(http://i.imgur.com/tOGnHLw.png)
Mission Mode is a singleplayer or online co-operative game mode! Fight through classic Mega Man levels as Mega Man, Proto Man, Bass or Roll and stop Dr. Wily (again)! Features include class specific weapons, a multiplayer hub with stage selection and much much more! Currently in beta with public demo versions available (4 levels).
VIDEO (http://www.youtube.com/watch?v=ZtBpqsvF9TY)
Screenshots:
(http://i.imgur.com/2i0Gb.png)
(http://i.imgur.com/A8LQbTO.png)
Download v1d:
https://mega.co.nz/#!6FY0QBwZ!6x-czJprs ... AVVFbi9BIs (https://mega.co.nz/#!6FY0QBwZ!6x-czJprs0kimj2nPsCrMmIpMrMpoolvBAVVFbi9BIs)
Hit new game to start the demo! When playing online, a party leader is selected who can select a stage or vote to erase the game data (talk to auto on how to do this).
For server hosts:
The starting hub map name is MMSPHUB. I also recommend the game mode to be survival to add some challenge and a reason to not die, but cooperative is supported to. If you do not specify, the hub map will force the game to survival.
Notes:
Currently no plans to merge this with the core MM8BDM.
Each class has slight differences that are pending to change.
Proto Man is slower but has his proto shield and charge shot.
Roll has a healing weapon to heal her allies.
Bass has his rapid fire weapon and gets stronger the less health he has.
Enemies' health scale with the amount of players.
Feel free to edit or make new levels. I have my own personal plans for this but I don't want to stop creative people doing their own thing :ugeek:
Breaking bosses wide open with The Protomen
(http://i46.tinypic.com/2n903ko.png)
So, since I joined the "official server" and enjoyed it, here is my opinion about it.
I KNOW IT'S A DEMO
It looks, so far, pretty growing, and the basis idea may be really interesting, it must get into the MM8BDM core ! Why ? First, because let's remember that Mega Man is a platform game... so making some 3D views of the stages sure is an honor, a tribute for the classic Mega Man series, all this by developping the fans' imagination over the stages : to build the 3D version of the level, they have to keep the "gadgets" (like the cutter throwing machine, these green blocks that can be thrown in the original game with Super Arm..."gadgets" are, like, the gameplay things that may make each level different), but the level structure is free to them. So why not continuing this tribute ?
Let's also say it's (in my opinion) better to make a tribute for MM1 than MM9 (= making the V4A with the MM9 stuff) because MM1 is older, so it has more the 8-bit nostalgy.
By keeping this idea, it could be great to have a mode where the skills are more required, and there is less "maybe". Go to Tomahawk's stage, add 8 bots in Nightmare difficulty, and shoot Hard Knuckles or something into the bunch of 'em, when they're fightin' at the main place. You'll see what I mean with "maybe I'll gain some frags". Also cooperation means more love between us and less ragequit, yaaaay~
So that's my opinion on it. I'll leave the gameplay choices for you CutmanMike, but please make the stages longer :3 look at this amazing graphic, it represents perfectly what I mean :
(http://i46.tinypic.com/254zznr.jpg)
Finally figured out those blasted crashes, on with the show!
(http://i.imgur.com/uj4li.png)
New features:
FIXED CRASHES! Note that you must also set sv_unblockplayers 0 to stop it completely. That function is currently bugged in this version of Zandronum.
Due to the above, be sure to have sv_maxplayers 8 as the maximum as there are only 8 player starts.
As requested by many, a larger map!
3 new enemy types!
Rebalanced Boss and enemies.
Boss now has a super attack he uses when below 50% health.
Removed the pointless secret, but added a more useful one!
I still recommend Skill 3 if you are constantly getting good players :)
https://www.dropbox.com/s/25c6tp2s9q0vm ... Demo-3.zip (https://www.dropbox.com/s/25c6tp2s9q0vm1k/MMSP-Demo-3.zip)
Some new screenshots of my next map.
