Post by: Tempura Wizard on August 29, 2011, 03:38:33 PM
Yay more pro!!!!!!
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on August 29, 2011, 04:22:41 PM
Pie Man comments aside, what do you guys think? Maybe I could help design tracks?
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on August 30, 2011, 01:32:27 AM
Quote from: "SmashBroPlusB"
Pie Man comments aside, what do you guys think? Maybe I could help design tracks?

Grab some DoomBuilder, call some tracks, and you'll probably get accepted.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on August 30, 2011, 03:09:09 AM
Make a few send it to me and I'll look at it
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 08, 2011, 05:21:49 PM
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.
Title: Re: megaman battle & chase project V1a release!
Post by: Jc494 on September 08, 2011, 05:34:31 PM
Quote from: "Star Dood"
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.

Sorry bro, but thats already done.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 08, 2011, 10:50:44 PM
FFFFFFFFFFFFFFFF

I wasted nearly two hours! Why I oughta...

Fine. Could someone at least help me get the rotations for Toad Man and Star Man?

And a Curlinger side pose?

EDIT: Never mind
Title: Re: megaman battle & chase project V1a release!
Post by: chuggaafan1 on September 08, 2011, 11:24:26 PM
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.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 08, 2011, 11:43:47 PM
Quote from: "chuggaafan1"
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.

Luckily for you, there's no Tails Doll pony fanart yet.

Someone get on this
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on September 08, 2011, 11:46:15 PM
Quote from: "chuggaafan1"
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.

But it's so cute and huggable! (http://images2.fanpop.com/images/photos/3700000/cute-tails-doll-tails-doll-3713845-499-762.jpg)

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.

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.

Also, position counter could help. And fix the telefrag issue...It's especially annoying in Fireman's stage.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 08, 2011, 11:49:33 PM
Oh, shit! *burns his code on a Tails Doll class he was working on*

I wish more people would work on custom carts. We need more racers, dangit.

Am I the only one working on carts right now?
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 09, 2011, 12:00:24 AM
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.

Gutsman G Summon (Blue Shell) - Summons Gutsman G, who runs along the track taking out anyone in his way.

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.

Bright Bulb (Blooper) - Throws a bulb with a large blast radius that blinds whoever it hits.

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.

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.

Also, more carts would be awesome.
>inb4 CSCK
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 09, 2011, 12:08:43 AM
Sorry, Coldfusion. They can only be Megaman related. I think we should also stick to Robot Masters for now.

I'm currently working on Star Man and Toad Man. I'm thinking about doing another...

What do you guys think I should do?

this game mode needs moar MM2, MM3, MM4, MM5, and MM6 racers
Title: Re: megaman battle & chase project V1a release!
Post by: LlamaHombre on September 09, 2011, 12:10:47 AM
y u no MM7 Star Dood

I have a general idea for the Arabian Heat, just don't have time to execute it.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 09, 2011, 12:12:01 AM
Quote from: "Star Dood"
Sorry, Coldfusion. They can only be Megaman related.

Items: These are all Megaman what u be talking about
Karts: Doesn't mean you can't make custom cars for use as a separate pack. *shrugs*
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 09, 2011, 12:13:22 AM
Quote from: "xColdxFusionx"
Karts: Doesn't mean you can't make custom cars for use as a separate pack. *shrugs*

...This seems like a good idea. It would mean my Sonic R remake thing would kinda sorta work.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 09, 2011, 12:16:35 AM
we need moar MM7 too

I was talking about the carts. Adding custom chars wouldn't feel right. unless we had a joke skin of Mario in his Kart

As for the item suggestion, the Gutsman G thing seems a tad bit out of proportion.

Anyway, any suggestions for an RM I should work on?
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 09, 2011, 12:24:43 AM
Quote from: "Alucard"
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)

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

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

Quote from: "Star Dood"
this game mode needs moar MM2, MM3, MM4, MM5, and MM6 racers
if you're good at coding/spriting/design go for it
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 09, 2011, 12:29:59 AM
Quotechain gogogo

Quote from: "ice"
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
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 09, 2011, 01:35:34 AM
Could you code them if I sprite them?

I have no idea how hard it is to code, but I bet it took a while...
Title: Re: megaman battle & chase project V1a release!
Post by: Bigruss91 on September 09, 2011, 10:53:01 AM
I found some Super Mario Kart (http://www.snesmaps.com/maps/SuperMarioKart/SuperMarioKartMapSelect.html) and F-Zero Maps (http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html) for track designing!

I GOT DIBS ON MARIO CIRCUIT MAPS!
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 09, 2011, 05:31:06 PM
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
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 09, 2011, 09:26:58 PM
Working on Wave Man's car. Finally got a good design.

It looks like a trident head... Hee hee.

Do you mind coding it when I'm finished with the sprites, ice?
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 09, 2011, 09:31:26 PM
not at all, also I might add a new car
<--totaly not this
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 09, 2011, 11:24:06 PM
Quote from: "ice"
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

Waitwaitwaitwait.

You mean the custom track that has no basis in actual Megaman whatsoever?

...At least make it a secret map or something.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 09, 2011, 11:51:36 PM
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
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 10, 2011, 12:00:29 AM
Quote from: "ice"
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

Oh, OK.

Speaking of which, I still need to get back to work on Quickman at some point.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 10, 2011, 10:12:10 PM
Okay, got your Toad Man and Wave Man kart right here:

(click to show/hide)

In reality, Toad Man and Wave Man are still in progress.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 11, 2011, 12:46:12 AM
Quote from: "Star Dood"
Okay, got your Toad Man and Wave Man kart right here!

I like it. Can't wait to play as them!

I especially like the detail you put into Toadman's kart. It looks very high quality.

trolololol
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 11, 2011, 04:21:44 AM
In all seriousness, have some actual Toad Man:

(http://img405.imageshack.us/img405/1944/miscracers.png) (http://imageshack.us/photo/my-images/405/miscracers.png/)

GRRRRRRRRRR BACK RIGHT IS HARD

Can someone make the 1st person view? Yellow Devil is being... uncooperative.
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 11, 2011, 05:01:48 PM
Nice job on those sprites! They look really nice!

Also, Crystal Man looks like he's going to be pretty silly in his fancy car.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 11, 2011, 07:56:46 PM
I have to finish Crystal Man soon. I'm actually a big fan of his design. *pats himself on the back*

I want Curlinger in there too
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 11, 2011, 11:13:39 PM
Double post ftw:

(http://img838.imageshack.us/img838/9373/toadmankart.png) (http://imageshack.us/photo/my-images/838/toadmankart.png/)

If somebody makes the 1st person view, we're all ready to go with this guy sprite-wise.
Title: Re: megaman battle & chase project V1a release!
Post by: Korby on September 12, 2011, 12:00:59 AM
You better give Blizzard Man that Zamboni.

If not, then a Snow Mobile.
Title: Re: megaman battle & chase project V1a release!
Post by: TheDoc on September 12, 2011, 01:20:32 AM
You're not really going to have the Curlinger as an actual player, right? I thought he was a weapon, and that'd be kinda weird having him as a weapon AND player.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 12, 2011, 01:40:35 AM
toadman looks great (and the bike is so cute ^^) I can easily make the HUD, but what will his attacks be?
Title: Re: megaman battle & chase project V1a release!
Post by: Korby on September 12, 2011, 02:12:48 AM
Could have an Oil Slick.
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on September 12, 2011, 02:15:02 AM
It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 12, 2011, 02:36:55 AM
I was thinking of using a Knight Crush kind of thing, where he shoots out his tounge forward and stuns anyone caught in it. But do whatever you think is best.

And we're going to have Curlinger in the game, right?

Right?
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 12, 2011, 10:27:00 PM
Feelin a little double posty today.

Wave Man is done. Will post soon.

Also a free biscuit to anyone who can figure out a connection between Wave Man and Toad Man.
Title: Re: megaman battle & chase project V1a release!
Post by: TheDoc on September 12, 2011, 10:58:52 PM
Quote from: "Star Dood"
Also a free biscuit to anyone who can figure out a connection between Wave Man and Toad Man.

Ummm....they're both ridiculously easy?
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 12, 2011, 11:00:51 PM
...They're both water type? Both of their names have an "a" in it?
Title: Re: megaman battle & chase project V1a release!
Post by: TheDoc on September 12, 2011, 11:05:01 PM
Toadman's belly "waves" b4 his attack.

They don't have human mouths.

Wait....is this a kart similarity? (megamanr and bass&treble)
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 12, 2011, 11:46:16 PM
No, no, no, no, no and it isn't based on kart similarity.

Want the answer?

(HINT: Think of a game that mixes elements from MM4 and MM5 together. It was the only MM game released for the Game Gear.)
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 12, 2011, 11:49:00 PM
Ah, they were the secondary bosses of that game.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 12, 2011, 11:50:40 PM
Correctomundo.

I'll see if I can post the sheet after soccer
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 12, 2011, 11:52:02 PM
...I still wonder why Wave Man's stage used Gravity Man's music in that game...
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on September 13, 2011, 12:05:11 AM
Quote from: "FiniteZero"
...I still wonder why Wave Man's stage used Gravity Man's music in that game...

Simple: Gravityman's theme is so fucking awesome they couldn't NOT include it.

Nah, but in all seriousness, I think it was because Waveman's theme sounded so much like Slashman's that fans would think that they used Slashman's theme instead of Waveman's.

Maybe.
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 13, 2011, 12:07:40 AM
Or maybe they had no idea what they were doing.

I mean, look at Mega Man's sprite on that game, the helmet ridge is misaligned.
Title: Re: megaman battle & chase project V1a release!
Post by: TheDoc on September 13, 2011, 12:40:53 AM
I never played Megaman for Game gear
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 15, 2011, 02:47:21 AM
Sorry for the lack of Wave Man-iness. My parents won't unblock my computer.

The sheet will most likely be up on Friday.

In other news, Bright Man's car has been started.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 16, 2011, 10:23:45 AM
What are waveman, toadman, and crystalman's attacks going to be?
Also, whats the progress on those maps?
Title: Re: megaman battle & chase project V1a release!
Post by: xColdxFusionx on September 16, 2011, 07:41:11 PM
Quote from: "ice"
Also, whats the progress on those maps?

*nervously hides the half-an-empty-map he made under the carpet*

It's coming along great! I promise!
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 19, 2011, 10:32:01 PM
Finally got Wave Man up:
(http://img695.imageshack.us/img695/2703/wavemankart.png) (http://imageshack.us/photo/my-images/695/wavemankart.png/)

Sorry about the front right. Hardest thing to do on this.
Title: Re: megaman battle & chase project V1a release!
Post by: Max on September 19, 2011, 10:36:58 PM
Space paradox!!! His legs can't fit in there!
Title: Re: megaman battle & chase project V1a release!
Post by: Red on September 19, 2011, 10:46:21 PM
Quote from: "Yellow Devil"
Space paradox!!! His legs can't fit in there!
And Wave Man got both of his legs amputated, The End.
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on September 19, 2011, 10:51:58 PM
Plainly Waveman was thinking with portals. :ugeek:
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 19, 2011, 11:09:00 PM
There's plenty of leg room?  :p
Title: Re: megaman battle & chase project V1a release!
Post by: Alucard on September 19, 2011, 11:16:28 PM
I say he was thinking with portals. That's all.

 :geek:

Either that or he has help from a certain boundary youkai
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 19, 2011, 11:17:30 PM
Well, it's ample leg room. Deal with it.
How's the kart, anywho?
Title: Re: megaman battle & chase project V1a release!
Post by: Awbawlisk on September 19, 2011, 11:25:09 PM
It looks mediocre in my opinion
Title: Re: megaman battle & chase project V1a release!
Post by: Red on September 19, 2011, 11:34:44 PM
Looks rushed.
Title: inb7raeg
Post by: Kenkoru on September 19, 2011, 11:37:18 PM
It's pretty bland, to say the least.
Title: So correct Kenneth
Post by: Sora on September 19, 2011, 11:48:45 PM
Doesn't look that bad, but it's not that inspired either.  Looks like a frying pan with some sticks sticking out of the front.   :ugeek:
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 19, 2011, 11:51:08 PM
It's a trident head.

A TRIDENT HEAD
Title: Re: megaman battle & chase project V1a release!
Post by: Gummywormz on September 19, 2011, 11:53:50 PM
It looks like he's riding in a soup bowl.
Title: Re: megaman battle & chase project V1a release!
Post by: Korby on September 19, 2011, 11:54:31 PM
I have to agree with Sora here. It looks like a frying pan.

You could probably give him a modded wavebike, which would make more sense.
Title: Re: megaman battle & chase project V1a release!
Post by: MusashiAA on September 19, 2011, 11:57:53 PM
*chants* Pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship...
Title: Re: megaman battle & chase project V1a release!
Post by: -FiniteZero- on September 20, 2011, 12:01:43 AM
Quote from: "Musashi-COM"
*chants* Pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship, pirate ship...

Save that for Pirate Man.
Title: Re: megaman battle & chase project V1a release!
Post by: Sora on September 20, 2011, 12:02:26 AM
Quote from: "FiniteZero"
Save that for Pirate Man.

ARRG, NINJA'D!!!!1111

Also, on a sorta related note, happy International Talk-Like-A-Pirate Day!
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on September 20, 2011, 02:38:33 AM
hrrzgdafgdetungd

All right, I'll try the Wave Bike thing...

Some mind getting me the rotations for the sheet we used in MM8BDM?

goddamn, that's gonna be so hard to do
Title: Re: megaman battle & chase project V1a release!
Post by: ice on September 25, 2011, 07:44:11 AM
welp, I have toadman skinned but I have yet to get an idea for his attack
also made eddie and reggae sprites to kill some time
Title: Re: megaman battle & chase project V1a release!
Post by: Korby on September 25, 2011, 07:47:33 AM
Couldn't you give Toad Man something similar to his altfire in classes? He's on a dirtbike thing, so he could spawn a dirt mound and jump that or sommat.

For his attack, again, oil slick.
Title: Re: megaman battle & chase project V1a release!
Post by: TheDoc on September 25, 2011, 08:06:44 PM
Roll & Beat already have a kind of jump.
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on October 02, 2011, 02:21:09 AM
BUMPITY BUMP BUMP BUMP

Any more racers that you want?

I'm willing to make another considering I crave more MMBC.

And as for Toad Man's attack, I suggest using his tongue. He could fire it out in a straight line, and it stuns people if it connects.
Title: Re: megaman battle & chase project V1a release!
Post by: ice on October 02, 2011, 02:25:03 AM
if you want, go for it (...somone make a small version of auto's truck)
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on October 02, 2011, 02:26:32 AM
I don't know who to do, though...

Do you want a Yamato Man, perhaps?
Title: Re: megaman battle & chase project V1a release!
Post by: Bigruss91 on October 09, 2011, 05:29:53 PM
Who wants to try out my first made Super Mario Kart Mario Circuit 1 Track? I'll host if anyone want's to join.

