Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Gummywormz on June 24, 2013, 02:51:59 AM

Title: [Game Mode] LMSGames Version 1e
Post by: Gummywormz on June 24, 2013, 02:51:59 AM
Download 1 (http://gummywormz.github.io/dl/lmsgames-v1e.pk3)
Download 2 (http://allfearthesentinel.net/download?file=lmsgames-v1e.pk3)
Download Full OST (https://www.dropbox.com/s/4fnppwhpv1v5xqg/LMSGames%20OST.zip?dl=0)
Github Mirror (This is supposed to be a zip file) (https://github.com/gummywormz/lmsgamesgit/releases/tag/v1e)
Github (https://github.com/gummywormz/lmsgamesgit) (Click download ZIP at the bottom, then extract it and load all the files in SLADE)
LMSGames is a mode similar to Mario Party, or Icon of Party / StupidLMS. The goal of each level is to survive, or get to a goal first. This release contains 31 maps.

Discord Chat (https://discord.gg/PRqV5ay)

Note to server hosters: please set sv_chasecam 1, sv_lmscountdowntime to 6, and mm8bdm_sv_nolmsweapons to true

v1e Changelog:
(click to show/hide)

v1d Changelog:
(click to show/hide)

v1c Changelog:
(click to show/hide)

v1b Changelog:
(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Kapus on June 24, 2013, 03:20:31 AM
Oh, I remember playtesting this once. It was pretty fun.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: tsukiyomaru0 on June 24, 2013, 03:29:32 AM
Quote from: "Kapus"
Oh, I remember playtesting this once. It was pretty fun.
It reminds me of that one mod for Skulltag where there were crazy "minigames" each round, such as dodging fireballs, avoiding being chewed upon by a Pinky, etc.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Emmanuelf06 on June 24, 2013, 05:00:32 AM
Good luck for this mode, the idea is really good!
The lava/plat form was really funny! :D
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Dr. Crasger on June 24, 2013, 09:59:36 AM
Keep it up, servers are popping up with this gamemode.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Gummywormz on June 24, 2013, 10:59:02 AM
Forgot to mention it, but I'll take idea / map submissions if anyone wants to throw them at me. Only things are that you must post the idea first, and don't make a map overly similar to an exisiting one. We can only have so many scavenger hunts, you know!
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Zard1084 on June 24, 2013, 11:17:41 AM
Oh hey! i love these Mini games! i'll be sure to give you some ideas at a later date
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Hallan Parva on June 24, 2013, 12:30:13 PM
Fusion Jousting.


It must be done. :ugeek:
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: LlamaHombre on June 24, 2013, 03:48:38 PM
May as well jot down some critique since no one has written them on the thread yet: I'm sure you're aware of some these but writing them down here might help for a source of feedback.
- Guts Man G doesn't freeze when the music stops, potentially leaving everyone to die when he's still throwing people after the music stops.
- Generic Platforms become a bit stally when two people are left. You may need to make one or two more platforms fall at once, because matches get really drawn out with only two falling.
- A better indication for becoming the constructor would be helpful
- A lower height cap might help better regulate the pace of the Star Rod game

Other than that, I had a blast playing this and I'm looking forward to what you continue to do with this mod.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Turbodude on June 24, 2013, 03:56:31 PM
The win screen says "You won J!"
MY TYPO IS STILL A THING

One thing I must make mention is that, like Llama said: Guts Man G should stop tossing people around after the music stops. Or at least have the map end if people get a draw, or else the elevator game may get a bit monotonous.

Anyways, I'm having a lot of fun with this so far, and I'm glad that someone's done this for 8BDM at long last. Keep up the good work!
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Hallan Parva on June 24, 2013, 04:00:44 PM
uh oh

(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: tsukiyomaru0 on June 24, 2013, 05:41:23 PM
Quote from: "SmashBroPlusB"
uh oh

(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Beed28 on June 24, 2013, 06:17:10 PM
Uhh, when I try to open SmashBroPlusB's screenshots in a new tab, my browser gives me an "Untrusted Connection" warning. Is that normal?
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Ivory on June 24, 2013, 06:21:36 PM
It's an imageshack link.
Title: smash go away
Post by: Ceridran on June 24, 2013, 06:26:07 PM
I'd hate to be "That Guy" but while most of them seem to be related, we should probably keep these Megaman related. *cough* Star Rod Game. Could at least change Star Rod to something else.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: xColdxFusionx on June 24, 2013, 06:46:19 PM
Some suggestions for things that I'd like to see

* Generic Lava Platforms ends up being a complete stallfest once you get past a certain points. There's two ideas I have to fix this:
     > The wind will occasionally change to a random direction, forcing players to keep an eye on their movement
     > Instead of just dropping two at a time, the drops will stagger, meaning someone can get trapped if they don't plan their jumps right
     > Make all but the center platform drop at once on occasion, giving the center a purpose to exist rather than just making it impossible to see the other side     and pissing off new players
* Musical Elevator kind of boils down to "Wait for Gutsman G and pray that he saves you in the end." Buff Mega Fist's pushing power, Buff Super Wind Storm to actually be super, make Gutsman G freeze with the music and make him slightly less of a complete server-clearer.
* Magical Flight is random BS luck mode because aiming the projectiles is incredibly difficult and the room is incredibly big, especially once you hit a certain amount of players. Maybe the ceiling height could scale based on the number of players remaining, or at a certain time the ceiling would start pushing players down slowly?
* Anti-Social Projectile Dodging: The Magnet and Dive Missiles have an effective range of nowhere. They don't even reach the platform.
* Also on Anti-Social Projectile Dodging, it's near impossible to tell where everything is half the time. Perhaps the projectiles could play soft sounds to make it a bit harder to get blind-sided by a Hard Knuckle?
* Pharaoh Man's Scavenger Hunt is all kinds of infuriating. I know the gimmick is supposed to be the traps, but some of them are just outright mean in an already difficult scavenger hunt. The labyrinth, in particular, should kick you back out instead of outright killing you; it's already enough of a pain to navigate as-is.
* ...The labyrinth is also pretty easy to speedrun and kind of boringly easy once you figure it out. If you do the above, revamping it to be a bit more complex and having it spawn you in random places would make it a bit more interesting.
* Super Telly is an absolute joke. Buff him so he scales with server population.
* Space Train: Who the hell is the conductor, and why does he always die ten seconds into the round?
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Beed28 on June 24, 2013, 06:52:14 PM
Quote from: "Ivory"
It's an imageshack link.
Odd. It seems to be linking to imageshack.com. I use imageshack.us, which I use and images from there load correctly.

EDIT: I googled Imageshack. It came up with imageshack.us. I also searched for Imageshack on Wikipedia and it links to imageshack.us. Something's fishy here.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Gummywormz on June 24, 2013, 11:27:01 PM
Oh boy where do I start.

Quote from: "SmashBroPlusB"
Fusion Jousting.
It must be done. :ugeek:

Already way ahead of you.  :cool:

Quote from: "LlamaHombre"
- Guts Man G doesn't freeze when the music stops, potentially leaving everyone to die when he's still throwing people after the music stops. Already fixed.
- Generic Platforms become a bit stally when two people are left. You may need to make one or two more platforms fall at once, because matches get really drawn out with only two falling. I never really thought it would get that far but it will be fixed.
- A better indication for becoming the constructor would be helpful You're the only one teleported.
- A lower height cap might help better regulate the pace of the Star Rod game It had a pretty low height before, so I have no idea what Zandronum is doing, but I'll look into it.

Quote from: "SmashBroPlusB"
uh oh

(click to show/hide)
Thanks, I need something to replace the other laggy one.

