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Topics - Gumballtoid

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MM8BDM Discussion / Share Your Team Color Presets!
« on: March 13, 2023, 04:03:24 PM »
MM8BDM v6b added a nifty little feature: for team-based modes, you can pick and choose colors for each individual team! This is an incredible feature not just for troglodytes like my good self, who put the 8BDM palette in their coffee every morning, but also for those with visual impairments like color blindness. This is a trend you can observe in many modern games, and it thrills me to see MM8BDM follow suit.

How Do I Do The Thing?

You can find this feature under two different menus: Multiplayer > Customize Team Colors, and Settings > Accessibility Settings > Customize Team Colors. From there, you can select a color you want to alter, and either pick a color directly from the palette, or adjust the RGB sliders and let the game find the nearest neighbor. When you have a configuration you like, make sure to hit "apply changes" if you're in the middle of the match, and you'll see your custom colors appear right away! You're also free to save your configuration as a preset, and load it again at any point.

There are five preset slots for you to use, and MM8BDM has these pre-configured. Deuteranopia, Protanopia, and Tritanopia all account for different types of color blindness, Veteran brings back the classic MM8BDM team colors from the days prior to version 5, and Extraterrestrial is a novelty color scheme that invokes the colors of the game's various alien robots. You can freely rename or overwrite these presets at your discretion, and you may revert them all to these pre-configurations at any time.

However, because these presets are stored in your config file, you can also modify the file directly to import others' shared presets--hence the thread!

Where Do They Go?

Look for this block of cvars in your config file (Zandronum-username.ini), and you can easily take it from there:
Code: [Select]
mm8bdm_colorpreset_5=00 F8 FC|FF FF FF|44 28 BC|E0 00 58|00 70 E8|00 A8 44|4B 4B 4B|EC B8 44|00 F8 FC|FF FF FF|44 28 BC|E0 00 58|
mm8bdm_colorpreset_4=00 78 FC|00 F8 FC|D8 28 00|FF BF 9B|E4 5C 10|F8 B8 00|80 00 F0|D0 C8 F8|00 78 FC|00 F8 FC|D8 28 00|FF BF 9B|
mm8bdm_colorpreset_3=00 90 00|a4 e8 fc|e0 00 58|ff 60 b0|50 30 00|88 70 00|70 70 70|ab ab ab|00 90 00|00 f8 fc|e0 00 58|ff 60 b0|
mm8bdm_colorpreset_2=00 00 a8|00 70 e8|f8 b8 00|d8 f8 78|38 b8 f8|a4 e8 fc|00 40 58|00 88 94|00 00 a7|00 6f e7|f7 b7 00|d7 f7 78|
mm8bdm_colorpreset_1=00 70 e8|38 b8 f8|48 a8 10|b8 f8 18|3f 47 2b|db 7b 7b|00 80 88|00 f8 fc|00 70 e8|38 b8 f8|48 a8 10|b8 f8 18|

And, of course, I have plenty to share:

This is a novelty sort of color scheme using the colors of series heroes.
The team-based colors setting uses the colors of Mega Man, Proto Man, Duo, and Bass (in that order).
The allies and enemies setting uses the colors of Mega Man and Proto Man, respectively.
Code: [Select]
00 78 fc|00 f8 fc|d8 28 00|bf bf bf|00 40 58|e4 5c 10|70 70 70|f8 98 38|00 78 fc|00 f8 fc|d8 28 00|bf bf bf|
(click to show/hide)

Another novelty color scheme, but one that employs the colors of nefarious rival robots.
The team-based colors setting uses the colors of Enker, Punk, Quint, and Ballade (in that order).
The allies and enemies setting uses the colors of Enker and Punk, respectively.
Code: [Select]
40 40 ff|f8 b8 00|d8 28 00|ff ff ff|00 78 00|d8 f8 78|80 00 f0|e8 d0 20|40 40 ff|f8 b8 00|d8 28 00|ff ff ff|
(click to show/hide)

