Advanced Search

Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 159537 times)

0 Members and 1 Guest are viewing this topic.

September 29, 2014, 01:13:09 AM
Reply #450

Offline Superjustinbros

  • MM8BDM MM9 Contributor

  • Something
  • *
  • Date Registered: October 29, 2012, 03:32:09 AM

    • View Profile
    • http://superjustintheblog.blogspot.com
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #450 on: September 29, 2014, 01:13:09 AM »
X has terribad copyweps in MMXSP. Either they were too slow and/or they were difficult to aim, and in some cases they seemed a lot weaker than the X Buster, even when you have one of the armors. X's copyweps for the most part ended up falling into "Awesome but Impractical" territory.
So if MMXSP was supported in this mod; X's arsenal of (current) special weapons should get some kind of buff, since they should be able to do a lot more damage than your default weapon(s).

September 29, 2014, 03:22:56 AM
Reply #451

Offline TheDoc

  • Standard Member
  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #451 on: September 29, 2014, 03:22:56 AM »
Wait....which classes are you planning on doing, Tails? I thought it was only the original 4 and MAYBE SIN.

September 29, 2014, 04:00:17 AM
Reply #452

Offline TailsMK4

  • Standard Member
  • Date Registered: October 17, 2010, 05:35:11 AM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #452 on: September 29, 2014, 04:00:17 AM »
From the amount of work I heard that Max has done to MMXSP, I believe at this point it's too much work to try to implement those classes. I won't rule out perhaps making them compatible later, though. As for SIN, I'm probably going to rule that one out as well unless we get tons of weapon ideas for the other four classes. Like I'm doing with the hub map, though, I will be using SOME of SIN in the mod, just probably not the classes.

September 29, 2014, 10:40:57 AM
Reply #453

Offline coolcat7022

  • Standard Member
  • Date Registered: November 27, 2013, 01:01:34 AM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #453 on: September 29, 2014, 10:40:57 AM »
Here's a few attack ideas for MM2.
Metal Man: Gear Storm
Takes time to charge up, is a rage, but has three gears fall down and go straight, and they face the same direction.

September 29, 2014, 03:58:16 PM
Reply #454

Offline PotatoStrike

  • Standard Member
  • Date Registered: March 12, 2014, 04:29:39 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #454 on: September 29, 2014, 03:58:16 PM »
Idea for Zero's Metal Man Weapon: Gear Wheel.
Throws a big half-gear (other half is in the ground) and damage everything on the path.

September 29, 2014, 11:23:22 PM
Reply #455

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #455 on: September 29, 2014, 11:23:22 PM »
Quote from: "PotatoStrike"
Idea for Zero's Metal Man Weapon: Gear Wheel.
Throws a big half-gear (other half is in the ground) and damage everything on the path.
I was going to actually suggest METAL Shark Player's attacks for X and Zero, Metal Anchor and Rakukojin from Metal Man. Also your described attack is like Zankourin.

Also, is this project going to use a weapon select system like Wily Wars? Cause I would suggest that to help keep players from having an unnecessary amount of weapons with them at once, would allow each player to select their weapons to bring with them while in the hub to let different people play different roles within the classes by the weapons they select to bring with them.

September 29, 2014, 11:55:11 PM
Reply #456

Offline Superjustinbros

  • MM8BDM MM9 Contributor

  • Something
  • *
  • Date Registered: October 29, 2012, 03:32:09 AM

    • View Profile
    • http://superjustintheblog.blogspot.com
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #456 on: September 29, 2014, 11:55:11 PM »
I do have a feeling that if we get to the MM8 chapter and SIN is supported, Doc Robot would get smaller versions of the Evil Robot's attacks for his MM8 Weapons.

September 30, 2014, 12:26:14 AM
Reply #457

Offline TheDoc

  • Standard Member
  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #457 on: September 30, 2014, 12:26:14 AM »
Quote from: "Superjustinbros"
I do have a feeling that if we get to the MM8 chapter and SIN is supported, Doc Robot would get smaller versions of the Evil Robot's attacks for his MM8 Weapons.
That's IF it gets to MM8 and IF SIN is supported.
Tails is trying to get MM1 up and running so that this mod isn't dismissed, like Rozark said, as another pipe dream; why is everyone (not you specifically Justin) talking about hypotheticals for MM2-MM8 X and Zero? If I was Tails, I'd appreciate more ideas for MMSP MM1 weapons; for example, FGG has a whole list of MM1 suggestions on his resources page. Tails can debate these MM1 ideas right now because he's developing MM1.