Quote from: "xColdxFusionx"
* Also on Anti-Social Projectile Dodging, it's near impossible to tell where everything is half the time. Perhaps the projectiles could play soft sounds to make it a bit harder to get blind-sided by a Hard Knuckle? Chasecam is allowed and encouraged. I already had to make duplicates of everything so adding a sound is no problem
* Anti-Social Projectile Dodging: The Magnet and Dive Missiles have an effective range of nowhere. They don't even reach the platform. Fixed
* ...The labyrinth is also pretty easy to speedrun and kind of boringly easy once you figure it out. If you do the above, revamping it to be a bit more complex and having it spawn you in random places would make it a bit more interesting. I'll look into it.
* Super Telly is an absolute joke. Buff him so he scales with server population. He actually does...he just enters the pain state too often and can't do anything.
* Space Train: Who the hell is the conductor, and why does he always die ten seconds into the round? He is susposed to defend the reactors from being shot. You can buy upgrades but no one ever seems to do so. He might get a health buff.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Linnie on June 25, 2013, 03:14:59 AM
I personally love this game so far and can't wait to see more of it.

Can I recommend a game where you just place all the players in a very small room, give them weak weapons, and have them cumulatively bludgeon each other to death?


Also, a recommendation that I haven't read yet, could you maybe make the elevator platform smaller?
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Tfp BreakDown on June 25, 2013, 03:47:43 AM
I have a suggestions for the musical elevator map. For weapons that may or may not make more "fun". How does the idea of having roll's broom from the powered up expansion and a centaur flash (or and flash bang weapon) that can push people? also there is a glitch with the train map in which the conductor won't appear and we end up stuck after destroying the reactors.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Hallan Parva on June 25, 2013, 04:30:13 AM
PROGRESS


(click to show/hide)
If all goes well, I should have it done by tomorrow. :ugeek:
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: leoalex50 on June 25, 2013, 06:08:52 AM
wow if thats a 8-bit remake of the special stages in sonic 2 and sonic rush then gj it looks good
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: ZeStopper on June 25, 2013, 06:56:24 PM
It's probably going to be played like the special stages in Sonic Rush, right?
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Hallan Parva on June 25, 2013, 06:57:50 PM
Yeah, it'll probably work closer to Sonic Rush than Sonic 2. There's no insane loops or dives in the track, it's all honest speed-based dodge-and-run action. There are still ring checkpoints though so make sure to grab as many as you can!
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: TailsMK4 on June 25, 2013, 08:57:58 PM
Can't wait for the new special stage, though I bet people will ask me to not participate later on. I almost already have the first stage down pat every single time.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Hallan Parva on June 25, 2013, 10:20:11 PM
I humbly present to you

BUTTSECKS (http://www.mediafire.com/download/hy5c1u1fy0c4ixl/SpecialStage.wad)




must be loaded alongside LMS Games
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Gummywormz on June 26, 2013, 02:16:15 AM
I've been working on improving / fixing bugs on the current maps. I should be done with that by tomorrow. Here are the proposed changes so you can yell at me if I've missed anything.

(click to show/hide)

After that, I will hopefully spend the next week making new maps. Here is what I'm probably going to add:

(click to show/hide)

Feel free to post more ideas / maps here.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: tsukiyomaru0 on June 26, 2013, 02:38:50 AM
Maybe you should change Evil Yashichi's behavior or "attack"? It's annoying when you are killed by something that you can't see, and then realize the Devil was 32 units or more away from you.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Rozark on June 26, 2013, 10:50:45 AM
Idea.

(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Gummywormz on June 26, 2013, 10:15:02 PM
Random poll time: what music should be used for a wavebike race map. It'll probably look like 2ndcoop's gravity wave castle (but without the gravity switching).

(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: CHAOS_FANTAZY on June 26, 2013, 10:35:25 PM
If I can vote for not one of those I'd like to nominate this.
(click to show/hide)
If not, I'll go for Lightning.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: -Daiki-TheOni on June 26, 2013, 11:34:03 PM
I vote for CHAOS_FANTAZY big blue. sounds awesome and fits better than the others.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Badz on June 27, 2013, 01:43:26 AM
Airman's scavenger hunt can be a pain with many players: you need rush jet/beat call to get some of the items, but sometimes they'll all be gone and could take a while to respawn. Also, the fan fiend respawns in the ceiling for some reason.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Rozark on June 27, 2013, 10:46:15 AM
When you said waveBIKE CHASE the first thing I thought of was:
(click to show/hide)
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: FTX6004 on June 28, 2013, 05:14:16 PM
i think gummywormz has forgot to add LMS8 map all i see is

LMS1
LMS2
LMS3
LMS4
LMS5
LMS6
LMS7
LMS9???

and to what ever how many map there is.
Title: Re: [Game Mode] LMSGames *PUBLIC BETA* 1
Post by: Gummywormz on July 04, 2013, 05:26:16 AM
Update: The final number of maps for version one is 30. I could really use anyone's help, even if you're a beginner at mapping or scripting. Below is a list of maps and what I'd need for them if anyone would be willing to help. I'd still do things mostly myself, but I could really use the extra hands to get things done quicker. Thanks.

(click to show/hide)
You may also feel free to make original maps, too. Thanks again.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Copy Robot on July 04, 2013, 06:54:37 AM
I can help you with the Crystal Scavenger Hunt Items.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: <geminibro> on July 05, 2013, 01:14:26 AM
I like this, but i'm not too big about the Intermission screens, could i help a little, and change them?
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Gummywormz on July 05, 2013, 01:22:21 AM
They're semi-kind-of-sort-of based on StupidLMS'. If you want to remake them, they have to retain the silliness.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: The Killer Nacho on July 05, 2013, 07:28:08 PM
Another notion for CHAOS_FANTAZY's cited musical track.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: tsukiyomaru0 on July 07, 2013, 02:58:37 AM
Just to note: readjust projectiles' hitbox to match their sprite or the widest sprite in their animation. It's dumb when you get fragged by a projectile that didn't even brush against you with a 10 feet pole
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Superjustinbros on July 08, 2013, 10:38:29 PM
In the projectile dodging game, Magnet Missiles and Dive Missiles will never enter the center of the stage. So remaining players can camp in the center and never get hit.

In Musical Elevator, Gutsman G should disappear in-between rounds following his introduction, so he doesn't knock frozen players off the elevator.

With Special Stage 1, can you pick a different skin for the spikes or skin new ones with an outline? They're very difficult to see. The Somari rings are a little chunky in appearance and look disjointed. I'd be happy to skin you new thinner ones with a more yellow palette.

Also, the conductor on the Space Train needs to be stronger; he was no match for 10+ players fighting him all at once.

The scavenger hunts are fine, though with Pharaoh's hunt, the Rush Coils seem to never re-spawn (and I believe it may be so with the Rush Jet and Beat Call in Air's) and you may want to fix the area where the collectable Yasichi is so players trying to grab it don't end up in the Chaos Emerald's room. Then there's placing items directly on the death floors in Air's so players will need Beat Call to survive, and the bouncing/hovering items over their hotboxes.

Those are just some comments I have regarding the LMSgames. They're not bad and do seek good potential, and even I got a good laugh at some of the events. The only other thing I will throw in is the Victory music isn't really that memorable IMO.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Gummywormz on July 08, 2013, 10:55:50 PM
Quote from: "Superjustinbros"
In the projectile dodging game, Magnet Missiles and Dive Missiles will never enter the center of the stage. So remaining players can camp in the center and never get hit.
Fixed (I think, I need to test it again later on)

Quote from: "Superjustinbros"
In Musical Elevator, Gutsman G should disappear in-between rounds following his introduction, so he doesn't knock frozen players off the elevator.
He now never enters the elevator whether it's up or not. His purpose now is an aid to push people farther away off the platform.

