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Topics - Ashley

Pages: [1] 2
1
W.I.P Forum / MMINV - Let's do it right this time - Official Topic
« on: November 04, 2012, 01:43:58 AM »
I have no idea what to start with here, except that this will be the official topic for MMINV.

What I have done is probably really bad, but I've not worked on any of it in years.

One thing I'd like to improve are the custom weapons for it, spritewise. What they do seems fine to me, but it's a community-decided thing. Overall, I'd prefer to keep the weapons in, but I'm sure there will be some neigh-saying towards it.

MMINV Current Progress

No promises on impressions. I also know I lost a bit of work going from one computer to another for this, but I'm sure a lot of it's still there.




///Pretty sure this needs to be in (WIP) Projects forum. My bad~

2
MM8BDM Discussion / Who am I? Nobody important...
« on: October 28, 2012, 06:17:46 PM »
Considering restarting/picking up MMINV, given I get some proper help. I believe the only missing 'fun' parts are proper enemies, and map ACS (<?) for spawners on all/most maps, and just spawners for the MMINV maps.

Also, hi again.

3
MM8BDM Discussion / What is your opinion on the community as of now?
« on: March 09, 2011, 02:07:43 AM »
Inb4 Flame Starts; keep it nice, guys!

So, what is your opinion on the community as of now? Personally, I think it's gotten pretty competitive, and induces bad traits upon players themselves.
Of course, competitivism isn't a bad thing, necessarily, but it's gotten to a point where things are all-too serious for each player who plays this on a daily or bi-daily basis, and that causes some [I suppose] hierarchy in the players' minds.

Then, this isn't my place to judge, so take what's been written and work from there.

4
W.I.P Forum / Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 12:16:24 AM »
MEGAMAN INVASION PROJECT
Ready to blast some mets?

WAIT! I've created a website (yay for old templates..) for the MMINV project, and you can view it BY CLICKING HERE. This topic will remain in-tact, but the map topic and any others will not. That website will provide every bit of Information you could want about this project, what's been done and what needs done, etc. It also has a list of contributors/credits, so I don't have to add that somewhere on here.

As for other stuff, I'm releasing the 6 weapons I approve of now.
Download here

Weapons consist of:
(click to show/hide)

Feel free to leave feedback on these weapons if you want. Any more weapon updates and downloads will be on the website.


What is the Megaman Invasion Project?
Well, the Megaman Invasion Project is an expansion, or game mode (Whichever you prefer to call it), that has been in the works for quite a few months now. The whole idea is to recreate the Doom-style invasion some of us have experienced, as a MM8BDM extra. Until now, Invasion has not been supported on MM8BDM, hence our working towards making it happen.
Okay, so what is Invasion, right? Well, Invasion is a game mode that pits a group of players against waves upon waves of different enemies. In our case, it's the Megaman family (and others) vs. Mets, Bigeyes, Pipis, and so much more. With a few new weapons at their arsenal, friends to aid them, and their ol' pal Eddie, the Megaman gang will surely be able to fend off a bunch of simple robots. They've done it before after all.. What would be so hard now?
We'll see...

This is the topic that can organize everything we're doing to make this become a reality...

First off, we'll need this To-Do list unmucked up. Anyone who is willing to pitch in where necessary and would offer their assistance would be appreciated.

To-Do List:
(click to show/hide)

Secondly, some helpful little links.
CURRENT unofficial Invasion release download. Click Here
Want to contribute some of the maps we need? Click Here {FOLLOW THE GUIDELINES!}

Third, PROGRESS REPORTS!
I'll be posting some progress here and there of what work we get done. I'll try and keep this as up-to-date as possible, so people can always stay in the loop. I won't alert when progress is made, so if you're that interested, keep an eye on this space!
(click to show/hide)

Fourth, an Enemy List. Need I say more? Completed and W.I.P. enemies.
If you have an idea for an enemy, or something else, feel free to reply with it. Most likely, if it fits, it'll be coded and added in an Invasion Map(s).
(click to show/hide)

Lastly, a credits section.
This will be a list of credits to everyone who's helped me finish this, and special thanks to those who gave awesome ideas and support.
(click to show/hide)

---------------------------------------

So, if you want to help get this game mode, expansion, or activity done faster, please help us!
We're working hard, and we feel the community may want some of their own work put into this. That way, you can feel special for contributing!

What can you do to contribute? Well...
You can:
·Give enemy or invasion weapon ideas. Most likely, they'll be accepted!
·Assist with the maps needed! Look above for the link to the topic that you may find out about this on.
·Do artwork! -Nobody helping me right now is truely good at art, and I'm not much of an artist myself. If you're willing to offer your skills as a spriter, we'd be greatly appreciative!
·Submit map ideas to people who've decided to help mapping. While none of us working on this [who initially started] will be mapping, you can reply in the map topic on some ideas on what maps should be like! [Don't hate on ideas!]