Again, this is my opinion; I'm not speaking for Tails, so take it with a grain of salt. However, keep in mind that mods that build upon itself are built step-by-step, not spewing whatever comes to mind.

September 30, 2014, 12:39:50 AM
Reply #458

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #458 on: September 30, 2014, 12:39:50 AM »
I even tried to get a bunch out of the way at once, coming up with ideas on the spot or using some I had in mind already, this way I'm not spamming with a single idea after single idea and my ideas are more easily findable.
Perhaps a topic for weapon ideas for this project might be in order to not suddenly flood this one.

September 30, 2014, 01:37:55 AM
Reply #459

Offline TailsMK4

  • Standard Member
  • Date Registered: October 17, 2010, 05:35:11 AM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #459 on: September 30, 2014, 01:37:55 AM »
I want to avoid having to make another topic altogether just for this mod, but I guess I might have to if it becomes a problem searching for ideas previously suggested.

October 04, 2014, 06:36:06 AM
Reply #460

Knux

  • Guest
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #460 on: October 04, 2014, 06:36:06 AM »
I was going to post these MM1 weapon ideas on Skype, but I didn't see you there at the moment.

Bomb Man:

(click to show/hide)
Guts Man:

(click to show/hide)
Cut Man:

(click to show/hide)
Elec Man:

(click to show/hide)
Ice Man:
(click to show/hide)
Fire Man:
(click to show/hide)
I don't know what to say about Time and Oil that hasn't been done, but I can give both a shot on request.

October 04, 2014, 03:35:26 PM
Reply #461

Offline BlackEmperorJet

  • Standard Member
  • Date Registered: May 20, 2014, 12:38:23 AM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #461 on: October 04, 2014, 03:35:26 PM »
Quote from: "Knux"
I was going to post these MM1 weapon ideas on Skype, but I didn't see you there at the moment.

Bomb Man:

(click to show/hide)
Guts Man:

(click to show/hide)
Cut Man:

(click to show/hide)
Elec Man:

(click to show/hide)
Ice Man:
(click to show/hide)
Fire Man:
(click to show/hide)
I don't know what to say about Time and Oil that hasn't been done, but I can give both a shot on request.


Please do give ideas for Time and Oil.

October 04, 2014, 05:06:05 PM
Reply #462

Offline Trillster

  • Time Lord

  • what's a code
  • *******
  • Date Registered: July 18, 2014, 08:42:32 PM

    • View Profile
    • Portfolio
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #462 on: October 04, 2014, 05:06:05 PM »
Nice ideas Knux, you should make some for the MM2 weapons once we get to that point. I'd love to see some of your time and oil ideas.

October 04, 2014, 05:58:12 PM
Reply #463

Offline BookofDobson

  • Standard Member
  • Date Registered: September 05, 2014, 11:04:24 PM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #463 on: October 04, 2014, 05:58:12 PM »
Quote from: "Knux"
I was going to post these MM1 weapon ideas on Skype, but I didn't see you there at the moment.

Bomb Man:

(click to show/hide)
Guts Man:

(click to show/hide)
Cut Man:

(click to show/hide)
Elec Man:

(click to show/hide)
Ice Man:
(click to show/hide)
Fire Man:
(click to show/hide)
I don't know what to say about Time and Oil that hasn't been done, but I can give both a shot on request.

About Guts wep for proto I think we can use the moblie phone game idea (2003 or 2004 that game was out and my first megaman game I guess you guys haven't heard of it) main fire shoots a rock splinter at the target. It is slow but does good damage and doesn't take much damage, alt fires a full rock that does more damage than Megaman's super arm but takes way more ammo.

And I'm guessing Fakeman, Doc, Duo and Dark don't exist now.

Anyway MM2 weps for the other classes should be based on Rom hack weps... trust me, that is fun

October 04, 2014, 06:34:55 PM
Reply #464

Offline TailsMK4

  • Standard Member
  • Date Registered: October 17, 2010, 05:35:11 AM

    • View Profile
Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #464 on: October 04, 2014, 06:34:55 PM »
MMSPSIN won't be supported at this moment, but the fact we got so many weapon ideas...maybe something will come out of this later. Anyway, just a little announcement that a team is being formed so work can be done by people other than myself as my focus shifts to mapping, the one thing this team really lacks...

Expect occasional updates to the first post, especially since I gathered all of the enemy sprites I could find on my computer, and as I eventually claim a map for myself to do (thinking Guts Man).