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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: ice on February 05, 2011, 06:48:30 PM

Title: MM1 original stage mode
Post by: ice on February 05, 2011, 06:48:30 PM
If your not sure what the title means, I mean, creating the stages from MM1 enemies included, kind of like a 1 player mode

Stags:
Cutman:
Gutsman: Done
Bombman: halfway
Fireman:
Iceman: started
Elecman:
Wily stage 1:
Wily stage 2:
Wily stage 3:

Boss Monsters
MM1: Done
MM2: Done
MM3: Had to leave out shadowman untill further notice
MM4: Needs to make sprites for diveman's... diving
MM5: left out gravityman for obviouse reasons
MM6: Done

Enemy monsters

Stationery mett:(met minus chasing) done
Big eye: Done
Blader/bunby heli:
picketman: Done
Crazy Razy:
shooting platforms:
penguins: Done
Adhering suzy:
sprinkler gun:
sniper joe: Done (not exactly, needs sheild joe sprite)
watcher:
changekey/tackle fire:
Killer bullet: Done
any other enemies I missed

So, anyone interesting in seing this project come to life?

Rm monster pack beta (unpolished stuff from back then)
http://www.megaupload.com/?d=ZJCFL7GP (http://www.megaupload.com/?d=ZJCFL7GP)
Title: Re: MM1 original stage mode
Post by: ice on February 05, 2011, 07:02:57 PM
Here are some screeshots to the gutsman stage
(click to show/hide)

Funfact, the boss bots can and will attack each other (megaman/pokemon mashup anyone?)
Title: Re: MM1 original stage mode
Post by: Alucard on February 05, 2011, 07:04:46 PM
I'm really looking forward to this, ice. I hope everything turns out good.

EDIT: May I suggest using the use key doors? that way they open slower than the instantaneous doors in most stages, like in the first game.
Title: Re: MM1 original stage mode
Post by: LlamaHombre on February 05, 2011, 07:48:07 PM
My one thing I want mmore than anything with this:

Add the fucking point system.
Title: Re: MM1 original stage mode
Post by: NitroBro on February 06, 2011, 12:33:47 AM
i approve of this, what do you need
Title: Re: MM1 original stage mode
Post by: ice on February 06, 2011, 01:41:55 AM
you can make skins for some thngs that arent in MM8BDM yet and make frames for joe with his sheild
Title: Re: MM1 original stage mode
Post by: CHAOS_FANTAZY on February 06, 2011, 01:55:16 AM
If it's any help, someone created a Killer Bullet skin (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=981&p=44449&hilit=Bullet#p44449), so it's already been made from the 5 angles.

To program the Picket Men, it may be a good idea to create a stationary bot with a custom weapon, based off of the Proto Shield (Defensive quality) and the Snowball (Gravity effect) .  Unfortunately, I have nothing to contribute right now, but maybe later.
Title: Re: MM1 original stage mode
Post by: Ivory on February 06, 2011, 02:19:50 AM
...Think outside of bots. Since I assume this is largely single player, just program monsters. Like how Mets are.
Title: Re: MM1 original stage mode
Post by: Mr. X on February 06, 2011, 02:26:30 AM
I sure hope you're not using the in-game enemies.  Picketmen do no damage and aren't destructible, Mets die in one shot, and Big Eyes are invincible.  That does not sound like fun.
Title: Re: MM1 original stage mode
Post by: Disco on February 06, 2011, 03:06:47 AM
Quote from: "Mr. X"
I sure hope you're not using the in-game enemies.  Picketmen do no damage and aren't destructible, Mets die in one shot, and Big Eyes are invincible.  That does not sound like fun.
Just like... in the game?
Title: Re: MM1 original stage mode
Post by: ice on February 06, 2011, 04:16:48 AM
Quote from: "Mr. X"
I sure hope you're not using the in-game enemies.  Picketmen do no damage and aren't destructible, Mets die in one shot, and Big Eyes are invincible.  That does not sound like fun.
XD not at all, I coded them so they are just about exactly like in the original game. And for the mets, I know they die in 1 hit but I coded the met so it fires in 3 directions like in mm1, and it gets even more challenging when its a group firing at once, Sniperjoe, he works similar to a met but he jumps randomly too. Also, cutman moves back when shot. They might work in a full scale invasion map too (maby)

And yes, the big eyes in this mod can be killed, mike had them with 600 health but I nerfed it down to around 250
Title: Re: MM1 original stage mode
Post by: Mr. X on February 06, 2011, 05:06:57 AM
Quote from: "Disco"
Quote from: "Mr. X"
I sure hope you're not using the in-game enemies.  Picketmen do no damage and aren't destructible, Mets die in one shot, and Big Eyes are invincible.  That does not sound like fun.
Just like... in the game?

Yeah, but you couldn't aim at them from a mile away in game.
Title: Re: MM1 original stage mode
Post by: tsukiyomaru0 on February 06, 2011, 07:34:21 AM
Quote from: "Mr. X"
Quote from: "Disco"
Quote from: "Mr. X"
I sure hope you're not using the in-game enemies.  Picketmen do no damage and aren't destructible, Mets die in one shot, and Big Eyes are invincible.  That does not sound like fun.
Just like... in the game?

Yeah, but you couldn't aim at them from a mile away in game.
Shouldn't the mets only "pop up" if you are close enough? If so, why distance should be considered?

Not that I dislike this idea, but there are aspects from the platforms that are "untranslateable" to a first person viewpoint. So far only three (four or more, if you count Megaman X Command Mission and the mobile version of Megaman Legends) games can translate well into a first person.
Title: Re: MM1 original stage mode
Post by: Myroc on February 06, 2011, 10:27:12 AM
I heartily approve of this project. Hell, I was planning on beginning something similar once the Powered Up expansion is done, but hey, go for it.
Title: Re: MM1 original stage mode
Post by: NitroBro on February 06, 2011, 12:37:58 PM
Same are you going down the row? MM 1 2 3 4 5 6 (7,8 maybe) 9 10?
Title: Re: MM1 original stage mode
Post by: ice on February 06, 2011, 03:48:24 PM
Quote from: "BradeDude"
Same are you going down the row? MM 1 2 3 4 5 6 (7,8 maybe) 9 10?
I'll try. and when I'm done, you can use the monsters for invasion maps if you want.

Gutsman's invasion map, there are mets poping up and picketmen jumping out of caves tossing pickaxes. then on the final wave, gutsman appears issuing the final attack while tossing boulders at you (I might have to find a way to nerf his attack power cause scince he's a monster and not a bot, he is VERY accurate and can kill you in one hit)
Title: Re: MM1 original stage mode
Post by: NitroBro on February 06, 2011, 05:35:34 PM
Are weaknesses in play? And can we get like a demo cutman stage?
Title: Re: MM1 original stage mode
Post by: ice on February 06, 2011, 06:06:19 PM
yes weaknesses are in play (ALOT of the originals were not effected by ice slasher)as for the demo I can upload gutsman as a demo for now (if I can get the friggen door to work)
Title: Re: MM1 original stage mode
Post by: ice on February 06, 2011, 09:59:13 PM
Well, I added picketmen enemies now, but then I gotten board and said "screw it I'm feeling lazy today so I'm just going to make all of the mm1-6 robot maters" so far Ive finised all of the mm2 ones. I had to make a custom freeze weapon for flashman
Title: Re: MM1 original stage mode
Post by: ice on February 07, 2011, 02:06:35 AM
I hate tripple posting but, update, half of all the robots are done, I gotta say, I especially loved coding skullman, starman, toadman, and plantman. I'm gonna probably need to make custom sprites for diveman and drillman to recreate them
Title: Re: MM1 original stage mode
Post by: NitroBro on February 07, 2011, 11:24:14 AM
How is super arm going to work? Just like mm8bdm? Also did you fix the door because I am really looking foward to this
Title: Re: MM1 original stage mode
Post by: ice on February 07, 2011, 04:33:42 PM
Quote from: "BradeDude"
How is super arm going to work? Just like mm8bdm? Also did you fix the door because I am really looking foward to this
basicly, the gutsman bot jumps making a quake, then he holds his arm up then tosses a rock at you. as for the door, I'm gonna have to ask someone about that. Also, gyroman is going to be a challenge to fight cause he moves around alot, and in 1st person perspective it will be hard to tell when he's behind you. Other than that, I'm almost done with the bosses and I might release them as a monster pack for invasions. unfortunatly, alot of weapons dont have a damage type so I cant work on weaknesses from mm2 and up. But yeah, I had alot of fun testing them. and when I'm done I'l make all of the mm1 monsters and release them too.
Sniperjoe, stationery mett, killer bullet, peng, and picketmen (complete with there own custom weapon) will be in the pack too
Title: Re: MM1 original stage mode
Post by: CopShowGuy on February 07, 2011, 10:15:23 PM
Sounds like you've done a lot of work already.  I'd give it a try when it's done.
Title: Re: MM1 original stage mode
Post by: ice on February 08, 2011, 02:55:32 AM
And here it is, (ALMOST) every robot master from megaman 1-6

(deleted this link)
I had to cut some from the pack because I need to create all new sprites for them like diveman's spin attack, or drillman's digging. but other than that all of the bots in this pack will act similarly to there in game counterpart. I had to hurry and finish this so the base code was copied for alot of them so thats why ALOT of them are not affected by ice slasher. also there are normal enemies in this too

Sniperjoe
peng
killerbullet
picketman (type summon picket)
bigeye (summon bigeyeenemy)
met (summon lazylazymet)
all the other robot masters (summon insert robot nameman)

I was toying around with the idea of adding a GIANT giga roll bot that was rediculously broken.

Also you can add these to any invasion map you want.
Title: Re: MM1 original stage mode
Post by: CHAOS_FANTAZY on February 08, 2011, 03:15:10 AM
GRAAAAH YOU FORGOT TOPMAN

-Quickman is not damaged by Time Stopper
-Quickman is programmed to jump again after being shot--therefore, one can "juggle" Quickman (Works with Dustman as well)
-Shouldn't Quickman run faster than the others?
-Flashman's temporary flash doesn't work right away
-Heatman's invulnerable sprite needs to last fluctuating periods of time
-Bubbleman's default action is shooting a bubble--incredibly broken
-Airman's easy to defeat--his tornadoes keep going upward
-Brightman doesn't die from all of Rain Flush's ammo
-The Robots don't fall down holes to another level area--to death unknown
-Crashman should jump'n'shoot whenever you shoot--not him him
-You spelled "Pharaohman" wrong

That's all for now.  Also, you should be totally awesome and make a Quint AI.
Title: Re: MM1 original stage mode
Post by: brawlman9876 on February 08, 2011, 03:37:21 AM
....i dont know if every enemy does this, but i just bounced air man away with the leaf sheild.
Title: Re: MM1 original stage mode
Post by: ice on February 08, 2011, 04:26:55 AM
Quote from: "CHAOS_FANTAZY"
GRAAAAH YOU FORGOT TOPMAN

-Quickman is not damaged by Time Stopper
-Quickman is programmed to jump again after being shot--therefore, one can "juggle" Quickman (Works with Dustman as well)
-Shouldn't Quickman run faster than the others?
-Flashman's temporary flash doesn't work right away
-Heatman's invulnerable sprite needs to last fluctuating periods of time
-Bubbleman's default action is shooting a bubble--incredibly broken
-Airman's easy to defeat--his tornadoes keep going upward
-Brightman doesn't die from all of Rain Flush's ammo
-The Robots don't fall down holes to another level area--to death unknown
-Crashman should jump'n'shoot whenever you shoot--not him him
-You spelled "Pharaohman" wrong

That's all for now.  Also, you should be totally awesome and make a Quint AI.
keep in mind these are all monsters not players so they act as environment rather than players. also as I said, this isnt 100% complete this is just something for people to play around with (a distrction untill I finish the stages if you will) as for the leaf sheild, no idea how to fix that, mike said he'd do something about it. as for missing robots, I sad I had to leave some out till I create some sprites, and the juggling, I have to tweak that some more, this isnt the finished product (also its imposable to make them do anything by clicking, they will only react when they see you or hit them and I have to fix crashman so he leaves wander mode when shot)
Title: Re: MM1 original stage mode
Post by: CHAOS_FANTAZY on February 08, 2011, 04:36:11 AM
LOL, I'm not bashing, I'm critiquing.  How are you supposed to know what's wrong with 'em unless people tell you?  Isn't the objective here to get "as close to the original as possible?"

This is a fun little expansion pack, and I think a whole lot of people will enjoy it.  The Picketmen are awesome, and it's cool to see how you implemented their weaknesses.

But, you didn't reply to a few of these:
-Is it possible to make the tornadoes only go forward?
-Can anything receive damage from Time Stopper?
-Will you make a Quint AI?

Also, Woodman doesn't shoot any leaves up into the air.  That seems it'd be the hardest thing to do, but, like I said...
Title: Re: MM1 original stage mode
Post by: Alucard on February 08, 2011, 01:58:09 PM
I managed to defeat Rockman 1,2, and 6 NETA with Buster only in this expansion. But you need the rest of the Robot Masters, namely Topman and Hardman.
Title: Re: MM1 original stage mode
Post by: ice on February 08, 2011, 02:07:56 PM
Quote from: "CHAOS_FANTAZY"
LOL, I'm not bashing, I'm critiquing.  How are you supposed to know what's wrong with 'em unless people tell you?  Isn't the objective here to get "as close to the original as possible?"

This is a fun little expansion pack, and I think a whole lot of people will enjoy it.  The Picketmen are awesome, and it's cool to see how you implemented their weaknesses.

But, you didn't reply to a few of these:
-Is it possible to make the tornadoes only go forward?
-Can anything receive damage from Time Stopper?
-Will you make a Quint AI?

Also, Woodman doesn't shoot any leaves up into the air.  That seems it'd be the hardest thing to do, but, like I said...

 :? I didnt give a negative reaction, I was just explaining why some things are the way they are XD, as for your questions

Ill make anew projectile for airman

no, the weapons you get are the ones from mm8bdm (although I might be able to create a pack only stopper, but it will be EXTREAMLY game breaking)

and sure I'll try to make quint

also some things I will tweak in the revised pack I'm releasing tomorow or tonight

flashman jumps when shot

robots get mercy time when hit

bubbleman will shoot bouncing bubbles.

try to see if theres anymore damage types to see if I can fix some things

try to make gutman create a quake (I had to upload it quickly cause it was my bro's day off and when he's home, I'm not aloud to touch the computer)

add rockets to napalmman's weaponry

make new sprites of heatman's ragedash

try to add topman and create a weapon for him

(not sure if possable) make hardman, just have to make a VERY nerfed hard knuckle boomerang for him

and other changes I see fit

also I had to nerf quickman's speed somewhat cause MY GOD that bugger was hard to hit in testing, but that might change with mercy time enabled
Title: Re: MM1 original stage mode
Post by: ice on February 08, 2011, 06:57:26 PM
0_0...what have I done
http://www.megaupload.com/?d=ZJCFL7GP (http://www.megaupload.com/?d=ZJCFL7GP)

I've created a very dangerouse monster. what ever you do, DONT EVER USE TOPSPIN ON IT

lets just say, megaman is going to have a very awkward family life

Ive also added topman
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 09, 2011, 06:56:45 AM
Gutsman's stage is officially done :mrgreen:  I also took some notes from cutmanmike's invasion test wad so now whenever you go to start, instead of seeing "single player", you'll see "MM1" instead and it will take you strait into gutsman's stage, also I had to make them invasion maps so the game will recognize that you killed everything before going to the next stage. (btw I have to warn you, YOU MUST KILL EVERYTHING before going into the bossrom because those doors are one way just like in mm1)

btw, if you think this will be easy because you can snipe them from afar, trust me, I fixed it so sniping will be impossable (for sheilded enemies anyway...oddly mm1 had alot of those)

(click to show/hide)

Also, item 1 weapon in the mm2 one when I get to it?
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: CopShowGuy on February 09, 2011, 07:43:54 PM
You get item 1 after Heat Man.
Item 2 after Air Man.
Item 3 after Flash Man.
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 11, 2011, 09:36:20 PM
You know I always wondered what would happen if you made the original series into a first person shooter like CoD and Medal of Honor

BTW, how do you set it up so you can play it?
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 11, 2011, 09:49:22 PM
Quote from: "MLDKF"
You know I always wondered what would happen if you made the original series into a first person shooter like CoD and Medal of Honor

BTW, how do you set it up so you can play it?
when you start up mm8bdm just click add file in the launcher, add the file, then play the game as if you were going to dr.light's lab cause it will replace the main campagn
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 11, 2011, 09:53:32 PM
Wait. Do I have to use the first file you uploaded? Because I'm using the second one that says not to use Top Spin
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 11, 2011, 10:15:17 PM
I ment dont use top spin on the secret monster I created, you'll find out why. although it dose drop top spin itself. the monster's name in in this thread, try to find out what it is
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 11, 2011, 10:21:40 PM
That's not what I mean! What I mean is, every time I go to Single Player after adding the second file, it still works like normal! Also, when I tried to download the first file, the downloading wouldn't happen!
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 11, 2011, 11:16:16 PM
Quote from: "MLDKF"
That's not what I mean! What I mean is, every time I go to Single Player after adding the second file, it still works like normal! Also, when I tried to download the first file, the downloading wouldn't happen!
OH! Well for that all you have to do is hit the ~ key and that will open the consol, then type summon (insert robotmaster's name here) and it will summon that character (I was describing the actual finished product of he map pack ^^: sorry about that)
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 12, 2011, 01:51:27 AM
Well, how come I can't download the first pack?
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: Skye.EXE on February 12, 2011, 03:30:11 AM
Quote
Crazy Razy:    
WE'RE SAFE!