Hope to see you defending your maps out there, all! Invasion is meant to be an anger-killer, a fun activity, and a socializing area of gameplay.
The first fully (supported) co-op mode is coming our way soon!

5
Maps / MMINV Map Project - We need YOU!
« on: February 20, 2011, 02:05:05 AM »
Well, Invasion progress has been lacking in the past few months, and we've decided to get back to work on it.

What we need is maps, and nothing more. Enemies, ACS Configuration, custom weapons and balancing issues have all been solved and completed.

While we've done a lot of work, we need the community to help us finish this project for a final release! So, we're asking the community to make us maps.
Any maps you send will be judged, and early on, will most likely be accepted.

There's a set of 30 maps we wish to have created, all suitable for Invasion, without crazy ways to die or get trapped, or camp.

Want to submit a map? Look below at what needs done, and make sure your map fits the rules here. Want to test a submitted map? Just PM me about it and I'll send you it! [I won't be sending too many maps to the same people..]

If you want to submit a map that's already been done, feel free to do so! We'll pick the best out of each map number to use for the official release.

You do not have to use the 32-length system that most official maps use.
Feel free to use corners and abstract design all you wish!

Rules for Submissions:
(click to show/hide)

Maps Needed:
(click to show/hide)

Maps can use any textures you see fit, as long as it isn't a blatant eye-sore.

Credit is given to all whom submit maps for this, even if your map isn't used! Your map will be sent back to you with enemies, and items, as a momento if it is not taken. You may release that map as your own creation after we send it back to you, as a token of appreciation.

So, community, are you up to it?

6
DECORATE and ACS Modifications / [OTHER|WEAPON] CHARGE RAGE!~!
« on: February 15, 2011, 01:44:36 AM »
Made solely because Thatguy74 asked me to make a charge rage weapon.

Sure enough, this is what he gets.

Releasing it for the purpose of lulz. (It's a hilarity weapon; nothing serious)

CHARGE RAGE

7
This is a place for all my weapons, in one .pk3 file.

Currently in the pack:

·Black Hole Bomb {Being worked on at various times}
·Thunder Wool {Needs worked on, to an extent}
·Astro Crush {Complete!}
·Concrete Shot {Needs rotation sprites}
·Rebound Striker {Needs new Criticism/Opinions}

Each weapon works like they do in their respective games, or at least get as close as possible.

Recent Updates:
[2/21/11]
~Rebound Striker updated.
(click to show/hide)
[2/20/11]
~Rebound Striker added to the pack.

[2/17/11]
~The Black Hole bomb was upgraded so it acts as a drill bomb!
(click to show/hide)
~No others..

To-Do:
·Make the Rebound Striker increase damage per walls bounced off by 3.
·Make the Black Hole Bomb suck players into it.
·Fix the Thunder Wool killing you problem.
·Get rotations for Concrete Shot.
·Get Sound Effects for: Black Hole Bomb, Concrete Shot, Astro Crush

Weapons being worked on:
·Water/Bubble Shield {90% Complete}
·Commando Bomb {40% Complete}
·Thunder Claw {95% Complete [Needs General Sprites w/Rotations!]}
·Flame Sword {60% Complete [Needs General Sprites w/Rotations!]}
·Laser Trident {90% Complete}
·Ice Wave {90% Complete}

Screenshots:
(click to show/hide)
---

If anyone can provide sound effects for any of the weapons listed (either done or on the to-do, aside from Thunder Wool), I'd be very grateful!

---
Updated!~ [2/20/11]
Uppit.com Download here
4shared.com Download here
Mediafire isn't working for me at the moment. I'll upload it to there when it allows such.

8
DECORATE and ACS Modifications / Pokémon Projectile for fun~
« on: February 12, 2011, 01:02:52 AM »
I made a "Pokéball" projectile that summons a Glaceon and that pokémon uses Ice Beam on your enemy. (Fairly weak attack; change the 5 damage to 10 for a more reasonable hit)

I really made this out of boredom.

Notes:
This is nowhere near perfect, and I don't plan on working on it anymore. Feel free to leave comments, though I probably won't read them. Just a silly experiment.
Whenever the Glaceon appears, stand wherever you want it to shoot AWAY from.
The ice beam is shot at you, normally, for some unknown reason.. And it would hurt you. Due to this, I had to angle the shot at 180 degrees away from the target, which would be the player. So stand away from the pokémon to make it shoot "accurately".
This is not a weapon.. Just a projectile.

In order to use this, load the WAD with the launcher and go to any map. (sv_cheats must be enabled)
In the console, type "Summon Pokesummon" or "Summon Poketrainer".
Pokesummon is the projectile.
Poketrainer is a 3000 hp enemy I made that uses this. It's a fairly simple enemy to kill, even with all that health.

