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Author Topic: Custom Expansion - MegaMan Battle Network  (Read 24017 times)

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May 02, 2011, 03:42:54 PM
Reply #45

Offline Sora

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Re: Custom Expansion - MegaMan Battle Network
« Reply #45 on: May 02, 2011, 03:42:54 PM »
Yay, this topic isn't dead!  :mrgreen:

So, will the soulsstyles work like the rush jet adapter and the Bass jet upgrade?

May 04, 2011, 12:36:32 AM
Reply #46

Offline Tesseractal

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Re: Custom Expansion - MegaMan Battle Network
« Reply #46 on: May 04, 2011, 12:36:32 AM »
Quote from: "tsukiyomaru0"
Don't forget the viruses and Battle Chips.

Wh... Wha?

Now I haven't played EXE1 (all the others yes) each game has 100-200 battlechips (standard). Sure, most of these are "series" chips (e.g. Chip1/Chip2/Chip3) with no actual variation so you can knock off maybe fifty or so. Now maybe 30 or so are heldover each game, so knock down that total a little more. That's still hundreds of battle chips, but what also is wrong here is you haven't specified how they work Is it a single-use weapon? Part of a folder? How are you going to incorporate it as a game element (it drops when a virus is killed?) It's largely not feasible to want to code ALL of the battlechips as individual weapons; even EXE1 alone would be a mighty undertaking, even if you're confident in your coding skills. To me taking 20-30 chips or so at random and throwing them in there would be tacky. It'd be like releasing MM8BDM with fifty robot masters, except the 12 missing are from different games - e.g. Dive, Metal, Quick, Hard, etc.- it would just look incomplete(and be incomplete). And LOOK at the chip ideas! Most of the chips are designed for use on a 3x6 battlefield. You have something "Guardian" which sounds cool - place a deathtrap somewhere - except that say you're playing on DarkMan-sized map, and no one finds it. You're nowhere NEAR anywhere using. Until topic creator decides how to implement chips, I'd say it can stay off the radar.

And viruses- do you want actual enemies, or just skins? I'd say either option is arbitrary. If you want actual enemies that could be cool if you want to focus on a Doom-style campaign, you can use Obelisk to generate maps and throw in textures. Either way you'd have to sprite for a bunch of viruses, huge numbers being one issue, the other being people will plant to play as humanoid characters, and mainly the "cool" ones. (Admit it, there are more Elec Men, Quick Man, Gemini Man /etc. than there are Metools or Hard Men. That's a Hard Man diss btw) Look at the skins Kapus has done for classic enemies. That might be a twentieth of the total skins, over a long period of time(maybe?) and plenty of work. And again, you want to have a category of viruses you include- you can't include ones at random without feeling tacked on or incomplete.

Last thing. I fail to see this as an "expansion" for MM8BDM. I don't like seeing that word everywhere as I don't think people fully understand the concept. I've seen the Bass skin and what not and it's cool. However: it doesn't fit into MM8BDM maps. It walks into the corridor on MetalMan and half of the sprite goes into the ceiling, you see a bunch of feet. I already described most of the weapons not really fitting into MM8BDM size maps and so here's my question: Why does it have to be an expansion? MM8BDM is already an expansion of a game itself technically, and expanding an expansion just seems silly. I'm not bashing your efforts, I just think that starting as a fresh game/Doom mod would be MUCH easier, give you much more freedom and you wouldn't be bound to MM8BDM concepts. I would say the same thing about the Kirby/CaveStory/failed ZX/expansions as well. If you started from scratch you could make your own battlegridding system, maps that are of a completely new style, skins that have hitboxes not based on Mega Man's (so they can be taller without conflict, like in EXE1-3. I actually think using "EXE4-6" style "chibi" size is better, though).

Again no hard feelings. I just like everyone will just start jumping to something they like, instead of "Here's an outline of the project: Start with skins and maps. Then we decide how to implement chips, or the navi weapons, how many EXE games, etc." Like I said, no hard feelings, it's great you want to make something, I just don't understand a lot of how it intends to be done and I don't want to see a project fail simply because no one had any oversight. It sounds like Llama is mildly serious instead of the "Here's a random idea I had, let me expect others to code maps and skins for a project that has no ground, and then the topic will die!".