Quote from: "Superjustinbros"
With Special Stage 1, can you pick a different skin for the spikes or skin new ones with an outline? They're very difficult to see. The Somari rings are a little chunky in appearance and look disjointed. I'd be happy to skin you new thinner ones with a more yellow palette.
I suspose I could do that. Do feel free to make better rings. I'm not a spriter and just found some with fancy rotations already. (Fun Fact: The rings aren't from Somari, but Sonic Jam 6)

Quote from: "Superjustinbros"
Also, the conductor on the Space Train needs to be stronger; he was no match for 10+ players fighting him all at once.
Fixed

Quote from: "Superjustinbros"
The scavenger hunts are fine, though with Pharaoh's hunt, the Rush Coils seem to never re-spawn (and I believe it may be so with the Rush Jet and Beat Call in Air's) and you may want to fix the area where the collectable Yasichi is so players trying to grab it don't end up in the Chaos Emerald's room. Then there's placing items directly on the death floors in Air's so players will need Beat Call to survive, and the bouncing/hovering items over their hotboxes.
Rush / Beat will respawn faster.

As for progress, 13 maps still remain before release 1. I've been distracted by Steam, but I'm slowly working on it.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Balrog on July 09, 2013, 12:15:43 AM
Stupid obituaries!
(click to show/hide)

More when I can think of something funny
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Superjustinbros on July 09, 2013, 01:25:07 AM
You can always use the rings from one of the Sonic games on the Master System/Game Gear, but anyways here's what I got.

(http://i913.photobucket.com/albums/ac331/Superjustinbros/Sprite%20Sheets/SomarRings_zps3e8eea27.png) (http://s913.photobucket.com/user/Superjustinbros/media/Sprite%20Sheets/SomarRings_zps3e8eea27.png.html)
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: TheDoc on July 09, 2013, 02:54:20 AM
Question: Do the Big Telly and Space Train Reactors' health scale according to the number of players? Cuz they should.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: <geminibro> on July 09, 2013, 03:33:33 PM
Quote from: "Gummywormz"
They're semi-kind-of-sort-of based on StupidLMS'. If you want to remake them, they have to retain the silliness.
Alright. Is it OK if i also contribute a map?
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Gummywormz on July 09, 2013, 03:59:14 PM
Quote from: "<geminibro>"
Alright. Is it OK if i also contribute a map?
Sure, the maps on the front page are still available, but if you want to do something else, that's fine too. (Just no more special stages or scavenger hunts.)

Quote from: "TheDoc"
Question: Do the Big Telly and Space Train Reactors' health scale according to the number of players? Cuz they should.
Yes

Quote from: "Balrog"
Stupid obituaries!
Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.

Quote from: "Superjustinbros"
You can always use the rings from one of the Sonic games on the Master System/Game Gear, but anyways here's what I got.
Added.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Balrog on July 09, 2013, 04:10:28 PM
Quote from: "Gummywormz"
Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.
Awwww. Also, remember that StupidLMS-like mods are supposed to be crass and insensitive. That's the tone I went for with those obituaries, minus the profanity and penis jokes. As for the protips...


... later, though. I have things to take care of right now.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Superjustinbros on July 10, 2013, 09:17:47 PM
There's one thing I want to bring up. On the defeat "You LostJ" screen, the face looks more like he's crying happily than sad. Maybe change his mouth into a standard frown.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Mr. Wint on July 14, 2013, 01:24:57 AM
Making a map for this...it's more scripting than mapping, right?
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Gummywormz on July 14, 2013, 02:01:39 AM
Yes, but having a good layout is important too. Speaking of maps, I've decided that no more than 2 or 3 maps of a specific type are allowed. This leaves 2 more slots for new ideas. Here is a list of map types that can no longer be submitted (unless it is unique and interesting).

(click to show/hide)
Also, expect the "Stuff I Need Help With" list to be updated later today / tomorrow. The stuff there now still applies.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: TheDoc on July 14, 2013, 07:26:37 PM
Here's an interesting idea (you may have to split up people into pairs for this though)

You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.

Only thing I'm mainly worried about is lag drastically effecting this...
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Gummywormz on July 25, 2013, 05:26:11 AM
Update posted, server is up. Yadda yadda.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: tsukiyomaru0 on July 25, 2013, 05:50:49 AM
Quote from: "Gummywormz"
Update posted, server is up. Yadda yadda.
Haven't checked out yet, but... Thank you.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Superjustinbros on July 25, 2013, 10:46:13 PM
Of what I've played thus far, I'm really liking the new design choices, like adding in Gutsman G into the cave race. As of now there are a few things that bug me that could be fixed.

*In the Special Stages, the "Get Emerald" chime doesn't play when a player gets the Chaos Emerald. It just goes to dead silence. Also, seeing as my ring graphics were used (thanks so much! ^_^) I decided to loan some Chaos Emeralds as well to replace the greyscale one used in the current version.
(http://i913.photobucket.com/albums/ac331/Superjustinbros/Sprite%20Sheets/ChaosEmeraldsFC_zpsc03746c3.png) (http://s913.photobucket.com/user/Superjustinbros/media/Sprite%20Sheets/ChaosEmeraldsFC_zpsc03746c3.png.html)
*I still feel the ceiling in Magical Flight should be lowered so players don't fly high to the point where they can't shoot at the solid walls.
*In the Nightmare battle, Nightmare is almost never able to fire his projectiles since he is showered by fire from the players. His movement in Phase 2 is also very jittery Same can be said for the Pac-Man ghosts.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Gumballtoid on July 30, 2013, 03:36:14 AM
Speaking of Chaos Emeralds, I was encouraged to suggest this so...

Suppose there's a scavenger hunt game (perhaps on Green Hill Zone, with the creator's permission) where players have to find all seven Chaos Emeralds in a similar to fashion to existing scavenger hunts. When all seven are collected, players enter a Super Transformation where they can hug other players or fire energy blasts to kill unarmed players. If two or more players collect all seven, they will be forced to kill each other until only one player survives.

EDIT: Had these laying around, perhaps they could be used? Top row would be apt for HUD indicators while the bottom row would be the actors themselves.

(http://img818.imageshack.us/img818/158/wlf4.png)
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Superjustinbros on August 05, 2013, 05:29:00 PM
As much as I don't like Scavenger hunts (primarily since I always die before I can find all eight items), your idea does seem like an interesting twist to the formula.
Title: Re: [Game Mode] LMSGames Public Beta 1 **HELP WANTED**
Post by: Zomo.exe on August 19, 2013, 10:56:05 AM
Quote from: "TheDoc"
Here's an interesting idea (you may have to split up people into pairs for this though)

You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.

Only thing I'm mainly worried about is lag drastically effecting this...

I'm liking this. A good throwback to one of those Kirby minigames I loved when I was a kid. But I wonder... seeing as though THIS IS a mod based on LMS, I have another possible interesting minigame idea that could be used (if it can actually be coded)...

Two people out of everyone playing are chosen to duke it out while the rest are either force-spectated, killed off or perhaps left in some part of the stage to watch. The theme of this is basically who is the better of two rivals, such as Megaman/Bass, Kirby/Metaknight, Link/Ganondorf (or Dark Link for you hardcore OOT/Link's Adventure fans)... you get the idea; you can do something similar but I suggest this for the sake of satisfying the constantly asked question of "Who would beat who in a duel, X or Y".

As for how the actual duel minigame should go, simply try to make a script to pick a pair of rivals to be selected, then assign a relevant normal weapon and alt weapon for each class (once again, up to whoever does it). Also, give the two people chosen to duel a set amount of HP (preferably maybe 3-400?). To make duels slightly more interesting and discourage stalling, add scripts that could perhaps make the stage smaller (refer to Fusion Jousting), script random effects here and there that boosts damage done or speed for a short time; these are just examples. Last but not least, the last two people alive theme should NOT be enabled; instead, insert a theme that relates to whichever rival pair was picked (sort of like how Hale bosses have their own theme attached to them when a certain one is picked).