Credit:
Gummywormz for the Glaceon Sprite.
xColdxFusionx for the Pokeball/Ice Beam sprites.
Myself for tying it together.
Mike for writing GeminiLaser's trail, which was used to make this look "beamy".
--Feel free to look around inside the WAD.

Download: Clickity Click.

Screenshots:
(click to show/hide)

9
DECORATE and ACS Modifications / MM8BDM UN-official Enemy Template
« on: February 03, 2011, 01:28:43 AM »
I made this for a friend who wanted to make enemies, when I wouldn't let them use my Adventure Mode's enemy code, so they could LEARN.

Because of this, I'm releasing it to further help out the future coders of cutstuff!
(I may or may not have left out important, general parts.. And I know there's a LOT I could've added in)

Since this is too large to post here, I think, I'll upload it for all to see, themselves!~

Download the WAD by clicking on this line.

I hope this all helps you. :3

--There's a buttload of comments in there so even the novice coder may be able to understand!

Useful things (From the DECORATE Assistant; Can be found here):
Action Functions
Actor Flags
Actor Properties
Action Specials

~~Generic Templates Below~~

Inventory:
(click to show/hide)

CustomInventory:
(click to show/hide)

Monster:
(click to show/hide)

Projectile:
(click to show/hide)

Weapon:
(click to show/hide)

Ammo:
(click to show/hide)

PlayerClass:
(click to show/hide)

Edit: The 360 degree attack works wonderfully, with an edit I've made.
I will update the template tomorrow (after work) with the revised version.

Screenshot of the fixed one:
(click to show/hide)

..It's pretty overpowered up close, but in a wide area, it wouldn't be so bad!

10
Maps / MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 26, 2011, 07:13:36 PM »
Most Recent Update: MMINV4's "no spawning of enemies" bug is fixed. It is now officially playable.

Hnnnnnnnnnnngh-worthy work...

After about a month of doing work on Invasion, it's near-completion, and there's hope of Mike forming an Invasion Team (a team for creating invasion maps, and/or redoing the current official maps for compatibility with Inv).

So, without much detail into this, here's the MMINV public mappack.

It's just the ALMOST FINISHED work on these maps, that's before we fix up the bugs noticed by the people who've helped me, and add in default mets, thanks to Mike. (Only Helimets exist in here)

Download  UPDATED VERSION here.

NOTE: You must set these wavelimits per map, if they don't automatically do so.

MMINV1 - Wavelimit 10
MMINV2 - Wavelimit 15
MMINV3 - Wavelimit 5
MMINV4 - Wavelimit 0
MMINV5 - Wavelimit 10

Screenshots:
(click to show/hide)

Credits to those who've helped me:
(click to show/hide)

11
DECORATE and ACS Modifications / Default skin color translation?
« on: January 24, 2011, 09:56:40 PM »
I was wondering if anybody knew the Translation code for the default colors of a skin, for DECORATE. (The Blue and Cyan)

Code: [Select]
Translation "???:???=191:191", "???:???=179:179"First being blue, second being cyan.

Thanks in advance.

12
Skins & Bots etc / Metdaddy 2.0 Skin
« on: January 20, 2011, 10:31:59 PM »
Recolored the Metdaddy for MMINV4, and turned it into the skin so it'd work.
Because of this, I'm releasing it for the fun of being a Grey Metdaddy, and the fact that we need such a skin. (I will not recolor it to the standard Blue/Cyan)

It only has 4 frames in use. Didn't feel like making more.

Walking:
(click to show/hide)

Standing:
(click to show/hide)

Shooting:
(click to show/hide)

Taking Damage:
(click to show/hide)

Download.

Let's not get all whiney about colors, please. Credit to Mike for the original sprites, or credit to the original creators from which Mike got them from.

13
MM8BDM Discussion / Pride: MMINV Debuggers' Logs
« on: January 16, 2011, 01:32:07 AM »
Making this topic for progress of the MMINV maps, since a lot's going in them.
I'm keeping this out of Editing because it really doesn't belong there.. Since there's only going to be walls of text on this, unrelated to a majority of it.

Unconfusion: This topic is for the progress of the people helping make the MMINV maps not-suck.

MMINV1 Debuggers:
(click to show/hide)

MMINV2 Debuggers:
(click to show/hide)

MMINV3 Debuggers:
(click to show/hide)

Debugging Awards:
(For anyone whom gets these within debugging periods)

MMINV1 Awards...
(click to show/hide)

MMINV2 Awards...
(click to show/hide)

MMINV4 Awards...
(click to show/hide)

Participant Award: Be one of the debuggers during creation of the MMINV maps.
Given to: EVERYBODY!

