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Author Topic: Re: megaman battle & chase project V2A Released  (Read 197522 times)

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November 18, 2010, 02:29:29 AM
Reply #30

Offline ice

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Re: megaman racing project
« Reply #30 on: November 18, 2010, 02:29:29 AM »
Quote from: "KeryoWolfe"
Ya know, i did a "Mod Garage" in my recent map, Galactic Highway, kinda as a joke, but if ya want, you can use it for the race mod as a racer select, or I can whip something up for ya.

Edit: AND I can make "wall ads" a la NASCAR too, if you want.
wall ads would be epic, go for it
also on my unofficial wily track, its designed after the mm2 wily map with the buildings in each corner and in one its a garage like this

_____________
Me
Ro
Ba
Pr
Gu
Cu  El  Ic  Fi  Bo  Jo
---------------
and in the far wall is the wily logo

you'll have to see it for yourself

http://www.megaupload.com/?d=BCY94MCK
(click to show/hide)
I'm going to probably have mets around the track drop items when you shoot certain ones like a yashichi that makes you invincble for 5 or 10 seconds
and of course add the mecha dragon

(also the track has a interesting layout)

November 18, 2010, 02:30:30 AM
Reply #31

Offline ice

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Re: megaman racing project
« Reply #31 on: November 18, 2010, 02:30:30 AM »
Quote from: "squidgy617"
Might I ask how you got the rotations for Yellow Devil and Racer Joe? They're pretty high quality, so they look like screenshots.
yes they are screen shots from the MMB&C
I have the game on my PC

November 18, 2010, 05:43:27 PM
Reply #32

Offline ice

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Re: megaman racing project
« Reply #32 on: November 18, 2010, 05:43:27 PM »
tripplepost

I made the car select icons and the road tiles
the icons, I'm going to make into floating signs above the teleporter
the green arrow is for a accelerator strip (makes you go faster obviousely)
the red square is for the decelerator strip (slows you down ALOT)
the dirt (makes you move slightly slower)
and the road...is just a road, enjoy


(P.S. IGNORE MY SPELLING MISTAKES, I dont want the thread getting congested with posts about those, as long as you know what I'm talking about you're fine)

November 18, 2010, 06:22:54 PM
Reply #33

Offline brotoad

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Re: megaman racing project
« Reply #33 on: November 18, 2010, 06:22:54 PM »
bass has an official mugshot in megaman 10 if you wanna use that instead!

November 18, 2010, 06:23:24 PM
Reply #34

Offline Max

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Re: megaman racing project
« Reply #34 on: November 18, 2010, 06:23:24 PM »
Also the Sniper Joe isn't facing forward unlike the others!

November 18, 2010, 07:45:49 PM
Reply #35

Offline ice

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Re: megaman racing project
« Reply #35 on: November 18, 2010, 07:45:49 PM »
when theyre all added theyre going to use there mug shots from there respective game except mm1 ones cause they never had one and also, I'll try to use the mm10 bass shot and also the joe is a edited breakman (obviousely)

November 18, 2010, 09:34:03 PM
Reply #36

Offline KeryoWolfe

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Re: megaman racing project
« Reply #36 on: November 18, 2010, 09:34:03 PM »
Looks like you need some road textures. Lemme help you wit dat.




Not exactly 8-bit, but it's close... kinda.

November 18, 2010, 10:47:07 PM
Reply #37

Offline ice

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Re: megaman racing project
« Reply #37 on: November 18, 2010, 10:47:07 PM »
Quote from: "KeryoWolfe"
Looks like you need some road textures. Lemme help you wit dat.


Not exactly 8-bit, but it's close... kinda.

I could use those in street corses, I just have the plain grey one in mostly offroad ones like gutsman's

November 18, 2010, 10:50:14 PM
Reply #38

Offline TheBladeRoden

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Re: megaman racing project
« Reply #38 on: November 18, 2010, 10:50:14 PM »
The road should at least have some sort of texture on it instead of being a flat color.

November 18, 2010, 11:42:35 PM
Reply #39

Offline Korby

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Re: megaman racing project
« Reply #39 on: November 18, 2010, 11:42:35 PM »
Yeah, you should make them slightly different for each stage, similar to what it was like in Megaman Soccer, or even LEGO Stunt Rally.

November 20, 2010, 07:55:20 AM
Reply #40

Offline ice

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Re: megaman racing project
« Reply #40 on: November 20, 2010, 07:55:20 AM »
things are going rather slow, so to kick start the progress of this project I'll do Iceman's stage, there are still lots of free stages and cars to be claimed

also I'll upload some screen shots from mmb&c for car refs

November 21, 2010, 08:17:25 AM
Reply #41

Offline ice

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Re: megaman racing project
« Reply #41 on: November 21, 2010, 08:17:25 AM »
(click to show/hide)
here are rotations for rush and beat and for some reason atm quickman
and on the racetrack, beat is slightly more shinier
later:
Bass
gutsman
iceman

November 22, 2010, 03:11:06 AM
Reply #42

Offline OrangeMario

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Re: megaman racing project
« Reply #42 on: November 22, 2010, 03:11:06 AM »
Ice,
you might want to fix somthing in your wily racetrack mod, as it prevents me from joining games on doomseeker (it tells me to make sure i have the same exact wads as the server).

November 22, 2010, 03:16:24 AM
Reply #43

Offline ice

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Re: megaman racing project
« Reply #43 on: November 22, 2010, 03:16:24 AM »
well ofcorse it wont, its not a official map its just a test map to show how the game would work, I'm almost finished with it though, I just have to wait for a response from mike regarding some scenery I made (texture dosent want to work fore some reason)

and if you mean just having it prevents you from joining, just remove it from the folder and it should work again

November 23, 2010, 08:20:56 AM
Reply #44

Offline ice

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Re: megaman racing project
« Reply #44 on: November 23, 2010, 08:20:56 AM »
"update on iceman's stage":

I think I've created a gimick
iceman's stage is similar to the MMB&C one but I added a special spectator area too.
you start at the inside of a igloo then you could go to the teleporters for the cars, but theres also a door where you can go outside and watch the race (please dont fire at the racers) I have a barrier where its imposible for the racers to get to the spectators and vice versa, I'm also adding some mets and penguins that you can shoot and certain ones drop random items on the track for some special use (charge kick similar to quick dash) and I might make a special weapon that makes you slightly faster and invincable for 5 seconds (can't use yashichi's like in MMB&C cause it might cause a error)

also I need ideas for other cars

on the tracks I'm going to try to see if I can impliment the starting line thing, and the lap counter from the f zero mod so you dont have to worry much about coding and such