All in all, dueling is not something I see often; it is usually an art that takes time and skill to be good at it. I'm hoping that this could hopefully be an actual minigame someday, and that it can partly show what it's like because fights like this can be quite intense depending on who is matched up. Not sure if Mario Party did duel-like games, but that doesn't mean a heavily-modded Doom game like 8BDM can't do it!
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Dr. Crasger on October 05, 2013, 01:00:56 PM
One question:
Where did you get the music for Space Train?
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Deviddo on October 05, 2013, 01:39:27 PM
I think it'd be better to use Justin's Chaos Emeralds if only because they have an outline so it's closer to the actual style.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Superjustinbros on October 05, 2013, 03:44:16 PM
Have there been any thoughts on re-doing the Pac-Man map so the maze layout is cleaner with every hallway accessible and it plays different, less repetitive music (like the music used for Pac-Man's Park in Pac-Mania's NES port or the Original Pac-Man levels in Pac-Man Arrangement)

I still find the Nightmare battle to be broken in certain ways. If there are a lot of players it's very easy to run out of time or just barely win in Phase 1 of the battle. There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.

I'm certain I made a comment about this earlier, but the Magical Flight map is still bland in my eyes. The walls could be different with a variety of textures and some scenery outside the walls, like buildings and trees. I'd also prefer the skybox to be circular, not cubed.

For the Special Stages, I'd be up for skinning new Spikes so they're more visible and easier to tell apart from the rings than the Bubbleman spikes.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: TailsMK4 on October 05, 2013, 06:02:54 PM
Quote from: "Superjustinbros"
There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.

Normal LMS ending. The only way that can be changed is to change the mode entirely to Cooperative.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Gummywormz on October 05, 2013, 08:50:59 PM
I suspose I should post an update.

Basically, a dev team was formed, but then died a week or so later. When this was revived earlier, I went back and fixed almost all the bugs, including the major ones like in lava platforms. I have 2 maps by me waiting to be finished, 2 by others, and the other maps have been finalized as far as concepts go.

I want to get a new version out soonish. It'll probably be the last test version before the final release. People can still contibute maps if they want to. The request part of the first post is outdated and probably won't be updated.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Superjustinbros on October 06, 2013, 07:15:28 PM
Well, here's the new spike graphic.
(http://i.imgur.com/PmcYOEx.png)

Quote from: "Dr. Crasger"
One question:
Where did you get the music for Space Train?
The music used for Space Train is the main theme from Space Harrier, the version that's used is the VRC7 version.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Dr. Crasger on October 07, 2013, 01:57:59 AM
Quote from: "Superjustinbros"
The music used for Space Train is the main theme from Space Harrier, the version that's used is the VRC7 version.

Well, I thought it was something else, thanks for telling me. Now I can listen to it without having to go to the level repeatedly.

Also, I'd like to report a glitch with the boss fights. If all but one die, then that one guy wins by default and the boss isn't defeated. Or is that how you intended it to happen?
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: TheDoc on October 07, 2013, 02:24:28 AM
Pretty sure it's intended that way
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: TailsMK4 on October 07, 2013, 03:35:23 AM
Quote from: "Dr. Crasger"
Also, I'd like to report a glitch with the boss fights. If all but one die, then that one guy wins by default and the boss isn't defeated. Or is that how you intended it to happen?

Quote from: "TailsMK4"
Quote from: "Superjustinbros"
There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.

Normal LMS ending. The only way that can be changed is to change the mode entirely to Cooperative.

Quoted once again.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
Post by: Gummywormz on October 13, 2013, 02:38:41 AM
I forgot to mention I posted the old hotfix in the main post.

I have decided to create a GitHub (https://github.com/gummywormz/lmsgamesgit) for this project. This is mainly for those who wish to contribute, so they can have an up to date file to work with. You must download it as a ZIP, and then extract it and import the contents into a new pk3 in SLADE. You cannot just rename the zip file to a pk3 file. Since it will be updated often, and is basically untested, it is not recommended to host a server with those files. I will be providing beta files here for hosting. You do not need to know how to use github to contribute, just PM me any content. If you do know how to use it, feel free.

So far, the hotfix is merged with the main pk3, and a new map has been added. I'll be putting more stuff up there over the weekend for sure.
Title: Re: [Game Mode] (UPDATE ) LMSGames Public Beta 3
Post by: Gummywormz on October 19, 2013, 10:18:41 PM
Public beta 3 released. This mod is nearing completion. Please send in any contributions / suggestions asap if you want them to get in.
Title: Re: [Game Mode] (UPDATE!) LMSGames Public Beta 3
Post by: Dimpsy on October 20, 2013, 06:30:35 AM
Here's an idea from Kid Icarus: Uprising, a Nintendo 3DS title (And a damn good one at that).
Basically it's a free-for-all battle where all players must try to get the most points before time runs out, that sound too generic and is already in the core? Well there are these 3 Daybreak parts you grab (A, B, and C), and when you grab them all you do some sort of big laser that can otherwise instant kill enemies (Note, you cannot move when doing this and it automatically happens as soon as you grab all the Daybreak pieces). There's also random health that spawns, and items that you can use to your advantage. Such as Jump Bombs, X Bombs, Smart Bombs, Grenades, Dodge Cards, Giant Makers, Jump Pads, and the list can go on.
Another thing that's going on with this minigame too, is that you cannot jump (Just like the original game itself). You have to rely on Jump Pads that are laying around in the map (Not just Jump Pads you spawn yourself) to get you going upwards.
I think the main weapon that everybody can have for this battle can be a basic arrow either like in Uprising, or like the original game where you start off with arrows that go like, 2 feet away from you and then disappear.
Here's a video showing sort of how this all works (It's the best I can find, nobody I really know besides a couple people actually own this game).

Sorry for the poor quality, and sorry if it doesn't show a whole lot. If you need help grasping the true idea, I'm sure there's a few websites telling you.
As for the map for this said minigame, just a map based on one of the existing Uprising maps would be nice.
And the items can be mainly Mega Man-based if you want, I really do not mind as long as the items are somewhat like Uprising's.
Anyways, hope you like the idea.
Title: Re: [Game Mode] (UPDATE!) LMSGames Public Beta 3
Post by: Superjustinbros on October 21, 2013, 03:13:58 AM
Thanks for using my Spike and Chaos Emeralds graphics. Really does help out the Special Stages.

It still kinda sucks that unless you spawn in front of everyone else, you're doomed to loose a Special Stage if whoever starts in front of you can easily get all the necessary Rings and reach the end.

Still, great update.
Title: Re: [Game Mode] (UPDATE!) LMSGames Public Beta 3
Post by: Hilman170499 on October 30, 2013, 12:46:50 AM
Minro Bump:

Not sure whether this is a problem or not but here it is.
After a bit of confirmation, LMS13. It's the weapon. Once Super Wind Storm is usable this happens; you use Mega Fist at that point, it seems to always fire a Super Wind Storm shot once you let go of the main fire. I have a feeling it's the actor coding...
Title: Re: [Game Mode] (UPDATE!) LMSGames Public Beta 3
Post by: Gummywormz on November 02, 2013, 04:19:02 AM
I put a new unstable version up here. (http://static.best-ever.org/wads/lmsgames-githubc18.pk3)

Basically the only thing not fixed is lms06's lap bug and lms12 is not replaced yet.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Gummywormz on November 05, 2013, 12:32:09 AM
I am in need of about 5 - 12 more beta testers. All you need is a skype name. If you can host a stable server without BE please say so as you will be given preference. I am also might be in need of a decent ACS coder, but I'm unsure right now. Please post / PM me your skype name if you are interested.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: ChaoticChao on November 07, 2013, 12:47:20 AM
This is what happened when someone waited for players at the zombie map.
(click to show/hide)
If you can't see it, it is a the arena full of zombies and no one can join without crashing.
Title: Still need those testers >_>
Post by: Gummywormz on November 07, 2013, 01:02:28 AM
I might be incredibly wrong on this, but I believe that spectating would have stopped the script.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Linnie on November 07, 2013, 02:08:00 AM
I can test for you, but I can't remember what your Skype name is, or whether I even have you added.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: OrangeMario on November 10, 2013, 11:41:28 PM
I suggest a quickdraw Mini game!

(click to show/hide)

players would line up similar to how players would line up in LMS22, as they would face each other in a small western town, guns ready. How to win? be the quickest or smartest to survive being punched across the valley.