Map wad: http://www.megaupload.com/?d=PZ7QQCYA (http://www.megaupload.com/?d=PZ7QQCYA)

Server: BR91's Mega Man Battle And Chase Server
IP: 24.186.170.123:10666

WADS:
MMBCv1a.pk3
SMK Mario Circuit 1.wad
Title: Re: megaman battle & chase project V1a release!
Post by: Magnet Dood on October 09, 2011, 05:37:55 PM
If you retextured it, you could make it look like Robot Master track. ;)

It better have the cool music.
Title: Re: megaman battle & chase project V1a release!
Post by: Bigruss91 on October 09, 2011, 05:44:11 PM
The track Is suppose to be like that. It's fine the way it is
Title: Re: megaman battle & chase project V1a release!
Post by: ice on October 09, 2011, 06:24:24 PM
I like what you did with the map, the only issues I see that are easily fixable is the music after you win not synced right, painfully long wait time till the race starts (the regular track have 20 seconds while this has 30), and there's no indication which is the spec area and the track entrance, other than that great job! You could probably go the extra mile and make a mariokart mod
Title: Re: megaman battle & chase project V1a release!
Post by: Bigruss91 on October 09, 2011, 10:30:01 PM
Thanks. Although I might need help from more people who are Mario Kart fans to help me with that.

BTW here's the map of the teleport room of the track and the track itself.
1-12 with the Air Man Floor are for the spec area(crowd) And 13 is the teleporters to the track.

(http://i742.photobucket.com/albums/xx65/Rsstaylor/MapOfTeleportRoomAndTrack.png)

And the WAD is redone thankfully: http://www.megaupload.com/?d=02G3E79G (http://www.megaupload.com/?d=02G3E79G)
Title: Re: megaman battle & chase project V1a release!
Post by: ice on October 09, 2011, 10:45:52 PM
*is a mariokart fan and a darn good scripter*

Also, notice to all that are working on something, I'm releaseing v1b this friday, if you want to add anything, now is the time to finish up and send them in. (I have to tweak Auto in classes in the mean time and may be what's takeing so long, so the sooner this is out of the way, the sooner classes will be updated and the sooner custom classes will be released)
Title: Re: megaman battle & chase project V1a release!
Post by: Bigruss91 on October 09, 2011, 11:10:55 PM
Quote from: "ice"
*is a mariokart fan and a darn good scripter*

heheh. that too ^^;
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 09, 2011, 11:20:38 PM
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!
Title: Re: megaman battle & chase project V1b this Friday!
Post by: OZX on October 09, 2011, 11:22:38 PM
What, THIS FRIDAY?!

Damn, i haven't planned on working on needle man's race map.
Title: I didn't edit this subject at all
Post by: Sora on October 09, 2011, 11:28:04 PM
Quote from: "Star Dood"
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!

Looks good, but the front and back look a little...thin? inb4 someone was thinking with portals/leg amputation again.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 09, 2011, 11:41:24 PM
Quote from: "Star Dood"
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!
that shouldn't be hard to script at all, i'm assuming the full charged one is a faster regular crystal eye?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 10, 2011, 12:10:38 AM
Yeah, I guess that would work.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 10, 2011, 12:33:10 AM
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
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on October 10, 2011, 12:53:34 AM
Quote from: "SmashBroPlusB"
It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:
Thanks for totally ignoring me, guys. :geek:
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheDoc on October 10, 2011, 01:32:07 AM
so what new karts are you planning to put in?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 10, 2011, 01:50:47 AM
As it seems, the only new ones will be Toad Man and Crystal Man.

Toad might not even make it in if a suitable attack isn't found.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheDoc on October 10, 2011, 03:12:58 AM
any new weapons/items? I dont mean to nag, but I really like this mod.
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on October 10, 2011, 09:00:40 AM
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 Ass-id 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).
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 10, 2011, 02:44:12 PM
so it's search snake with no climbing more or less

Also, I made a few edits to the back and added extra wheels, how dose this look?

(http://i573.photobucket.com/albums/ss180/iceblade10/Crsytalmancar2.png)
this needs to be a thing
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Jc494 on October 10, 2011, 04:56:42 PM
Quote from: "ice"
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

In my opinion:
Normal fire: Oil slick. Drops oil similar to oil slider's oil. The more ammo, the more oil dropped. Reuse to stop. (Maybe 28 ammo and 1 oil blob per 2/4 ammo?)

Altfire:
Toadman's alt from classes, with maybe reduced jump range(uses all ammo), or Toadman does a wheelie and gets a slight acceleration boost(again, using all ammo).

Also Crystal Man looks much better.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 10, 2011, 04:57:54 PM
I would get it if that Crystalman edit was a skin.

Car looks way better now as well. Good job. I'm still not sure what the two orbs on the side of the car are. Is it just a logo of some sorts?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Hallan Parva on October 10, 2011, 06:18:39 PM
Toad Man needs that wheelie. Mario Kart Wii logic, bro. :ugeek:

I'm still rooting for the Shock Tadpole though!
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 10, 2011, 06:47:44 PM
*has never played mariokart wii or any battle network games*

Those things are alien to me


Also, the crystalman car needs a name, I'm not too good with those things
Title: Re: megaman battle & chase project V1b this Friday!
Post by: LlamaHombre on October 10, 2011, 06:53:03 PM
The Crystal Dream?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 10, 2011, 07:50:49 PM
Thattle work, also I've decided on toadman's bike's name, Leapfrog
Title: Re: megaman battle & chase project V1b this Friday!
Post by: OZX on October 10, 2011, 08:02:01 PM
OKAY!i am going to work on the needle man map....And i'll try my best on it.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheDoc on October 10, 2011, 11:07:00 PM
Quote from: "ice"
*has never played mariokart wii or any battle network games*

 :shock:  You're missing out.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Hallan Parva on October 10, 2011, 11:58:39 PM
I'd also like to mention that Toad Man has absolutely nothing to do with oil slicks.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 11, 2011, 12:07:13 AM
Ahem...

Quote from: "Star Dood"
Crystal Man: The Shimmering Eye

 :ugeek:

EDIT: I'll just be leaving this here:

(http://img708.imageshack.us/img708/5585/shademobile.png) (http://imageshack.us/photo/my-images/708/shademobile.png/)
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 11, 2011, 01:39:57 AM
Is...that a moustache?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: CHAOS_FANTAZY on October 11, 2011, 01:46:57 AM
The OP might be outdated, but do we really still have no name for Elec-Man's car?
If not, I recall the name I used while racing as Elec-Man:  "Rolling Thunder."
Unless, of course, that would work better for some other Elec-based RM.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 11, 2011, 02:14:40 AM
let me help you with that...

(click to show/hide)
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 11, 2011, 02:19:33 AM
I know it's supposed to be the batmobile.

Yours is a moustache.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Alucard on October 11, 2011, 02:29:28 AM
It's also frontward 8-Bit sprites...

It'll look more Batmobile-like in the other rotations, I think.
Title: Ken crop the mustache onto SBW nao.
Post by: Sora on October 11, 2011, 03:16:16 AM
Korby has won this topic so hard. and now I know I'm not hallucinating...

Maybe you could make the car thicker so it doesn't look like the most glorious mustache ever?  Or maybe even change the colors so the reference is more pronounced, I dunno...
Title: The Cossack Räcer!!!1
Post by: Kenkoru on October 11, 2011, 04:13:47 AM
(http://i54.tinypic.com/orrloj.png)

It's bällin' aight
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 11, 2011, 04:25:33 AM
(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)
Title: Re: megaman battle & chase project V1b this Friday!
Post by: DarkAura on October 11, 2011, 05:22:09 AM
Quote from: "Kenkoru"
(http://i54.tinypic.com/orrloj.png)

It's bällin' aight
Lament - I always thought that Cossack would use a vehicle that resembled Mothraya:

*pic removed for being un-intresting*
Title: Moustache! Nananananananana moustache!
Post by: Shade Guy on October 11, 2011, 06:33:46 AM
The problem with your moustache Batmobile is similar to what was wrong with your soup bowl Trident Head: The vehicle is not big enough vertically (and most likely horizontally in this case) to fit the Robot Master. Unless you want a joke skin named Moustache Shade Man with SDEMUS as a taunt running around, I'd suggest to keep working on it.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Magnet Dood on October 11, 2011, 08:27:53 PM
I've already made the cart wider. I made it purple to fit in with Shade Man's color scheme.

And do you think I should add in a 'Robin' character to the other side?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheDoc on October 11, 2011, 09:36:32 PM
Quote from: "Korby"
(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)

Although I haven't seen the other kart mentioned, I'd like this to be Napalmman's kart.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 11, 2011, 09:57:18 PM
(click to show/hide)

I personally prefer this.
Title: Ken where is my box racer
Post by: Sora on October 11, 2011, 10:01:52 PM
Commando Man should totally be in the tank
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 11, 2011, 10:17:03 PM
Welp, I finished updating the credits and stuff, but I'm still missing something, can someone sprite some curtains? I need 3 pieces, left side, right side, and a top skirt. Big enough for the stage in the credits map.

Also, Update log

Quote
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

Also after this update, I'm going to do quality control on the submitted cars

As for shademan's car, I don't really like the whole batmobile idea, it seems like it would just be something there just to be there and completely out of place, you could keep the bat theme though, maby try implementing his helmet design on the hood somewhere, and try looking at the official battle & chase cars for inspiration (I should really get off my ass and finish the rest of the official car sprites)
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheDoc on October 11, 2011, 10:33:49 PM
3 MORE DAYS! :twisted:
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 11, 2011, 11:43:21 PM
I'm having trouble with crystalman's HUD atm, could someone help me with it?
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Korby on October 12, 2011, 12:05:50 AM
Perhaps you should post it here so we can help.
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 12, 2011, 12:49:08 AM
My bro's using the computer right now so I'm posting from a wii, the hud I was trying was a edit of joe's HUD but it looks tacky and I couldent find a place to put the window
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 12, 2011, 05:53:37 AM
I wanted to help speed things along by drawing a few concept cars

(click to show/hide)

These all use basic battle & chase formula

Rolling cutter
....This is kind of plain, actually scratch that, not all of them follow it

attack1: attacks with the cutters on the front
attack2: shoots 2 rolling cutters forward at opposite angle

Drillman's car
The body is based off of a drill obviously, the wheels are usually used on construction and excavation vehicles, mostly it's based on his design and his usage

attack1: shoots 2 mini drill bombs
attack2: digs underground for a short while with a speed boost and sends other flying by coming up under them

Geminiman's car
I was toying with the idea of a penguin car...scratch that, a Gemini penguin car, but basicly it's based on his design

attack 1:Gemini laser
attack 2:.... no idea yet

Heatman's car
It's based loosely from a hot rod with great dashing capabilities

attack 1: drops a heat pillar behind him similar to iceman's attack
attack 2: bursts into flames and rockets forward
Title: Re: megaman battle & chase project V1b this Friday!
Post by: TheBladeRoden on October 12, 2011, 09:41:16 PM
What can I say, I was inspired by all the boner talk
(http://img14.imageshack.us/img14/7417/skullhearse.png)
Title: Re: megaman battle & chase project V1b this Friday!
Post by: Blaze Yeager on October 12, 2011, 10:01:37 PM
Quote from: "TheBladeRoden"
(http://img14.imageshack.us/img14/7417/skullhearse.png)

QUICKLY TO THE BONEMOBILE!

anyways that looks REALLY good
Title: Re: megaman battle & chase project V1b this Friday!
Post by: ice on October 12, 2011, 10:06:41 PM
Doesn't really look it could function very well in a race, still pretty funny though

Also notice for anyone that wishes to submit a vehicle design, try to keep humorous designs to a minimum, this is supposed to be Megaman Battle & chase, not wacky races. Design the cars in a manor that is solely for racing/attacking purposes

Battle & chase cars require these things
Body
Tires (or in some cases treads and skis)
Wing (bikes are a exception)
rocket Engine
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 13, 2011, 12:00:59 AM
I'm going to have to extend the deadline by 1 week, just 2 cars and 2 new tracks, not really much of a update, I'm currently coding more cars and I'm also making a few new designs myself, and to also give people time to finish there maps.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: TheDoc on October 13, 2011, 01:36:16 AM
Hahaha :lol: ...... :| ........ :? .... :( really? *sigh*....o well. Keep up the great work, guys! :mrgreen: .
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 13, 2011, 02:54:12 AM
Give me a sprite sheet of the rotations of any robot master in MM8BDM, and I'll see if I can find something good for him.

If you're stuck on ideas, just add Turbo Man in his car form.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: TheBladeRoden on October 13, 2011, 09:00:40 AM
Mine has tires :(

And Roll's car is a giant Beat
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 13, 2011, 02:00:23 PM
And shadowman drives a frog, but thay follow the battle & chase car formula, also everyone is driving a small kart, it would look weird with a massive herst (or however the heck it's spelled) driving around, heck I barely let the crystalman car design slide and I'm thinking about changing the design of that. Basicly, general rule here, try to make the car kart-like, make it aerodynamic, and include a wing and a rocket engine. Look at a few videos, pics, or even get a ROM of battle & chase, they might help you get a general idea of how thay should look.

In other news, I've coded the rest of the original racers and I will now make sprites for them, the wait will be worth it, instead of 7 racers you will now have 12-13 of them


Edit: the phone was just cut off meaning the internet will go any second, so see you soon everyone
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 14, 2011, 01:30:44 AM
I'm working on Star Man's kart now.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Atticus on October 14, 2011, 03:24:06 AM
I want to try my hand at making an Air Man map. I may not work out for me, but I really wanna give it a try if it's ok.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 14, 2011, 04:21:54 AM
Aww, I wanted to do starman's car, you can go ahead if you want

I've finished coding the original battle & chase cars and made roll's spinning cosmetic, doing that allowed the original firing style to be usefull again

(is posting from a phone)
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 14, 2011, 10:37:30 PM
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
Title: Re: megaman battle & chase project V1b next Friday!
Post by: xColdxFusionx on October 14, 2011, 10:44:06 PM
Quote from: "Star Dood"
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

The nose should be at a bit of a sharper angle and a bit thinner width-wise. Other than that, it looks pretty cool.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Strange Metool on October 14, 2011, 11:33:23 PM
Have you guys done a HUD yet?

I made one, and I can post a picture of it here.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Korby on October 15, 2011, 12:49:29 AM
Looks too wide on the front and back.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: TheDoc on October 15, 2011, 02:21:19 AM
Quote from: "Korby"
Looks too wide on the front and back.

^This. I don't know if that's what you wanted, but that's as big as a tank in front.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Atticus on October 15, 2011, 02:25:29 AM
Ack, take me off the Air Man map. I'm too incompetent.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 16, 2011, 03:03:44 AM
Internet is still out but on the up side, I finished spriting the red striker and the sonic formula and I'm now on the cool mobile. I also edited toadman's bike a tad bit.

Wow, me extending the deadline coldent of been at a better time
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 16, 2011, 04:07:23 AM
Just to make the racers at an even 15, mind if I sprite two more?

I've already gotten a suggestion of Wood, so there's still one empty spot. Who should I do?
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Alucard on October 16, 2011, 03:53:01 PM
You should totally make a Pharaohman car. :ugeek: And it should be shaped like a Sphinx, of course.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 16, 2011, 04:41:38 PM
I thought you were making Pharoah Man...
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Alucard on October 16, 2011, 05:01:45 PM
Well...You can have the spriting of him if you want. I'll make the map...If that's okay?
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Davregis on October 16, 2011, 05:17:42 PM
Just an idea... Give Centaur Man NO car.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: TheDoc on October 16, 2011, 05:28:55 PM
Quote from: "Alucard"
You should totally make a Pharaohman car. :ugeek: And it should be shaped like a Sphinx, of course.