...For Now...
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 12, 2011, 05:16:08 AM
So, does anyone have the first download so that I can download it, because it keeps saying it won't work
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 12, 2011, 03:22:32 PM
sorry, I forgot to delete that link, in the 1st one, some bots were waaaaaaaaay to easy to destroy (woodman and quickman). in the second one, I gave them mercy time like in the original games, fixed airman's and bubbleman's, attacks and added topman. And I fixed the weaknesses for all of them, before not one could be hit by ice slasher except the mm1 ones. now I fixed most of there weaknesses scince alot of the weapons in mm8bdm dont have damage types

By the way, how dose "megaman 1 Wily's invasion" sound like for the file name?
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: Russel on February 12, 2011, 04:41:20 PM
I, myself think you should stay with 3d megaman
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 12, 2011, 04:43:55 PM
I still can't get it to work for Single Player mode. I added it to my file where Roboenza is and it still didn't work.
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 12, 2011, 05:45:20 PM
-_-; If you read the last few pages, you can clearly see I was describing the finished product, the finishd product is still in development, as a matter of fact, I clearly posted gutsman's stage was just finished AFTER I released the monster pack, this is just the monster pack thats out, it will not effect single player mode untill the finished poduct is released. to use them just type in the consol summon cutman and cutman will appear. its as simple as that.

now can a mod please delete this conversation, its congesting this thread.

also please read through the thread before asking me questions because I sometimes have a habit of misinterpreting questions

(sorry for my rage outburst but I was getting annoyed)
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: MLDKF on February 12, 2011, 05:52:59 PM
Sorry. I didn't know. But I like the idea. I always thought what would happen if you took the Mega Man series and made 3D versions of the stages to battle on. As awesome as MM8BDM is, it still doesn't suffice. Can't wait to see the others. Do you have any screenshots of Cut Man's stage or any of the other stages?
Title: Re: MM1 original stage mode (fixed monster pack download ready)
Post by: ice on February 12, 2011, 06:08:26 PM
theres not really enough of each to do a screenshot of as every stage except gutsman's starts at the area outsde the bossdoor to test the campagn. I'll add more when I get to the stages, although bombman's stage is almost done
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: arkman on March 20, 2011, 11:00:08 PM
I am feeling confident.

Do you need a wily stage?
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: ice on March 21, 2011, 12:26:04 AM
Go for it, try to make it as much like the original mm1 stage as posible (you can make some areas as wide as you want though like outside areas or boss rooms)
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: ice on March 22, 2011, 07:13:05 PM
After making some classes and learning how to make better weapons, Ive decided tweak all of the RM monsters, and not only that, I'm going to add the ones that havent been added yet like stoneman and diveman, this will be done by maby tomorrow
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: arkman on March 22, 2011, 08:36:00 PM
YESZ.

I made a jumping version of your Sniper Joe in case your interested.
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: Metallix on March 22, 2011, 09:00:10 PM
I just now found this. Pfft.

Dang, man. This looks like a lot of fun. Looking forward to the release.
Title: Re: MM1 original stage mode (fixed monster pack download rea
Post by: ice on March 24, 2011, 01:08:25 AM
Ive fine tuned most of the classes and gave them all death animations, Ive also fixed some spelling errors and fixed some of there AI, I have to warn you guys, some of them may of turned out worse off (needleman) and some probably broken in small rooms (napamman and woodman), anywho, here you go

http://www.megaupload.com/?d=IXJ1HALF (http://www.megaupload.com/?d=IXJ1HALF)

Also, Ive used some sprites from the class mod, but I couldent make heads or tails out of the credits list, so if you know who made what and coded what, I'll be glad to credit them in the final release

(gravityman (for obviouse reasons) and diveman have not been made yet)
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: -FiniteZero- on March 24, 2011, 02:05:30 AM
The Robot Master classes are neat. I like to summon two robot masters to see them duke it out.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: ice on March 24, 2011, 02:15:46 AM
A fun thing to do is summon one on there own map in 1 player mode
(trolling cutman is my fave) btw, I'll fix his jumping sprites in the official mm1 maps, and for later releases I'll make custom megaman classes to see how future megaman would work in the past... and maby protoman and bass for lulz
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: -FiniteZero- on March 24, 2011, 02:17:55 AM
Another fun thing to do is to bind "summonfriend [insert robot master here" to several keys, then start a deathmatch with plenty of bots.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: ice on April 01, 2011, 05:37:18 AM
While making the RM monsters I noticed alot of the weapons didnt have damage types so Ive created alternate weapons that you gain from the RMS you defeat, also some of the weapons will also be added like magnet beam (looks kinda meh atm but I'll change it's appearence later) and others will have there behavior changed altogether, like hyperbomb only being fired 1 at a time and you cant change weapons till it explodes like in mm1, and time stopper will cause damage to quickman, and also, I fixed flashman so he actually freezes time and other RM's too damageing quickman (flashman, brightman, and centaurman cant be frozen though) flash stopper more or less turns you into flashman, and unfortunately, sparkshock will be useless unless used againsed magnetman. Ive also added some suprise monsters and enemies. I will also make a new leafsheild that just damages them instead of pushing them, and fix the issue where magnet/dive missiles kill them instantly
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: ice on April 01, 2011, 11:06:46 PM
After screwing around some more, I've decided to redo all of the weapons (not that anyone even cares about my topics anymore) The weapons will now only do 1 damage like the original games, and the damage will be amplified according to the weaknesses like if cutman was hit it will only do 1 damage, but if elecman was hit, it would do 10, also I changed RM's health to 28 I've also pretty much negated spam damage now, so you can run up to starman and you'll only get hit once every second or so instead of 1000 times a second, Ive also givin the RM's that ability too.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: arkman on April 02, 2011, 04:32:58 AM
For the record, I CARE.

I just have been busy and not able to do much these last few weeks.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: ice on April 02, 2011, 06:13:41 PM
I need some testers for the new weapons and monsters I made atm its in it rough stages but I will improve them after a few tests

Also I need some coders to help with monster coding (adhering suzy, Bunbi heli/"smileing" helicopters, crazy razzy/the guy that breaks and attacks you in iceman's stage, and some others)

Any takers?
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: Blaze Yeager on April 02, 2011, 06:14:31 PM
Quote from: "ice"
I need some testers for the new weapons and monsters I made atm its in it rough stages but I will improve them after a few tests
Any takers?
I can help.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: Jc494 on April 02, 2011, 06:17:22 PM
Quote from: "ice"
I need some testers for the new weapons and monsters I made atm its in it rough stages but I will improve them after a few tests

Also I need some coders to help with monster coding (adhering suzy, Bunbi heli/"smileing" helicopters, crazy razzy/the guy that breaks and attacks you in iceman's stage, and some others)

Any takers?

I can help too.