(http://i.imgur.com/fup4nh.png)
(http://i.imgur.com/ZYMFLh.png)
I won't be releasing another public version until I have a total of 4 maps ;)
New screenshots of my next map!
(http://i.imgur.com/obRVwy2.png)
(http://i.imgur.com/Kl4cDBR.png)
I'm not releasing a public version until I have 4 maps. After that I will make 4 more for a complete set of robot masters and a wily stage, then call it a finished project :cool:
Exactly, need to see the same thing with the others robotmasters! I can imagine "elecman", more stress since megaman 1 famicom :ugeek: :D
mmspcut is EPIC. :cool:
EDIT:
Omg....
(http://i.imgur.com/fup4nh.png)
ok ! XD
Hey, what is the code for the boss battle of mm1 boss? I like this remix! :v
Took me a while to come up with a layout for this one but here we go!
(http://i.imgur.com/XAgGs9N.png)
(http://i.imgur.com/fr3kbgS.png)
Once all four levels are done I'll make a way for players to select a level during online play, then release a new version for public testing.
uhmm, could you make this easier? i got angry and broke my mouse.
in other words, this is too difficult...
Sorry, the launcher defaults it to the hardest difficulty. This is still true in the next version but I disabled nightmare mode so it will default to hard at least...
Anyway, I'm releasing a new public version tonight (hopefully). But for now, here's a teaser on some new mechanics I've been working on for a long time!
Fully functional stage select and multiplayer lobby! Keep track of who has what weapons unlocked.
(http://i.imgur.com/ynESF9n.png)
Whoever lands the finishing blow on the robot master gets their power for that class! Each class has unique version of each robot master power!
(http://i.imgur.com/A8LQbTO.png)
giant and ugly resized textures
(http://i.imgur.com/za8797p.png)
(http://i.imgur.com/PufG67a.png)
I thought I could stay hidden for longer :ugeek:
not official
I'll give it one more day to breathe see if anything else comes up.
Well, in that case...
The palettes used on the "get equipped" screen after each boss made me cringe, most notably that of Atomic Fire/Flames/Dash/Radiance. I decided to clean them up a bit, as well as modify the initial sprites. Each sprite has 3 color "slots" if you will. The first is a darker version of their primary color, the second is their primary color, and the third is their secondary color. The most notable palette changes are on Bass, but otherwise they're very minor. I did change Proto Man's scarf and Roll's hair to shave off those extra colors but otherwise everything should be intact. Mega Man didn't receive any change at all. Do these look any better or worse than what's currently being used?
(http://img28.imageshack.us/img28/7342/mmsppalette.png)
And this is one of the most inane things I could have noticed, but if the colored names of the Robot Masters are intended to match that of their bots, Heat Man doesn't follow that rule. His name is yellow on his bot and red on the HUD message when he's defeated. ...Don't hurt me...
?_?
(http://i.imgur.com/JCU8hiH.png)
Every game not 10 begs to differ. And 10 was the only of them he wasn't a default character.
(http://images1.wikia.nocookie.net/__cb20100724151443/megaman/images/f/fe/Bass32b.PNG)(http://images1.wikia.nocookie.net/__cb20101111175442/megaman/images/d/d1/MMB-WaveBurner-Bass-Sprite.PNG)(http://images2.wikia.nocookie.net/__cb20101111175148/megaman/images/1/17/MMB-IceWall-Bass-Sprite.png)(http://images3.wikia.nocookie.net/__cb20101111175554/megaman/images/0/00/MMB-RemoteMine-Bass-Sprite.PNG)(http://images3.wikia.nocookie.net/__cb20101111175655/megaman/images/1/1c/MMB-SpreadDrill-Bass-Sprite.PNG)(http://images1.wikia.nocookie.net/__cb20101111180327/megaman/images/8/84/MMB-TenguBlade-Bass-Sprite.png)(http://images4.wikia.nocookie.net/__cb20101111180426/megaman/images/0/0b/MMB-MagicCard-Bass-Sprite.png)(http://images2.wikia.nocookie.net/__cb20101111180540/megaman/images/3/3f/MMB-CopyVision-Bass-Sprite.png)(http://images2.wikia.nocookie.net/__cb20101111180629/megaman/images/2/22/MMB-LightningBolt-Bass-Sprite.png)
(http://www.sprites-inc.co.uk/files/Classic/PowerB/Wep/pbweapon1sheet.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerB/Wep/pbweapon2sheet.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerB/Wep/pbweapon3sheet.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerF/Wep/pfcolors1.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerF/Wep/pfcolors2.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerF/Wep/pfcolors3.gif)
(http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/Weapon1-BF.gif)
Stop basing EVERYTHING around MM10 simply because that game did it. Like giving Enker, Punk and Ballade the MM10 boss theme, Enker comes from a game with a unique one roughly based off 1's, and Ballade had his OWN battle theme just for him.