A timer will randomly count down to a certain time, and when the bell rings, quickly follow the direction shown on the screen.
- Shoot!
- Don't Shoot!
- Use Secondary Fire!
- Shoot 50 times!
- Hold 'strife left' and shoot!
etc.

Shooting too early will nullify the player from shooting.
When players are shot down, all the remaining players will gradually meet the center until theres only two players remaining.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Gummywormz on November 11, 2013, 12:18:53 AM
I tried a quick draw minigame before and it failed horribly. I can try it again but the only problem is: how would an odd amount of players be handled?

I also still need testers / ideas / suggestions for games.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Linnie on November 11, 2013, 12:27:46 AM
Possibly have a bye? Maybe put the contestants in rooms that fit a multiple of two, have the microgame to decide who goes on, and teleport the winners to a second set of rooms half the number of the first? And then rinse and repeat until we're down to one room?
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: OrangeMario on November 11, 2013, 08:12:20 AM
Quote from: "Gummywormz"
I tried a quick draw minigame before and it failed horribly. I can try it again but the only problem is: how would an odd amount of players be handled?

(click to show/hide)
With a odd numbered bunch, I kinda had 3 players in a triangle formation with a bomb in the middle.
Who'ever would punch the bomb first would slide the bomb between the other two players not quick enough, exploding shortly after it stopped between the losing two.

Also, I'm curious to how it failed horribly. weapon coding? player 'trigger-finger' speeds? just curious to see if theres a work around. I'd be more than willing to provide sprites for weapon rotations if you ever consider it.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Goomba98 on November 12, 2013, 02:21:34 AM
Not sure if you realize this, but the music in LMS30 is a stage theme and not a character theme. I suggest using U. N. Owen was Her? instead, as it fits the Air Man tile better considering it's a sorta meme.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Dr. Freeman on November 12, 2013, 02:33:01 AM
I don't think you have room for new games but I had the idea so I'll post it (and because I was told to)

So you know that Bowser's Big Blast (or something like that) from Mario Party. The one where one person hits a button and hope they don't die.
That's fun.

The only difference would be if after 5-10 seconds if someone doesn't pick a button they just die for being a loser.
I got nothin'
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Gummywormz on November 12, 2013, 03:22:41 AM
Quote from: "Goomba98"
Not sure if you realize this, but the music in LMS30 is a stage theme and not a character theme. I suggest using U. N. Owen was Her? instead, as it fits the Air Man tile better considering it's a sorta meme.

I picked the song because I liked it, not because it was a specific theme. :/

Quote from: "Dr. Freeman"
I don't think you have room for new games but I had the idea so I'll post it (and because I was told to)

So you know that Bowser's Big Blast (or something like that) from Mario Party. The one where one person hits a button and hope they don't die.
That's fun.

The only difference would be if after 5-10 seconds if someone doesn't pick a button they just die for being a loser.
I got nothin'

Feel free to keep making suggestions because I'm a derp and forgot one of the ideas I was going to make a game out of.

However, a game based entirely on luck does not sound like a good minigame...so no.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Goomba98 on November 12, 2013, 07:50:41 PM
How about a game based on the special stages in Sonic 3 & Knuckles where you must "GET BLUE SPHERES"?
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Balrog on November 13, 2013, 12:42:47 AM
Better:

(http://img216.imageshack.us/img216/6172/s1kballsjc3.png)

Also, considering that Mega Man is a platformer and all a remake of the "avoid the black" game from Icon of Party would not go amiss.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Dr. Freeman on November 13, 2013, 01:40:38 AM
Oh yeah, I mentioned this on the server but I'll just put it here so it's actually written somewhere. But that minigame from Kirby 64 when the platform slowly crumbles in random areas.

...Except it would probably need the push thing from musical elevators to not be the worst thing.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: CHAOS_FANTAZY on November 13, 2013, 02:51:52 AM
I come bearing ideas!  Hopefully I remember all the details...why do I have to think of all my best ideas in the shower?

Quiz Show of Doom
It's your standard athleticism-smarts-mix game show, with one catch—poison gas.  Players are asked trivia questions of the true/false or multiple-choice variety (On what subject remains to be seen, but I think, being the community that we are, we could all agree to Mega Man trivia), and they have to shoot a certain number of targets before they are authorized to answer on terminals.  The room is filled with poison gas, and therefore players slowly lose health over time, and must answer questions correctly in order to stay alive—as correct answers are awarded with health, and incorrect ones punished with a damage penalty.  Potential speed-ups to the game include increasing the number of targets required, increasing the potency of the poison gas, and perhaps even allowing the targets to fire upon the players.
(click to show/hide)

Oh, No!  My Only Weakness!
A quick-thinking game in which the players are placed randomly in small rooms where a Robot Master stands idle before them, and the players have ten seconds to find their weakness in a cache of weapons before them and fire it at them to defeat them.  If the player fails to defeat their Robot Master, the Robot Master fires upon them and they take damage before proceeding.  Weaknesses could be the weapon they were weak to in the original game, similar to said original weakness, or just be a weapon that logically would defeat them.  Bubble-Man, for an example, is traditionally weak to the Metal Blade, but in this game he may also have weapons such as Rolling Cutter and Shadow Blade as potential weaknesses.  Potential speed-ups to the game include decreasing the reaction time players receive and increasing the number of weapons from which they must find the Robot Master's weakness.
Title: Re: [Game Mode] (UPDATED) LMSGames Public Beta 3
Post by: Hallan Parva on November 13, 2013, 03:05:50 AM
Quote from: "Gummywormz"
Feel free to keep making suggestions because I'm a derp and forgot one of the ideas I was going to make a game out of.

However, a game based entirely on luck does not sound like a good minigame...so no.
To be fair, the Mario Circuit map depends nearly entirely on luck as it is. A single Golden E-Tank can propel you from last to first with no problems if you mash Item Use, and is outright broken if you have a bind set up to do the mashing for you. Most matches on that map have devolved into somebody camping the item spawns waiting on a Golden E-Tank or an E-Tank Triplet, then propelling farther than anyone can catch up or hit them with a Magnet Missile / Super Search Snake.

Also I don't know about you but Bowser's Big Blast is downright hilarious. The fact that there's no NPC characters that can magically guess the right switches all the time helps things tremendously. I'm in support for a luck-based minigame.

While I'm here, I also support "Oh No! My Only Weakness!" because it sounds amazing and it fits well with 8BDM.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Gummywormz on November 13, 2013, 11:58:46 PM
Well, I certainly have a ton of ideas now.

Now for the important part: There are certain maps that pretty much everyone hates, so I'm more than likely going to replace them. The problem is I can't replace all of them. So vote on which maps you hate the most. The top few with the most votes will be replaced by the new maps.

(Maps not included are either shown to be well liked, are getting updates to hopefully make them better, or in the case of lms28 broken and need to be replaced anyway.)
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Dr. Freeman on November 14, 2013, 12:05:09 AM
...It sure is a shame the poll ended back in July. =/
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Balrog on November 14, 2013, 12:08:48 AM
All right:

Scavenger Hunts, all of them, they're horrid
Not So Special Stage, because it seems to be largely dependent on who spawns in front

That's about it.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Ceridran on November 14, 2013, 12:13:08 AM
I'm voting LMS08, VS Nightmare, simply because it's incredibly boring, my reasoning not being that it's not Megaman related.

How to play LMS08:

Step 1: Aim at hitbox

Step 2: Hold down M1 for 10 minutes

Have fun!
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Linnie on November 14, 2013, 12:16:59 AM
>no Hide and Seek

If you insist you can make it good...


Anyway, the only one I'd remove is Super Airman Tiles. It just doesn't lend itself to fun gameplay, the only way to survive is to stand in the corner and hope the tiles don't hit you. Telly is a fun race to kill it before it kills you, and Nightmare is a fun dodging game, but I don't really see any good point about Airman tiles.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Dr. Freeman on November 14, 2013, 12:30:52 AM
I actually really enjoy the Nightmare boss, even if it's not exactly Mega Man related (which would be cool if it was a Wily Capsule or something but whatever) though it does last a tad long sometimes, and I wish when he teleported he actually teleported.