This color scheme hearkens to the various elemental style changes of the Mega Man Battle Network series.
The team-based colors setting uses colors reminiscent of Aqua, Heat, Wood, and Elec styles (in that order).
The allies and enemies setting uses colors reminiscent of MegaMan.EXE and ProtoMan.EXE, respectively.
Code: [Select]
69 87 d2|a5 d2 ff|c3 0f 2d|ff a5 c3|1e 96 1e|87 e1 5a|d2 87 00|ff ff 00|0f 4b a5|1e 96 d2|c3 1e 1e|d2 96 69|
(click to show/hide)

Elemental N
An alternative to the Elemental preset (and my personal favorite), this color scheme hearkens to the NormalNavis of the Battle Network series (largely inspired by Battle Chip Challenge).
The team-based colors setting uses colors reminiscent of Navi types A, F, W, and E (in that order).
The allies and enemies setting uses colors reminiscent of your standard NormalNavis and HeelNavis, respectively.
Code: [Select]
0f 69 96|87 e1 c3|ff 4b 3c|ff b4 c3|b4 78 2d|96 d2 2d|a5 69 c3|e1 b4 2d|3c a5 5a|d2 b4 1e|96 2d a5|4b 87 a5|
(click to show/hide)

This is a color scheme of my own design, inspired by both the default team colors and the Extraterrestrial preset.
It invokes bright, saturated colors to make each team really distinct. Give it a shot!
Code: [Select]
00 88 94|58 f8 98|88 00 70|d8 40 60|50 a0 00|b8 f8 18|c8 48 08|f8 98 38|00 88 94|58 f8 98|88 00 70|d8 40 60|
(click to show/hide)

I've had way too much fun with this, and I invite you all to share your own!

Forum Games / [Results] Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 04:19:41 PM »
We're done! Thanks for playing!

>> View Tournament Results Here! <<

(click to show/hide)

Bugs/Suggestions / [Suggestion] Charge Weapon Color Patterns
« on: November 07, 2020, 11:56:17 AM »
Here I am, back on my bullshit again.

Charge weapons (particularly the newer ones, like Break Dash) cycle through a color pattern like so:

secondary = primary, primary = black, black = secondary
secondary = black, primary = secondary, black = primary
secondary = secondary, primary = primary, black = black

There's a handful of inconsistencies among the older weapons, though, and here's where.

Among the translations defined in COLORS.acs, it's all in the MM7 stuff. For Wild Coil and Noise Crush, things are reversed. It's just a matter of swapping translations around, which I have done here.
Code: [Select]
CreateTranslation (NOISECRUSHCRG2, 192:192=61:61, 198:198=0:0, 0:2=204:204, 5:8=204:204, 243:247=204:204);
CreateTranslation (NOISECRUSHCRG3, 192:192=0:0, 198:198=204:204, 0:2=61:61, 5:8=61:61, 243:247=61:61);
Code: [Select]
CreateTranslation (WILDCOILCRG2, 192:192=238:238, 198:198=0:0, 0:2=109:109, 5:8=109:109, 243:247=109:109);
CreateTranslation (WILDCOILCRG3, 192:192=0:0, 198:198=109:109, 0:2=238:238, 5:8=238:238, 243:247=238:238);

Super Adaptor, on the other hand, requires a little more tweaking, because it uses a completely different pattern from anything else, for some reason. I have corrected this as well.
Code: [Select]
CreateTranslation (SUPERADAPTORCRG2, 192:192=42:42, 198:198=0:0, 0:2=4:4, 5:8=4:4, 243:247=4:4);
CreateTranslation (SUPERADAPTORCRG3, 192:192=0:0, 198:198=4:4, 0:2=42:42, 5:8=42:42, 243:247=42:42);