With HIS head in front. :mrgreen:
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 17, 2011, 03:26:06 AM
I should be getting the internet back on on thursday or friday. I've also finished the cool mobile and starting on wild arms. I'll do a gyroman and airman map also (they'll be based on the sky maps) and maby make a toadman map.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Strange Metool on October 17, 2011, 11:22:46 AM
Could I try my hand at making a car?
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 17, 2011, 10:07:03 PM
You dont really need to ask, just go for it, post the design, then wait for feedback, just remember, a racer needs a wing (unless it's a bike), rocket engine, and tires.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 18, 2011, 08:37:07 PM
I give to you:

The Boy Scout Mobile The Lightning Dasher!

(http://img546.imageshack.us/img546/7722/cloudmancar.png) (http://imageshack.us/photo/my-images/546/cloudmancar.png/)
Title: Re: megaman battle & chase project V1b next Friday!
Post by: xColdxFusionx on October 18, 2011, 08:41:01 PM
Quote from: "Star Dood"
I give to you:

The Boy Scout Mobile The Lightning Dasher!

(http://img546.imageshack.us/img546/7722/cloudmancar.png) (http://imageshack.us/photo/my-images/546/cloudmancar.png/)

The angle on the nose looks a little bit better, but the width of it still seems a bit wide...
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 18, 2011, 09:24:23 PM
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.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: xColdxFusionx on October 18, 2011, 11:20:08 PM
Quote from: "Star Dood"
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.

It's called SlumpED. It's a useful tool.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 18, 2011, 11:37:54 PM
And Slumped is broken on my computer. I can't save images for some odd reason.

*thinks he's hinting that he has slumped and asks for Cloud Mang rotations*
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Strange Metool on October 18, 2011, 11:42:34 PM
Quote from: "Star Dood"
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.

Here you go.

http://www.sendspace.com/file/ryqqm6
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 19, 2011, 03:55:12 AM
Airman and gyroman's tracks are done, as for cloudman's car, if the rectangle on the right is the front, it might need to be wider since cloudman is pretty wide (feels like makeing his track too)

Also good news, I've gained enough mapping exp to become a lvl 5 mapper *cue final fantasy victory music* I am now able to make racing maps more frequently
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Magnet Dood on October 20, 2011, 01:56:24 AM
Well, this is poo.

I doubt Cloud Man will be finished in time. :/

*Hints at extending the deadline*
By the way, considering you made Air Man and Gyro Man maps, I believe that means we need karts for them, too... I can make Gyro Man in a cinch, but a quick question: Where did the extra piece based on him go on the karts?
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Jc494 on October 20, 2011, 06:28:24 PM
Quote from: "ice"
I've gained enough mapping exp to become a lvl 5 mapper
Lolwut. What level am I? :roll:

Quote from: "Star Dood"
I give to you:
The Boy Scout Mobile The Lightning Dasher!
Derp. I wanted to call Cloudman's car Cloud Nine.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: Hallan Parva on October 20, 2011, 10:18:23 PM
I support the title "Cloud Nine". Puns are always fun.

Lightning Dasher seems more fitting for someone like Sheep Man or Elec Man.
Title: Re: megaman battle & chase project V1b next Friday!
Post by: ice on October 21, 2011, 02:08:20 AM
Everything is done & ready though the internet is still out but I'll try to upload it as soon as I can. Also there will be a new mystery "weapon" for the megaman class

Racers added
protoman
iceman
quickman
shadowman
toadman
crystalman

tracks added
gyroman
airman

extra tracks
ColdFusion's track
Bigruss's track
Title: Re: megaman battle & chase project V1b released....well, not
Post by: ice on October 21, 2011, 05:04:11 PM
I have good news and probable bad news. I'm at the library trying to upload the Pk3, but due to the slow connection I can't use my megaupload so I'm forced to use 4shared and hopefully with the slow connection I can still upload it there, I just have to wait 30 minutes now for it to upload on this dial-up speed connection, more soon
Title: Re: megaman battle & chase project V1b released....well, not
Post by: LlamaHombre on October 21, 2011, 05:12:15 PM
You should use mediafire because megaupload hurts a lot.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 21, 2011, 05:25:17 PM
After a long wait of uploading here you go

http://www.4shared.com/file/Ph03lJjM/MMBCv1b.html (http://www.4shared.com/file/Ph03lJjM/MMBCv1b.html)

also, feel free to play with the new megaman class I added
Title: Re: megaman battle & chase project V1b released!
Post by: TheDoc on October 21, 2011, 08:25:49 PM
Should Iceman, Shadowman and Quickman have an ammo bar? Iceman and Shadowman have two different attacks depending on how long you wait. Great kart designs (though Iceman having skis should be Blizzardman's thing) and great weapons! Haven't tried the new tracks, but so far, so good!
Also, is the only thing MegamanRC can do is lay a mini racer? That'd be pretty funny to use in the spectator stand. (Or that's the point, in which case I look pretty stupid right now)
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 21, 2011, 08:48:15 PM
Major flaws I found while independently testing:

If Toad Man jumps at the starting line, his lap isn't counted.
If you attack with any racer and barge into an enemy, the enemy isn't defeated.
Crystal Man has no HUD, whut?
If you use Shadow Man's shuriken attack, he flashes to Mega Man's HUD for about three seconds.
Star Man wasn't included argle blargle

The last one is acceptable, but still... The first two are pretty bad.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 21, 2011, 09:27:51 PM
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)

as for the mini racers, if you're there with someone else, they will fight eachother, it's something fun to do while you're spectating

P.S. Starman wasn't added cause I had no internet to save the design (still doesn't, has to use the library's wifi)
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 21, 2011, 10:16:26 PM
Something else that may or may not be related to late-night modding:

Is Quickman supposed to strafe?
Title: Re: megaman battle & chase project V1b released!
Post by: Atticus on October 22, 2011, 12:55:42 AM
My two cents on v1b

(click to show/hide)
Title: Re: megaman battle & chase project V1b released!
Post by: OZX on October 22, 2011, 01:00:10 AM
inb4 i do not download because what they said.

I really wish i worked on my needle man race map....;.;

But i was too lazy. LAWL.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 22, 2011, 01:57:29 AM
Quickman has the lowest speed to balance his boost attacks, and yes he's supposed to strafe (thats what his original uncharged attack was)

I have fixed everything and have it ready to go, I just need internet access again. As for the airman and gyroman tracks being gimickless, those stages didn't really have any to begin with and the layouts were based on the sky tracks 2&3 of battle & chase
also for the gcx or whatever it's called music, take that up with bigruss, it's his map

P.S. I also fixed a few more flaws that were not mentioned (that's what happens when I put a forced deadline on myself, I do gotta admit though, I really pushed myself and gotten ALOT more done than I expected)
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 22, 2011, 03:06:50 AM
Quickman's Track now has its basic layout completed!

Now to add the massive amounts of quickbeams.  :mrgreen:
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 22, 2011, 03:20:20 AM
Did you slip in Star Man perhaps?

Oh, right, computer problems. Never mind my derp.
Title: Re: megaman battle & chase project V1b released!
Post by: Atticus on October 22, 2011, 04:50:00 AM
Even if Gyro Man and Air Man have little to begin with, that doesn't mean you shouldn't try to. I have some good ideas for an Air Man track, and I've been fiddling and practicing with doom builder and I might be able to make one.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 22, 2011, 05:27:22 AM
as long as the beams are custom non leathal ones (trying to keep deaths to a minimum)

as for the gimick thing, the only thing I can possibly see for airman is the fat fan guys used as acceloration zones other than that the stages are carbon copies of the official battle & chase ones, but hey, if someone can make better ones Ill change it to something else and use thers (try not to get too gimmik happy, I'm trying to keep it sane, these are race tracks not rube golberg obsticle cources)

and yes I saved the starman design while I was at the library, my oppinion on it is the same as everyone elses, too wide, but I can easily fix that
Title: Re: megaman battle & chase project V1b released!
Post by: Korby on October 22, 2011, 06:32:57 AM
Quote from: "ice"
(already knows how it's all done)

while playing around with megaman I noticed charge kick has no ammo bar, other than that there seems to be nothing else wrong
Speaking of missing ammo bars, many of the racers that appear to have ones don't...have ones.
Title: Re: megaman battle & chase project V1b released!
Post by: TheDoc on October 22, 2011, 06:23:27 PM
Quote from: "ice"
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)

Not to be hasty, but when to expect this?
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 22, 2011, 07:12:37 PM
This mod feels very incomplete at the moment. And by "very," I mean "VERY." With all the missing ammo bars, glitched HUDs, and somewhat-incomplete class coding, I'm surprised it was released. Some advice from one modder to another: Make sure you test what you add before you release it.

Personal opinion, Air Man's Track and Gyro Man's Track should have gimmicks added to them. At LEAST put gaps and jump pads on Gyro Man's stage and add Fan Fiends and wind to Air Man's stage. Right now, they feel too generic to fit in with the rest of the mod.

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.
Title: Re: megaman battle & chase project V1b released!
Post by: TheDoc on October 22, 2011, 10:01:09 PM
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!
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 22, 2011, 10:15:19 PM
Quote from: "TheDoc"
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!

That was an idea, but I decided to not include it out of laziness because I decided one gimmick was enough.
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 23, 2011, 12:58:05 AM
If you are patient enough, ice, I've finished Cloud Man. You could add him, Star Man, and perhaps a few more. I'm certain I could whip up a few.

(By the way, I believe suggestion time is in order)
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 23, 2011, 01:19:27 AM
Alright, enough pointless bickering with YD. It's time to turn in my work. (http://www.mediafire.com/?xdgtpfkp0s03oru)

Oh, I also fixed a glitch that isn't really exploitable on this map, but may be worth looking into.
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 23, 2011, 02:43:54 PM
I apologize for an extremely bland front pose, but here he is, the fat man himself:

Cloud Man's Cloud Nine

(http://img834.imageshack.us/img834/7722/cloudmancar.png) (http://imageshack.us/photo/my-images/834/cloudmancar.png/)

I realize there might be quite a few problems.
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 23, 2011, 04:42:39 PM
OK, Cloud man might be fat, but he's not THAT fat. Shorten the car a bit so that it doesn't look like there's secretly a Met in the front driving.
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 23, 2011, 05:11:08 PM
If I made it any smaller people would yell at me.

Does the design look all right?
Title: Re: megaman battle & chase project V1b released!
Post by: ? Manibogi ? on October 23, 2011, 05:31:03 PM
Quote from: "Star Dood"
If I made it any smaller people would yell at me.

Does the design look all right?
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.
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 24, 2011, 12:59:30 AM
Guess I'll just wait for ice to fix it, then...
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 24, 2011, 04:01:37 AM
You don't really need me to fix it, just keep trying, maby look at a few of my sprites for references (look at my coldman skin then look at my newer spites, I kept trying and improved over time)

speaking of sprite fixing, I edited the starman car a bit, I made it more pointed (sort of like qickman's, now it looks like a shoting star), changed the wing into a star shape, put the rear engine closer to the body, and lowered starman so his arms would be concealed, other than that, the general design is the same
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 24, 2011, 08:10:26 PM
Well, yes, I'm perfectly aware I could fix it myself, but... something that takes 5-10 minutes to fix would have to wait days- perhaps weeks- to get posted, thanks to cutstuff being blocked.

It would be much easier and faster for you to fix it.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on October 24, 2011, 10:13:29 PM
(has no internet period except for this phone)
it might take me weeks to even get a connection to even save it, so trust me, you fixing it will be ALOT faster
Title: Re: megaman battle & chase project V1b released!
Post by: ? Manibogi ? on October 24, 2011, 11:04:20 PM
It would be even faster if I fixed it:

(http://img707.imageshack.us/img707/182/cloudnine.png)
Title: Re: megaman battle & chase project V1b released!
Post by: TheDoc on October 25, 2011, 12:06:07 AM
Quote from: "Manibogi"
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.
Title: Re: megaman battle & chase project V1b released!
Post by: ? Manibogi ? on October 25, 2011, 12:13:44 AM
Quote from: "TheDoc"
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
Title: Re: megaman battle & chase project V1b released!
Post by: Strange Metool on October 25, 2011, 10:27:11 PM
(http://img854.imageshack.us/img854/3306/junkinmytrunk.png)

Junk Man just got a job at a garbage company.

The Junk Truck!
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 25, 2011, 11:29:23 PM
Quote from: "Strange Metool"
(http://img854.imageshack.us/img854/3306/junkinmytrunk.png)

Junk Man just got a job at a garbage company.

The Junk Truck!

Oh my god

This is the most amazing car ever

This must be added
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 26, 2011, 12:27:11 AM
And I thought my Crystal limo was funny.

Nice work.
Title: Re: megaman battle & chase project V1b released!
Post by: TheDoc on October 26, 2011, 01:20:54 AM
Dustman should be a giant vacuum cleaner.
Title: Re: megaman battle & chase project V1b released!
Post by: xColdxFusionx on October 26, 2011, 01:56:20 AM
Quote from: "TheDoc"
Dustman should be a giant vacuum cleaner.

Poltergust 3000 kart from MKDS

MAKE IT HAPPEN
Title: Re: megaman battle & chase project V1b released!
Post by: Magnet Dood on October 26, 2011, 01:57:32 AM
I could try. I used to have that game.

Just need them Dust Man rotations.
Title: Re: megaman battle & chase project V1b released!
Post by: Jc494 on October 26, 2011, 06:13:37 PM
Quote from: "Strange Metool"
(http://img854.imageshack.us/img854/3306/junkinmytrunk.png)

Junk Man just got a job at a garbage company.

The Junk Truck!

Is that.... a maltese Garbage Truck?

Instant thumbs up from me.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on November 01, 2011, 06:19:01 AM
I'm being draged to the library tommorow to fill out applications so expect the update today/tommorow, I fixed several of the bugs, slowed down quickman's recharge rate (borked something in the code) sadly I cant finish crystalman or starman by then (was tweaking my robotmaster pack so they now act exactly like in the game, and I made my 1st deathmatch map...technicaly my 2nd as my 1st was a submition for the xmas pack that was horrible but this one I see great potential) I still have no internet but hopefully it will be back soon
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 02, 2011, 04:31:01 PM
and it's out

also how is this?
(http://i573.photobucket.com/albums/ss180/iceblade10/cosmicflyer.png)
I basicly changed the shape to more of that of a racer (and it sort of looks like a shooting star), and changed the wing to a star shape, but kept alot of the original elements

(belive it or not it is not a quickman edit, I just used his sprite for a tire size reference and noticed the similareties)
Title: Re: megaman battle & chase project V1c released!
Post by: TheDoc on November 03, 2011, 12:13:41 AM
Great improvement on front and back. It does look a lot like Quickman's, though. Maybe a little too much like Quickman's? I do like this one more.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on November 03, 2011, 01:56:45 AM
Looks way better.
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on November 06, 2011, 03:16:50 AM
Think I am officially the first one to make a kart for a fortress boss!

(http://img64.imageshack.us/img64/8610/darkmanbobsled.png) (http://imageshack.us/photo/my-images/64/darkmanbobsled.png/)
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on November 06, 2011, 03:20:11 AM
:shock:

Wha-

What did you just do?

...What did he just do?