I'll send you Megaman's track now....
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: Atticus on April 02, 2011, 07:38:50 PM
I made a Blader/Bunby Heli skin a while ago, so feel free to use it. Although I think it might need a little work, it does have all the rotations, so if you don't like it, feel free to change it. :D
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: arkman on April 02, 2011, 07:40:03 PM
I want to help with this.
Title: Re: MM1 original stage mode (Fine tuned monsters)
Post by: arkman on April 05, 2011, 08:22:56 PM
Is it possible to set up the invinicibility frames as a powerup of some kind? as it is they can strech way to long depending on the robot master's actions.
 :|
Title: Re: MM1 original stage mode (New demo stage)
Post by: MagnetMan497 on April 17, 2011, 07:18:33 PM
I still don't get how to play this...
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on April 24, 2011, 04:26:52 PM
Yep, proto/breakman will be in the game
Title: Re: MM1 original stage mode (New demo stage)
Post by: Shooting Star on April 24, 2011, 05:13:57 PM
Whoa!, Cool and also, one question that I forgot to ask (probbaly asked), will it be, Coop? Invasion? What game type will it be? (If I can know of course.)
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on April 25, 2011, 03:43:24 PM
originaly it was just going to be invasion, but with that you'd have to kill EVERYTHING or youd be trapped in the boss room, I'm going to have it so when you kill a boss, you'll get the weapon and the level ends, as I said earlier, this was ment to replace single player campagn, but feel free to make some coop maps and I'll add them
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on April 26, 2011, 10:32:21 PM
How do you get to elecman? :?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on April 26, 2011, 11:02:22 PM
Look at your configuration for use/open, press it to open the door, get on the floor! EVERYBODY WALK THE DINOSAUR!
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on April 28, 2011, 11:58:56 PM
Is the MM2 demo ready yet?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Trollman on May 10, 2011, 06:56:55 PM
This mod is pretty cool, now. Can you edit the base message instead of posting new ones with links? It makes it hard to find the latest version
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on May 10, 2011, 07:29:00 PM
^_^; slipped my mind, ill change it as soon as I have computer access again, I'm stuck with the wii atm
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on May 25, 2011, 05:11:11 PM
I give up, I need some help with flashman, brightman, and centaur man's time freezing, atm flasman is broken, not only that, once time continues, if tou were pressing forward, you would be thrown
Title: Re: MM1 original stage mode (New demo stage)
Post by: Pandea on May 29, 2011, 03:44:25 PM
I love that project, I wish Public Beta Should be released now... Also If it will be possible to play with friends... The bosses should be harder if we will have Helpers... Doesn't they? Imagine 10 players VS One Bubbleman...
Title: Re: MM1 original stage mode (New demo stage)
Post by: tsukiyomaru0 on May 29, 2011, 05:59:36 PM
Quote from: "Pandea"
I love that project, I wish Public Beta Should be released now... Also If it will be possible to play with friends... The bosses should be harder if we will have Helpers... Doesn't they? Imagine 10 players VS One Bubbleman...
Maybe Boss' health should be 100 + (50*(playercount -1))?
Title: Re: MM1 original stage mode (New demo stage)
Post by: HotShot on May 30, 2011, 12:09:47 AM
I love this!

Now let's make RoahmMythril try a perfect run in this, once it's done, lol
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 02, 2011, 02:08:27 AM
Wait. Why don't you add either Quickman or Centaurman's AI to Shadowman. Sooooo. Three options. Shadowman can:

A) Use Quickman's AI.
B) Use Centaurman's AI.
C) Merge both Quickman and Centaurman's AI to Shadowman.

How do I start a poll for this? ^
I Mean here. On this topic.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 02, 2011, 03:53:52 AM
Shadowman's AI is going to be the one from the game, just like the rest, jump, slide, and shadow blade, at random intervals
Title: Re: MM1 original stage mode (New demo stage)
Post by: tsukiyomaru0 on June 02, 2011, 04:47:24 AM
Quote from: "ice"
Shadowman's AI is going to be the one from the game, just like the rest, jump, slide, and shadow blade, at random intervals
I think it was three jumps, slide and randomly uses Shadow Blade.
Title: Re: MM1 original stage mode (New demo stage)
Post by: arkman on June 02, 2011, 04:17:31 PM
It was 3 jumps of random height, fallowed by either a slide till hitting a wall, or throwing double shadowblades, then repeat. hardest pattern in the game
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 02, 2011, 04:31:49 PM
thats the gist of it, the monster RMs are supposed to be fought in a small square room just like in the games, btw I STILL need help with flashman, centaurman, and brightman's freezing, so far I tried to copy the time stopper wep and see if it works, it works to a extent you're launched forward if you were holding forward while frozen, I also fixed it so flashman, centaurman, and brightman, and there shots, are not affected by time freezing
Title: Re: MM1 original stage mode (New demo stage)
Post by: Gummywormz on June 02, 2011, 04:45:39 PM
Custom pain state that has SetPlayerProperty(0,1,4) and an autoactivating power up which sets the player's speed to 0
Title: Re: MM1 original stage mode (New demo stage)
Post by: Asd967 on June 02, 2011, 05:07:57 PM
That way you'll still fall if you get frozen.
Use a custom pain state like the one I made for classes; it runs A_Stop to freeze you mid air.
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 24, 2011, 03:07:29 AM
Here is a good tip for making the telly. SLOW DOWN! AND NAME IT TELLYENEMY. (This is for when you make the telly. Just slow down and calm yourself.) (Don't lock. This is not a drill.)
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 24, 2011, 03:53:32 AM
XD oh trust me, I'm well aware of the names and such, Ive been coding for quite some time, and no I'm not giving up on this, I'm just focusing 100% of my modding into my battle & chase mod
Title: Re: MM1 original stage mode (New demo stage)
Post by: Anonymous on June 24, 2011, 05:37:15 PM
I played in this demo. And I have some questions:
1) How in Elecman's part cross the pit? (without Magnet Beam and cheats). I know about Rush Coil, but it's hard.
2) How I may to reach the Star Arena(it's my name to strange place with stars inside)?
Screens:
(http://i1.imageban.ru/thumbs/2011.06.24/1452cb7b9cdd41be32837c48d4f62867.jpg) (http://imageban.ru/show/2011/06/24/1452cb7b9cdd41be32837c48d4f62867/jpg)
in map
(http://i1.imageban.ru/thumbs/2011.06.24/7dd5a2b351a87944f73f658662d360b7.jpg) (http://imageban.ru/show/2011/06/24/7dd5a2b351a87944f73f658662d360b7/jpg)
inside
3) I killed all 6 bosses, two guard Metools, sniper Joe and "miners"(I don't know ow they named) before Bombman's part. Where is other three monsters?
_____________________________________________
thanks
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 24, 2011, 06:17:36 PM
you can find them if you have a use/open key set. just hit open/use in front of the W box to open the area to cutman and open in front of the door, and the star room, that's not a room, that's the skybox
Title: Re: MM1 original stage mode (New demo stage)
Post by: Ivory on June 24, 2011, 06:26:06 PM
This is one of the reasons why I use the hide linedefs in all my maps. I hide things like the skybox so people on the minimap don't think that it's accessible. Infact, I spend time hiding any place that isn't accessible. Thus if you look at the minimap, it should show you what the playable bounds are. Something to keep in mind.
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 28, 2011, 09:30:31 PM
This thing needs a protoman enemy and a megaman enemy.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 28, 2011, 09:32:36 PM
in the new edited enemies pack (still editing the weapons to work with them) copy robot and MM7 protoman and bass are in
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 28, 2011, 09:33:51 PM
in what?
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 28, 2011, 10:03:43 PM
I update the megaman monster's AI peridoicly in my spare time, when I'm not making anything major

the link to the original enemies pack is here

Quote from: "ice"
0_0...what have I done
http://www.megaupload.com/?d=ZJCFL7GP (http://www.megaupload.com/?d=ZJCFL7GP)

I've created a very dangerouse monster. what ever you do, DONT EVER USE TOPSPIN ON IT

lets just say, megaman is going to have a very awkward family life

Ive also added topman
just type stuff like summon cutman in the consol to summon each RM, or type summonfriend to make it fight for you
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on June 28, 2011, 10:43:34 PM
Question: Who/What is the "Very dangerouse monster?"
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 28, 2011, 10:53:56 PM
GIGA ROLL!
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on June 28, 2011, 11:10:59 PM
Alright. *goes to use SUMMON GIGAROLL*

OKAY. I found its one weakness: Leaf Shield.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on June 28, 2011, 11:53:06 PM
congradulations, you found the defect in it's legs, now try it with no leaves this time
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 29, 2011, 12:03:24 AM
I JUST DID.
BUT HOW DO I RECORD IT?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on June 29, 2011, 12:26:55 AM
Quote from: "ice"
congradulations, you found the defect in it's legs, now try it with no leaves this time

(click to show/hide)
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 29, 2011, 12:32:01 AM
Quote from: "Alucard"
Quote from: "ice"
congradulations, you found the defect in it's legs, now try it with no leaves this time

(click to show/hide)
OH. HAhahaha. But seriously......HOW do i record it?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on June 29, 2011, 12:37:24 AM
Quote from: "xxkirbysonicxx1"
Quote from: "Alucard"
Quote from: "ice"
congradulations, you found the defect in it's legs, now try it with no leaves this time