(http://www.iaza.com/work/130404C/iaza13086617446400.png)
Well here's the details:
Basically I crash when I pick up health and energy.
-I can pick up health and energy in any other game mode besides this.
-I used to be able to do this in 1a
-It only happens in 1st person (Spectating and playing) and chasecam (spectating and playing). Free cam works normally.
-Using Eddie in the hub map doesn't crash me.
That is a Mac you are seeing. I use wine (a windows emulator, basically) and it very stable when running MM8BDM (at least for every other game mode besides this one).
Well, if you will be making Wily Stages (doubt it due to mass amounts of coding for the bosses), I could be able to contribute a map, as I have started making a Wily Stage which uses textures from MM3 Wily and the first MM7 Wily map. I plan to make it very long with small amounts of backtracking (no need to go back to activate a switch you missed) and multiple checkpoints. I already had a basic idea of what enemies to use mainly Tellies, Hotheads, Springers and Sniper Joes. I'm sad. It won't have 100 3d floors
Edit: Screenshot below of the starting area of the stage.
(http://img580.imageshack.us/img580/6776/screenshotdoom201304041.png)
What should be the robot master's weakness be,
i think heatman should be weak to toadman weps.
Doc Robot's Heat Man data was actually weak to Needle Cannon in Mega Man 3.
An amphibian would likely not be resistant to extreme temperatures like that of Atomic Fire, as it would likely dry them out.
A piece of metal would probably rust if exposed to something acidic like Rain Flush.
It could be that because Rolling Cutter is a bouncing weapon (in MM8BDM anyway), it has the same effect as Gemini Laser on Needle Man.
Personally I like the weaknesses as they are.
(I added a few things to my original post, including spoilers for ease of access and whatnot. Most of the changes are in Roll's section.)
Mega Man: Starts with the default Mega Buster, which can charge. It can shoot up to three lemons on screen at a time (not all three instantly). A charged shot deals twice as much as damage (screw the actual, game's canon logic on this!) and a fully charged one does three times as much damage as one, non-charged shot (back to game canon!). He has access to New Rush Coil, Rush Jet, Rush Power Adapter, Rush Jet Adapter, Rush Super Adapter, Beat Call, and Rush Question/Eddie Call.
Health: 165
Speed: 100%
Weaknesses: Nothing
Proto Man: Slightly slower than Mega Man, but has a Proto Shield with all weapons. His Proto Buster is similar to Mega's Mega Buster. He has the ability to use Proto Strike, a powerful, short ranged charged shot, and Big Bang Strike, which travels through enemies and is mostly an insta-kill, not insta-killing bosses, all at the cost of 7/8 (~144) or 3/4 (~124) of his health bar.
Health: 165
Speed: 93%
Weaknesses: Commando Bomb, Crash Bomber, Drill Bomb, Flame Blast, Hard Knuckle, Laser Trident, Spread Drill, Thunder Beam, Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.
Bass: Quicker than Mega and with a Double Jump! He also has an Air Dash! He starts with the Bass Buster, which, of course, functions as it already does (rapid fire, but each lemon not as strong as Mega's), though, this one can charge with alt fire (spitting out one regular shot and then charging like the Mega Buster). He has access to the Super Adapter thanks to Treble, though, he can shoot a fist with the main fire or a regular charged shot with alt fire, as well as Rush Jet (Treble Jet, really), Eddie Call/Rush Question (really Treble Item), Beat Call (really Treble Rescue), and Treble Sentry.