GAH, MY HEAD
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on November 06, 2011, 03:25:07 AM
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.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on November 06, 2011, 05:35:54 AM
Okay, I have to admit, I laughed.
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on November 06, 2011, 01:21:39 PM
Quote from: "Star Dood"
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.

It looks a bit tall to be a bobsled, but I suppose it works.
Sort of.
...I'm still a bit confused.
Title: Re: megaman battle & chase project V1c released!
Post by: TheBladeRoden on November 06, 2011, 08:22:23 PM
Dark Runnings
Title: Re: megaman battle & chase project V1c released!
Post by: Blaze Yeager on November 08, 2011, 02:31:11 AM
Laughed my ass off at the bobsled.

Also, Starman's Racer looks so much better
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on November 08, 2011, 03:34:29 AM
Oh, come now, it's not that bad.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on November 08, 2011, 04:04:42 AM
Do you mean "it" as in the bobsled?

As far as bobsleds go, it's not that badly sprited.

If you mean your Starman car, then, well....
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on November 09, 2011, 12:23:09 AM
Yes, bobsled.
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on November 21, 2011, 11:03:16 PM
Double post because salmon update:

(http://img856.imageshack.us/img856/8610/darkmanbobsled.png) (http://imageshack.us/photo/my-images/856/darkmanbobsled.png/)

The Dark Men are back! How does it look after I changed the colors a bit? Are there any improvements to be made?
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on November 21, 2011, 11:44:44 PM
Personal opinion: the sled should be shorter height-wise.

It's also still quite hilarious.
Title: Re: megaman battle & chase project V1c released!
Post by: Max on November 21, 2011, 11:46:47 PM
Darkboi 2 should be driving, he's the only one with two hands.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 25, 2011, 06:53:10 PM
Welp I'm finnaly going to get back to making race maps after a long break, also
Tip: when thinking up a track layout, don't think about the end result 1st, instead, just make a very lopsided deformed cricle, square it up a bit, and there, you have a track to work around now, also, dont be afraid to make crossed paths like figure 8's
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 28, 2011, 12:39:54 AM
Progress report
Added penguins to some stages, they drop 2 screws but they also slow you down slightly
Made starman's car, still having trouble thinking up a attack
working on geminiman's car
working on a "extra" map
Still trying to get the lightning item to work correctly, it currently only hits anyone near you, a acs workaround might be possible

Anyone have anymore car/track ideas?
Title: Re: megaman battle & chase project V1c released!
Post by: DarkAura on November 28, 2011, 01:00:10 AM
Was the Cossack cart that Ken came up with got any progress?

'Cause I wanted to throw in an idea for a vehicle for him.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 28, 2011, 01:26:13 AM
It was never accepted, but if you have an idea, go for it
Title: Re: megaman battle & chase project V1c released!
Post by: DarkAura on November 28, 2011, 01:40:28 AM
This was kinda brought up before, but I didn't really think it was recognized:

Mothraya

(http://img37.imageshack.us/img37/7964/coss.png)
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 28, 2011, 01:46:17 AM
Honestly, I actually liked that design, if you can make rotations, I could add it
Title: Re: megaman battle & chase project V1c released!
Post by: DarkAura on November 28, 2011, 03:14:20 AM
(http://img847.imageshack.us/img847/3633/coss2.png)

Hopefully these work.
Title: Re: megaman battle & chase project V1c released!
Post by: Jc494 on November 28, 2011, 07:37:35 PM
Quote from: "DarkAura"
(http://img847.imageshack.us/img847/3633/coss2.png)

Hopefully these work.

A bit funny and silly at the same time, but what will be his weapon?
Title: Re: megaman battle & chase project V1c released!
Post by: Galaxy Sisbro on November 28, 2011, 08:01:20 PM
Left-back rotation has it's wing raised a bit. Also, the ball in this rotations seems a quite off compared to the others, and also the little tail.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on November 28, 2011, 09:45:28 PM
I think he's referring to back/r.
Title: Re: megaman battle & chase project V1c released!
Post by: DarkAura on November 28, 2011, 11:35:49 PM
(http://img442.imageshack.us/img442/5127/coss3.png)

*Lifted the wings in all sprites to meet front/r (original) sprite.
*Widened ball body in side sprite.
*Added missing second wing to back/r sprite.
*Fixed tail in front/r sprite.

Is this any better?
Title: Re: megaman battle & chase project V1c released!
Post by: ice on November 28, 2011, 11:40:46 PM
Alot better. What are the attacks going to be though?

Also, anyone have any ideas for starman's attacks?
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on November 29, 2011, 12:23:57 AM
Starcrash, shooting star(projectile)
Simple.
Title: Re: megaman battle & chase project V1c released!
Post by: DarkAura on November 29, 2011, 12:34:54 AM
Cossack can have a standard shooting attack and, as an alt-fire, have the tail extend back to attack enemies from behind.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 08, 2012, 09:02:57 PM
Now that MMBC was FINNALY hosted today with actual people playing, I've finnaly found alot of problems that I couldent of found on my own so I'm making these changes

Making the racers immune to the RC shots
fixing the lapcounter items to be kept on death so there are no instant losses due to spawn frag
changing the way the teleporters work in fireman's stage to reduce telefrag and hopefully outright remove telefrag
changing shadowman's attack to give an item that slows the person hit due to dodgy pain states
adding arrows to point you in the right direction at the begining
Changing the way the screws work so you're given a item automaticly on the 10th one

any other changes I forgot, just post here and I'll add them to the list
Title: Re: megaman battle & chase project V1c released!
Post by: HD_ on January 08, 2012, 09:14:06 PM
Protoman's stage doesn't detect laps correctly.
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on January 08, 2012, 09:14:38 PM
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.

* Certain maps (e.g. Fireman) make it incredibly easy to telefrag people. If possible, this needs to be fixed ASAP.
* 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
* 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.
* 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.
* 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.
* 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 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'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.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on January 08, 2012, 09:27:25 PM
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.
Title: Re: megaman battle & chase project V1c released!
Post by: Joseph Collins on January 08, 2012, 09:35:31 PM
Quote from: "xColdxFusionx"
* 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)!
As for Roll's Spin Attack and Toadman's Rain Flush, debatable.  Roll in Mega Man Battle & Chase was never intended to be an aggressive/offensive driver, in my experience.  Just defensive.  So the Pop'n Beat's Spin Attack works well in that regard.  I'm not sure how useful Toadman's Rain Flush is, though.  Maybe there's a way to code it so non-Toadman racers spin out if they get hit by it (if this doesn't already happen)?
Edit:
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.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 08, 2012, 09:42:06 PM
Quote from: "xColdxFusionx"
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.
Title: Re: megaman battle & chase project V1c released!
Post by: Bikdark on January 08, 2012, 09:46:45 PM
Quote from: "Human Destroyer"
None of the stages detect laps correctly.
Fixed that for you.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 08, 2012, 09:48:02 PM
Quote from: "Bikdark"
Quote from: "Human Destroyer"
None of the stages detect laps correctly.
Fixed that for you.
-_-; for the love of cutmanmike
READ MY LIST
Quote
fixing the lapcounter items to be kept on death so there are no instant losses due to spawn frag

When you die, you lose the spawn counter unless you spectate and rejoin, I already know about this issue and it no longer needs to be shoved down my throat. I'm fixing it right now
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on January 08, 2012, 10:17:42 PM
Just gonna throw this out here:

Add Cloud, Star, and the other Racer I made with proper HUDs.
EDIT: Right, the Dark Man bobsled. Why didn't I finish back-right? *fistshake*

Could you just do back-right and add him? Please?
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on January 08, 2012, 10:40:26 PM
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...
* 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.

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...
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 08, 2012, 11:05:46 PM
Quote from: "xColdxFusionx"
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
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on January 09, 2012, 12:27:20 AM
-some quotes un-nested due to quote limit-

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

* 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)
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
You'd probably have to use ACS of some sort. Not exactly sure how it would work myself...

Quit using the actual game as your end-all-be-all. I've had some people who have played the actual game agree that this mod needs some SERIOUS work balance-wise.
Title: Re: megaman battle & chase project V1c released!
Post by: Russel on January 09, 2012, 12:38:18 AM
herpderp classes

Player.Backmove 1/2 of the forward move? maybe?
I am unsure about this one

or for ACS,
(click to show/hide)

This should work, but not entirely sure

AND REMOVE THE CHEAP-ASS PIECE OF SHIT THAT IS TOADMAN!
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on January 09, 2012, 01:11:57 AM
/me hangs head

I'm sorry, lego
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 09, 2012, 01:53:37 AM
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!

I'm trying the best I can, the project is badly understaffed (is currently the only working on it), I cant host beta servers and I dont feel like going through the trouble of asking someone to host one for me, I can't use skype cause it laggs the everloving shit out of my computer, and plus the lack of interest.

and stardood, a bobsled makes no sense what so ever as for cloudman, please find a better design

I've never wanted to have to be forced to have an outburst like that, but sheesh, atleast give me credit for trying, there are multiple other mods and stuff that pop up and die off that I wished was given another chance, like soccer. I'm a tad ticked off, things are not going too well, and later I'm going to realise how much of an asshole I'm sounding like. But this is a game engine that's specificly ment for FPS styled gameplay, there are bound to be alot of problems when you deviate from that style

I'm working on fixing the problems, theres no need to bite my head off. Now to wait for the harsh whiplash
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on January 09, 2012, 02:32:15 AM
...Well, I only made the bobsled as an excuse to fit all four Dark Men inside...

I'm sorry if I did anything to provoke you. I really do like this mod- I find it pretty fun, just like those enemy classes you did. I know you're working very hard, and I would help in any way if only I knew how to code...

ojioruyur8oy[uriohjiotruyiout[ioh I broke Ice! I feel really bad now... /me hangs head lower in even more shame
Title: Re: megaman battle & chase project V1c released!
Post by: HD_ on January 09, 2012, 02:35:01 AM
You want a beta server host? I could do so.
Title: Re: megaman battle & chase project V1c released!
Post by: TailsMK4 on January 09, 2012, 02:52:55 AM
I guess I'll be another one to comment on these upcoming fixes, and I actually have experience of playing the game under my belt.

Quote from: "ice"
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.
Quote from: "Human Destroyer"
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.
Quote from: "xColdxFusionx"
* 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.

With that said and done, I'm interested in making some tracks for this mod. Would I need anything else besides some scripts? Otherwise, I actually enjoyed playing this, although it was hard for me to find some challenge after I got used to the maps.

EDIT: Couple of things:

Fire Man: Add a teleporter to that very first pit. No one can get out of it if they fall in there (I fell in there once because I got shot before the jump).
Ice Man: More of a nikpick, but although I do not recall there being anything other than a plain black graphic for the pits on this course, I think something dark besides solid black would make the pits look better.

Another nikpick, but perhaps the Elec Man course should be lengthened a bit. I'm able to do that course in around a minute (from the time I actually get to start moving around the track up to the finish line).
Title: Re: megaman battle & chase project V1c released!
Post by: Joseph Collins on January 09, 2012, 04:32:34 AM
Quote from: "ice"
[OMFG RAGE]
Settle down, Beavis.

These things take time to fine-tune.  If you let every schmuck with an opinion (which, as they say, are like ass holes) get under your skin, maybe you should hand the project over to someone with more time and patience.  Besides, as you've pointed out numerous times, you're trying to keep this thing fairly close to the source material -- Mega Man: Battle & Chase.  Thus, there's bound to be some "imbalances" in the mix.
Game-breaking glitches, like telefrags and losing your lap-counter item, on the other hand...  Well...  That's what trial-and-error is for.

And now to add to your frustration!  :D
- Roll and Toadman can hop over parts of certain baracades on top of the random crates in the Bass' course, but not every part.  Thus, what seems like could be a shortcut for them turns out to be a complete waste of time.
- You can currently run courses backward if you really want to.  I don't know if this is intentional, but it's certainly amusing! (Or would be, if my internet didn't suck so bad.  I'd love to be the joker running the tracks backward.  X3)
- Please fix the Hall of Mirrors effect in the waiting room of "Mario's Course".  As well as the invisible lines in the various stands. (This may be an OpenGL-only thing.  I'm not sure.)
- Make this a reality at some point:
(http://i1089.photobucket.com/albums/i348/JCMM8BDM/Z_Other/Met.gif)(http://i1089.photobucket.com/albums/i348/JCMM8BDM/Z_Other/JMetF.gif)(http://i1089.photobucket.com/albums/i348/JCMM8BDM/Z_Other/Met.gif)
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on January 09, 2012, 05:19:28 AM
Quote from: "Joseph Collins"
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.

Really late response but if he removed the spectator parts, there wouldn't be a "waiting room," which is a bit silly to begin with. Plus there's always chasecam, but many people don't find that amusing.
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 09, 2012, 06:23:11 AM
Quote from: "Human Destroyer"
You want a beta server host? I could do so.
I'll keep that in mind

anyway
the whole bass track issues exist mostly due to the whole map breaking when I tried to add the checkpoint system causing me to lose interest in even trying to fix it, so I may scrap it altogether for the B&C design, but if I can ever fix it I'll make it an extra map. Atm it's a filler map

Also I apologise for completely flipping out, and it takes ALOT to make me flip out, but yeah, all the negative outside sources, all the negetive posts, combined with other thing just pushed me over the edge

as for the whole remove the spec area, I'ts there due to the spectate cam being very slow, though you can steal other people's cameras, but wheres the fun in that? Basicly I just made it to create a "Fan being at the racetrack" feel

and the hall of mirror thing I've never noticed due to me rarely EVER using open GL

*=done
also heres my changelist:
*Removing RCman due to WAY too many negative comments
*nerfing the buster
*buffing quickman's speed (inb4 a big I told you so)
fixing the lap counter so it's kept on death
changing the screws so they give you an item on the 10th one
*fixing shadowman's attack
*makeing 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 time
fix the fireman fall trap
*and since people keep insisting that this has to be a mariokart clone, adding a Etank item
Title: Re: megaman battle & chase project V1c released!
Post by: Magnet Dood on January 09, 2012, 11:03:03 PM
Just a question: What's wrong with Cloud Man's car? I can't fix it, unfortunately- I already deleted the file of it.
Title: Re: megaman battle & chase project V1c released!
Post by: Korby on January 09, 2012, 11:05:08 PM
Quote from: "Star Dood"
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.
Title: Re: megaman battle & chase project V1b released!
Post by: ice on January 10, 2012, 12:20:18 AM
Quote from: "Manibogi"
It would be even faster if I fixed it:

(http://img707.imageshack.us/img707/182/cloudnine.png)
Or just simply look back a few pages

 but yeah, it's a tad too boxy
Title: Re: megaman battle & chase project V1c released!
Post by: Russel on January 10, 2012, 05:51:39 PM
Quote from: "ice"
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!

Lol, I meant having an AoE class that causes spinout is overly cheap.
Title: Re: megaman battle & chase project V1a release!
Post by: Hallan Parva on January 10, 2012, 06:06:35 PM
Quote from: "On page 48, SmashBroPlusB"
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).
Umm... yeah.

Just replace Acid Rain with Toad Jump and you're good.
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on January 12, 2012, 11:16:46 PM
OK, I'd like to apologize for spazzing out the other day. I have a bad habit of blowing things out of proportion when I first see them.