That and the invisible walls when I'm trying to circle strafe.


That said, Scavenger Hunts are really fun for single player and afterwards not so much, Pac Man is just stale...and while I personally don't love Zombie Invasion, it's not bad so whatever.

And I'm cool with everything else.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Jakeinator on November 15, 2013, 03:58:26 PM
I really like the Airman and Pharohman scavenger hunts, the crystalman one on the other hand is confusing, stupid, and I end up having to suicide because i can't make the jump to the main platform if i get stuck on the outer edges, also Nightmare is incredibly bland, all you do is sit in one spot and hold down fire moving slightly to the left when nightmare fires at you. Other then that the maps are fine.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: SmashTheEchidna on November 15, 2013, 06:04:32 PM
Speaking of nightmare, while I was fighting him in a server (during his first, airborne phase), I brought up how it would be kinda cool if there was a stage where you'd fight the Evil Robot. Everyone else seemed to think it was a good idea and said I should suggest it.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Knux on November 15, 2013, 06:30:43 PM
Something along the lines of the online Yurei battle would be cool.

Even better if Mike himself were to release it as a separate file.
Title: Re: [Game Mode] (UPDATE + POLL) LMSGames Public Beta 5
Post by: Goomba98 on November 27, 2013, 03:42:45 PM
All of those RM8FC alarms are used - the first two are "Jump! Jump!" and "Slide! Slide!" respectively, and the last one is the whistle of Clown Man's trains (which is already in MM8BDM, mind you).
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on November 27, 2013, 11:00:15 PM
Unused in the sense I never used them when I made that file.

Anyway, new public beta is out, with a proper changelog in the first post.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Superjustinbros on November 28, 2013, 01:10:30 AM
Incase you prefer classic Ghosts over the Pac-Mania ones:
(http://i913.photobucket.com/albums/ac331/Superjustinbros/PacGhostsforDM_zpsbfd8dbc5.png)
You can colorize it however you want.

I'm also sharing this: the "Waka" sound when Pac-Man eats pellets, as heard in the NES version:
http://www.mediafire.com/download/kfiiu ... ESWaka.ogg (http://www.mediafire.com/download/kfiiucsdzt16lt9/PacmanNESWaka.ogg)

I am not a fan of the Scavenger Hunts; since aside from getting only one life, the items like to bounce after one player grabs it and Air Man's Scavenger Hunt always requires both Beat Call and Rush Jet multiple times (since some items are placed right on death pits), which are very scarce on MM2AIR.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: TheDoc on November 28, 2013, 03:38:30 AM
Quote from: "Superjustinbros"
which are very scarce on MM2AIR.
(click to show/hide)

Airman's Scavenger hunt is LITTERED with Rush Jets and Beat Calls but I digress. The main thing I don't like about it is the bouncy objects (and how close they are to the floor -_-). The Scavenger Hunt idea isn't necessarily bad, but the placement (Crystalman) and the fact that they're almost always in the exact same place every time makes it less of a scavenger hunt and more of a I-hope-I-get-lucky-and-reach-them-all-and-at-the-same-time-not-die-by-accidentally-touching-the-floor race (Airman). I thought that Pharaohman was well done, especially the idea of the random (well, semi-random) placement of the two yashichis. Airman was just a bad place to do it bcuz you have to kiss the ground just right to not activate your beat call and have to rush back up (or beat back up in this case :) ), and there's not alot of good hiding places besides on the floor in that map. Crystalman's was simply annoying bcuz you had to fit in the holes JUUUUUST right to grab the item, and that was the case multiple times. In all, the scavenger hunt idea was good, but the map choice (and placement) was questionable.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Linnie on November 28, 2013, 04:28:45 AM
I like all three Scavenger Hunts. Really, the only stage I disliked enough to vote towards its removal was Super Airman Tile.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Superjustinbros on November 28, 2013, 07:31:48 AM
Quote from: "TheDoc"
Quote from: "Superjustinbros"
which are very scarce on MM2AIR.
Airman's Scavenger hunt is LITTERED with Rush Jets and Beat Calls but I digress. The main thing I don't like about it is the bouncy objects (and how close they are to the floor -_-). The Scavenger Hunt idea isn't necessarily bad, but the placement (Crystalman) and the fact that they're almost always in the exact same place every time makes it less of a scavenger hunt and more of a I-hope-I-get-lucky-and-reach-them-all-and-at-the-same-time-not-die-by-accidentally-touching-the-floor race (Airman). I thought that Pharaohman was well done, especially the idea of the random (well, semi-random) placement of the two yashichis. Airman was just a bad place to do it bcuz you have to kiss the ground just right to not activate your beat call and have to rush back up (or beat back up in this case :) ), and there's not alot of good hiding places besides on the floor in that map. Crystalman's was simply annoying bcuz you had to fit in the holes JUUUUUST right to grab the item, and that was the case multiple times. In all, the scavenger hunt idea was good, but the map choice (and placement) was questionable.

I stand corrected. I should have meant that (at least in what I played) they're everywhare, but since there are so many players, they will snatch the Rush Jet and Beat Call Items and force the slower players to wait. I'm uncertain if this was fixed as I usually don't participate in the Scavenger Hunts for the whole "one mistake and you're dead" thing, even if the Pharaoh Man Scavenger Hunt is the most well designed and least problematic of the trio IMO.

I'm guessing there's no trick to make the items placed on the death pits levitate? Like sticking a very thin pillar the same color as the sky into the pits then placing the items on those.

Hopefully as this gamemode progress we'll get more detail into the current maps like with the Magical Flight map.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on December 01, 2013, 03:28:58 AM
Right then...

This mod is nearing completion. One map and a hub is left. There are still some suggestions I will take:
Protip / ragequit messages are always welcome.
I have added "wildcards". This is basically a mini chaos generator that does things like jelly world, infinite gold etanks etc. I will accept suggestions for this as long as it doesn't interfere / unbalance gameplay.
I have also added "skin classes" from StupidLMS. These are basically just fun classes that are only different by their skin. Examples of classes in so far is sue, eddie, and soup bowl wave man. Feel free to suggest / make some as long as they are fitting.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Linnie on December 01, 2013, 04:53:52 AM
GutsmanG? The Eddiekart skin?

And for wildcards, how about GutsmanG rampage on every map?
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on December 01, 2013, 05:15:52 AM
Eddie kart doesn't really fit. Added Guts Man G class. Guts Man G rampage isn't a good idea as it would severely cripple any game.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Hallan Parva on December 01, 2013, 07:53:56 AM
Ugh, why Jelly World of all things...


Also I hope you're including an option to disable said "wildcards", I can see that breaking some potentially fun rounds to pieces. Also also while I'm here I can go ahead and be stupid by asking for a second map layout for a random weapon survival, in the vein of "1-2-3-Death". Except that probably won't happen since you're apparently nearly finished and all.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on December 01, 2013, 03:04:16 PM
Yeah, I'm looking to replace jelly world with something as it does tend to break maps. Wild cards can be disabled entirely via a cvar, or the current one can be cancelled via an rcon command. I could do another layout for 123Death as there are a few more maps that could use replacing, but only if someone does it / lets me use one / I get some crazy idea.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Beed28 on December 01, 2013, 04:46:05 PM
Quote from: "Gummywormz"
Yeah, I'm looking to replace jelly world with something as it does tend to break maps.
The truth is, the only thing Jelly World breaks are floors and ceilings that are supposed to move (such as elevators and doors). For example, if Jelly World is enabled on Victory Isle (one of the CTF maps), the doors in the bases stop working. This isn't really major in that case, since there are other pathways around. Another example is in Wave Man's map. If Jelly World happens, then Octoper OA doesn't pop up outside the map boundaries since he pops up on a hidden moving floor. There's also the wobbly bridge in Shade Man's map that doesn't bounce along with the rest of the map.