(click to show/hide)
OH. HAhahaha. But seriously......HOW do i record it?
Use CamStudio, or Snagit.
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on June 29, 2011, 01:59:03 PM
From what sites do they come from?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on June 29, 2011, 02:56:05 PM
Just search them, you'll find them eventually. Especially CamStudio.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on July 01, 2011, 02:47:28 AM
makeing a thread in weapons in actors for my RM's pack as soon as I regain computer access so you guys won't have to search the thread
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 01, 2011, 01:54:38 AM
Thanks to beed, I have now came up with a new plan for this project, I just have to find out how to make the player keep weapons throughout the campagn
Title: Re: MM1 original stage mode (New demo stage)
Post by: CHAOS_FANTAZY on August 01, 2011, 02:02:21 AM
Quote from: "ice"
Thanks to beed, I have now came up with a new plan for this project, I just have to find out how to make the player keep weapons throughout the campagn

I recommend investigating the parts of campaign mode that makes you fight the Mega Man Killers.  This may seem a little obvious, but I thought I'd toss it out there.
Title: Re: MM1 original stage mode (New demo stage)
Post by: Russel on August 01, 2011, 04:16:52 PM
I think Co-op mode allows players to keep thier weapons
Title: Re: MM1 original stage mode (New demo stage)
Post by: Beed28 on August 01, 2011, 07:48:22 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "ice"
Thanks to beed, I have now came up with a new plan for this project, I just have to find out how to make the player keep weapons throughout the campagn

I recommend investigating the parts of campaign mode that makes you fight the Mega Man Killers.  This may seem a little obvious, but I thought I'd toss it out there.

This section from the GLOBAL script in the MM8BDM-v2b.pk3 may be of intrest:

(click to show/hide)
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on August 01, 2011, 08:23:30 PM
Quote from: "CHAOS_FANTAZY"
I recommend investigating the parts of campaign mode that makes you fight the Mega Man Killers. This may seem a little obvious, but I thought I'd toss it out there.

Will Quint be in this?
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 01, 2011, 09:41:43 PM
He'll be added when I get to the RMKs, in the mean time I'm trying to make a front veiw of the wily machine at the end of mm1

also, is there a way I can make 2 bots share the same bar?
Title: Re: MM1 original stage mode (New demo stage)
Post by: Blaze Yeager on August 01, 2011, 11:17:12 PM
Hmm...Mind if i could suggest the Picopico-Kun Boss (aka the Blocks of Annoyance)as a enemy? for a boss in someway
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 21, 2011, 07:33:07 PM
now that 3d floors are possible, this project has became 40% more possible
Title: Re: MM1 original stage mode (New demo stage)
Post by: NaePoliTan on August 21, 2011, 08:13:45 PM
Quote from: "ice"
now that 3d floors are possible, this project has became 40% more possible
And about 20% cooler
Title: Re: MM1 original stage mode (New demo stage)
Post by: xColdxFusionx on August 22, 2011, 01:11:17 AM
Quote from: "NaePoliTan"
Quote from: "ice"
now that 3d floors are possible, this project has became 40% more possible
And about 20% cooler

*brohoof*

Now to wait and see how this project goes.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 22, 2011, 11:27:40 PM
Quick question, how should the classic buster work?
MM8BDM buster, fires a steady stream
fast rapid click firing. only fires one at a time
fast rapid click firing, fires bursts of 3 when held down
Title: Re: MM1 original stage mode (New demo stage)
Post by: xColdxFusionx on August 22, 2011, 11:29:30 PM
Quote from: "ice"
fast rapid click firing. only fires one at a time

^ This.

You should only be able to have 3 buster shots alive at any time (use flags and A_GiveToTarget for this).

EDIT: Fixed. I need to read the options more carefully.
Title: Re: MM1 original stage mode (New demo stage)
Post by: Alucard on August 22, 2011, 11:32:55 PM
Quote from: "ice"
Quick question, how should the classic buster work?
MM8BDM buster, fires a steady stream
fast rapid click firing. only fires one at a time
fast rapid click firing, fires bursts of 3 when held down

I say the second one, so it feels like original Megaman.
Title: Re: MM1 original stage mode (New demo stage)
Post by: Nuy on August 23, 2011, 12:03:02 AM
The first one. Button mashing with a mouse AND in a 3D game.. yeah, I'd rather not have that.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 23, 2011, 12:06:41 AM
so far I made 5 busters
MM1/2 (only regular shots)
MM3 (regular shots + slide alt)
MM4 (charged shots and slide)
MM5 (large charged shots and slide) still working on the loseing charge thing
MM6 (same as 4)

I'm also toying with the idea of making 7 megaman classes each with there own coresponding weapons, sounds, and items to see which is the best (problem wind storm gravity binders?)

also Nuy, one of the options was rapid click, and holding it down for a turbo effect, aka a steady stream of 3 shot bursts
Title: Re: MM1 original stage mode (New demo stage)
Post by: -FiniteZero- on August 23, 2011, 01:59:49 AM
...It's just a suggestion, but it would be cool if you could make this compatable with the classes mod.
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on August 24, 2011, 08:21:28 PM
need to program doc robot?

IT'S VERY EASY.
Title: Re: MM1 original stage mode (New demo stage)
Post by: xColdxFusionx on August 24, 2011, 08:33:20 PM

In all seriousness, though, this project does need a Doc Robot, but I'd hardly call that coding.
Could you try coding an enemy, perhaps? Like a Sniper Joe, or a spread-shooting Met, or perhaps a Protoman mini-boss? Those seem fairly straight-forward...
Title: Re: MM1 original stage mode (New demo stage)
Post by: MasterXman on August 24, 2011, 08:45:02 PM
How about the annoying telly enemy from mm2?
Title: Re: MM1 original stage mode (New demo stage)
Post by: xColdxFusionx on August 24, 2011, 08:45:40 PM
Quote from: "xxkirbysonicxx1"
How about the annoying telly enemy from mm2?

...That would be incredibly simple, but I suppose it works for a start.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 24, 2011, 09:08:09 PM
Like I said, I'm coding EVERYTHING, weapons, bosses, enemies, items, the works, but no it won't be compatible with classes though since classes are for competitive purposes and this is basically a 3d platformer mostly meant for 1 player, not to mention, RM classes will be broken in this, at the moment the only classes are megaman 1, 2 ,3, 4, 5, 6, and maby 7
Title: Re: MM1 original stage mode (New demo stage)
Post by: Trollman on August 24, 2011, 09:14:05 PM
Post the demo as an edit on the first post so people can download the correct version of this rather than having to search.
Title: Re: MM1 original stage mode (New demo stage)
Post by: ice on August 25, 2011, 12:43:19 AM
I could of sworn I did that, one sec, I can't even find any links to the demo stage, just the beta RM pack, also I might release a new version

Edit: I fixed the problem now, note to self, NEVER make a class not named megaman to replace megaman
Title: Re: MM1 original stage mode
Post by: ice on August 26, 2011, 06:35:32 PM
I have some bad news, I won't be able to do ANY mapping anytime soon as doom builder heavily relies on a scroll wheel, but mine has broken meaning, I can't continuew making any stages, or map for the battle & chase project or any project
Title: Re: MM1 original stage mode
Post by: LlamaHombre on August 26, 2011, 08:28:01 PM
I could take one of the MM1 masters off your hands.  ;)

Maybe Fire Man?
Title: Re: MM1 original stage mode
Post by: ice on August 26, 2011, 09:02:01 PM
if you can map that, sure go ahead, I'm sure I'll get a new mouse by the time you're done
Title: Re: MM1 original stage mode
Post by: LlamaHombre on August 26, 2011, 09:17:06 PM
I'll just try to recreate the original stage for now. If you dislike it by the time I'm done, lemme know.
Title: Re: MM1 original stage mode
Post by: ice on September 08, 2011, 04:45:58 AM
Good news everyone! I finnaly gotten a new mouse so the project is back on
Title: Re: MM1 original stage mode
Post by: OZX on September 08, 2011, 07:21:51 PM
Yay.I look forward to seeing this done.

:)
Title: Re: MM1 original stage mode
Post by: LlamaHombre on September 08, 2011, 09:44:19 PM
Meanwhile I forgot about it and didn't start.