Health: 138 (~83.333 % of 165)
Speed: 133%
Weaknesses: Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.
Roll: Her main weapon is the Roll Swing, in which she whacks her enemy with the broom. When she switches weapons, this becomes her alt fire, unless the weapon she equips already uses alt fire, in which case, it is either disabled or requires both main and alt to be pressed. Her alt, when she has Roll Swing equipped weapon is the Roll Buster, which shoots like the Mega Buster, but is bigger and does a bit more damage, but cannot be charged and has a delayed fire when she shoots for the first time (she need to put her shoe on her arm, guys), but the delay is ignored on subsequent shots until she stops shooting for one second.
She can regain 3 points of health per second while shooting off her weapon. However, if she does not shoot a (non-support) weapon for three seconds, the health regain goes up 1 point up to a max of six, making her healing rate 3-6 health per second.
She has access to Eddie Call (really Weapon Change), Rush Drill (a charging melee attack that utilizes Rush), weakened, arced Hyper Bombs that explode on contact with ground or enemy (really Exploding Bouquet), Beat Call (really Beat Plane), and the Super Adapter.
Her other personal weapons are all support weapons:
-Health Gun: When used on someone, it restores their health at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. Other Rolls will continue their natural healing throughout this process as well.
-Energy Gun: When used on someone, it restores their weapons energy (of their selected weapon) at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. It has a use of 60 seconds before having to pick up energy itself. Different Rolls can restore each others Energy Guns energy.
-Prayer Gun: Randomly: restores all health, restores 1/8 health, restores 1/4 health, restores 1/8 weapon energy, restores all energy and health, deals 21 (about 1/8 of 165) damage, or drains 1/8 of a weapon's energy from the victim.
Health: 193 (~116.666 % of 165)
Speed: 107%
Weaknesses: None
All classes:
-All weapons gained should be the same for everyone except for Roll, who's weapons gotten may vary, from being support or non-support as they are now. (Some weapons are debatable in this.)
-All characters should be able to slide.
Support weapons
-Any weapon that doesn't do damage (with the exclusion of the Prayer Gun) should be counted as this.
Enemy drops
There should be more drops from enemies.
Enemy spawns
Enemies should not be allowed to flood an area (play Toad Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.
Enemies need to be slightly weaker
Enemies, excluding bosses, should be a little bit weaker. Especially those headbutting umbrella thingies.
I got a suggestion for the final release:
If playing Single Player on Easy, make the game mode Cooperative. Makes things convenient for those who want to play solo but don't want to go through a whole level in one life(kind of sounds like me).
Thanks in advance.
I can't open up the maps from this particular mod in Doom Builder 2. When I try, this is what I get.
(https://imageshack.us/scaled/medium/580/doombuilderglitch.png)
which is normal except for the fact that it says there is no map to open. When I check it in Slade, there is a map. I would've posted this in the mapping tutorial, but it's only the maps from this mod, so I thought what the heck?
I had to hack together my own configuration file for UDMF format for Zandronum.
Could-could I see that? :)
Alright. Save everything in this spoiler as Skulltag_DoomUDMF.cfg and put it into your Configurations folder inside the base Doom Builder 2 folder. You'll need to set it up for MM8BDM editing again, but only for this new format.