May 04, 2011, 12:41:19 AM
Reply #47

Offline MagnetMan497

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Re: Custom Expansion - MegaMan Battle Network
« Reply #47 on: May 04, 2011, 12:41:19 AM »
Uh, Ice-IX, this is long dead, Llama has no plans to revive it.

May 04, 2011, 01:02:03 AM
Reply #48

Offline Tesseractal

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Re: Custom Expansion - MegaMan Battle Network
« Reply #48 on: May 04, 2011, 01:02:03 AM »
...What? Why are there two posts that brought it up saying otherwise?

It's a shame, because I hate to see useless speculation. I SPECIFICLY mentioned I'd like to see an expansion turn into something other than useless ideas that the people are hopelessly incapable of implementing, because they have no groundwork- and non-Mega Man expansions seem to do this the fastest.

May 04, 2011, 02:16:56 AM
Reply #49

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #49 on: May 04, 2011, 02:16:56 AM »
This topic would have died peacefullly and quietly if this page did not exist.

I gave up due to lack of interest and lasiness about 3 months ago.

Everything on the first post seems overboard, looking back at it.

I'll be working on a few EXE skins underground, but that's all I want of this expansion now.

May 04, 2011, 02:18:23 AM
Reply #50

Offline Alucard

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Re: Custom Expansion - MegaMan Battle Network
« Reply #50 on: May 04, 2011, 02:18:23 AM »
I don't want this to sound like a request, but....Are you planning on Shademan.EXE? He's one of my favorite NetNavis.

May 04, 2011, 02:20:10 AM
Reply #51

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #51 on: May 04, 2011, 02:20:10 AM »
I was planning on covering my favorites, and ShadeMan unfortunately isn't one of them. So no.

May 04, 2011, 02:22:23 AM
Reply #52

Offline Alucard

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Re: Custom Expansion - MegaMan Battle Network
« Reply #52 on: May 04, 2011, 02:22:23 AM »
Well then, could you please list your favorites so I know who to look forward to? Or will those be a surprise?

May 04, 2011, 02:27:59 AM
Reply #53

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #53 on: May 04, 2011, 02:27:59 AM »
ElecMan
FireMan
Not Roll
MetalMan
QuickMan
FlashMan
NeedleMan, maybe.
ProtoMan, maybe.
Colonel
TenguMan

and maybe a few more. It's 10:26 over here and my mind is still fucked up from too much 999.

May 04, 2011, 02:30:06 AM
Reply #54

Offline Alucard

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Re: Custom Expansion - MegaMan Battle Network
« Reply #54 on: May 04, 2011, 02:30:06 AM »
We're in the same time zone....lolwut....

May 04, 2011, 03:27:55 AM
Reply #55

Offline Smunch

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Re: Custom Expansion - MegaMan Battle Network
« Reply #55 on: May 04, 2011, 03:27:55 AM »
Yeah, I got frustrated with megaman-exe, since I couldn't get him to turn out nice no matter what I did.  If I ever pick up interest in a few more skins again, I've got a few in mind, like Tomahawk, Desert and Pharaoh.

May 04, 2011, 07:40:23 PM
Reply #56

Offline Alucard

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Re: Custom Expansion - MegaMan Battle Network
« Reply #56 on: May 04, 2011, 07:40:23 PM »
Tomahawkman had a NetNavi?

Anyway, there's already a Megaman.EXE skin.

May 04, 2011, 08:23:53 PM
Reply #57

Offline tsukiyomaru0

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Re: Custom Expansion - MegaMan Battle Network
« Reply #57 on: May 04, 2011, 08:23:53 PM »
Quote from: "Alucard"
Tomahawkman had a NetNavi?

Anyway, there's already a Megaman.EXE skin.
Yes, and is probably the best Melee Navi. His Charged Buster has LifeSword Range and I think it deals more than 80 points.

May 04, 2011, 08:30:33 PM
Reply #58

Offline Alucard

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Re: Custom Expansion - MegaMan Battle Network
« Reply #58 on: May 04, 2011, 08:30:33 PM »
Why doesn't Centaurman have a NetNavi? C'mon, why?

May 04, 2011, 09:16:32 PM
Reply #59

Offline LlamaHombre

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Re: Custom Expansion - MegaMan Battle Network
« Reply #59 on: May 04, 2011, 09:16:32 PM »
PharaohMan would be awesome to look at, if I do say so myself.