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Author Topic: Re: megaman battle & chase project V2A Released  (Read 229208 times)

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July 04, 2012, 06:42:46 PM
Reply #735

Offline Hallan Parva

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why are you fighting over a Transformers anyway
« Reply #735 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

July 15, 2012, 06:54:30 AM
Reply #736

Offline Hilman170499

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Re: megaman battle & chase project (extra coders needed)
« Reply #736 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)

July 16, 2012, 05:59:50 AM
Reply #737

Offline Emmanuelf06

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Re: megaman battle & chase project (extra coders needed)
« Reply #737 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:

July 16, 2012, 10:02:51 AM
Reply #738

Offline Bigruss91

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Re: megaman battle & chase project (extra coders needed)
« Reply #738 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.

July 16, 2012, 12:32:30 PM
Reply #739

Offline Hilman170499

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Re: megaman battle & chase project (extra coders needed)
« Reply #739 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?

July 16, 2012, 12:36:15 PM
Reply #740

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #740 on: July 16, 2012, 12:36:15 PM »
I already have the weapon coded all the class needs is a skin

July 16, 2012, 12:55:28 PM
Reply #741

Offline Hilman170499

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Re: megaman battle & chase project (extra coders needed)
« Reply #741 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?

July 16, 2012, 01:11:09 PM
Reply #742

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #742 on: July 16, 2012, 01:11:09 PM »
preferably regular mm5 napalmman

July 16, 2012, 01:36:38 PM
Reply #743

Offline Hilman170499

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Re: megaman battle & chase project (extra coders needed)
« Reply #743 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?

July 16, 2012, 02:15:10 PM
Reply #744

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #744 on: July 16, 2012, 02:15:10 PM »
i'd say leave it blue, I'll handle the weapons sprites and HUDs

July 17, 2012, 01:51:46 PM
Reply #745

Offline Hilman170499

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Re: megaman battle & chase project (extra coders needed)
« Reply #745 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.

July 18, 2012, 04:56:24 PM
Reply #746

Offline xColdxFusionx

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Re: megaman battle & chase project (extra coders needed)
« Reply #746 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?

July 18, 2012, 09:41:11 PM
Reply #747

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #747 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.

July 18, 2012, 10:57:55 PM
Reply #748

Offline Myroc

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Re: megaman battle & chase project (extra coders needed)
« Reply #748 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.

July 19, 2012, 02:32:36 AM
Reply #749

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #749 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