/*************************************************************
Doom Builder Game Configuration for Skulltag (UDMF format)
*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Skulltag (Doom in UDMF format)";
// This is the simplified game engine/sourceport name
engine = "zdoom";
// The format interface handles the map data format
formatinterface = "UniversalMapSetIO";
// Default lump name for new map
defaultlumpname = "MAP01";
// Default testing parameters
testparameters = "-iwad "%WP" -skill "%S" -file "%AP" "%F" +map %L %NM";
// Default nodebuilder configurations
defaultsavecompiler = "zdbsp_normal";
defaulttestcompiler = "zdbsp_fast";
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Skill levels
skills
{
include("Includes\Doom_misc.cfg", "skills");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = false;
// Special linedefs
// See linedefflags
soundlinedefflag = "blocksound";
singlesidedflag = "blocking";
doublesidedflag = "twosided";
impassableflag = "blocking";
upperunpeggedflag = "dontpegtop";
lowerunpeggedflag = "dontpegbottom";
// Door making
makedoortrack = "DOORTRAK";
makedooraction = 202; // See linedeftypes
makedoorarg0 = 0;
makedoorarg1 = 16;
makedoorarg2 = 0;
makedoorarg3 = 3;
makedoorarg4 = 0;
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = true;
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
scaledtextureoffsets = true;
// Some common settings
include("Includes\Common.cfg");
// Default flags for first new thing
defaultthingflags
{
include("Includes\ZDoom_misc.cfg", "defaultthingflags_udmf");
}
// Texture sources
textures
{
include("Includes\Doom_misc.cfg", "textures");
include("Includes\ZDoom_misc.cfg", "textures");
}
// Patch sources
patches
{
include("Includes\Doom_misc.cfg", "patches");
}
// Sprite sources
sprites
{
include("Includes\Doom_misc.cfg", "sprites");
}
// Flat sources
flats
{
include("Includes\Doom_misc.cfg", "flats");
}
// Colormap sources
colormaps
{
include("Includes\Boom_misc.cfg", "colormaps");
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect
{
TEXTMAP = 3;
ENDMAP = 3;
}
maplumpnames
{
include("Includes\UDMF_misc.cfg", "udmfmaplumpnames_begin");
include("Includes\ZDoom_misc.cfg", "udmfmaplumpnames");
include("Includes\UDMF_misc.cfg", "udmfmaplumpnames_end");
}
universalfields
{
include("Includes\ZDoom_misc.cfg", "universalfields");
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Includes\ZDoom_misc.cfg", "sectorbrightness");
}
// Generalized sector types
gen_sectortypes
{
include("Includes\ZDoom_generalized.cfg", "gen_sectortypes");
}
// SECTOR TYPES
sectortypes
{
include("Includes\Doom_sectors.cfg");
include("Includes\ZDoom_sectors.cfg", "doom");
include("Includes\ZDoom_sectors.cfg", "hexen");
}
// LINEDEF FLAGS
linedefflags
{
include("Includes\UDMF_misc.cfg", "linedefflags");
include("Includes\ZDoom_misc.cfg", "linedefflags_udmf");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
include("Includes\UDMF_misc.cfg", "linedefactivations");
include("Includes\ZDoom_misc.cfg", "linedefactivations_udmf");
}
// LINEDEF TYPES
linedeftypes
{
include("Includes\Hexen_linedefs.cfg");
include("Includes\ZDoom_linedefs.cfg", "hexen");
include("Includes\Skulltag_linedefs.cfg", "hexen");
}
// THING FLAGS
thingflags
{
include("Includes\UDMF_misc.cfg", "thingflags");
include("Includes\ZDoom_misc.cfg", "thingflags_udmf");
}
// Things flags masks
include("Includes\Hexen_misc.cfg", "thingflagsmasks");
// THING TYPES
thingtypes
{
include("Includes\Doom_things.cfg");
include("Includes\Doom2_things.cfg");
include("Includes\Boom_things.cfg");
include("Includes\ZDoom_things.cfg", "doom");
include("Includes\ZDoom_things.cfg", "hexen");
include("Includes\ZDoom_things.cfg", "zdoom");
include("Includes\Skulltag_things.cfg", "doom");
include("Includes\Skulltag_things.cfg", "hexen");
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
enums
{
include("Includes\Doom_misc.cfg", "enums");
include("Includes\ZDoom_misc.cfg", "enums");
}
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters
{
include("Includes\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// Default texture sets
// (these are not required, but usefull for new users)
texturesets
{
include("Includes\Doom_texturesets.cfg");
}
Well, I guess that was a fun trip~
I present: Mission Mode: Strength in Numbers
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman
I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog (including the added classes)
+ Bass was buffnerfed
+ Cutter arm has a new sound
+ Cutter arm passed through Sniper Joe shields
+ Atomic Dash can be used in the air to fly downwards
+ Needle Spreader fire rate buff
+ Huds
+ Fire rate buff
- No more "equalizer" effect [No more increase damage for less health]
- Can't move or jump while shooting
+ Base damage at 4 from 3
+ Proto was buffnerfed
+ Triple Cutter now bounces (not while returning)
+ Needle bomb's needles bounce for 2 tics after spawning,
allowing use on walls and corners
- Nerfed Flush Grenade
+ Flush Grenade bounces off monsters
+ Proto Buster revamp (figure it out)
+ New graphics for buster
+ Classbase; simplified the class codes.