Despite this mod's flaws, after taking a second look, it seems that it could become fairly solid if given some time. I wish you the best of luck on the future of this mod.

P.S.: Has Quickman's track been looked at/added yet? I added a link to it earlier in the topic, but I haven't seen it mentioned since. I'll go hunt down the link and repost it in case you don't feel like digging.

EDIT: Found it. (http://www.mediafire.com/?xdgtpfkp0s03oru)
Title: Re: megaman battle & chase project V1c released!
Post by: ice on January 13, 2012, 12:05:08 AM
As long as it's playable online and dosent lagg from the lasers I guess it's in
Title: Re: megaman battle & chase project V1c released!
Post by: TailsMK4 on January 13, 2012, 06:54:37 AM
Wait, what? Quickman already has a track in the game, and it's very different from his MM2 stage.  :?
Title: Re: megaman battle & chase project V1c released!
Post by: angrymans on January 13, 2012, 07:21:49 PM
...MegamanRC is fine in spec area, but only when there is somebody to kick out people trolling on the track but yeah, i think it's best to get rid of it, even if it was funny.
Title: Re: megaman battle & chase project V1c released!
Post by: Davregis on January 14, 2012, 01:12:29 AM
If you could ban RC from the track, and allow people in the spectator box to shoot racers...
Title: Re: megaman battle & chase project V1c released!
Post by: xColdxFusionx on January 14, 2012, 01:30:34 AM
Quote from: "Daveris"
allow people in the spectator box to shoot racers...

I have one word on this topic:

NO.
Title: Re: megaman battle & chase project V1c released!
Post by: angrymans on January 14, 2012, 06:15:34 PM
read 3 post higher, it's chaotic to have megamanrc if you don't have anybody to watch people. Other than that, he should just be deleted, as he's completly useless.
Title: Re: megaman battle & chase project V1c released!
Post by: Bigruss91 on January 28, 2012, 07:56:43 PM
Is anyone else thinking about making a track where players complete that track in sections? As in you only have to cross the finish line ONCE?
Title: Re: megaman battle & chase project V1c released!
Post by: Hallan Parva on January 28, 2012, 08:02:54 PM
Wuhu Island Loop

except instead of Wuhu Island you invent a new island

CUTTER'S COVE

where all the Cutstuff dudes hang out
Title: Re: megaman battle & chase project V1c released!
Post by: Bigruss91 on January 29, 2012, 12:20:35 AM
Quote from: "SmashBroPlusB"
Wuhu Island Loop

except instead of Wuhu Island you invent a new island

CUTTER'S COVE

where all the Cutstuff dudes hang out

Nice job of getting what I mean ;) .

BTW I'm re-modifying my SMK Mario's Circuit. Removing the bleachers from around the outside track. There will only be 2 big ones.
Title: Re: megaman battle & chase project V1c released!
Post by: Davregis on February 04, 2012, 09:50:30 PM
Maka Wuhu, then.
Title: Re: megaman battle & chase project V1c released!
Post by: GameAndWatcher on February 04, 2012, 09:57:36 PM
Quote from: "Daveris"
Maka Wuhu, then.
Just make sure that it lacks that one glitch (you know what I'm talking about)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on March 04, 2012, 11:54:09 PM
Welp, finally getting back to this project. I'm going to need some extra hands to help out since some stuff is starting to come up in RL, and to also give feedback on how it works and improving the codes and all as clearly alot of stuff is getting by with only 1 person coding this thing. Anyone interested in helping?
Title: Re: megaman battle & chase project V1c released!
Post by: Davregis on March 06, 2012, 01:42:42 AM
Quote from: "Game&Watcher"
Quote from: "Daveris"
Maka Wuhu, then.
Just make sure that it lacks that one glitch (you know what I'm talking about)

 :D
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Dr. Wily's Sock! on May 19, 2012, 07:49:21 AM
Here are some spelling errors
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)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on May 19, 2012, 01:06:11 PM
That's just his way. He types fast and doesn't really care about spelling.

Erm, has anything been done here?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on May 20, 2012, 01:15:14 AM
internet will be out for 2 weeks and I'm running out of things to do with the computer, so an update may be likely
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 02:25:39 PM
*blows dust off thread* Welp with my day off I'm going to be working on the mmbc mod. I do have some questions though. What do you think about the maps, are some of them good, are some of them horrible?

I'll start being the head of the project

Quote
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
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 25, 2012, 03:34:06 PM
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.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: xColdxFusionx on June 25, 2012, 03:47:34 PM
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.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 03:56:50 PM
Quote from: "Star Dood"
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.

You can't just shoehorn things in or it will ruin the whole flow

Quote from: "xColdxFusionx"
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 tend to use the abra skin online for a reason

The ramp's kinda borked atm, when you reach the end you just fall straight down as if you were a search snake sometimes going directly into the lava, not sure if there's a fix

and yeah, send em over
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on June 25, 2012, 06:08:03 PM
Quote from: "Star Dood"
I think I kinda speak for a lot of people by saying that Gyro and Air really need something else.

Agreed, mostly for Airman's stage. It felt very bland. In fact, the only things that made it unique was the textures.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Russel on June 25, 2012, 06:49:33 PM
Since you say you need coders, I guess I could go try to see what I can do...
There are kind of several things I want to do to this thing, so I was wondering if I could have your permission to do so.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 07:38:12 PM
sure, go ahead

Edit: With the stuff CF sent over, we now have accel stats to the racers and new hud sprites (aka lap counters and all that jazz)

Anymore ideas for items?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 11:19:42 PM
more change log

Quote
*=done
also heres my changelist:
*Herobrine RCman 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 time gave up
*fixed the fireman fall trap
*added a mushroom Etank item
a new challenger will appear thanks to stardood
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on June 25, 2012, 11:28:57 PM
I think you guys should add Turboman somewhere, besides, he's already a car and Nitroman when MM10 expansion comes out.
Edit: And Waveman Should totally ride a Wave Bike.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 25, 2012, 11:29:20 PM
Quote from: "ice"
a new challenger will appear thanks to stardood

(http://media.tumblr.com/tumblr_lepyigs1J11qceix0.png)

Do you want me to do another? I've got a pretty good idea for Freeze Man.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 11:31:51 PM
go for it
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 25, 2012, 11:32:46 PM
Erm, wait a sec-

Are you talking about Star or Cloud? I finished both of them, Mani helping with Cloud...
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Davregis on June 25, 2012, 11:42:20 PM
Quote from: "Game&Watcher"
I think you guys should add Turboman somewhere, besides, he's already a car and Nitroman when MM10 expansion comes out.
Edit: And Waveman Should totally ride a Wave Bike.

Same with Centaur. Don't give him a car.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 25, 2012, 11:46:41 PM
Quote from: "Star Dood"
Erm, wait a sec-

Are you talking about Star or Cloud? I finished both of them, Mani helping with Cloud...
Starman
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Russel on June 26, 2012, 02:25:18 AM
I have done some changes to the current build, I sent it to you via PM
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on June 26, 2012, 03:14:32 PM
Quote from: "Daveris"
Same with Centaur. Don't give him a car.
Sure, give him a motorbike, like Toad Man.
 :lol:
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 26, 2012, 03:25:10 PM
Here's knightman's car

(http://images.wikia.com/megaman/images/c/cd/B%26CPHammerBody.gif)
Swings a ball & chain around uncharged and shoots a spiked ball that explodes spinning out the opponent on direct hit and sends everyone else nearby flying in a random direction

Slashman's tires

(http://images.wikia.com/megaman/images/c/c1/B%26CPBladeTire.gif)
If you ram into someone with these they slow down as if they were hit by a shadowblade (Should his charged attack should be a dash like quickman?)

Gyroman's wing

(http://images.wikia.com/megaman/images/d/d1/B%26CPSkyHighWing.gif)
in the game, this little bugger just flies off randomly, and grab a random opponent sending them in the air momentarily, though that would be a tad difficult to code, so instead, maby his main attack shoots out gyros and his alt lets him fly momentarily?

and turboman's just turboman

as for centaurman, I'd say the main thing about what ever he drives should be green and has 3 horns on it
...Also windman should totaly drive in a panda
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on June 26, 2012, 04:32:10 PM
Quote from: "ice"
...Also windman should totaly drive in a panda

This times 287234.8320
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 26, 2012, 10:45:03 PM
I could make you some tracks, if someone were to map them for me.

I'm pretty good (http://www.youtube.com/watch?v=2YwAS2AkWl4) at making layouts (http://www.youtube.com/watch?v=SiQfeKc3tjM) for kart racing (http://www.youtube.com/watch?v=hhwEZgFY9SA), after all...
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 27, 2012, 01:55:23 AM
Well what are ya flappin your fingers for man!? There's a special maps section *soon to be pack* with only 2 maps
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 28, 2012, 05:19:31 AM
been up all night but I'm making headway

With the stuff CF sent me
Obstacles will now give you screws automatically when you destroy them like in B&C (good news for roll user attacking big mets and not getting the big 3 screw bonus)
Variable speeds and accelerations are now added (now each character can have a on road, off road, top speed. accel, speed, etc. stats)
toadman's attack's effect will now change from spinout to a slowdown effect (though it will loose its ability to destroy stuff seeing as how broken toadman would be in this new setup. Welcome to the quickman boat!)

I'll also add some new effects (being launched in the air by an attack makes turning impossible till you land, being hit by ice slasher will freeze you causing you to slide straight forward till you hit a wall)
I'm going to give both megaman and bass cooldown when they shoot there shots so no more infinite buster streams

Also if I can find out how to disable backwards movement, if someone were to pull a turn around and shoot behind, they'll loose some speed making the strategy extremely risky
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Russel on June 28, 2012, 07:17:51 AM
I have a quick suggestion for this...make it to where racers can't have ammo until the race actually starts; doing so will prevent Toadman's slowdown at the beginning of the race giving him a head start.

I am happy to see you changed Toadman

Thank you
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 28, 2012, 12:49:31 PM
not sure how to do the ammo thing but as for the beginning, CF sent me a track that spawns you on the track and holds you in place until the race starts, and if you try to join mid race you were sent to a black room instead, main problem I saw with that method was that once the race starts it's impossible to join or do anything if the server was empty when it started, though there is still the mapvote option. Basically like that, everyone start at the same time and everyone has to accelerate to top speed giving everyone an equal chance
Title: Re: megaman battle & chase project (extra coders needed)
Post by: xColdxFusionx on June 28, 2012, 06:11:57 PM
If you wanted to do that, you could always add a TakeInventory right before the players unfreeze.

Also a note on the whole "server starts empty thing": Pointlimit is your friend.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 28, 2012, 11:29:09 PM
Would you mind changing all attacks from FireCustomMissile to SpawnItemEx? This makes it so that it's impossible to aim shots up or down, but this can also be a benefit. Personally I like to play with chasecam enabled, and this makes attacking a royal pain in the ass because my shots can end up sinking into the ground or flying off into orbit.

Oh, and I'm almost done with the first track layout.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 28, 2012, 11:32:48 PM
I did that a week after I released v1c, and that was ages ago, so 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)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Myroc on June 29, 2012, 10:22:57 AM
Have you done away with physical in-game spectators yet? That was something that I found very pointless, and only caused problems.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 29, 2012, 11:05:07 AM
probobly, depends on what others think (hasnt started working on the tracks to work with this new system yet)

Also, question about starman, what should his attacks be?

my ideas were
uncharged:
star crash: protecting you from attacks but at the same time slowing you down slightly
star shot: shoots small stars

Charged:
Star crash: shoots a star crash
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 29, 2012, 06:38:39 PM
How's about Star Man only uses Star Crash?

Star Crash would only be usable with a full ammo bar, and on use it would surround his kart with the barrier we all know and love. Opponents who get too close will get "hugged" and will slow down (a la 8BDM Star Crash). The player can turn off Star Crash early to conserve ammo, but the shield will not be thrown as an attack.

Also, to help people recognize when his ammo bar is TRULY full and not "almost but not quite" full, I was thinking his gauge could light up in a slightly brighter colour tone when it was filled up. I know how to do this if you don't, so I'm thinking it would be a nice touch.

Also also, how is your opinion on non-MM racers? I had an idea...
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on June 29, 2012, 07:34:09 PM
Quote from: "ice"
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)

Well, if you're going to recreate a Megaman game (or anything for that matter), it's usually intended to be played in 1st person.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 29, 2012, 08:05:42 PM
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
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 02:39:26 AM
giving him just star crash would seem odd, the racer's cars in the originals used a mix of canon and original attacks. Don't be afraid of makeing up stuff, the cars do the fighting, not the robots.

Megaman: small and charged shots
Bass: based on mm7 bass who was a megaman clone
protoman: shield and charged shot
roll/beat: flutter and spin (roll had no attacks at the time while beat ramed enemies and carried you)
gutsman: rock throw and quake
iceman: ice spike and ice slasher
quickman: side dash and turbo dash (going to add the side dash ala cscc finitezero)
shadowman: shadowblades and smoke
napamman: drops small bombs and shoots big bombs forward
springman: turn and spring punch
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on June 30, 2012, 04:15:44 PM
Bombman's car should be this! (http://www.mariowiki.com/Mini_Bomb_Kart) (Just an idea/joke, it's OK if it isn't.)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on June 30, 2012, 04:23:30 PM
Quote from: "SmashBroPlusB"
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

I meant to say recreate in MM8BDM, but never mind.

Anyways, I agree with the ideas for the cars' weapons, but just a few ideas from me.

Napalmman: Instead of lobbing a bomb forwards, he could shoot a Napalm Missile.
Springman: If the ammo bar isn't full, he fires his spring punch. If it is full, he fires a spread of 3 Wild Coils from the back.
Quickman: Half an ammo bar or higher (not full) fires 1-2 Quick Boomerangs on either side that home in on the nearest racer. Full ammo is obviously a turbo dash.
Ideas for unmentioned racers:
Stoneman: Primary fire is 2 Power Stones. Altfire makes Stoneman take a huge leap, but has to wait a little afterwards to "rebuild" before firing anything else. (items could be the exception)
Bubbleman: Less than full bar is a harpoon shot, not unlike Megaman's small shot. Full bar is Bubble Lead, which stuns the enemy (Spark Shock) if it hits. Altfire (we could have a bar for this, too) lays a Bubble Mine that would look like the spikes in Bubbleman's stage. It would explode on contact.
Woodman: Primary fire shoot a leaf if Ammo not full. Full bar creates a Leaf shield that can either be thrown forwards or take one hit from any weapon and disappear.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 05:35:54 PM
the characters in mmb&c where they way they were cause each had a special skill that only they could do

megaman/bass: shooter (slight bump)
roll: jumper (only one that could jump)
iceman: freezer (frozen you causing you to only move foreward at what ever speed you were going till you crash)
gutsman: dizzy (caused you to... can't quite remember)
quickman: skillman (souly relying on manuvers and speed boost)
shadowman: slowdown (caused you to slow down as if you were in a D-zone)
napalmman: was the explosives user (either launched upwards, or flat out mariokart style crash)
springman: was the guy that could bounce others away and attack to the sides (just bumping someone either sent them sideways, forwards, or backwards)

like I said, it's not the robots attacking so we don't have to limit ourselves to what the robot could do, though the leaf sheild idea could work, and I do like the bubble lead idea

Also, there are a few things I've always wanted to see in B&C myself, like bouncing attacks (noise crush, gemini laser), digging (drillman), and so on

Alother thing we have to consider is the weight of the characters, stoneman is rather heavy, so his car jumping would be a tad weird, though the powerstone would work, it could also have some abilities to control the earth meaning, there's a huge spead of possible attacks using the ground alone

then you have topman (kinda scared to see what his car ends up looking like) he could have different types of tops, like say, one that stays on the ground and bounces around like the curlinger but more slowly, could shoot the tops like in mm3, could just simply drop them like iceman, his car could also spin like roll, lots of logical possibilities

then we have snakeman, his car would probobly most likely resemble a snake, his cannon attack is the search snake, while the search snakes themselves could climb walls. but again, the car is a snake, we could toss in some snake like abilities, though I can't really think of any for him
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 30, 2012, 05:39:33 PM
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
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 05:45:07 PM
FALCON! Go for it

As for gyros, not sure, there's a chance you could lag and pass right over the fans (or whatever)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 30, 2012, 05:49:23 PM
See, there weren't going to be any actual "fans" per se. There was just going to be a sector that acted like a Gyro Fan. To put it simply, when a kart touches a segment at the end of the track, they'd get thrown forward and (hopefully) land on a patch of ground a little farther off. It's sort of like a jump ramp or a cannon in Mario Kart.