The other trouble spots are in the HUD definitions (TEXTURES.HUDS) for Arrow Buster, Noise Crush, Wild Coil, and Homing Sniper--all of them reversed. I have corrected them all below:
Code: [Select]
Sprite CHBUI0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=198:198", "198:198=247:247", "0:2=192:192", "5:8=192:192", "243:247=192:192"}}
Sprite CHBUJ0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=8:8", "198:198=192:192", "0:2=198:198", "5:8=198:198", "243:247=198:198"}}
Code: [Select]
sprite NCRUM0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=61:61", "198:198=247:247", "0:2=204:204", "5:8=204:204", "243:247=204:204"}}
sprite NCRUN0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=247:247", "198:198=204:204", "0:2=61:61", "5:8=61:61", "243:247=61:61"}}
Code: [Select]
sprite WCOIH0, 148, 80 {Offset -202, -103 Patch HSPRE0, 0, 0 {Translation "192:192=238:238", "198:198=0:0", "0:2=109:109", "5:8=109:109", "243:247=109:109"}}
sprite WCOII0, 148, 80 {Offset -202, -103 Patch HSPRE0, 0, 0 {Translation "192:192=0:0", "198:198=109:109", "0:2=238:238", "5:8=238:238", "243:247=238:238"}}
Code: [Select]
Sprite HSNII0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=230:230", "198:198=247:247", "244:247=192:192"}}
Sprite HSNIJ0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=247:247", "198:198=192:192", "244:247=230:230"}}

Remarkably, Super Adaptor's HUD has used the correct pattern from the beginning, so there's no need to deal with that.

UPDATE: I discovered both of Proto Buster's charge patterns have some jank inconsistency.

The full charge has an additional two frames that were not incorporated (gold, purple, black, purple, repeat) on top of the HUD not matching the skin, and the mid charge has some inconsistency between the HUD and the color translations (3 purple frames on the HUD, 1 purple frame on the skin, when both should have 2). I corrected these myself, which you can try out right here.

With these discoveries, it may also be worth updating the Proto Man actors used in boss fights and cutscenes.

Bugs/Suggestions / [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 02, 2020, 09:47:16 PM »
The Wily stages have always been a bit of a strange case, since you can't realistically call every map "Wily Castle" and hope to distinguish them. There are some interesting creative liberties taken with some of these, particularly the newer ones as of v5 and v6 (Wily Waterworks and Skull Laboratory, for example).

However--presumably a holdover from the bygone days of MM8BDM v2--the MM7 Wily stages take no such creative liberties, and are simply dubbed "Skull Fortress" 1, 2, etc. Besides being inconsistent with the rest of the game (MM1 and Wily Tower nonwithstanding, but I'll get to that), it's just plain boring.

Being partway outdoors, and beginning on a literal drawbridge in the original game, I propose Skull Fortress 1 be renamed Skull Fortress Gate.
Since the entire map is turtle-themed, and features the fight against Super Bass in the original game, I propose Skull Fortress 2 be renamed Skull Fortress Armory.
I struggled to decide on a more appropriate name for Skull Fortress 3, but a few of them include Skull Fortress Skyway, Skull Fortress Parapet, and Skull Fortress Hangar (the last of which inspired by the map's open structure, and HannyaNED² being a flying boss).
I struggled with Skull Fortress 4 as well, but--being the final stage--it ought to have a name with some finality. My two best include Skull Fortress Lair and Skull Fortress Sanctum.

As for MM1 and Wily Tower, I legitimately forgot about those until I started writing this post (oops). I haven't yet given them any thought, and feel it would be better to simply open the floor to others that may have suggestions for any of these stages.

Closed / [ACS/Colors] Galaxy Man Translation(s)
« on: April 20, 2018, 05:21:31 PM »
Most people wouldn't notice this, but I spend entirely too much time drooling over the MM8BDM palette.

At the top is Galaxy Man's base sprite, and also the translation GALAXYMAN (887), as seen in COLORS.acs. It doesn't do practically anything, but it's there.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198, 207:207=207:207, 240:240=207:207);
The first row is straight from Mega Man 9. Those are his original colors, from the original game.