I faild you!
Title: Re: MM1 original stage mode
Post by: ice on October 04, 2011, 05:58:48 PM
Finnaly started mapping again
(click to show/hide)

And yes the alcove with the sniper Joe and possibly a 1up will be there
Title: Re: MM1 original stage mode
Post by: NemZ on October 04, 2011, 06:22:10 PM
awesomesauce
Title: Re: MM1 original stage mode
Post by: The EagleX on October 04, 2011, 06:39:33 PM
This is Epic! uuhh I wish it was possible to make me a Beta Tester... :3
Title: Re: MM1 original stage mode
Post by: TheDoc on October 04, 2011, 08:01:50 PM
Same here, but I'm not sure how to make a snapshot.
Title: Re: MM1 original stage mode
Post by: Alucard on October 04, 2011, 10:34:53 PM
Quote from: "TheDoc"
I'm not sure how to make a snapshot.

Just use the Print Screen (PrtScr) key, provided you didn't change it to another function.
Title: Re: MM1 original stage mode
Post by: TheDoc on October 04, 2011, 10:55:42 PM
Thanks. :)
Title: Re: MM1 original stage mode (New demo stage)
Post by: Proto Man on November 08, 2011, 04:41:45 PM
Quote from: "ice"
in the new edited enemies pack copy robot and MM7 protoman and bass are in

Wheres the link to the updated one with copyrobot, bass, and protoman in it?
Title: Re: MM1 original stage mode
Post by: ice on November 09, 2011, 03:53:09 AM
it was never released nor finished, I'm working on other things, but I have polished the AI on most of the RMs and I'm tryin to tweak the wire weapon
Title: Re: MM1 original stage mode
Post by: ice on November 12, 2011, 03:26:44 PM
Quick question, should I add the point system?
Title: Re: MM1 original stage mode
Post by: Dark Phil on November 12, 2011, 10:18:44 PM
Quote from: "ice"
Quick question, should I add the point system?
NO!!!!
Title: Re: MM1 original stage mode
Post by: TheDoc on November 13, 2011, 02:51:44 AM
It'd be a really cool gimmick to have, but if it's going to take a lot of time and effort for THAT, then......no.

Also, is there going to be Wily stages and bosses? (yellow devil)
Title: Re: MM1 original stage mode
Post by: LlamaHombre on November 13, 2011, 05:03:29 AM
Quote from: "ice"
Quick question, should I add the point system?

Yes yes yes yes yes yes yes

Do it.
Title: Re: MM1 original stage mode
Post by: ice on November 13, 2011, 06:33:17 AM
wow, you guys are making it seem like adding it would extend the release to next year (seeing how things are this might be even without the points) basicly the points would just be a simple counter script, not to mention It's not hard to script
Title: Re: MM1 original stage mode
Post by: TheDoc on November 13, 2011, 06:13:51 PM
Then definitely yes. It's so original :)

Quote from: "TheDoc"
Also, is there going to be Wily stages and bosses? (yellow devil)
Title: Re: MM1 original stage mode
Post by: ice on November 14, 2011, 05:43:06 AM
yes there will be fortress bosses,... I just have to try to make a front sprite for wily's machine

yellow devil boss: done thanks to the cutstuff team
copy robot: done
c.. whats it's face: sprited but not coded
wily: not started
Title: Re: MM1 original stage mode
Post by: TheDoc on November 14, 2011, 11:52:36 PM
I think it's CWU-01P.

Sorry for the endless barrage of questions, but will you be posting a new betapack of RMs? You said there was a new one with copy robot, bass, and protoman. Where's that?
Title: Re: MM1 original stage mode
Post by: ice on November 15, 2011, 01:52:11 AM
Quote from: "ice"
it was never released nor finished, I'm working on other things, but I have polished the AI on most of the RMs and I'm tryin to tweak the wire weapon
Title: Re: MM1 original stage mode
Post by: Proto Man on November 27, 2011, 04:00:30 PM
Hows the progress goin' ice?  What have you done so far?  And how much left for MM1?  BTW if ur having trouble with sprites for DiveMan's diving ask KY for permission on borrowing the sprites from his classes mod,  cuz DiveMan dives in KY's classes, and plus the sprites r there too.
Title: Re: MM1 original stage mode
Post by: ice on November 27, 2011, 04:11:39 PM
all of the RMs are coded, but I'm fine tuning them still, currently the mm1 RMs and weapons act exactly like there in game counterparts, I'm still coding the enemies but the friggin bunbi heli is giving me hell
Title: Re: MM1 original stage mode
Post by: LlamaHombre on November 27, 2011, 07:35:34 PM
Looks like that Bunbi...

 :cool:

...is sure being Helli.

Good luck with the rest of the project.
Title: Re: MM1 original stage mode
Post by: blakalaga on February 07, 2012, 03:43:26 PM
man post the link of download!
Title: Re: MM1 original stage mode
Post by: ice on February 07, 2012, 07:01:14 PM
this is the WIP forum, nothing here is finished yet....though I do have to reupload to RM pack due to the US killing mega upload...though not yet as this version is very buggy (gets off my fat ass and works on it)
Title: Re: MM1 original stage mode
Post by: TheDoc on February 09, 2012, 08:30:58 PM
I don't know about anyone else,but this is my most favorite WIP right now. I was afraid this was dead... :(
Title: Re: MM1 original stage mode
Post by: kirbymariomega on February 20, 2012, 09:28:33 PM
Have you made any more progress? And do you have any version of Gravity and Shadow man in them? Also, will the MM7 (and probably MM8 when the expansion comes out) RM's be in?
Title: Re: MM1 original stage mode
Post by: TheDoc on February 20, 2012, 10:24:59 PM
Quote from: "kirbymariomega"
Have you made any more progress? And do you have any version of Gravity and Shadow man in them? Also, will the MM7 (and probably MM8 when the expansion comes out) RM's be in?

I have nightmares that this^ will never come out.
Title: Re: MM1 original stage mode
Post by: ice on February 20, 2012, 10:56:26 PM
Quote from: "kirbymariomega"
Have you made any more progress? And do you have any version of Gravity and Shadow man in them? Also, will the MM7 (and probably MM8 when the expansion comes out) RM's be in?

I'm starting on mm1 1st, but I already have shadowman and gravityman coded. Though atm I'm the ONLY person working on maps and since it's only 1 guy, it's pretty easy to lose interest in mapping @_@
Title: Re: MM1 original stage mode
Post by: TheDoc on February 21, 2012, 03:17:51 AM
I really wish I could help, but I'm not good at coding.
Title: Re: MM1 original stage mode
Post by: ice on February 21, 2012, 04:17:48 AM
you dont need to really know how to code, as long as you at least know how to use Doom builder and make 3d floors
Title: Re: MM1 original stage mode
Post by: HD_ on February 21, 2012, 11:55:00 AM
Tell me EXACTLY (and I mean exactly) what you want, and I can help map.
Title: Re: MM1 original stage mode
Post by: ice on February 21, 2012, 06:33:04 PM
Fireman, elecman, cutman, and iceman's stages. Basically, try to make it look as though things are from megaman's point of view (like at the beginning of iceman's stage, you're in a frozen park surrounded by trees)
Title: Re: MM1 original stage mode
Post by: Joseph Collins on February 21, 2012, 08:37:53 PM
5 screenshots of one incomplete stage, 1 unrelated enemy demo, 20 pages.

Why is this so?
Title: Re: MM1 original stage mode
Post by: HD_ on February 21, 2012, 09:39:13 PM
Quote from: "ice"
Fireman, elecman, cutman, and iceman's stages. Basically, try to make it look as though things are from megaman's point of view (like at the beginning of iceman's stage, you're in a frozen park surrounded by trees)

I suck at designing things, I can only execute them. Do I just copy what already exists in the MM1 stages?
Title: Re: MM1 original stage mode
Post by: ice on February 21, 2012, 09:44:52 PM
Quote from: "Joseph Collins"
5 screenshots of one incomplete stage, 1 unrelated enemy demo, 20 pages.

Why is this so?
because gutsman is done, bombman is half done, too lazy to post screenshots, busy with RL and other projects, and people keep posting here. If you want to bug someone about slow progress, bug Korby.

Quote from: "Human Destroyer"
Quote from: "ice"
Fireman, elecman, cutman, and iceman's stages. Basically, try to make it look as though things are from megaman's point of view (like at the beginning of iceman's stage, you're in a frozen park surrounded by trees)

I suck at designing things, I can only execute them. Do I just copy what already exists in the MM1 stages?

more or less
Title: Re: MM1 original stage mode
Post by: TheDoc on February 21, 2012, 11:30:15 PM
1.) Can I try Cutman's stage?
2.) ........................................................................what are 3D floors?
Title: Re: MM1 original stage mode
Post by: xColdxFusionx on February 22, 2012, 12:35:46 AM
Quote from: "TheDoc"
2.) ........................................................................what are 3D floors?