I was mainly worried about messing up acceleration / speed because of the new system.

Since there doesn't appear to be a problem though, I'll go ahead and finish up the blueprint and send it in soon. Hope you like it.


also
Quote from: "ice"
FALCON! Go for it
okay :p
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on June 30, 2012, 08:51:04 PM
Quote from: "ice"
For Snakeman, we could toss in some snake like abilities, though I can't really think of any for him

This may turn out hard to code and kinda unfair, but maybe he could drive along the walls?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 30, 2012, 09:44:02 PM
vroom

(http://i49.tinypic.com/15rir85.png)

I'll make the other rotations for it if wanted, just wanted to get your word on it.

Also the other 3 are recieving cars too, just need to work on their designs a bit more.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 09:54:47 PM
...my god, so much derp
I had an idea for heatman's car looking like a hotrod
(click to show/hide)

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)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 30, 2012, 09:58:26 PM
I was trying to base it off of his helmet- which is derpy to begin with.


Should I go for a more sinister vipery look?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 10:00:59 PM
try thinking more along the lines of the big snakes in snakeman's stage
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 30, 2012, 10:08:05 PM
Okay.

Also, Gemini needs- and I mean physically needs- a motorcycle with a sidecar wth the clone inside of it.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 10:09:50 PM
...why the heck would he even need a clone in a sidecar for in the 1st place!?


Also, here's a crappy sketch I threw together in ms paint 2 minutes ago
(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on June 30, 2012, 10:10:14 PM
NIDO KART 7

(http://img580.imageshack.us/img580/6065/nidofront.png)(http://img594.imageshack.us/img594/8160/nidoback.png)

DUN NUNNNNNNNN
Title: Re: megaman battle & chase project (extra coders needed)
Post by: DarkAura on June 30, 2012, 10:11:10 PM
Quote from: "Star Dood"
(http://i49.tinypic.com/15rir85.png)
Either that's its open mouth or that is the most epic snake moustache I've ever seen.

Anyway, I feel like coding something. Anyone got any ideas what the Mothraya, a.k.a. this thing here

(http://img442.imageshack.us/img442/5127/coss3.png)

should do for a main/alt attack?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 10:12:47 PM
if I remember correctly, all I remember it doing is drilling and shooting shots
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on June 30, 2012, 10:25:09 PM
more sinister

(http://i48.tinypic.com/ja9k6d.png)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on June 30, 2012, 11:11:20 PM
Gemini a two seater like the Bespin Cop ships from Star Wars.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on June 30, 2012, 11:21:22 PM
Again
...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. I can see the car having an ability to clone itself being that the cars are doing all the work, not the robots. Adding a side car would just be pointless and out of place
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Korby on July 01, 2012, 01:51:56 AM
Because having two seats is funny.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 01, 2012, 03:32:04 AM
Quote from: "ice"
Again
...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
We need to represent the clone in some way, and besides cloning the car doesn't sound very useful, imo.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on July 01, 2012, 03:42:51 AM
Last I checked they were more then mere images.  A clone is not an image, especially when the clone can both feel pain and give it.
Title: I swear if someone suggests a limo, I'm gonna snap
Post by: ice on July 01, 2012, 04:54:12 AM
But again, why the heck would he even need a clone out in the 1st place? Theres no logical reason for it to even be there other than to make the car sprites bigger then they need to be.

and I still never gotten an answer to this

Quote from: "ice"
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)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on July 01, 2012, 04:57:44 AM
It'd be an interesting thing to implement given that Gemini Man is usually represented with his clone.

Also, the friction thing would help, I think.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: TheDoc on July 01, 2012, 12:41:54 PM
I think the friction idea is great. It'd make it more like the racing games we know today.

Quote from: "Star Dood"
It'd be an interesting thing to implement given that Gemini Man is usually represented with his clone.

Exactly.
Now hear me out, ice. It does make sense that Geminiman wouldn't have his clone out for this, but Geminiman never, and I mean NEVER, enters any situation without having his clone out. In MM3, he popped his clone out before the battle even began. Basically, Geminiman's cloning ability is his calling card that he never fails to use. The sidecar clearly shows that concept unless anyone else has an idea otherwise.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 02, 2012, 01:46:39 AM
But again, the clone thing just seems out of place. In all the times he ever had it out was in combat situations (well, though soccer may or may not be an exception as everyone was a clone). I'm not worrying about the sillyness of the idea as I'm more worried about the sprite size, I'm trying to keep the cars atleast near the same size to keep consistancy. It'll seem weird if you have quite a few normal sized cars, then suddenly, you have a car with a sprite over twice the size of the hitbox, sure you'd still can shoot it dead center, but you still cant see past it *coughmobycough*

Though I guess I'll go to my goto solution and ask cutstuff. What do you guys think about the sidecar situation?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on July 02, 2012, 01:58:40 AM
His Car doesn't need to be too big.
Maybe like the Slag Brothers
(click to show/hide)
Or one in front of the other like Dick Dasterdly and Muttley
(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 02, 2012, 02:05:39 AM
Now I see where some of these crazy ideas are coming from, someone's been watching too much of the boomerang

But yeah, alot of suggesstions I've been getting lately seem to be stuff very remenicent of wacky races @_@ *coughbatmobiledarkbobsledcough* And thats the one thing I'm trying to stay away from. I wouldent be suprised if someone suggests airman in a hot air balloon
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Magnet Dood on July 02, 2012, 02:07:38 AM
Hey, come on, the Dark Man Bobsled was a good idea.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on July 02, 2012, 02:22:13 AM
Oh please, the Dark Men should all just be sitting on DM1
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 02, 2012, 02:32:06 AM
Can I make a concept for a racer?

If yes, then...

(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 02, 2012, 02:36:53 AM
Quote from: "Hilman170499"
Can I make a concept for a racer?

If yes, then...

(click to show/hide)
You mean like that Lumberjack Guy on the Wacky races? (Forgot his name.)
Also, I still think Bombman should ride the Mini Bomb kart from MK64's battle mode.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: xColdxFusionx on July 02, 2012, 02:49:57 AM
Quote from: "Game&Watcher"
Also, I still think Bombman should ride the Mini Bomb kart from MK64's battle mode.

I second this motion

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]
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on July 02, 2012, 02:58:22 AM
Quote from: "xColdxFusionx"
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]
"In Sta Gib"
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 02, 2012, 11:39:17 AM
coughcoughsomeoneshouldgiveideasformegamankillerscoughcough
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 02, 2012, 11:52:04 AM
Quote from: "Hilman170499"
coughcoughsomeoneshouldgiveideasformegamankillerscoughcough
Inb4Sakugarnemobile
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 02, 2012, 01:03:50 PM
Offtopic:Well Quint is not a Mega Man Killer.
If he was, he would have a different design and the serial code MKN/RKN.
However, many people consider Quint as a Mega Man Killer.

Anyway, anyone got concepts for Mega Man Killers?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 02, 2012, 01:53:23 PM
Ballade: Mines are obvious, and I guess the cracker launcher might work too
Punk: can't think of much for him
Enker: Could have an attack that creates a mirror behind him that counters rear attacks

Also what should turboman's attacks be?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Ceridran on July 02, 2012, 01:57:58 PM
Punk should be like his alt in YD classes: He stops for a moment, and charges forward.
This could either be an attack that may slow him down, but is efficient with enough racers, or..

..Oh wait, I'm not sure how this would work in a car/cart/thing.

Anyways,

Turboman.. eh..
The best I can think of is actually ramming into the foe.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 02, 2012, 02:23:56 PM
What about have Turbo Man do his fume thing? Only it slows down enemies.

Edit:Concepts for vehicles of Mega Man Killers(complex too):

(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on July 02, 2012, 02:25:34 PM
Turbo Man should throw tires from his body like TurboMan.EXE does!

The tires (which are on fire by the way) roll forward steadily and create smoke clouds on impact.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 02, 2012, 02:29:57 PM
Quote from: "SmashBroPlusB"
Turbo Man should throw tires from his body like TurboMan.EXE does!

The tires (which are on fire by the way) roll forward steadily and create smoke clouds on impact.
That sounds cool, I second this.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 02, 2012, 07:24:24 PM
I need 2 people who are good with forming oppinions to test the beta, Any volunteers?
Title: I want to help more with this too so
Post by: Magnet Dood on July 02, 2012, 11:01:38 PM
I'll test it! Send me the beta and I'll get right on it.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 04, 2012, 01:43:54 PM
On the last page, I added stuff. Check it out(not spamming okay?).

Also(only open if you played or known Mega Man Battle & Chase):

(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 04, 2012, 02:24:45 PM
the slashman and knightman ideas work, though turboman driving a car seems a tad weird *car driving a car* as for gyro's "wheels" not sure if that'd work
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 04, 2012, 02:28:35 PM
*looks at Cool Mobile and realizes that Gyro Man's "wheels" wouldn't work*
Hmmm...

(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 04, 2012, 02:44:21 PM
Quote from: "Hilman170499"
On the last page, I added stuff. Check it out(not spamming okay?).

Also(only open if you played or known Mega Man Battle & Chase):

(click to show/hide)
Turboman should Just be Turboman, he's already a car.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: fortegigasgospel on July 04, 2012, 02:49:56 PM
Quote from: "Game&Watcher"
Quote from: "Hilman170499"
On the last page, I added stuff. Check it out(not spamming okay?).

Also(only open if you played or known Mega Man Battle & Chase):

(click to show/hide)
Turboman should Just be Turboman, he's already a car.
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)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 04, 2012, 02:54:14 PM
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
Quote from: "Hilman170499"
On the last page, I added stuff. Check it out(not spamming okay?).

Also(only open if you played or known Mega Man Battle & Chase):

(click to show/hide)
Turboman should Just be Turboman, he's already a car.
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)
Still, you are unable to take off parts in this mod, Turboman should stay Turboman.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 04, 2012, 03:03:41 PM
(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on July 04, 2012, 03:15:39 PM
Quote from: "Hilman170499"
(click to show/hide)
Ok, but Turboman should just be Turboman.
Title: why are you fighting over a Transformers anyway
Post by: Hallan Parva on July 04, 2012, 06:42:46 PM
HEY GUYS LOOK QUICK IT'S A SUGGESTION
Quote from: "SmashBroPlusB"
Turbo Man should throw tires from his body like TurboMan.EXE does!

The tires (which are on fire by the way) roll forward steadily and create smoke clouds on impact.
OKAY JUST SO YOU ALL KNOW
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 15, 2012, 06:54:30 AM
Minor bump:There are 2 more playable Robot Masters in Battle & Chase:
Napalm Man(Patriot Bomber)
Spring Man(Surprise Boxer)
The Mega Man wiki includes how those vehicles work but I don't exactly know how because there are no pictures of them using their weapons.

Edit:

(click to show/hide)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Emmanuelf06 on July 16, 2012, 05:59:50 AM
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:
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Bigruss91 on July 16, 2012, 10:02:51 AM
Quote from: "Stonefunk"
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:

And I'm still making some changes of the track.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 16, 2012, 12:32:30 PM
I'm planning to work on the Patriot Bomber(Napalm Man). Can I have a summary of how its weapons work?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 16, 2012, 12:36:15 PM
I already have the weapon coded all the class needs is a skin
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 16, 2012, 12:55:28 PM
I recently found it through the use of SlumpEd. Here's a question: Which should be used for the driver? The Classes-style Napalm Man with red bombs or the regular Napalm Man?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 16, 2012, 01:11:09 PM
preferably regular mm5 napalmman
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 16, 2012, 01:36:38 PM
One more thing: His colours. Should he be blue or purple. And should his bombs be red or orange?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 16, 2012, 02:15:10 PM
i'd say leave it blue, I'll handle the weapons sprites and HUDs
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hilman170499 on July 17, 2012, 01:51:46 PM
Another thing:Back and side shots of the Patriot Bomber needed.

Edit: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.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: xColdxFusionx on July 18, 2012, 04:56:24 PM
Quote from: "Hilman170499"
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.

This is why it should be impossible to frag anyone. This hasn't been fixed yet?
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on July 18, 2012, 09:41:11 PM
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.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Myroc on July 18, 2012, 10:57:55 PM
Quote from: "SmashBroPlusB"
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.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on July 19, 2012, 02:32:36 AM
fixed that already, I removed the spec area and chaged the script to give the lap counter as the race starts, so even when you spawn telefrag, you dont loose it, as for stuff like pit teleports, I'll consider the air teleport
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on August 03, 2012, 01:16:20 PM
The cars now all have universal ammo, and the tracks all run on a universal script, and the textures are all in the main pk3 now

Modding should be over 9000x easier
Title: Re: megaman battle & chase project (extra coders needed)
Post by: Hallan Parva on August 03, 2012, 05:09:36 PM
PUSH OUT A DEVELOPER'S PACK RIGHT NOW

so we can see all the pretty changes and stuff :)
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on August 04, 2012, 02:25:57 AM
not until I finish ______man's track

p.s. It will have a possibly annoying gimick
Title: Re: megaman battle & chase project (extra coders needed)
Post by: ice on August 04, 2012, 01:37:33 PM
Sorry for the double posts but, what do you guys think about the current track's layouts (not talking about gimicks or designes, I souly talking about layout), any of them need to be improved, do some need to be outright scraped are they just fine? what do you guys think?

