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Author Topic: Re: megaman battle & chase project V2A Released  (Read 201647 times)

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November 26, 2013, 01:10:11 AM
Reply #825

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #825 on: November 26, 2013, 01:10:11 AM »
*walks in with a belt sander* Welp, I went back to working on this. I'm sanding down the code, adding the  rest of the original cars and tracks, and reworking old maps. Have a few bugs with the class base so the cars still are there own classes. Lets just say that its more true to the real thing now.

Also, any ideas for THE CLOWN MOBILE!?
*cue batman theam with clownman and magicman instead*
Before you ask, yes it is a clown car.

November 26, 2013, 03:36:04 PM
Reply #826

Offline Linnie

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Re: Re: megaman battle & chase project V2A Released
« Reply #826 on: November 26, 2013, 03:36:04 PM »
I didn't even know this was a thing. I hope it takes up again, this sounds like an interesting mod.

December 12, 2013, 02:07:49 AM
Reply #827

Offline Dimpsy

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Re: Re: megaman battle & chase project V2A Released
« Reply #827 on: December 12, 2013, 02:07:49 AM »
Quote from: "ice"
Also, any ideas for THE CLOWN MOBILE!?
*cue batman theam with clownman and magicman instead*
Before you ask, yes it is a clown car.
Speed - Average
Control - Fair
Shot - Short Thunder Claw
Charged Shot - Thunder Roll (Kinda like a Spin Dash)
Hope that helps.

April 21, 2014, 04:00:28 AM
Reply #828

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #828 on: April 21, 2014, 04:00:28 AM »
Welp, I'm surprised it took me this long to get back to this, but progress is back on! right now however all we need are spriters and maby a few mappers (thankfully a race map can be as easy as randomly scribbling a shape and outlining it) If anybody wants to help, I'll accept all I can get (plus this mod hasn't been updated in a LOOOOOOOOOOONG while)

April 21, 2014, 04:24:07 PM
Reply #829

Offline Magnet Dood

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Re: Re: megaman battle & chase project V2A Released
« Reply #829 on: April 21, 2014, 04:24:07 PM »
This was one of my favorite mods. I'll help get it back up to speed (no pun intended).

Dark Runnings will make its return.

April 21, 2014, 04:29:47 PM
Reply #830

Offline FTX6004

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Re: Re: megaman battle & chase project V2A Released
« Reply #830 on: April 21, 2014, 04:29:47 PM »
I might do some stuff because of this.
Quote from: "FTX6004"
If we really need gombas in mario kart track i can make them, Im finish with the sprite now if you guys says this dosent looks like 8-bits please recolor him to megaman and then you guys will see is 8-bits.

April 21, 2014, 04:59:28 PM
Reply #831

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #831 on: April 21, 2014, 04:59:28 PM »
Could I use that in my mario mod?

April 21, 2014, 05:05:51 PM
Reply #832

Offline FTX6004

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Re: Re: megaman battle & chase project V2A Released
« Reply #832 on: April 21, 2014, 05:05:51 PM »
Quote from: "ice"
Could I use that in my mario mod?
Okay Sure.

April 24, 2014, 05:00:01 PM
Reply #833

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #833 on: April 24, 2014, 05:00:01 PM »
Welp, Ive started on woodman's track, though in my head I might have too many detales XD

Also on the subject of maps, the maps don't necessarily have to be of the character's stage, it can also be of the area it's at (quickman's lab being near a canyon, cutman's stage being a full on warehouse, chargeman being in a rail yard, or tenguman being in japan's countryside)

May 11, 2014, 12:50:23 PM
Reply #834

Offline leoalex50

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Re: Re: megaman battle & chase project V2A Released
« Reply #834 on: May 11, 2014, 12:50:23 PM »
I could help in mapping but I'm not on a PC and I will not be back on in a while (online on my birthday of course)

May 14, 2014, 04:10:33 PM
Reply #835

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #835 on: May 14, 2014, 04:10:33 PM »
Some pics
(click to show/hide)
Making racing maps atually isn't really that hard compared to a DM map. I was thinking of mario kart the whole time while making this.

May 17, 2014, 04:11:47 AM
Reply #836

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #836 on: May 17, 2014, 04:11:47 AM »
Sorry for the double post but, changing the rule on maps now. The maps no longer have to be specifically for each robot master now meaning each map could represent multiple RMs like a recycling plant for fire,spark,dust,junk,and grenademan, or a jungle for plant, slash, wood, and searchman. I'm also changing the existing map's names

Protoman > Sunset
Woodman > Forest
Airman > Sky track 1
Gyro> Sky track 2


I'm also still collecting non megaman maps too

So far my current map ideas

Abandoned Warehouse
Mines
Recycling plant
Power plant
Clock tower town
Volcano
Ocean floor (with a glass surrounding ofcourse)
Sewer
Space
Ruins
haunted castle
desert
Indian palace
Japan
Castle
Race track (lol)
Cyberspace? (Astro, and sheepman fits this theme)
Carnival
Winter city

May 29, 2014, 03:41:19 PM
Reply #837

Offline ice

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Re: Re: megaman battle & chase project V2A Released
« Reply #837 on: May 29, 2014, 03:41:19 PM »
Bump due to progress report, I have finished the Ocean map and decided to take over progress on all maps leaving skins, items, and racers left to make

*pics soon*

June 05, 2014, 02:10:33 AM
Reply #838

Offline andylucho

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Re: Re: megaman battle & chase project V2A Released
« Reply #838 on: June 05, 2014, 02:10:33 AM »
That sounds cool, I can't wait for the pictures :D

June 07, 2014, 10:15:53 AM
Reply #839

Offline PotatoStrike

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Re: Re: megaman battle & chase project V2A Released
« Reply #839 on: June 07, 2014, 10:15:53 AM »
If you want I can give you ideas.