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version(1b):hereRecommended mode: lmsA:What is this?B:remember the "Zdoom wars" mod?Well this is a similar game mode for mm8bdm!A:Zdoom wars?B:Zdoom wars is a wad for doom,where players fight Summoning monsters to fight for themyou can get an army Summons!A:What's the difference between the normal and echanted ver?B:When i make the normal ver,i was only a beginner in codingthe enchanted ver It is an improved version!
speed 6Spawn: BEAT ABC 3 A_Wander
speed 2Spawn: BEAT AAABBBCCC 1 A_Wander
That's a nice and original mod I would give a few remarks and stuff to improve it from what I've played but it's pretty fun for a first versionWell thanks > You should vary the sounds the monsters use definitely. Almost everything uses a Mega Buster firing sound... you could use for instance Magnet Missile firing, arrow buster/charged shot sound, etc. Since the players don't have any weapons there won't be any misinterpretationwell.... you are right,I'll have that in mind> Don't move on to new classes too quickly. It's way better if Megaman's summons are balanced and have unique abilities than to have even more summoners with tones of stuff (but then it just becomes too much and not always needed.)> Beat seems to be easily able to do a 100 hp ==> 0 in a few seconds for a cheap summon :I and mets on the opposite seemed to do very low damage. You should remove or reduce the hitstun of Beat and/or lower its damage.don't worry,I am going to nerf beat and buff the damage of the mets> Very up to you : you could change the player and its buster HUD colors depending on the summon currently selected (fire storm colors for Eddie, hyper bomb for Auto for instance)that's another good idea> You're using an old version of SBARINFO (it's not really a problem but if your mod is being successful and you keep working on it you should use v4c's, the text is more organized, takes less place and it's better to work on)> A number would be much more logical to display than an ammo bar for your summoning moneyyou're right, it would be more practical> You can fluidize certain of your monsters' "walking" animation. The A_Wander or A_Chase makes the monster progress 1 time the speed value. Thus, taking Beat's code for instance : you could go fromCode: [Select]speed 6Spawn: BEAT ABC 3 A_WandertoCode: [Select]speed 2Spawn: BEAT AAABBBCCC 1 A_Wander ==> speed /3, but A_Wander * 3. The walking speed will be the same but Beat will move every 1/35 tics instead of every 3/35 tics and that's better looking in-game (way more fluid)i don't know.... the animation looks slowerIf I see some other remarks I'll tell you about it
How do i change who to spawn?