For me, here are my opinions

Iceman: Plenty of straight ways to shoot down, nothing to get in your way so if you're stopped or fall into a pit, you normally still have a clear shot at the one in front, the turns are also rather smooth and easy to determine, also a rather decent length

Bombman: This track feels kinda meh, way too many turns, almost no straight ways, turns are kinda jerky, and the height variation makes it a tad weird to navigate

Elecman: same problem with bombman, one short straight way at the begining but that's it, and the tracks is also very short

Fireman: This track has a pretty decent length, but far too many ramps making any kind of attack difficult to use, this track  also tends to make you speed along straight ways making them feel rather short

Protoman: decent length, 2 long straight ways, easy to distinguish turns

Airman: Straight ways are rather short except for the long beginning one, the track's easy to navigate, but kinda short

Gyroman: very long straight ways, good length, ans easy to navigate

Bass: WAY too many sharp turns, little to no flat straightways, and the whole track is outright difficult to navigate


ColdFusion's track: good long straight ways, smooth turns, decent length

mario's curcuit: Decent length, the off road gaps give you a clear shot ahead, easy to see road
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 07, 2012, 03:52:30 PM
Get it while it's hot

http://www.mediafire.com/?964q56i3zj7ix9a (http://www.mediafire.com/?964q56i3zj7ix9a)

Changlog
(click to show/hide)
Title: Re: megaman battle & chase project V2A Released
Post by: Tengu on August 07, 2012, 04:14:12 PM
I thought this died. Huh. I might host this later.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 10, 2012, 11:55:35 AM
Welp, it's been... *looks at date* 3 days, any bugs so far? Reviews? Anything that needs improvement?
Title: Re: megaman battle & chase project V2A Released
Post by: Gumballtoid on August 10, 2012, 12:48:42 PM
I've been telefragged on Iceman after falling in a pit. No idea how, but I guess you ought to know.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 10, 2012, 01:14:05 PM
knew I forgot something @_@ though that's also due to the fact that the bots are always right up on you meaning you fall into a pit, they are not far behind you
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on August 10, 2012, 02:06:56 PM
Starman's full ammo primary is Star Crash, right? Should there be a timelimit to how long you can keep it up, because as far as I know, you can keep it up the entire race.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 10, 2012, 02:44:23 PM
Nope no time limit, the star crash lets you destroy large enemies and hit others on contact, but the down side is, it doesn't protect you from shots and it DRASTICALLY slows down acceleration meaning if something hits you while it's up, you will loose a lot of speed

Also the new penguin obstacles will slow you down when you hit them
Title: Re: megaman battle & chase project V2A Released
Post by: Hallan Parva on August 10, 2012, 04:51:31 PM
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?

Also, is it possible (with the new screw item check system) to make a racer that can hold two items at one time?
Title: Re: megaman battle & chase project V2A Released
Post by: Gumballtoid on August 10, 2012, 08:00:26 PM
Very lowest priorities, but racers' taunts should be horns and stuff. Also switching Alt-fire to Item might be a little less misleading.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 11, 2012, 06:56:52 PM
Quote from: "SmashBroPlusB"
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)

Quote from: "Gumballtoid"
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!

Title: Re: megaman battle & chase project V2A Released
Post by: Alucard on August 11, 2012, 08:38:16 PM
For some weird reason it doesn't register my laps sometimes on ColdFusion's stage. It's probably just for Roll, since I was jumping a lot to get over those mines that spin you out upon contact. Also because jumping is fun.
Title: Re: megaman battle & chase project V2A Released
Post by: Bigruss91 on August 11, 2012, 09:37:21 PM
To be curios, Anyone uses line definitions for script executions?
Title: Re: megaman battle & chase project V2A Released
Post by: ice on August 11, 2012, 10:05:08 PM
Well I did use it for the gravityman map in original stage mode, but atm, no, all of the tracks use "actor enters sector" decorate
Title: Re: megaman battle & chase project V2A Released
Post by: Bigruss91 on August 11, 2012, 10:57:02 PM
Well I added that on my track and it works. It runs the script just as good. and it works for those who Jumps a lot.

http://www.mediafire.com/?w8qcis7bw47qx7p (http://www.mediafire.com/?w8qcis7bw47qx7p)
Title: C-C-C-Combo Breaker!
Post by: ice on September 10, 2012, 03:54:52 AM
Welp, out of all of my projects, I have officially chosen this project to see all the way through to the end, I'm going to try to make all of the RMs and tracks, though any and all help is appreciated

Also I have an idea for Knightman's track
Title: Re: megaman battle & chase project V2A Released
Post by: Emmanuelf06 on September 10, 2012, 10:16:11 AM
Oh, i didnt notice the update!

Need a server for it?!  :mrgreen:

I will try to host tonight....if my computer don't explode  :p
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on September 21, 2012, 10:46:13 PM
There's been alot of complaints about Quickman being OP, and I have to say that I agree. Considering this mod is all about speed, however, I saw this coming ever since he came out for Battle and Chase. I think you should tweak Quickman's car, focusing on his boomerangs more than his speed. Even though he's all about speed (his name's Quickman for Pete's sake), all racers should have relatively same speed (weapons like Starman's Star Crash are fine, though, because he's trading speed for power).

Also, may I suggest giving a buff to Shadowman's smokescreen? The worst that happens is you drive through it for a second and continue racing. I would suggest that you make him spew less clouds, but if a racer is hit by one (and only one. they can't stack), the racer's vision goes grey for somewhat less than Flash Stopper's timelimit, then it goes away. You could also replace it with a flurry of tacks than slow down the racer.

EDIT: The front page needs some HEAVY updating.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on September 22, 2012, 02:28:07 AM
The thing about quickman was that he has no attack and a horrible top speed, though in B&C one of the other things quickman had against him was that if he dashed into a wall or another racer he spun out, I'll try to see if I add that, as for the smoke thing, they can be a huge problem in stages with pits (in the future if more stages with pits are added) Might see about adding more of a visual screw to it

As for the front page, Done
Title: Re: megaman battle & chase project V2A Released
Post by: Hallan Parva on September 22, 2012, 02:49:33 AM
the smoke clouds should trigger a special pain state on racers

the racers don't spin out or slow down or anything noticeable really
but it makes the affected racers constantly spawn smoke clouds in front of theirselves for a couple seconds
so it's like the smoke got caught in the car's windshield or the driver's face or something


also it can't be overwritten like Flash Stopper :p
Title: Re: megaman battle & chase project V2A Released
Post by: ice on September 25, 2012, 05:06:23 AM
Came up with some crazy names for cars

Rolling log (wood)
hot rod (heat)
Ring Thing (ring)
skull machine bone crusher (skull)
Scrap Heap (junk)
king poseiden (wave)
whirly bird (gyro)
Turboman *OLO*

and with the future addition of mm8
the popscicle (somehow frost)
laghing jester (clown)


Also can someone sprite an 8bit version of Auto's mm7 truck?

And something came up in my mind, how the heck do you impliment topman into a car?
Title: Re: megaman battle & chase project V2A Released
Post by: -FiniteZero- on September 25, 2012, 12:55:18 PM
Quote from: "ice"
And something came up in my mind, how the heck do you impliment topman into a car?

Easy, he rides in a giant top. A bit like those teacup rides in Disneyland. Except with the driver's seat not spinning.
Title: Re: megaman battle & chase project V2A Released
Post by: Hilman170499 on September 25, 2012, 01:56:28 PM
I got a suggestion,

(click to show/hide)
Title: Re: megaman battle & chase project V2A Released
Post by: ice on September 25, 2012, 02:04:52 PM
Quote from: "Hilman170499"
I got a suggestion,

(click to show/hide)
That's already been decided looooooooong ago
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on September 25, 2012, 08:20:41 PM
Quote from: "ice"
Ring Thing (ring)

If you have to add one, this one is YUS
Title:
Post by: Hinatediz on September 25, 2012, 10:34:25 PM
I might not support and help something...

but i can put Special Characters to someone turn them into Character Classes...

like Bowser...
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on September 25, 2012, 10:43:30 PM
Quote from: "The Title"
MEGAMAN Battle and Chase

Gonna have to disagree with you on that.
Title: Re: megaman battle & chase project (extra coders needed)
Post by: GameAndWatcher on September 26, 2012, 12:10:21 AM
@Doc
Quote from: "SmashBroPlusB"
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

Quote from: "ice"
FALCON! Go for it

As for gyros, not sure, there's a chance you could lag and pass right over the fans (or whatever)
Title: Re: megaman battle & chase project V2A Released
Post by: ice on September 28, 2012, 01:56:49 PM
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*
Title: Re: megaman battle & chase project V2A Released
Post by: Bigruss91 on September 28, 2012, 06:54:53 PM
Quote from: "ice"
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*

Sure. Besides, I all ways use chase cam when I play this mod. Go For it ice! =)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: GameAndWatcher on October 25, 2012, 12:03:45 AM
I'm sorry for the bump, but I has idea: An alternate version of Megaman with the Rush Bike. (Due to lack thereof in the MM8 expansion.)
Title: Re: megaman battle & chase project V2A Released
Post by: Hilman170499 on October 26, 2012, 03:47:59 PM
Ka-Bump.

I want to ask questions.

Can I work on my own concepts for the Mega Man Killers? Also, can I use your sprites and coding as reference when I make them?
Title: Re: megaman battle & chase project V2A Released
Post by: ice on October 26, 2012, 05:35:17 PM
@ game&watcher
If it's possible I might add it

@ Hillman
 Go right ahead
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on November 04, 2012, 06:12:27 AM
im just asking

is it ok if i could make a map pack for mmb&c?
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Hinatediz on November 04, 2012, 03:59:22 PM
Heres my current progress on Peacock...

(http://img855.imageshack.us/img855/75/peacockbattleandchase.png)

EDIT:

FINISHED

(http://img42.imageshack.us/img42/75/peacockbattleandchase.png)
Title: Re: megaman battle & chase project V2A Released
Post by: Geno on November 05, 2012, 12:40:28 AM
Yo.


Did anybody here see my Eddie Kart from B&C skin?

It's in here. viewtopic.php?f=30&t=4207 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=4207)
Title: Re: megaman battle & chase project V2A Released
Post by: ice on December 22, 2012, 04:17:53 PM
I could use that skin

Anywho, scince v3's out, the mod works fine except for fireman's track, and for a while I've been drawing car designs buut some I'm having trouble with. Though for now I was to focus on mm1 here's some things that could help with making up kart designs

Design
Stage
Gimmick

Basicly the karts all seem to follow this formula in mmb&c

Iceman
Design: it looks nothing like him except for colors
Stage: his stage is constantly covered in snow so a snow mobile is perfect
Gimick: not sure if there was any real gimmick exclusive to his stage

Gutsman
Design: it has large arms for throwing boulders
Stage: it's partially based on his stage also (caution stripes for starters)
Gimick: not really anything here that can be implimented into his design

then I hit a wall with some of the RMs

Fireman
Design: His design seems pretty interesting, but not sure how to impliment that
Stage: not sure any kind of vehicle would be suited for the stage
Gimmick: Fireman's stage has plenty of them

Bombman
Design: he has a pretty interesting design, but my concept based on that looks weird
Stage: ...not exactly sure what his stage is supposed to be other than a stage
Gimmick: I have another design based on a killer bullet, and one of his attacks are based on those cluster bombers

Elecman:
Design: in my head I see his mask and electric coils on it somewhere
Stage: ...the only vehicle that's suited for that kind of place is a cherry picker and I don't think those were designed for racing at all
Gimmick: ...can't think of any

Cutman: (already made)
Design: A red and white car with a cutter for a wing, has the "handles" on the side with another cutter somewhat pokeing out under the car on the front
Stage: It's a ware house, i can only think of a fork lift, but then again the cutter on the front sortof makes me think of one
Gimmick: Rolling cutter, that is all

as for the PU ones, I haven't played the games so I can't really give too much input on them

Scince I have to redo a few maps anyway, I might as well spruce up current ones and try to make some for the remaining RMs too
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Colonel ServBot on December 22, 2012, 04:21:54 PM
i'll help give ideas for the powered up stuff.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on December 24, 2012, 02:33:37 AM
so when is the next ver going to come out for mm8bdmv3a?
Title: Re: Re: megaman battle & chase project V2A Released
Post by: fortegigasgospel on December 24, 2012, 02:36:51 AM
Quote from: "leoalex50"
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.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on December 24, 2012, 05:01:52 AM
The current version is compatable with v3, though fireman's track is alot easier @_@ though a rough estimate, maby a few months. I'm planning on adding all of the mm1 characters and tracks before releasing the next version
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Mister Gessert on January 17, 2013, 10:42:03 PM
I overheard that non-MM characters are fair game, so...

(http://i1211.photobucket.com/albums/cc432/MissingNo2/vanellope-kart-sprite.png)

... Take it how you will. (wip still, I have like five more rotations to deal with.)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on March 16, 2013, 06:06:19 PM
Welp, I feel like finnaly trying to get back to this, so I'm starting a skype dev group to try to atleast increase motivation
Title: Re: Re: megaman battle & chase project V2A Released
Post by: FTX6004 on March 16, 2013, 06:10:27 PM
Hey ice i got a idea for you, add gombas in that mario kart map with nes super mario world sprite.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on March 23, 2013, 05:49:49 AM
Decided to actually get off my lazy butt and work on something for this project finally!
(http://sadpanda.us/images/1487046-764SAXF.png)
Yea, I decided to work on Sonic for you guys. Actually surprised you have over 80 pages and nothing in relation to Sonic in this, so here ya go, I'll finish the sprites up eventually. The only part of these sprites that is mine though, is just the car and it's just an edit of Drift's sprites. The original MM8BDM Sonic skin and sprites are credit to their respectful owners..... as I forgot their names.....
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Galactan on March 23, 2013, 12:52:40 PM
I don't like how some of the frames have a black outline while others don't
Title: Re: Re: megaman battle & chase project V2A Released
Post by: DarkAura on March 23, 2013, 03:17:30 PM
...it's a WIP.

Anyway, somebody predict for me when the next possible update is gonna happen so I can work on Mothrayas harder.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on March 23, 2013, 03:30:57 PM
depends on  if anyone wants to help me code and sprite. If it's just me, the update might come out either 4 months from now to never, if I get some help, probobly next week
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Hinatediz on March 23, 2013, 11:59:24 PM
I can help, bro.

just tell me what to do...