The second row is translations GALAXYMAN1 (890) through GALAXYMAN7 (896), also seen in COLORS.acs.
Code: [Select]
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205, 207:207=206:206, 240:240=206:206);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58, 207:207=60:60, 240:240=60:60);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39, 207:207=40:40, 240:240=40:40);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225, 207:207=227:227, 240:240=227:227);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229, 207:207=230:230, 240:240=230:230);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104, 207:207=111:111, 240:240=111:111);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103, 207:207=116:116, 240:240=116:116);

The third row is a set of translations created in MAP01's scripts, which the Galaxy Man prop uses.
Code: [Select]
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);

So what's the problem, then? Inconsistency. The translations in COLORS.acs translate too many colors, which isn't faithful to the original game. On the other hand, the RGB notation used in MAP01 is fine and all, but it's missing an entire translation.

The fourth row is my solution: dropping the extra color from COLORS.acs. It closely resembles those seen in Mega Man 9, while drawing straight from the MM8BDM palette.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198);
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103);

Then, apply it to MAP01. Quick and painless.
Code: [Select]
Script 32 OPEN
        Thing_SetTranslation(119, 890); Delay(8);
        Thing_SetTranslation(119, 891); Delay(8);
        Thing_SetTranslation(119, 892); Delay(8);
        Thing_SetTranslation(119, 893); Delay(8);
        Thing_SetTranslation(119, 894); Delay(8);
        Thing_SetTranslation(119, 895); Delay(8);
Thing_SetTranslation(119, 896); Delay(8);

DECORATE and ACS Modifications / [v5d] Team Spirit v1.2
« on: March 31, 2018, 06:15:47 PM »
Team Spirit

This is a team-game enhancement heavily based off of Jax's take on projectile translation methods. The key difference between them is that while his version respects NES limitations (within reason), this version forgoes color limitations for a (hopefully) much more visually-pleasing experience. While I rewrote the framework from scratch, the methods used to achieve these translations are nearly the same.

• Practically every projectile has been recolored to match your team's color.
• Expanded team palette: basic, energy, fire, electric, and soft color sets help each projectile keep its identity, while still proudly wearing its colors.
• Players now flash when charging weapons like Atomic Fire. No more getting caught off-guard by instant death!
• HUD messages reminding you of your allegiance at the beginning of each round (this can be turned off in the options menu).
• Other small quality-of-life changes.

Supported by: Team Deathmatch, Team LMS, Capture the Flag, One-flag CTF, Team Possession

(click to show/hide)

What's new in version 1.2?
• Fixed a compatibility issue with v5d that caused the new sticky lift scripts to break.

This is my first real venture into the wonderful world of ACS. Bug reports and general feedback would be much appreciated.

Download from TSPG
Download from Dropbox

Closed / [Bug] Super Bass Butt Laser
« on: March 07, 2018, 11:42:28 PM »
I didn't want to make a fourth topic.
But Lego told me to.

If you land the finishing hit on Super Bass while he's performing his cross-stage laser attack, he'll continue to fire the laser indefinitely while he falls to the ground, which causes debris to constantly fly out from wherever he lands. This doesn't affect the cutscene in any way--things will still progress as normal.

Closed / [ACS/Colors] Proto Buster Translation
« on: March 06, 2018, 10:54:28 PM »
Here's another thing I happened upon while on my Slade adventures.

Proto Buster's second charging palette uses an antiquated, off-gold color translation from the days before MM8BDM got its fabled palette overhaul (top tow, 166, 148, 160). This is a far cry from its actual palette, as it appeared in Mega Man 9 and 10 (bottom row, 230, 229, 138). With a quick change to one ACS file, it can be fixed with great ease. Incidentally, the Proto Buster HUD has used these colors proper for as long as I can remember.

Here's a pk3 patch, if you want to see it in-game.

Closed / [Bug] Wave Burner Ammo Consumption
« on: March 05, 2018, 04:04:35 PM »
Another nuance I noticed while testing my custom HUD offline. During Wave Burner's firing states, after every few shots (I think five or six), one of those shots will not consume ammo. You'll notice the ammo bar staggers a bit, and the ammo numbers should reflect that. This only occurs while holding the fire button. Simply tapping the fire button repeatedly for individual shots will not produce this bug. This also only occurs outside of the water. Its underwater firing states consume ammo properly.

Closed / [Bug] Rush Marine Duration
« on: March 02, 2018, 06:45:30 PM »
I noticed when testing my custom HUD offline that Rush Marine still burns energy if the item is initially activated out of the water. If you don't enter the water, the item can very well disappear without ever being used. However, upon entering the water for the first time, it behaves normally from then on, going on standby when leaving the water.

It's not something I can exactly capture with a screenshot, so I urge you to try it for yourself. Activate Rush Marine, then watch RushMarineCounter using printinv.

Disclaimer: not an actual ball

I wanted to make a custom HUD, and this is the result.

This HUD is incompatible with classes and it always will be. Sue me.

(click to show/hide)

So what's this thing all about?
• Health and ammo bars, weapon icons, and inventory items now occupy a stylized window in the top left corner.
• Bars are accompanied by numbers that indicate exactly how much health or ammo remains. Fancy!
• Weapon names are printed underneath the ammo bar. Now Air Shooter and Dive Missile don't feel so same-y!
• Features a color-changing mugshot that reflects the currently-equipped weapon (yes, charge weapons work too).
• Improved weapon ammo overlays: things like Centaur Flash now visibly go on cooldown, etc.
• Rush Jet and Rush Marine are represented by meters, while Beat Support embellishes your crosshair while active.

What's new in the latest version? (11.15.2020)
• Support for MM8BDM v6! This includes MM10 and MMV weapons, plus changes to pre-existing content.
• Support for two additional colors! This will allow those extra-detailed mugshots to be adapted much more easily. Details in the spoiler below.
• A slightly streamlined frame! A bit of unnecessary garnish was trimmed to cut down on clutter.
• Color overhaul! Every weapon has been glossed over and given a (hopefully) much prettier palette.
• Font changes! The font is now much more authentic, being drawn from the pause menus of MM4, MM5, and MM6.
• A new Beat Support indicator! Tiny crosshair feathers will now indicate the presence (or lack thereof) of your winged companion.
• Team game changes! Your allegiance is now represented by a small banner, rather than a colorized frame.
• Full campaign support! Play through the entire campaign with your beautiful new HUD (albeit without boss mugshots, for the time being).
• ...and other small, quality-of-life changes that are too numerous for me to list!

Download link, please!
Current version: v2a
• HUDBall
This is the basic, multiplayer version. It may be placed inside your MM8BDM pk3, allowing you to join servers with your shiny new HUD!
v2 UPDATE: Now fully campaign-compatible! HUDBall SP deprecated until further notice.

How do I install this thing?
• To play offline, you need only load it as an add-on using the MM8BDM launcher.
• To join multiplayer servers, follow these instructions:
    ◘ Download a Doom editor, such as Slade.
    ◘ Launch your editor of choice and open MM8BDM-v6a.pk3. If you're worried about messing this part up, make a backup copy.
    ◘ Import hudball-v2a.wad using the "Import Files" button (NOT the "Import" button--you'll overwrite other files that way!) and place it in the root directory (next to all of the map wads).
    ◘ Save your changes, close the editor and launch MM8BDM. If you did everything right, you should be able to join servers with your new HUD!
    Remember that HUDBall will not work on servers whose wads modify SBARINFO, such as those running classes mods or custom weapon packs. This is simply the nature of clientside mods.
IMPORTANT: If using Doomseeker, be sure that "Check the integrity of local WADs" (under Options > Configure > File Paths) is unchecked. Otherwise, you won't be able to join servers with a modified MM8BDM pk3.

How do I add my own custom mugshot?

(click to show/hide)

Have fun! Feedback and bug reports are welcome and encouraged.


(Diet) Mega Man V 2A03 Music Pack

MM8BDM v6 included most of IsabelleChiming's Mega Man V 2A03 album, but 8 songs were omitted, and one was slightly altered. These are available here.