...That could be a problem if you're planning to work on this.

Look up a tutorial on how to use 3D Floors. It'll let you put floors in midair without having to resort to linedef bridges.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 22, 2012, 01:51:25 AM
I think I did it. It's just that when you climb the ladder to the next floor (at the very beginning of the level), you see this blurrish texture right before you reach the top of the ladder. It's like a mixture of the textures, like a badly placed skybox. Besides that, It's a bit of a start  :)
Title: Re: MM1 original stage mode
Post by: Magnet Dood on February 22, 2012, 01:52:47 AM
I think you have encountered the infamous hall of mirrors.

Check your linedefs to see if you're missing textures anywhere.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 22, 2012, 10:17:27 PM
Sorry, but I somehow completely screwed up the little amount of progress that I had and I'm trying to fix it..


EDIT: Fixed it, but I'm back to square one regarding the blurry problem. I made a seperate section in front of the ladder to leave untagged from the "Transfer Heights" section I use to make 3D floors, but there's a problem....

(click to show/hide)

What to do....
Title: Re: MM1 original stage mode
Post by: Magnet Dood on February 22, 2012, 10:51:28 PM
Quote from: "Star Dood"
I think you have encountered the infamous hall of mirrors.

Check your linedefs to see if you're missing textures anywhere.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 22, 2012, 11:44:44 PM
It's not missing linedef textures (I did the "map analysis"), but I think I kinda sorta partially fixed it.

(click to show/hide)

Btw, the background isn't missing textures. It's the skybox, and I wasn't sure what to do for it(if you want one at all).

EDIT: I've gotten it to the point where it's great from the bottom, but you can't see the ladder at all from the top.
Title: DARN I SUCK
Post by: kirbymariomega on February 23, 2012, 01:16:22 AM
Darn it, I wish I could contribute. :(
But I can't map, sprite, or program.
Title: Re: MM1 original stage mode
Post by: -FiniteZero- on February 23, 2012, 01:19:06 AM
Quote from: "TheDoc"
It's not missing linedef textures (I did the "map analysis"), but I think I kinda sorta partially fixed it.

(click to show/hide)

Btw, the background isn't missing textures. It's the skybox, and I wasn't sure what to do for it(if you want one at all).

EDIT: I've gotten it to the point where it's great from the bottom, but you can't see the ladder at all from the top.

Are you sure you're using 3D floors correctly? I use them all the time, without the use of Transfer Heights.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 23, 2012, 01:52:05 AM
Quote from: "FiniteZero"
Are you sure you're using 3D floors correctly? I use them all the time, without the use of Transfer Heights.

I wanted to try another way besides "Transfer Heights", but I couldn't pull it off. I REEEEALLY don't want to say this, but maybe I should try to master 3D floors first... (I don't know how I'm gonna practice, though) I'm probably gonna let go of this for now.

Quote from: "ice"
gutsman is done

Can you post screenshots? I really wanted to see that stage, but you removed the screenshots.
Title: Re: MM1 original stage mode
Post by: -FiniteZero- on February 23, 2012, 01:56:56 AM
Quote from: "TheDoc"
Quote from: "FiniteZero"
Are you sure you're using 3D floors correctly? I use them all the time, without the use of Transfer Heights.

I wanted to try another way besides "Transfer Heights", but I couldn't pull it off. I REEEEALLY don't want to say this, but maybe I should try to master 3D floors first... (I don't know how I'm gonna practice, though) I'm probably gonna let go of this for now.

Well, here's how I do it:

I make a small side sector with the needed textures at the height I want the sector at, all on the side, then, I choose one line side of the set-aside sector, and set it to "3D floor", set the alpha to 255, set the type to Solid, and set the sector-number thingy to a number, usually 1. Then, well, create a sector where I want to put it, and set it to that sector number.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 23, 2012, 02:19:14 AM
90% of that is what I do, and I've got the 3D floor working. It's just that slight problem of not being able to see the hole from the top of the platform.

Quote from: "TheDoc"
I've gotten it to the point where it's great from the bottom, but you can't see the ladder at all from the top.

(click to show/hide)

I've been screwing around with the flags, but now I'm probably going to try a different method (that "3D sector" thing you were talking about), so yea.... :mrgreen:

EDIT: I tried out the 3D sector thing, but I'm not gonna use it for the starting platforms. Unless I'm doing it wrong (and this time, I don't think I am), my 3D sectors are connecting one sector to the one with the "Sector 3D Floor". 3D sector is something I'd use for the lengthy system of ladders in the middle of the stage. In the beginning, all I need is to make platforms in mid-air. For that, I think the best option would be Transfer Heights. I could be doing this wrong, though...
Title: Re: MM1 original stage mode
Post by: NemZ on February 23, 2012, 06:37:55 AM
would it help if you gave the second floor some thickness instead of leaving it a flat plane?
Title: Re: MM1 original stage mode
Post by: Mr. X on February 23, 2012, 06:44:14 AM
Quote
In the beginning, all I need is to make platforms in mid-air. For that, I think the best option would be Transfer Heights. I could be doing this wrong, though...

You're very wrong about that.  3d Platforms in mid air are extremely simple to do and aren't nearly as much of a hassle.  Just pick a map that already has them, look at what that map did in doombuilder, then try to duplicate it in your stage.
Title: Re: MM1 original stage mode
Post by: TheBladeRoden on February 24, 2012, 07:42:43 AM
3D floors are your friends
(click to show/hide)
Title: Re: MM1 original stage mode
Post by: xColdxFusionx on February 24, 2012, 05:20:58 PM
I might try my hand at one of these if I can find a layout map somewhere. Never played MM1. You got a problem with that?
Title: Re: MM1 original stage mode
Post by: ice on February 24, 2012, 05:47:27 PM
http://vgmaps.com/Atlas/NES/index.htm#M (http://vgmaps.com/Atlas/NES/index.htm#M)

all the megaman maps you'll ever need. Back to codeing the enemies for me
Title: Re: MM1 original stage mode
Post by: TheDoc on February 25, 2012, 04:16:23 AM
FINALLY! When I first started, I didn't really get how these things worked, but now I think I have a better understanding

(click to show/hide)

For the first lengthy set of ladders, should I use a lot of 3D floors in a small area?
Title: Re: MM1 original stage mode
Post by: TheDoc on February 25, 2012, 08:02:15 PM
First, sorry for the double-post but I decided to do 3D floors all the way up (oh boy this is gonna be one heck of a map)

Second, I wanted to show my floating ladder :mrgreen:

(click to show/hide)

And yes, you can climb it...
Title: Re: MM1 original stage mode
Post by: xColdxFusionx on February 25, 2012, 10:11:04 PM
Quote from: "TheDoc"
First, sorry for the double-post but I decided to do 3D floors all the way up (oh boy this is gonna be one heck of a map)

Second, I wanted to show my floating ladder :mrgreen:

(click to show/hide)

And yes, you can climb it...

OK, I need to know how you did this. I tried and failed epicly.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 25, 2012, 10:46:29 PM
I made a sector in a sector; one sector is the entire ladder thing, and one is the ladder itself. Second, I made the small sector's side textures CUTLADD. Last, the way I made it climbable is I made that linedef where the ladder is Thing Thrust Z. I didn't make the off-side sector linedef Thing Thrust Z. I made the linedef on the actual map where the ladder was going to be Thing Thrust Z.
Title: Re: MM1 original stage mode
Post by: TheDoc on February 26, 2012, 11:49:08 PM
Sorry for the double-post, but I have 2 questions. Well, it's more 1 statement and a question.
1.) In the 3dmegaman file, Geminiman, Snakeman, and Knightman are just weird. It's probably my horrible computer, but when you hit them, they start baaaaaaaaaaaaaarely walking towrds you. ....Why?
2.) Speaking of which, when is your next megaman monster pack coming out?
Title: Re: MM1 original stage mode
Post by: PressStart on July 13, 2012, 01:34:15 AM
Sorry for the bump, but I'm curious.

I haven't been keeping up with all the mods, so is there one still underway that is aiming at recreating the original Mega Man gameplay in MM8BDM (with enemies and platforming)?
Title: Re: MM1 original stage mode
Post by: TheDoc on July 13, 2012, 02:50:58 AM
That'd be this one. Speaking of which, my 23% done Cutman map is decaying, but it gives me a headache to make. My God. Ladder after ladder after floor after floor after GODDAMN LADDER! Even with 3D floors, this is a freaking nightmare. I may just pass it on to someone else, but I may start up again. I guess we'll see.
Title: Re: MM1 original stage mode
Post by: ice on July 13, 2012, 03:02:27 AM
Quote from: "PressStart"
Sorry for the bump, but I'm curious.