PD:
Quote from: "Hinatediz"
(http://img42.imageshack.us/img42/75/peacockbattleandchase.png)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on April 05, 2013, 03:03:25 AM
Finished!!!
(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
Title: Re: Re: megaman battle & chase project V2A Released
Post by: tsukiyomaru0 on April 05, 2013, 03:33:20 AM
Quote from: "VirtualSonic43"
Finished!!!
(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
How about:
Shot - Insta-Shield (http://sonic.wikia.com/wiki/Insta-shield)
Charged Shot - Homing Attack or Sonic Wind
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on April 05, 2013, 03:44:40 AM
Quote from: "tsukiyomaru0"
Quote from: "VirtualSonic43"
Finished!!!
(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
How about:
Shot - Insta-Shield (http://sonic.wikia.com/wiki/Insta-shield)
Charged Shot - Homing Attack or Sonic Wind

Quote from: "tsukiyomaru0"
Charged Shot - Homing Attack or Sonic Wind

have u not played Sonic Drift (http://sonic.wikia.com/wiki/Sonic_Drift) and Sonic Drift2 (http://sonic.wikia.com/wiki/Sonic_Drift_2)? sonic has a boost (cost: 2 rings) in these games
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on April 05, 2013, 03:48:45 AM
But that's already Quickman's charge shot.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on April 05, 2013, 03:50:49 AM
how long does Quickman's charge shot last? cause sonics dash lasts 5 secs
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on April 05, 2013, 05:15:34 AM
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!
Title: Re: Re: megaman battle & chase project V2A Released
Post by: tsukiyomaru0 on April 05, 2013, 05:42:36 AM
Quote from: "VirtualSonic43"
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.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: TailsMK4 on April 09, 2013, 02:45:29 PM
Um, I'm not quite sure if we should introduce themes outside of Mega Man into this. Sometimes it works out, other times it does not. I can go along with it if you guys feel ok with it, but maybe extra characters like Sonic can be part of a wad file separate from the main project (I guess same thing can go with Mario Circuit)? If you guys are, I think I can get a couple more characters in...
Title: Re: Re: megaman battle & chase project V2A Released
Post by: fortegigasgospel on April 09, 2013, 11:37:16 PM
Personally I agree with Tails. This is called "Megaman Battle & Chase" expansion. Maybe the non-megaman characters being an add on wad that you add after the main one would be better to keep it mostly an expansion based on a Megaman game.
Title: Re: megaman battle & chase project V2A Released
Post by: Gumballtoid on April 10, 2013, 12:24:33 AM
I cringed a little when I first saw outside characters being accepted. I feel efforts would be better concentrated on Mega Man characters before introducing outsiders into the mix.
Title: Re: megaman battle & chase project V2A Released
Post by: Tengu on April 10, 2013, 01:44:41 AM
Oh please no don't allow that; I don't want this to turn into Saxton Hale.
Title: Re: megaman battle & chase project V2A Released
Post by: TheDoc on April 10, 2013, 03:20:23 AM
Ok good so it's not just me. I had disagreed witht eh outside characters idea, but apparently ice was accepting outside character suggestions, which kinda urked me for the same reason FGG had: this is MEGAMAN battle & chase. If you want a SONIC battle & chase, make it an add-on, just like CMM is doing for his Solo/Co-op maps.
Title: good news, power's back, bad news, linternet's on the verge
Post by: ice on April 10, 2013, 03:46:15 AM
I did'nt say the extra characters were going in the core, I was making an add on
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Colonel ServBot on April 10, 2013, 07:02:24 PM
Actually, may I borrow the coding to make my own racing mod?
Sorry.
Title: Re: megaman battle & chase project V2A Released
Post by: ice on April 11, 2013, 01:35:41 AM
go for it
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on April 25, 2013, 10:39:38 PM
Welp, bumping this since people are finally getting interested in this again

I made a skype dev chat group, IM me if you want to be added to it

Requirements: To be able to contribute someting to the mod (coding, spriting, car concepts)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on April 25, 2013, 10:50:03 PM
I would do some Cars for Mega Man characters, but all my ideas are either lame, or just nonexistent. The only ideas I have right now are outside characters like Mario, and whatnot.
I'll try my best to make up at least some ideas for the cars, maybe tracks possibly.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on April 25, 2013, 10:58:28 PM
just car designs are enough also
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on April 25, 2013, 11:51:29 PM
Here's some of my ideas (kinda) :

- Nitro Man riding himself.
- Turbo Man riding himself.
- Galaxy Man riding a big UFO (Kinda bad, but Galaxy Man would look odd if he was riding himself, even though he is already a UFO)

Not sure what else I'd come up with unless it's a 3rd Party, which I won't be listing right now.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: GameAndWatcher on April 26, 2013, 01:05:13 AM
A couple of people already suggested Turboman becoming a vehicle.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: FTX6004 on April 26, 2013, 04:51:48 AM
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.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on April 26, 2013, 05:22:21 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.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: FTX6004 on April 26, 2013, 05:27:04 PM
Quote from: "VirtualSonic43"
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.
I don't know if someone is going to make that skin he need to ask me first in a PM.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on November 26, 2013, 01:10:11 AM
*walks in with a belt sander* Welp, I went back to working on this. I'm sanding down the code, adding the  rest of the original cars and tracks, and reworking old maps. Have a few bugs with the class base so the cars still are there own classes. Lets just say that its more true to the real thing now.

Also, any ideas for THE CLOWN MOBILE!?
*cue batman theam with clownman and magicman instead*
Before you ask, yes it is a clown car.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Linnie on November 26, 2013, 03:36:04 PM
I didn't even know this was a thing. I hope it takes up again, this sounds like an interesting mod.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on December 12, 2013, 02:07:49 AM
Quote from: "ice"
Also, any ideas for THE CLOWN MOBILE!?
*cue batman theam with clownman and magicman instead*
Before you ask, yes it is a clown car.
Speed - Average
Control - Fair
Shot - Short Thunder Claw
Charged Shot - Thunder Roll (Kinda like a Spin Dash)
Hope that helps.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on April 21, 2014, 04:00:28 AM
Welp, I'm surprised it took me this long to get back to this, but progress is back on! right now however all we need are spriters and maby a few mappers (thankfully a race map can be as easy as randomly scribbling a shape and outlining it) If anybody wants to help, I'll accept all I can get (plus this mod hasn't been updated in a LOOOOOOOOOOONG while)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Magnet Dood on April 21, 2014, 04:24:07 PM
This was one of my favorite mods. I'll help get it back up to speed (no pun intended).

Dark Runnings will make its return.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: FTX6004 on April 21, 2014, 04:29:47 PM
I might do some stuff because of this.
Quote from: "FTX6004"
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.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on April 21, 2014, 04:59:28 PM
Could I use that in my mario mod?
Title: Re: Re: megaman battle & chase project V2A Released
Post by: FTX6004 on April 21, 2014, 05:05:51 PM
Quote from: "ice"
Could I use that in my mario mod?
Okay Sure.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on April 24, 2014, 05:00:01 PM
Welp, Ive started on woodman's track, though in my head I might have too many detales XD

Also on the subject of maps, the maps don't necessarily have to be of the character's stage, it can also be of the area it's at (quickman's lab being near a canyon, cutman's stage being a full on warehouse, chargeman being in a rail yard, or tenguman being in japan's countryside)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on May 11, 2014, 12:50:23 PM
I could help in mapping but I'm not on a PC and I will not be back on in a while (online on my birthday of course)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on May 14, 2014, 04:10:33 PM
Some pics
(click to show/hide)
Making racing maps atually isn't really that hard compared to a DM map. I was thinking of mario kart the whole time while making this.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on May 17, 2014, 04:11:47 AM
Sorry for the double post but, changing the rule on maps now. The maps no longer have to be specifically for each robot master now meaning each map could represent multiple RMs like a recycling plant for fire,spark,dust,junk,and grenademan, or a jungle for plant, slash, wood, and searchman. I'm also changing the existing map's names

Protoman > Sunset
Woodman > Forest
Airman > Sky track 1
Gyro> Sky track 2


I'm also still collecting non megaman maps too

So far my current map ideas

Abandoned Warehouse
Mines
Recycling plant
Power plant
Clock tower town
Volcano
Ocean floor (with a glass surrounding ofcourse)
Sewer
Space
Ruins
haunted castle
desert
Indian palace
Japan
Castle
Race track (lol)
Cyberspace? (Astro, and sheepman fits this theme)
Carnival
Winter city
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on May 29, 2014, 03:41:19 PM
Bump due to progress report, I have finished the Ocean map and decided to take over progress on all maps leaving skins, items, and racers left to make

*pics soon*
Title: Re: Re: megaman battle & chase project V2A Released
Post by: andylucho on June 05, 2014, 02:10:33 AM
That sounds cool, I can't wait for the pictures :D
Title: Re: Re: megaman battle & chase project V2A Released
Post by: PotatoStrike on June 07, 2014, 10:15:53 AM
If you want I can give you ideas.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on June 07, 2014, 02:25:59 PM
All the help I can get is really appreciated
Title: Re: Re: megaman battle & chase project V2A Released
Post by: PotatoStrike on June 07, 2014, 08:06:07 PM
Let's make a Genesis Unit Racetrack!
The name is "Genesis Unit".
Shall I begin it now?
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on June 08, 2014, 12:18:03 AM
go for it
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Carprillo on July 08, 2014, 04:14:40 PM
This looks interesting! Keep it up!
Title: and no, soup bowl wave wont get in.....well....maby...
Post by: ice on September 21, 2014, 04:19:42 PM
Welp, almost ready to finish and start testing on this, just need to finish some sprites, there's also a few new racers like Cutman, billzardman, knightman, aquaman, searchman, clownman, the original B&C cast, and a special guest racer that's apparently canon...

The mapping is going fairly quickly too, however, if you guys feel like making a racer feel free to, once I finish the sprites for the new racers, I'll post a pic of them and let you guys decide the attacks for them.

Also note, the racer's cars are all based on there design, an enemy in the stage, or in iceman's case, just the environment itself, so in other words, nothing excessively left field or out of the box like shademan in the batmobile, and try to atleast stick with canon logic and with the car theme
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on September 22, 2014, 01:24:58 AM
Ok cool and I bet the special guest racer is any of the black racer three or a cutstuff member
Title: Mystery racer hint, He's canon but but out of place in time
Post by: ice on September 24, 2014, 01:41:02 AM
(http://i573.photobucket.com/albums/ss180/iceblade10/otherracers2_zps9a6648d6.png)
@_@ I could of done ALOT better on aquaman and searchman, and on cutman, I'm just going to do a full rework on the rear
also need some ideas on color schemes if some seem too weird looking (aqua and needle)
So far in the manga, one of searchman's attacks is the homing sniper
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Magnet Dood on September 25, 2014, 12:57:38 AM
Imagining Clown Man zooming around in that dinky little car makes me laugh.

It is really neat how you're basing their karts off the manga, but I feel they could use a bit more to them. Needle's and Blizzard's in particular look pretty bland. And small.

Search's tank looks really nice though, and I think Cut Man's car is adorable.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: xColdxFusionx on September 27, 2014, 03:45:00 AM
Quote from: "leoalex50"
Ok cool and I bet the special guest racer is any of the black racer three or a cutstuff member
Quote from: "ice"
special guest racer that's apparently canon...
I think your question was already answered
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Ghoulitine on January 09, 2015, 08:24:34 PM
I know it has been quite some time since this version, but ill ask anyway:
This mod works usually fine, however, it does not work on BE-Servers.

Effective sprite width of skin Base too big! Downsizing.
Offending lump name JOECA6A4.

It should be something with those errors.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Dimpsy on January 09, 2015, 08:53:13 PM
It simply has to do with this mod just not being that well compatible with v4b, that error there though usually doesn't mean anything. I get errors like that all the time for other files but it doesn't break anything in particular. Can't wait for more progress on this mod though, I might try to help with a map or two whenever I get to not being so lazy.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Ghoulitine on April 07, 2015, 09:26:42 PM
Ok, the mod actually was compatible with 4vb, but not so much with v4c, it may also be because of zandronum 2.0
Which is pretty sad, i really like this mod, and it's a shame it cannot really be played online for now D:
Having it compatible should be priority now :c

This mod also could be a great a tournament, i think that would be pretty neat.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on June 04, 2015, 09:16:40 PM
Not dead yet
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20150604_171209_zpslkhyquf0.png)
I have been purtifying some stuff though (Character portraits on the top left might be a thing depending on popular demand)

The thing that's holding me back at the moment (other than laziness) for items and such is the placement system @_.._@ Trying to figure out how to get it to give better items to people in the back and better items for those in the lead, but items at the moment are as following

Curlinger: Works like the green shell
ETank: Gives a speed boost
Yashichi: Invincibility and speed boost
Kaminari: Slows everybody but the user down
Mine: Leaves a mine on the track
(WIP)Spike Trap: Turns all enemies into Gabyoalls temporarily
X3: Triples the next item you get
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Trillster on June 04, 2015, 09:20:30 PM
Oh man, that looks so good, will the first person mode be an option for this? (Also character portraits would be sorta cool just to see the character's reactions to getting rammed in the side).
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on June 04, 2015, 09:22:42 PM
1st person always had been a thing
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110214_105018.png)
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Magnet Dood on June 05, 2015, 03:26:48 PM
Did you ever get the cars I sent you? I know for certain that I finished Crash Man's car.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on December 19, 2015, 12:29:02 AM
(click to show/hide)

Still feels bland, buut still a WIP anyways
Title: Re: Re: megaman battle & chase project V2A Released
Post by: unownplyr on February 27, 2016, 01:24:47 AM
I cant get v2A. someone help
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on March 01, 2016, 06:15:54 PM
It's on the 1st page. It mostly works, though I'm pretty much reworking a bunch of stuff
Title: Re: Re: megaman battle & chase project V2A Released
Post by: unownplyr on March 03, 2016, 12:31:44 AM
no I mean the V2A release of MM8BDM
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on March 03, 2016, 01:04:15 AM
...not sure why the heck you'd need that outdated thing but here it is
http://cutstuff.net/mm8bdm/?p=75 (http://cutstuff.net/mm8bdm/?p=75)
Title: Re: Re: megaman battle & chase project "V2A" Released
Post by: Zero1000 on March 03, 2016, 01:33:14 AM
Quote from: "ice"
...not sure why the heck you'd need that outdated thing but here it is
http://cutstuff.net/mm8bdm/?p=75 (http://cutstuff.net/mm8bdm/?p=75)
Probably due to what i put between quotation signs on the title.
Title: Re: Re: megaman battle & chase project V2A Released
Post by: unownplyr on March 09, 2016, 12:28:29 AM
and the sendspace link is expired


either update the mod for the latest version of the game, update your first post to include the latest version of the mod, or tell me the page that has the latest version of the mod
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on March 11, 2016, 02:31:58 PM
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
Title: Re: Re: megaman battle & chase project V2A Released
Post by: leoalex50 on May 30, 2016, 02:27:32 PM
Quote from: "ice"
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

You could use mm8bdm ver2c as well. (If it works on ver2c since its been a while since I last played this mod and mm8bdm ver2c as well)

edit: this mod may have to be worked from v4c to v5a lol
Title: Re: Re: megaman battle & chase project V2A Released
Post by: ice on August 02, 2016, 05:50:59 PM
Well.. it's been years since I started on this mod, though this is going to be hard for me to say but, due to several factors (stress, too busy due to job taking over my life, lack of motivation, inability to be creative anymore, scripting getting too advance for my limited mental capacity to comprehend, not really too much of a dev team as it's more me doing most of the work with a few contributions from community members over time), I don't think it's going to be possible for me to complete this mod. I really wanted to see this mod completed but unfortunately there's no way it's going to happen as things are now so I'm going to be retiring from this project. However if somebody's willing to pick up the torch feel free to IM me and I'll send over the files of what I have now.
Title: Re: megaman battle & chase project V2A Released
Post by: JohnVyttalRay on October 11, 2016, 09:43:09 PM
Does this works for V5A?
Title: Re: megaman battle & chase project V2A Released
Post by: Ivan1997 on August 20, 2017, 03:00:11 PM
Does this works for V5A?

I've tested this on V5B, it doesn't work, and I think that this mod probably doesn't work on V5A either. But I'm sure that the user ice or someone else is slowly working on it to make sure it's compatible with V5B.

BTW, ice, if you're reading this, have you considered adding like some kind of career mode, and also adding Chest, Plum and Ribot, with Chest providing a description for each track, Plum interviewing the racer before the race starts, and Ribot doing a commentary on the race, like in the Japanese version of Battle & Chase?
Title: Re: Re: megaman battle & chase project V2A Released
Post by: Magnet Dood on August 25, 2017, 03:45:25 PM
A couple posts up, ice said he retired from the project. I don't know of anyone else who's working on it at the moment, and if they are, they haven't said much about it.
Title: Re: megaman battle & chase project V2A Released
Post by: souxd on September 28, 2021, 01:21:41 PM
sorry, does anyone still have the latest battle & chase wad?