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Messages - Russel

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31
Mega Man Discussion / Re: My opinion on the Mega Man series. Yours?
« on: June 25, 2017, 10:02:31 PM »
Sure, I'll bite.

X: Only played Maverick Hunter X in full out of the main platformers, in addition to bits of X1-3. X Command Mission was what got me into the Mega Man series as a whole, with me thinking the NT Warrior TV show that was airing on 4Kids at the time was the same story as Command Mission. I found NT Warrior's theming to be way more interesting and started searching for more stuff labelled "Mega Man."
CLASSIC: The events above led me to the 15th anniversary collection on Game Cube, which introduced me to classic Mega Man. For those unaware, this collection contains Mega Man 1-8 and ports of the cooperative boss fighting arcade games Power Battle and Power Fighters. Through this game, I played a ton of the classics (admittedly with the weird B to jump, A to shoot mechanics I was already used to from Metroid Prime.) Mega Man 10 is probably my favorite game in the series because of how final it feels. It feels like a genuine attempt to wrap up the series as a whole and I really appreciate that. 3 and 4 are also really solid. I also appreciate 7, 8 and Bass for their different takes on the same formula.
BATTLE NETWORK: This is where I really got into the series. Because MegaMan.EXE was the poster boy for 15th anniversary Mega Man, I did a little research and eventually picked up the first Mega Man Battle Network on GBA. (Of course, I got it used from EB Games). I loved the first game so much that I played all the way down to the base of the Undernet and fought all of the game's bonus navis.
I don't think I would have the patience to do that again.
After finishing the first game, I looked up information about the other games in the series. I would constantly look up artwork of Mega Man fusing with other net navis, soul unisons and cross fusions and all that crap. I found this series captivating as a child. It wasn't for around a year after finishing Battle Network 1 that I was able to go to EB Games (or Game Stop, I don't remember. They were bought out anyway) and purchase Battle Network 3-6 all at once because that's what they had. They lacked 2, much to my dismay, but they had both versions of 6 so my brother and I both got copies of that to play through.
I really loved this series, with 6 being my absolute favorite.
Star Force: The thing I like a whole lot about this series is its setting. A distant future where the all technology relies on radio waves. Radioactive programs become sentient and life exists on other planets made of energy that can interact with the machines built in this time period.
It doesn't entirely make the most sense, but it's science fantasy so who gives a fuck? This Series Has Space Stands.
As far as gameplay is concerned it's basically trying to both simplify and one-up Battle Network and I whole-heartedly believe it accomplished both tasks. Especially as of SF3 because it improved on the system 1 and 2 set up that was already pretty solid. I liked this series a lot but lost my patience when trying to play 2 and got heavily distracted trying to play 3 so I lack experience there too.
ZX: Not a series I played as a child, and I never played ZXA, but holy shit this game. ZX1 has to be my absolute favorite Mega Man platformer thus far. It's got the non-linearity of a standard Mega Man title but it goes about it in an exploration style format. It even has character fusion systems! The same thing that got me so into Mega Man as a whole from the beginning! Its setting isn't as awesome to me as Star Force, but I still think it's super neat.

Mega Man is a cool series.

32
To change the save state for v5b back to having MM1GUT completed, open the console using the ~ button and type "mm8bdm_saveprogress 1002" and press enter.
If you already got to Guts Dozer, type "mm8bdm_saveprogress 1019".
If you beat Guts Dozer, same thing, except use 1020 instead.

33
Tutorial Collection / Re: [TUTORIAL] Creating new skins for MM8BDM
« on: June 09, 2017, 08:00:36 PM »
You need to rename your sprites. Make sure every rotation 1-8 is listed in the sprite names. If a sprite is facing left forward, it needs to have A2A8, if it's facing left completely, A3A7, back left is A4A6.
You reverse the numbers if your sprites are facing right. A8A2 for front/right, A7A3 for full right, A6A4 for back/r

34
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: June 04, 2017, 04:33:28 AM »
I meant to post in the topic about this actually.

The v5b resource pack was not built to run the game. The way I believe you're intended to test maps using the resource pack is to run the game with the wad using the launcher.
I figured out a way to set things up to handle this, however.