I'd say, allow Jelly World on some maps, but not all of them (I haven't played LMSGames, at least not until someone makes it compatible with single player or with bots, but I do hear that one of the maps has moving elevators).
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on December 01, 2013, 04:50:25 PM
It also completely breaks "projectile flies over" lines which is the entire point of one of the (new) maps. I also fear it will mess with platforming a little too much.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Lagman on December 01, 2013, 05:07:39 PM
Quote from: "Gummywormz"
Bugs
(click to show/hide)

What about the telefragging in the Grenademan minigame?
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Gummywormz on December 01, 2013, 05:11:43 PM
All major bugs have been fixed already.
Title: Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
Post by: Superjustinbros on December 01, 2013, 06:59:57 PM
I have a feeling the Nightmare battle could be given an extreme makeover just so it looks better and more polished.

Phase 1: The Nightmare Ball could have the top row of pixels on one of it's frames restored, including less jittery movements. Since the area is entirely transparent like the Evil Robot battle, some form of way to distinguish where the boundaries of the (quite small) arena. Also, I find the skybox could be a cylinder-shape, as the box-shape just doesn't look right for the map IMO.

Phase 2: Perhaps Nightmare could have some additional facing directions (I remember in Kirby's Adventure he had three in total) and with the ability to actually teleport to another part of the arena you battle him in. The same jittery movement that Nightmare Phase 1 has is present here, as well as the not-so-appeling area you fight him in, mostly since like before it's hard to tell what part of the level the players are allowed to stand on.
Title: Re: [Game Mode] (FINISHED) LMSGames Version 1a
Post by: Gummywormz on December 09, 2013, 11:47:28 PM
And it's done.

The server will be updated once everyone is off. More mirrors are coming soon.
Title: Re: [Game Mode] LMSGames Version 1a
Post by: Superjustinbros on December 12, 2013, 04:31:51 AM
Magical Flight: Weather effects should occur less often.

Anti-Social Projectile Dodging: If the Wild Card is played and makes the platform slippery, it should only change the texture of the platform the players stand on, as opposed to changing everything including the death-pit.

Special Stages: The rings are missing one frame of animation, unlike the ones in "Ring Robbery".

City Escape: I'd recommend adding in an 8-bit version of CIty Escape from Sonic Adventure 2.

Death Run: My new least favorite map. Needs a more professionally-designed layout (so it doesn't look like something out of 2nd Coop) and it's also very buggy (if the activator dies, the level doesn't end).

Checkerboard Chase: I suggest there should be some kind of texturing/shading on the blocks so they're easier to distinguish from one another, compared to having one solid color for each block.

Rock Harden & Quick Feet: If possible, try to have the camera positioned exactly on where the player stands so his/her character is directly in the center of the screen. Not that necessary with Rock Harden (but it did confuse me at first) but especially in the later since players put anywhere but the center of the level where the lasers join together will have a more likely chance of getting killed.

A bit more of a P.S. thing, but is there by any chance you could post a soundtrack listing on the OP so if I wanted to know the source or NSF file of a song used in LMS Games I'd know where to look?
Title: Re: [Game Mode] LMSGames Version 1a
Post by: Goomba98 on December 14, 2013, 02:15:21 AM
Fun fact: Air Man tile's boss room is from 2nd Coop.
Title: Annoying question...
Post by: HeelNavi on March 03, 2014, 07:56:43 AM
Are you still planning to make a new version ?

Or someone here ?
Title: Re: [Game Mode] LMSGames Version 1a
Post by: Gummywormz on May 10, 2014, 12:36:30 AM
I'm going to update this for v4. Let me know any last minute suggestions or bugs I've probably missed.

(click to show/hide)
Title: Re: [Game Mode] LMSGames Version 1a
Post by: Hallan Parva on May 10, 2014, 12:38:51 AM
make the classes optional

Micro Charge Man was the reason the latest version died out in like a day and we went back to playing the inferior old one :ugeek:
Title: Re: [Game Mode] LMSGames Version 1b
Post by: Gummywormz on June 08, 2014, 04:02:26 PM
v1b released. A server will be up soonventually.
Title: Re: [Game Mode] LMSGames Version 1b
Post by: Dr. Crasger on June 08, 2014, 11:23:55 PM
Alright.

I've missed LMSGames.
About time it came back.
Title: Re: [Game Mode] LMSGames Version 1b
Post by: Superjustinbros on June 09, 2014, 08:30:51 PM
Mind if I contribute a few enhanced sprites?
(http://i.imgur.com/N9LTwNZ.png)
(http://i.imgur.com/rPLLqw9.png)

I also still think some levels like the Pac-Man map(s) and the simpler maps like Rock Harden could be designed a bit more professionally so they don't look rushed and/or bland as hell.

Also, any reason why the "Classes" can be made into standard skins exclusive to LMS Games (similar to what Lobstacle Course does), therefore users could disable seeing them, or did you make them classes just so you could give them custom sounds?

I want a soundtrack of this mode's songs, they're so freaking good, especially the Famitracker'd versions of existing VG songs
Title: Re: [Game Mode] LMSGames Version 1b
Post by: chuggaafan1 on June 16, 2014, 12:24:42 PM
Nightmare Upgraded is honestly pretty unfun. The first phase is really boring and the second phase kills himself with quickbeams.
Title: Re: [Game Mode] LMSGames Version 1b
Post by: DarkClawXD on June 30, 2014, 03:15:01 AM
If this thing is still being updated for future expansions like V5 and so forth, I have a few wild card ideas....

Rolling Around At the Speed of Sound. OK, this one probably should be removed because I don't really see any significant change this one gives. It's pretty much a clone of the "NVM" card, i.e DUD card.

CORRECTION Rolling at the Speed of Sound DOES do something, but it's only really beneficial if and only if it's involved with Special Stages or Races. Any other games would make it a bit too superfluous. In Races, I can see how the infinite boosts would help. Boosting in other events....unless it helps you dodge, they're a bit superfluous because you could end up dashing into MORE trouble than you'd think you get out of.

SaviorSword: There IS a bug present within this Wild Card that needs to be addressed. In the event the match ends when the gravity flip is up, i.e low gravity, SaviorSword's "trolling" technically lingers into the next match afterwards. Whenever you try to jump, you're stuck in the air, and unless the Wild Card gets immediately pulled again, you're stuck in the air. I've tested this out with having the AI play through the games. (Yeah, I just like seeing the AI get tortured from this and Chaos Generator.) If the gravity flip is down, then there is no problem, but then again, I usually play until X amount of wins are attained. There is a sound bug where it glitches out sounds for matches during and after the SaviorSword Card was pulled--even when switching to new games.

Spring Has Sprung! The whole terrain and floors become much like Spring Man's level. Everything's bouncy meaning you can't stop jumping around.

Wheel of (Mis)Fortune! Everyone is given a random weapon at several intervals, like every 10-15. Beware! Some weapons might be duds.

Dead Heat! Much like Heat Man's Incenerator, as time passes, you take damage from the intense heat. This will speed up games if people decide to camp.

Zombie Invasion! Zombies infest the stage and attack everyone, much similar to the minigame.

Wily's Wrath! Wily comes onto the stage in one of his Wily Machines and attacks everyone. Then again...this would make more sense as a LMS game more than a wild card...

Eternal Darkness! Everything has gone black. Now it's difficult to see your opponents and shots.

Quick Man's Revenge: Force beams are randomly added to the stage to act as an additional hazard

As for new LMS games

Green Flash, Red Flash: It's Green Right, Red Light, but Flash Man hosts the game. It's a race with a twist. Once Flash Man and/or the arena turns green, you can move, but once it turns red, you MUST stop moving. Anyone caught skidding or moving at all will be shot point blank by Flash Man. First one to reach Flash Man or is the last person alive wins.