Super Telefrag Award: Telefrag one of the many Metdaddy 2.0's in a non-debug or non-test match. (One with only two lives, hosted by one of the people not working on the project.
Given to: Team Flanny...

MMINV1 Screenshot:

(click to show/hide)

A video is here and here.
Parts 1 and 2 of stuff. I'll be uploading a similar test video soon.

...And because people are so derped over to debug this with some people, here's Build 5! (The only build I'm releasing over forums)
MMINV_Build5.pk3

As a note, MMINV1 is ALMOST done... Don't solo it.
MMINV2 is done. Don't host a server and neglect to kill mets or prepare for lag.
MMINV3 is... ... Buggy?
MMINV4 is OVERWORKED ON AND IT SHOULD BE FINEEEEEEEEEE. (Pharoah Shot Bug notable)
MMINV5 not added.

14
Maps / Ashley's Things - Touhou Boss Map revision done; Better map!
« on: January 14, 2011, 02:09:23 AM »
Stuff goes here.

MOST RECENT: Touhou Boss Arena ~Revised!
Credits:
Myself for work.
Flandre for telling me to do it.

In the spirit of Touhou, I've created this hellish Danmakufest, for all the Touhou fans. This is yet another simple 3-wave invasion mode, consisting of bosses from Touhou.

Good luck, Touhouians.

Screenshots:
(click to show/hide)

Download here.

"Ashley's Beach" Map.

Only one screenshot because I'm lazy tonight. There's two rooms, though.

(click to show/hide)

Note: This was my first map created myself, and took roughly one hour. Derpish teleports are derpish.
Moby Climbing fun for all.

Download here.

Super Moby Battle Arena (For the advanced battlers)

Credits:
Sicksadworld for inspiration, support, and special thanks in general..
Everyone who gave their multiple lives trying to kill this bastard.
Myself for work done.

Note: I KNOW this is ridiculously hard to do, sometimes even in a large group.. Note that when this is actually implemented in a MMINV map, it won't be as hard.. If anything, 10x easier.

Think you're tough? Think you're a good player? These mobies disagree!
Created for Invasion, this map was to test out the infamous SuperMoby, an Invasion-Class boss just waiting to blow your bolts apart.. But it's really the little ones you have to worry about!

Video for clarity:
http://www.youtube.com/watch?v=pPe47pVYA4s

Download here.

Super BigEye Battle Arena (For the advanced dodgers)

Credits:
Myself for work.
SuperMoby for having an awesome template.

Note: This is not as difficult as the Super Moby. I've made sure of it.

To follow up the boss-making for Invasion, I've created yet another fanciful enemy. (Though he remains red, he's noticably larger and more dangerous)

The Super BigEye shoots rapid-fire crystal eyes at its enemies, in a large scale room. Hit it? Well, if you hit it, it shoots right on back! Rapid-fire weapons and constant movement to the left or right makes this fight easy.. Until there's more of them. Good luck!~

I hope to recolor the Super Bigeye a nice golden touch, or perhaps a green, for the official release. This is pretty close to being official, though!

Screenshots:
(click to show/hide)

Download here.

My Music WAD.

Not much to say except that over a few years as a programmer, I needed music. So, because of this, I made some. Some, but not many.

Since I've made music, and some people tend to enjoy listening to the songs, I've put them in a WAD.

Since these are my songs, they're all legal, and I'm fine giving them away.

Download link: Here.

Music List:
(click to show/hide)

15
W.I.P Forum / [Half-EXPANSION]: D2MM Maps - MMLMS Updated with Music!
« on: January 11, 2011, 05:24:31 PM »
Well, anyone in the Skype family's heard of the project Lakister and I have been working on. (With some help from SickSadWorld, too!)

We're retexturing the Doom2 maps that are around MM8BDM, so they don't take as long to load, and load for certain.

We plan on doing all of the mapsets, even INV (I'll be doing those with mets as enemies; various strengths to such mets!), so the maps of MM8BDM aren't so limited to robot masters! People who've seen our maps claim they're outstanding for retextures, but most of the credit goes to the original mapmakers.

As of now, we've only done the MMLMS mapset, and MMDMSEC. To complete MMLMS' mapset, we need skyboxes and a few tweaks to be done on three of the maps. Should be completed by today or tomorrow.

MMLMS .pk3: Here.
Updated! Now with added songs for MMLMS42, MMLMS43, and MMLMS72.
(All songs for the above are of my own creation)

(click to show/hide)

MMDM .pk3: Being Worked On

MMCTF .pk3: Being Worked On

MMDUEL .pk3: Planned..

MMST .pk3: Planned..

MMINV .pk3: Planned..

Credmap retexture: Possibly?

--If you find any problems with the maps, music-wise, texturewise, skybox wise, please inform us in a reply to this thread.

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