As with all music packs, simply drop it into your skins folder and you're good to go.

Download Link

Code: [Select]
MMVINTRO .. Prologue
MMVPASS ... Password
MMVLIGHT .. Light Lab 1
MMVSTAGE .. Stage Select
NEPMUS2 ... Neptune (lower tempo)
MMVSHOP ... Light Lab 2
MMVWEAP ... Weapon Get
MMVBOSS2 .. Wily Star Boss
MMVGO ..... Game Over

Closed / [Sprites] Yamato Man Color Distribution
« on: May 19, 2017, 03:51:42 PM »
I noticed in the v5b intro that Yamato Man's skin does not accurately portray his original sprite in terms of color distribution. Some things that were originally purple became blue, while others became cyan. White and cyan appeared in places that initially did not have them. After going through a few iterations, I settled on this correction.

(From left to right: current skin, proposal, colored variants)

The most prominent changes are most of the white being removed to make way for blue and cyan, and his orange adornments remaining orange. Additionally, I went through and removed a few errors that had existed since the skin's inception, though these were largely small bits of background white that were missed back then. At this point, I believe I have made the skin significantly more accurate to his original appearance in Mega Man 6.

It is also worth noting that any core or modded props that translate the skin to its original palette (such as the one used in the v5b intro) will need to have their translation fixed accordingly.

I'm including two download links. This version is a direct sprite replacement, preserving the original offsets, while this version features different (and what I believe to be improved) offsets that draw focus away from the spear and more towards his body.

Closed / [Suggestion] Ballade Cracker
« on: October 15, 2016, 04:38:00 AM »
Put simply, Ballade Cracker is too powerful a weapon with little to nothing in the way of counterplay. Every other bomb weapon has some kind of drawback that makes it formidable while not being overpowered.

Hyper Bomb is usually an instant kill, but its long delay and limited range make it inappropriate for direct confrontations.
Crash Bomber deals hitstun, but it explodes instantly only on direct hit, and uses a good bit of ammo.
Drill Bomb can be detonated on a whim, but this means only one can be fired at a time.
Napalm Bomb has lots of ammo, but its range is limited.
Danger Wrap is especially versatile (direct hits, air strikes, mines) but is otherwise slow and unwieldy.
Flash Bomb lingers for a while, making it great for traps, but the projectile travels slowly.
Remote Mine can be redirected after firing, but the blast radius is smaller than that of most other bombs.

Ballade Cracker travels faster than Crash Bomber (50 as opposed to 40), explodes on contact with anything (as opposed to just actors), and direct hits can take almost half of your health instantly (48). While that last bit is true of many bomb weapons, Ballade Cracker is very forgiving in that, because it explodes on contact with surfaces as well as actors, splash damage is much more punishing. Its only drawback is its high ammo consumption, being the highest out of every bomb weapon (4 ammo per shot, allows for 7 shots).

My suggestion is to lower the projectile speed. The idea behind this is to give the target ample time to react to the weapon and help justify taking that much damage in one sitting; as it is now, one very rarely has to lead their shots to score direct hits, which is very difficult to counteract.

Rejected / [Suggestion] Boss Flags for Mod Support
« on: August 22, 2016, 07:09:41 AM »
A fairly simple addition. When a boss fight is initiated, give the player a unique inventory item such as "YellowDevilFlag" or "BossFlag1" or the like. This would allow custom huds to draw unique hud elements depending on the boss, or help give mods ease of access if modders wish to add on to the boss in any way.

EDIT: Perhaps specifics would be better. Consider including unique flags for Super Bass, the Wily Capsule, and all phases of King, Quint, and the Mega Mech Shark.

Closed / [Suggestion] Modified Bass Mugshot
« on: August 18, 2016, 05:52:28 AM »
The Bass mugshot used in core is taken directly from Rockman 7 FC and given a Mega Man 10 coat of paint.

I cleaned it up a little in an attempt to help it blend into the game better and perhaps remove the more unpolished look 7FC's artwork has.

That's about it.

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