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Messages - fortegigasgospel

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Closed / Re: [Bug] MM2BUB misplaced bottomless pit sector
« on: March 16, 2017, 08:00:52 PM »
I do believe this is fixed for 5b, since I know it is known.

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: March 01, 2017, 10:18:18 PM »
Yea as Broker had said, it was scrapped and kept as is due to the items being used are the most recognizable for Mega Man, and others might confuse players not familiar with them.

Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« on: January 29, 2017, 05:16:48 AM »
I can not get into the search man stage how do I fix this? :cry: :cry:
There is no search man stage implemented, it was put in to show who the 8th boss was going to be.

Projects & Creative / Re: Justified Classes v4a
« on: January 11, 2017, 09:02:23 PM »
Look, this isn't "Spamming" going on here in the screenshot, those projectiles aren't despawning is the problem, they are firing, then going into spectate, which causes these ripping projectiles to stay in place indefinitely, spamming wasn't the problem, the problem was the constant build up of scripts that weren't going away.

Projects & Creative / Re: Justified Classes v4a
« on: January 08, 2017, 02:04:53 AM »
That may be right. However we never had any lag even with extreme abuse of bots (namely 10 or more at the same time). I guess it depends on the distance the players has with each other, and also the server's distance compared to the players' location.

Anyway I would have a request. Could you consider addig the Mega Ball to Mega Man as starting weapon? Selectable as the copy weapons, and with finite ammunition. I ask this because there is no way Mega Man can obtain Mega Ball during normal matches.
Bots? Which bots? Bots don't do the things that are causing the problems anyway. Were you even online? Cause they were testing with BRG, Knight, and Dark Man and the entire server was lagging so bad no one could even connect anymore.

Mega Man Discussion / Re: My opinion on the Mega Man series. Yours?
« on: January 04, 2017, 01:35:08 AM »
As a whole Mega Man is one of my favorite series if not my favorite:

Classic: Alright, simple yet challenging levels is what makes this one stand out more.

X: X gives you more mobility which makes the levels generally easier to travel through, but it opens up for actually making the enemies harder as a result since you can dodge more easily.

Zero/ZX: Darker and the difficulty was raised more, but that was more since melee was your primary thing and your range lacked in the raw power your melee had, so honestly the difficulty is about the same as X4/5/6 as Zero.
Legends: Much larger world to explore, and a good twist in gameplay.

BN: Wonderful new take on the series with a unique game play, being an RPG opens up for a larger world and more story telling.

SF: What X is to Classic but for BN, now the story is darker as a hole then BN was (and BN got pretty dark), the first game was a nice start to the series and while the battles seem less interesting they make up for it in nicer looking attacks and use of timing even more then BN did, SF2's story lacked a lot and was only there to introduce the new character Solo, but it improved the gameplay elements of SF1. SF3 got on track story wise and rivals the better BN games in that regard, while improving the gameplay even further, the Noise Forms are a wonderful mix of Styles from BN2/3 and the Tribe forms from SF2 (for reference SF1's forms were like Souls without the time limit, SF2 had them more like Cross's but you only got one, and you could mix them now (which requires having people with them on your friends list, you get a default one in game thankfully), SF3 took 2's versions and added a style change system while making the forms give both permanent bonuses and then fully formed bonuses, with the ability to mix them as well). So all in all SF is pretty good in my book.

MM8BDM Discussion / Re: Megaman (PC) Special Chapter?
« on: December 30, 2016, 07:51:09 PM »
There is an expansion being worked on for the DOS robots, however, and Kackebango's already made tracks for it (which are awesome btw). You can find its thread here.
There is also another version which isn't using complete redesigns in the works, but is currently on hiatus due to other things going on.
But yea, any games not listed by Rozark are left to community expansions and will not be in the core game.

I think this got covered in "Did you know 8bdm" topic. During development Shark Man's mugshot was used as the place holder for the final boss' until it's was made, and "Kill Me Shark Man" is hidden in the game still.

Rejected / Re: [Suggestion] Better Sparkman skin
« on: December 01, 2016, 06:04:50 PM »
I wouldn't say better, while his face is more accurate to his mugshot, the one used is based on his in game sprite. Also, that leg on the back firing frame is facing the same direction as the forward one.

Mega Man Discussion / Re: Obscure Mega Man Games
« on: November 25, 2016, 05:07:07 AM »
Oh right, and "Thats Paradise" the Chinese sequel to Rockboard

Mega Man Discussion / Re: Obscure Mega Man Games
« on: November 25, 2016, 04:50:43 AM »

well you covered all

but you forget something
the pc ones dont count
because they werent made by capcom
or with his permission
You sure about that? They were licensed games, just like Challenger from the Future and EXE WS were both made by Bandai, and Strategy (apparently actually titled Rockman War)was made by Dream Come True.
Mega Man is a DOS game released in the US in 1990. It was licensed by Capcom USA to Hi-Tech Expressions.

Mega Man 3: The Robots are Revolting is a DOS game released in USA in 1992 for PC. The game was officially licensed by Capcom USA to Hi-Tech and developed in association with Rozner Labs

Nice pretty "Capcom USA" on the boxes, so yea, they count.

Mega Man Discussion / Re: Obscure Mega Man Games
« on: November 24, 2016, 06:57:34 PM »
Mega Man for PC
Mega Man 3 for PC
Mega Man and Bass: The Challenger from the Future
Mega Man Strategy (for PC, made in China)
Mega Man EXE WS (for Wonderswan color)
Mega Man Battle Chip Challenge (for Wonderswan color, this also has a GBA release)
Mega Man Rush Submarine (for Mobile)
Mega Man Mobile
Mega Man X Mobile
Mega Man Xover (not really obscure but more hated)

That should cover all of them.

W.I.P Forum / Re: 8 Bit Deathmatch Domination: Demo
« on: November 20, 2016, 02:22:34 AM »
Actually Ehbika has made King of the Hill multi-point, so this is pretty obsolete. Check out doomseeker to see if a server is up.

Mega Man Discussion / Re: My opinion on the Wily Bosses. Yours?
« on: November 14, 2016, 08:18:17 PM »
I usually just spam the fuck out of Metal Blade holding up and right and it goes down, for form 1 just jump and do it, you can get 3 hits out per jump usually, and if you aren't on hard it's 2 damage a blade.

Rejected / Re: A good aspect, but that should me used more times
« on: November 10, 2016, 12:01:27 AM »
Fun fact about Galaxy's boss room doors, it was actually an "Air lock" and the rooms were originally going to look like storage rooms, I kept them cause it added some visual detail to the wall and made it look more like a space station by actually having an entrance, also if you noclip to the outside of the map you will see the doors on the outside of the facility too.

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