Special Stage (Sonic Heroes Style): These can go in 2 possible ways.
The Bonus Challenge in every odd stage required you to collect spheres to increase your time to get to the end. How that could be translated to MM8BDM...You're either on a timer and must collect spheres to keep going. Hit a spike or run out of time and you LOSE. First one to the goal or the last man standing wins.
The Emerald Challenge in every even stage required you to get the Chaos Emerald before it reached the end of the tube. Rules would be similar to the Bonus Challenge. First one to pass the Emerald wins. If the Emerald hits the goal, either nobody wins, or whoever was the closest to the Emerald wins.

BooBeam Bonanza! Everyone's locked in a room similar to the 4th boss on 2's Wily Castle, i.e the boss you NEEDED Crash Bombs to defeat. After several seconds, the beams will fire. Last man standing wins.

Wily Machine: This would work well with either 9's or 10's Wily Machine. Either defeat Wily or be the last man standing to win

Evil Energy Unleashed: I believe someone else also proposed this...What if Wily was able to extract more samples from the Evil Robot before it broke out at the end of Chapter 8? This game would be similar to the proposed Wily Machine, but since Wily's finished analyzing the extractions, he's made the Evil Robot even more powerful. The Evil Robot would be much larger in comparison to his boss battle, and his attacks are much more leathal. Everyone would be given the Duo Fist to damage the Evil Robot similar to the boss battle. Either defeat the Evil Robot or be the last man standing to win.

Roboenza Rampage: Yes, I am aware there's a Roboenza mode in existence, but this would be similar. At first, nobody is infected, but some enemies spawn and spread spores. Get hit with those spores, and you'll be infected. You must find the cure pill similar to what was used in Mega Man 10's storyline, or else you die. Last man standing wins.

Vs King DeDeDe: seeing as how Nightmare Upgraded has been given severe criticism due to being bland, perhaps we can substitute Nightmare for the king himself? DeDeDe would have his move pool combine from Super Star/Super Star Ultra (Masked), Brawl, and Dream Land. As time passes, the king would be able to use special attacks, including the....ahem... BIG GAY DANCE, or at least what Brawl Taunts called it. Beat DDD or be the last man standing to win.

Wave Race: Everyone is on a Wave Bike and must race through a water course. First one to the goal wins, but beware of hazards like spikes, beams, enemies and the Kraken.

Skull Castle Scavenger Hunt: Sneak inside Wily's base and find 8 items, but don't think it will be easy. Wily's set lots of traps including pitfalls, spikes, crushers, lava, etc.

Halloween Scavenger Hunt: Sets place in Shade Man's stage. Find 8 items, but beware of crushers, those crows, and other traps.

Green Hill Scavenger Hunt: Someone else made a comment of the Emeralds and killing everyone by using a Super transformation. I second that idea.

Christmas Scavenger Hunt: Can be a combination of Ice, Blizzard, Freeze, Frost and Cold Man materials. (Chill can be added if V6 comes out.) Find 8 items, but watch out for slippery floors and enemies. Water also kills you.

Wily's Frantic Fourth: Wily celebrates Independence Day by shooting of fireworks...OF DEATH that is. Fireworks can be shot directly to the arena, and you must dodge the explosions. Fireworks can also be shot to the sky, and the falling debris damages you. Fireworks can also destroy pieces of the arena, making the game more hazardous.
Title: Re: [Game Mode] LMSGames Version 1b
Post by: DarkClawXD on June 30, 2014, 03:25:53 AM
Almost forgot a few racing ideas:

N64 Bowser's Castle: Race around the Castle of Koopa, and watch out for Thwomps, or whatever Mega Man equivalents can be made. Getting hit by but not crushed damages you. Getting directly crushed kills you. Last man standing or the first to finish 3 laps wins

GBA Snow Land: Ice. Dangerous ice. Falling into any of the cracked holes kills you. Same rules apply. Watch out for penguins and snowmen.

GBA Cheese Land: Simple race. Just get to the end.

N64 Mario Raceway: Don't go too far off the sides, or else you'll be attacked by Piranha Plants.

As for new items:

Charge Kick: Pretty much serves as the equivalent to Bullet Bill

Lightning Bolt: Speaks for itself. Since you can't shrink, you suffer a temporary debuff of speed

Astro Crush: Serves as the equivalent of the infamous Blue Shell. Any other weapons that could serve this purpose could be suggested.
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Gummywormz on July 05, 2014, 12:33:38 AM
V1c released. This should be the last release barring any major bugs / compatibility updates down the line.
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Carprillo on August 20, 2014, 11:05:02 PM
Nice. Gonna try this out.
Can we look forward to future releases?
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Gummywormz on March 31, 2015, 12:22:43 AM
I'll be working on compatibility for 4c /2.0 eventually. Let me know if there are any outstanding bugs. I'll also probably be replacing LMS24 / Ring Robbery with another game. Feel free to post suggestions. I'll also most likely overhaul Death Run as well.
Title: PS plz host dirp
Post by: Gummywormz on August 27, 2015, 12:04:11 AM
PSA: The new minigames-v1a.pk3 is not official. I'm not going to be asking for it to be taken down / avoided, though, as I've already allowed it (https://github.com/gummywormz/lmsgamesgit/blob/master/LICENSE.txt). (Though, it would be nice if they posted it here, or made a pull request on Github if they could figure out how.) I would however like to point out that it's still broken in some ways. CVars are defined in the old way, pretty much all of WILDCARD.acs is broken because it relied on the maps having tag 0 be a legitimate tag, and the player classes don't have the new maxskinsize property.

I'll probably fix this up sometime soon. Porting to Zandronum 2.0 hasn't (usually) been as painful as I originally thought, and I have some more ideas for minigames.
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Superjustinbros on May 21, 2016, 11:56:33 PM
I'm still trying to figure out the theme for the new LMS25 (Hyper Jump Rope Storm H) since it's not in the OST download.
Title: Re: [Game Mode] LMSGames Version 1c
Post by: DarkClawXD on July 30, 2016, 04:16:30 PM
Any ideas for newer games, now that v5 is out?
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Gummywormz on September 05, 2016, 12:57:27 AM
The next release is basically ready. I'll most likely be doing some testing tomorrow afternoon or evening.

I also started a Discord chat (https://discord.gg/PRqV5ay) if you're interested in testing or giving feedback.

There will be no new content updates for this mod, but there will be an announcement hopefully within the next 2 weeks about what is next.
Title: Re: [Game Mode] LMSGames Version 1c
Post by: Gummywormz on September 12, 2016, 11:31:10 PM
I've updated the OST with some missing songs and some bonus content.

Also: I know the test server is down, but the final version will be released late tonight or early tomorrow. This is your last chance to give feedback. The next version will be the last version with any changes or fixes that don't prevent the game from running (aka when Zandronum 3 gets released).
Title: Re: [Game Mode] LMSGames Version 1D Hotfix 1
Post by: Gummywormz on September 13, 2016, 11:47:35 PM
v1d hotfix 1 has been released. If you get a "CVar lmsgames_startimer is double defined" error, open up your ini file in notepad and remove all lines starting with "lmsgames_".
Title: Re: [Game Mode] LMSGames Version 1D Hotfix 1
Post by: AntonioQuirino on September 18, 2016, 12:25:19 PM
gummy do u accept mini game suggestions? if u do here's mine, u should make a mappy mansion minigame that u have to collect the balloons, and a digdug minigame.
Title: Re: [Game Mode] LMSGames Version 1D Hotfix 1
Post by: Xhatahx on September 18, 2016, 08:19:05 PM
Nah. He said one page ago that from now on he'll only do bugfixes on this mod.
Title: Re: [Game Mode] LMSGames Version 1e
Post by: Gummywormz on May 30, 2017, 05:24:49 AM
v1e released. This is only for v5b compatibility, and has no new content.

With that: I've reposted the Discord chat link for this mod in the first post. I'll be done with school in about 2 weeks, then the work on Super LMSGames will officially resume.