When loading the v5b resource pack into Doom Builder, there's a check box that says "exclude this resource from testing parameters." When this is enabled, the resource will not be loaded when the game boots:


The other big step is to forcefully add the MM8BDM-v5b.pk3 with the command line parameters modifier under game configurations/testing:


I apologize for not posting this earlier, it's bothered a couple friends of mine. I hope this helps!

35
It would take a long while to compile a full list of changes and features Zandronum 3.0 brings to the table. Things previously just out of reach such as pointers for various action functions, pointer manipulation flags, on-the-fly scale changing, A_Warp, SetCVarString, GetCVarString, GetUserCVar, just to name a few.

If you really want to dig and find every little detail you can look through the Zandronum forum (http://zandronum.com/forum/viewforum.php?f=55) and the ZDoom wiki's version history through 2.7.1 (https://zdoom.org/wiki/ZDoom_version_history#2.7.1). Note that 2.7.1 does not contain every single change made to the engine. Zandronum is actually based on GZDoom 1.8.6, which contains "over a year's worth of changes since ZDoom 2.7.1" according to this thread: http://zandronum.com/forum/viewtopic.php?f=55&t=6334

As can be noted, Zandronum 3.0 has been in development for a long while, well over two years. This time has allowed many of Zandronum 3.0's features to be added and tuned to fit the needs of the community as a whole.

36
Well I mean, he's known to be incredibly helpful in desperate situations still.

[Spoilers for v5b Chapter 6]
(click to show/hide)

37
Help & Editing / Re: Where is Freeze Cracker in Cloud Man's stage?
« on: May 30, 2017, 11:57:35 PM »
Both, really.
The new 8BDM wiki was created so that random people couldn't sabotage it, since that's what happened with the old one.
Previously, the old wiki ran into disrepair from being out of date a number of times and had a few attempts to revive it.
It's been really out of the scheme of things when you take into account the fact it once attempted to document mods and skins back when there was a new skin every three days and a new mod or map pack every other week.

The 8BDM wiki has never had a good history and isn't exactly something that should be trusted in all cases.

38
The story of Quint in this game is a tad tragic, and it's intended to be.

(click to show/hide)

I may have exaggerated a little bit, but that's what I gathered from the story.
Don't you feel good about yourself for beating this game's super boss?  ;)

39
Projects & Creative / Re: Lego's projects topic MM 8-10 Weapons v2d
« on: May 08, 2017, 01:12:07 AM »
This mod was released during v2 in an attempt to create a weapon set that mimicked the behavior of the games core had not yet covered. Since then, I have recreated a number of the weapons to be better both visually and mechanically to be implemented into the core game. I appreciate your feedback but there was absolutely no reason for you to post in this topic.

I would like this to be locked, please.

40
Closed / Re: [New Sprites] New Magnetman sprites
« on: May 07, 2017, 12:24:38 AM »
Objectively speaking yours is better, the idle and firing frames especially.

I liked what the old skin's walking animation had going for it, though. The original sprite work wasn't as good by any means, but the old tip-toe was neat.

41
I uploaded it to imgur and it seems to work fine there.
Here's the link: http://i.imgur.com/I77wTNR.png
My best guess is the image domain needs to be in a fixed position that has public access.

Yes, I tested it. My avatar was briefly set to that image while I rummaged my folder looking for my current one.

42
If you have administrator permissions on your computer, you should be able to click "allow access" when the game launches and it shouldn't bother you again.
If you don't have administrator permissions on your computer, you're kind of outta luck.

43
The WWW board / Re: The April Fools World Cup 2017
« on: April 02, 2017, 03:59:58 AM »

44
Closed / Re: [Suggestion] AoE Effects
« on: March 30, 2017, 07:08:34 AM »
I liked number 5 a lot. Korby said it animated too fast.
We have one set up for 5b already, but I personally liked the animation made for number 5 on here much more.

Again, I'll talk to the team about it. So far I've only got Korby's opinion but that's likely because instant messages are flighty when it comes to remembering things.

45
Closed / Re: Skull Barrier recode and User Variable implementation
« on: March 30, 2017, 07:06:35 AM »
This has my approval, I'll talk to Mike about getting it in.
We're leaving the hit shield script in if this goes in though, just in case people might use it for something.

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