+ Added cvar for server: sv_sp_allclassweps which synchronizes the weapons among all classes
weapon get effects are not syncronized to this method.
+ Roll did not get get changed functionally, but ideas are being thought of...sorta
+ New graphics for buster
+ New sounds for buster and healer
+ MM8 Mobile Roll skin is now used [I wanted to add it as a skin, but ZDR said no]
+ Roll has a tiny, tiny speed boost above Mega
+ Mega has a charge buster
- Proto no longer has alt
+ A strange meteorite has fallen...I wonder what that's about?
+ A machine composed of spare parts seems aroused by these actions.
+ You hear a familiar whistle...and you see a force field appear.
+ An Off-duty police officer observes you quietly.
+ Added classes default to Megaman's weapon codes
+ (All weapon giver code moved to core SPSCRIPTS.acs; optimized heavily)
+ New shot graphics for all classes.
* Various changes to the lab.
+ Added a separate weapon room to denote who has what weapon
* Various code updates [not nearly as cleaned up as global scripts, though]
+ Leader is hopefully correctly repositioned on the teleporter when setting the select screen
* Light's stage select screen is now flat. [That was driving me bonkers]
+ Auto's chat script is clientsided, may reduce lag by a tiny, tiny bit.
+ Eddie can be used more easily.
+ Optimized Stage Select
* All new classes use old damagetypes
* Infinite spawn enemies take one hit to know down
* Rackasers no longer count as infinite spawn enemies
[They were kind of the complete annihilation of anything resembling society]
~ LARGE CHANGE: Heatman can no longer be completed in speedrun. The rising/falling lava was increased in speed.
Without further ado, I give you Mission Mode: Strength in Numbers (http://static.best-ever.org/wads/mmspsin-v1a.pk3)
I hope that I don't have to reupload this five minutes after posting this
(http://i.imgur.com/T6u49Pz.png)
(http://i.imgur.com/IvZhuZ6.png)
I don't know why, but this ALWAYS looked like a face to me. Like some creepy, lumpy, uncanny head with a :| face. Or like an easter island head or something. (I guess the extra | was its nose or something, I don't know.)
It wasn't even until I zoomed in on the sprite when I noticed it had ACTUAL eyes.
THOSE ARE EYES?!
Well then. My mind has just been blown. I also thought that the top of it was its face.
Show of hands who never noticed the eyes until seeing the this or the MM5 promo image?
(http://img1.wikia.nocookie.net/__cb20100826232845/megaman/images/9/91/RM5Promo.jpg)
Hey just a small issue but you man want to change the file hosting system you have because mega upload isn't allowing me to get the file anymore. Even if I download it w/ my browser the dl finishes and gets added to "mega" which cannot be accessed without a firefox plugin and a megaupload account. That is way too much effort for a simple file. Please fix this and change the download source.
EDIT: Somehow the file got on my desktop. This is too weird and it feels invading. I still want a change on the file source.
DOUBLE EDIT: And it crashes on attempted load Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Script error, "MMSP-PublicDemo1d.pk3:actors/spmisc.txt" line 250:
Cannot replace class EddieProp with itself
Tried to register class 'EddieProp' more than once.
Execution could not continue.
1 errors while parsing DECORATE scripts
Pardon my language here but now I'm out of single player pk3's. All of them are broken. sooo
fuck!