I haven't been keeping up with all the mods, so is there one still underway that is aiming at recreating the original Mega Man gameplay in MM8BDM (with enemies and platforming)?

It's still going somewhat, I havent really had much time to work on it with work and other stuff, I did however created a large portion of gravityman's stage to see if it would work (it did)
Title: Re: MM1 original stage mode
Post by: fortegigasgospel on July 13, 2012, 03:43:38 AM
Quote from: "TheDoc"
That'd be this one. Speaking of which, my 23% done Cutman map is decaying, but it gives me a headache to make. My God. Ladder after ladder after floor after floor after GODDAMN LADDER! Even with 3D floors, this is a freaking nightmare. I may just pass it on to someone else, but I may start up again. I guess we'll see.
Screen changes should be handled with teleports like I did for Guts.  The drops down are teleports. Thus cutting back on as many 3D floors needed. I also made it Spectator friendly.
Title: Re: MM1 original stage mode
Post by: ice on July 20, 2012, 09:41:47 PM
Horray for painfully slow progress

Tweaked all of the RMs from mm1 and 2 to act like in game (damage you if you get too close, they're non solid, they have attach patterns, jump when you fire, etc.)

Made a turbo switch (for those that are too lazy to click like a man)

tried to make rush marine but failed (frankensteining bubbleman's code didnt work)

Perfected the wire and balloon weapons from mm4
Title: Re: MM1 original stage mode
Post by: TheDoc on July 27, 2012, 01:41:29 PM
Quote from: "fortegigasgospel"
Screen changes should be handled with teleports like I did for Guts.  The drops down are teleports.

Well, how would you transtion when going up? Cutman's stage is more going up than down, at least the beginning is, anyway.
Title: Re: MM1 original stage mode
Post by: Beed28 on July 27, 2012, 03:02:01 PM
Don't forget Elecman's stage, where you would be going upwards throughout the entire level.
Title: Re: MM1 original stage mode
Post by: fortegigasgospel on July 27, 2012, 06:54:54 PM
I had something similar in Torch for a bit, ladder, and the sector has "Actor hits ceiling" set to teleport silent (should be action 71, it must be silent or you will have the delay) and the teleport location at the bottom aimed at another ladder.

Doing that you will be able to transition upward with ladders
Title: Re: MM1 original stage mode
Post by: TheDoc on July 28, 2012, 12:27:38 AM
Quote from: "Beed28"
Don't forget Elecman's stage.

I know, but I'm doing Cutman's stage.
Title: Re: MM1 original stage mode
Post by: ice on August 01, 2012, 02:42:53 AM
Got started on gimicks and compatability with 3d floors

starting with
(click to show/hide)
Title: Re: MM1 original stage mode
Post by: Hallan Parva on August 01, 2012, 03:13:55 AM
Whoa... that's pretty groovy!

You don't have to exactly duplicate the level (I know that'd be a pain to do) but as long as you capture the general vibe of the stage I don't think anyone will mind.

Keep up the good work!
Title: Re: MM1 original stage mode
Post by: ice on August 01, 2012, 03:16:48 AM
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
Yes I do! My OCD Demands it! (except in the case of gutsman's stage)

Heck I gotten it duplicated down to the high area where you could fall infinitely by moving back and forth through gravity
Title: Re: MM1 original stage mode
Post by: fortegigasgospel on August 01, 2012, 06:24:39 AM
Quote from: "ice"
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
(except in the case of gutsman's stage)
Cause I beat you to it.  :cool: Even though I use 2 gutlifts instead of 3 though cause of size of the lifts.
Title: Re: MM1 original stage mode
Post by: ice on August 02, 2012, 02:09:36 AM
Quote from: "fortegigasgospel"
Quote from: "ice"
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
(except in the case of gutsman's stage)
Cause I beat you to it.  :cool: Even though I use 2 gutlifts instead of 3 though cause of size of the lifts.
Yes but I made my full stage 1st  :geek:  (Removed the screenshots from the 1st page cause I was cleaning my photobucket)
I only just added the 1 for playability due to the way skulltag handles moving objects, it's impossible to make them work like in the original, besides, those things are hard to travel on to begin with
Title: Re: MM1 original stage mode
Post by: OrangeMario on August 04, 2012, 03:49:00 AM
Quote from: "ice"
Got started on gimicks and compatability with 3d floors

starting with
(click to show/hide)

Is it possible to get your character upside down like that in vanilla MM8BDM, or atleast by normal means through doom builder?
Title: Re: MM1 original stage mode
Post by: HD_ on August 04, 2012, 10:46:42 AM
My guess is yes, I think it has something to do with putting Gravityman's ACS for gravity flipping on a linedef so anyone can use it or something like that.
Title: Re: MM1 original stage mode
Post by: fortegigasgospel on August 04, 2012, 04:04:02 PM
Quote from: "Human Destroyer"
My guess is yes, I think it has something to do with putting Gravityman's ACS for gravity flipping on a linedef so anyone can use it or something like that.
Thats good to know then, I had an idea of using that for a gimmick in a certain map for a certain expansion. Looks at Dood
Title: Re: MM1 original stage mode
Post by: ashura9699 on August 04, 2012, 09:49:10 PM
DL link is broken, cuz Megaupload got shut dwn...........
Title: Re: MM1 original stage mode
Post by: TheDoc on August 04, 2012, 11:49:29 PM
Quote from: "ashura9699"
DL link is broken, cuz Megaupload got shut dwn...........

http://www.mediafire.com/?jmeg3ioqemz2d6i
Title: Re: MM1 original stage mode
Post by: ice on August 05, 2012, 02:52:11 AM
I'll post a new version if I can ever get enough free time to finish all the weapons, I'm trying to shoot for as much accuracy as possible

I am however halfway done
Title: Re: MM1 original stage mode
Post by: ashura9699 on August 06, 2012, 06:50:02 PM
Now how tha eff does this work?
Title: Re: MM1 original stage mode
Post by: ice on August 06, 2012, 06:51:43 PM
just type in the consol
Summon insertrobothere

example

summon cutman

that summons a fightable cutman
Title: Re: MM1 original stage mode
Post by: TheDoc on January 04, 2013, 04:20:02 PM
Sorry for bumping this, but I've been meaning to ask you this, ice. Can you make Megaman jump higher? As of now, I've hit a road block w/ the cutman stage:

(click to show/hide)

Another question just came to mind: since CutmanMike is making a similar singleplayer mode, are you going to scrap this one?
Title: Re: MM1 original stage mode
Post by: Donutyoshi on January 04, 2013, 04:52:17 PM
I think that can fixed by changing the gravity in the MAPINFO.

And I think having the gravity slightly lower should make it acceptable for platforming. But you know, the engine wasn't originally made with platform maps in mind.
Title: Re: MM1 original stage mode
Post by: ice on January 04, 2013, 09:44:16 PM
Quote from: "TheDoc"
Sorry for bumping this, but I've been meaning to ask you this, ice. Can you make Megaman jump higher? As of now, I've hit a road block w/ the cutman stage:

(click to show/hide)

Another question just came to mind: since CutmanMike is making a similar singleplayer mode, are you going to scrap this one?

well, in the current build megaman jumps slightly higher, though scince V3, there are a TON of bugs that have to be fixed @_@

as for Mike's single player mode, the point of this was to recreate the original megaman games in 3d, so I might come back to this esome day
Title: Re: MM1 original stage mode
Post by: Laggy Blazko on January 05, 2013, 03:19:07 AM
Oh, please, don't limit the player count to 4 on this.
Title: Re: MM1 original stage mode
Post by: TheDoc on January 05, 2013, 10:10:11 PM
Ok, you know that gap I mentioned earlier? Since I just recently brushed the dust off of this and decided to starting making it again, I didn't know what the design what supposed to look like. When I looked at the original design of Cutman's stage, however, I realized the gap was a mistake; it wasn't supposed to be there. Problem solved! :mrgreen:

EDIT: Another question

(click to show/hide)
Title: Re: MM1 original stage mode
Post by: Donutyoshi on January 06, 2013, 04:43:39 AM
Usually you'd have ceilings for that, but if you get on it. That's where you'd make use of 3D sectors.

But than again. You could just do that by making another bunch of 3D sectors.


It'd be alot easier if you used the portal method, but than again that's even buggier.