Advanced Search

Author Topic: Megaman Invasion Project - Official Topic for MMINV  (Read 30855 times)

0 Members and 1 Guest are viewing this topic.

March 14, 2011, 02:47:47 AM
Reply #30

Offline Lio

  • Standard Member
  • Date Registered: November 11, 2010, 01:48:55 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #30 on: March 14, 2011, 02:47:47 AM »
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?
Sorry but I seriously can't stop laughing at this statement.

Considering that MM8BDM itself has more than 30 maps, no, I don't think they will.

March 14, 2011, 02:53:53 AM
Reply #31

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #31 on: March 14, 2011, 02:53:53 AM »
Quote from: "Lio"
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?
Sorry but I seriously can't stop laughing at this statement.

Considering that MM8BDM itself has more than 30 maps, no, I don't think they will.
I'm with Lio. So far it only crashes with Drill Bomb in SV_Fastweapons 2 or some maps that have a coding that is a bit risky for Skulltag to handle (example: Flameman, Topman, Chargeman)

March 14, 2011, 03:07:05 AM
Reply #32

Offline TailsMK4

  • Standard Member
  • Date Registered: October 17, 2010, 05:35:11 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #32 on: March 14, 2011, 03:07:05 AM »
Website looks good so far, even though it's empty at the moment.  :p

I'll wait until the map list gets updated before I try to tackle another map. Small-Medium or larger should force me to make a more creative design.

March 14, 2011, 04:05:33 AM
Reply #33

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #33 on: March 14, 2011, 04:05:33 AM »
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?

Doom 2 has 32 maps. Hexen has 40. Heretic has around 45. TNT has 31 maps. Plutonia has 32 maps. Plutonia 2 has 32 maps.

We're fine.

March 14, 2011, 05:17:30 AM
Reply #34

Offline theanjo

  • Standard Member
  • Date Registered: December 23, 2010, 04:56:24 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #34 on: March 14, 2011, 05:17:30 AM »
OK, but did you keep in mind that When you add files to your game, the 62 maps in the game are automatically added, even if they are not part of rotation?
That makes 92+ maps.
Also, keep in mind that in the public build, that when too many people arrive, (usually 8+people) the server gets horrible lag, and people are kicked from missed packets.
I'm talking about good quality servers that rival Messatsu's.
And the pack only has 5 maps. This one has 30.

Look, so just IGNORE that last post and the replies about it. My new opinion is that the servers up with this expansion will lag to death.

Also Lio, 6 games on the NES. 8 Robot Masters. (With the exception of Mega Man 1) At least 1 castle stage, one for each Mega Man game. 9 CTF maps. Math is very critical in education. Now I laugh that your avatar is Sho Minamimoto, yet you did not count the maps. SO ZETTA SLOW!

March 14, 2011, 10:41:36 AM
Reply #35

Offline Lio

  • Standard Member
  • Date Registered: November 11, 2010, 01:48:55 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #35 on: March 14, 2011, 10:41:36 AM »
Okay, I'll be more specific.

Maps don't lag servers, they just slow Skulltag's loading time a bit and in some occasions add more stress to the server depending on how the maps are handled (wads inside wads).

What does lag the server are actors coexisting in said maps, like enemies and projectiles, which will be a problem in Invasion due to it's invasion-ish nature. In the public build Big Eyes could shoot around 10 crystal eyes simultaneously which exploded in 4-6 more shards, that's a prime example of what could lag the server to no end.

And I don't have to count the maps to prove my point, so I'll just ignore your last comment.

March 14, 2011, 12:56:00 PM
Reply #36

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #36 on: March 14, 2011, 12:56:00 PM »
Invasion weps, huh.

Well I thought I'd just re-post my crap give a suggestion.
Spoilered to save space in the thread.

(click to show/hide)

March 14, 2011, 04:47:27 PM
Reply #37

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #37 on: March 14, 2011, 04:47:27 PM »
Quote from: "theanjo"
Also, keep in mind that in the public build, that when too many people arrive, (usually 8+people) the server gets horrible lag, and people are kicked from missed packets.
I'm talking about good quality servers that rival Messatsu's.

If you mean my servers, it has nothing to do with maps, and everything to do with the fact that I have only slightly above the speed of dial up so I probably shouldn't be hosting a server anyway.

March 14, 2011, 07:57:25 PM
Reply #38

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #38 on: March 14, 2011, 07:57:25 PM »
Quote from: "theanjo"
Enemies I want to see:
Squirt
Lantern Fish (Is it possible to summon Squirts from this thing?)
Giant Escargot (Aim for the eyes!)
Jumbigs (I guess weaker Big Eyes that does more damage.)
Killer Bullet (Never kill one near you)
Suzak & Fenix (This would be a challenging boss fight)

Also, wouldn't 30 maps crash Skulltag?

Squirt. Sure.
Lantern Fish. Maybe. Yes it's possible to summon Squirts from them.
Giant Escargot. D'awww.. A cuddly wuddly snail! Maybe.
Jumbigs. Nope. Not gonna bother.
Killer Bullet. Done.
Suzak & Fenix. -confusion- Probably not.

30 maps? Covered.

Quote from: "SmashBroPlusB"
Invasion weps, huh.

Well I thought I'd just re-post my crap give a suggestion.
Spoilered to save space in the thread.

(click to show/hide)
D'awww... A railgun. Not happening.

March 14, 2011, 08:08:50 PM
Reply #39

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #39 on: March 14, 2011, 08:08:50 PM »
No we're not fighting players, we're fighting enemies! I just copypasta'd the weps from another thread. The "returning" aspect of Return Gale would be helpful when retreating from enemies to restore health, though. As for Photon Pulse... WHY NOT. RAILGUNS ARE COOL DOOD.



Oh yeah, you broke my quote. Instead of
Code: [Select]
[quote=Finn the human boy]Mathematical![/quote]you might want to try this instead
Code: [Select]
[quote="Finn the human boy"]Mathematical![/quote]so it looks like this
Quote from: "Finn the human boy"
Mathematical!
and not this

Quote from: Finn the human boy
Mathematical!

March 14, 2011, 08:11:53 PM
Reply #40

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #40 on: March 14, 2011, 08:11:53 PM »
Quote from: "Ashley"
D'awww... A railgun. Not happening.
My Anthony Higg's Plasma Gun is, to an extent, a railgun. However, it is not insta-hit. It is just a projectile with speed of 150

March 15, 2011, 08:12:44 PM
Reply #41

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #41 on: March 15, 2011, 08:12:44 PM »
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.

March 15, 2011, 09:16:11 PM
Reply #42

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #42 on: March 15, 2011, 09:16:11 PM »
Quote from: "Ashley"
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.
Not always, as I told you. Unless you REALLY want to replicate a railgun, it is possible to fake it.

March 16, 2011, 11:32:47 AM
Reply #43

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #43 on: March 16, 2011, 11:32:47 AM »
Quote from: "Ashley"
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.

Not really.... just have a thin projectile go at a speed of 200 or something, have it leave a "ghost trail" (like fastmove in the Quick Man Mode modifier), and make it rip.

March 16, 2011, 02:25:53 PM
Reply #44

Offline Lio

  • Standard Member
  • Date Registered: November 11, 2010, 01:48:55 AM

    • View Profile
Re: Megaman Invasion Project - Official Topic for MMINV
« Reply #44 on: March 16, 2011, 02:25:53 PM »
That's what I told her, but she didn't like the idea of a railgun-esque weapon.

It'd need more explosions or include fancy coding for Ashley to like it.  :ugeek: