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Topics - fortegigasgospel

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Projects & Creative / Recreation - A Map Project
« on: July 08, 2019, 10:15:09 AM »
Howdy folks FGG here with an all new project that I've been working on called "Recreation"
Pick up v1.0 >Here< (Recreation-MP_v1.0) which features RCTF01 - 08 and RECDM01
The goal of this project is to take maps from other games, and recreate them for 8bdm.
Now the thing is, I'm making this a community project, so anyone can submit a map for project (hit me up on discord), the only requirement being, it is a replica of a map from some other game.
A few guidelines to follow
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-=The current maps=-
=CTF oriented=
RCTF01 - The Duel, replicated from the map of the same name from Star Wars: Jedi Knight, Dark Forces II, made by FGG
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RCTF02 - Garrison 20-X, replicated from Garrison 27-D from Star Wars: Jedi Knight II, Jedi Outcast, made by FGG
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RCTF03 - Temple Tournament, replicated from the map of the same name from Star Wars: Jedi Knight II, Jedi Outcast, made by FGG
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RCTF04 - Slag Base, replicated from the map of the same name from Turok: Evolution, made by FGG
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RCTF05 - The Watchman of the Coast, replicated from one of Ilios' locations from Overwatch, with permission from CutmanMike to use.
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RCTF06 - Lijiang Tower Control Center, replicated from one of Lijang Tower's locations from Overwatch, made by Trillster
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RCTF07 - Nehpets Towers, replicated from Turok Evolution, made by FGG
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RCTF08 - Longest, replicated from Halo, made by Trillster
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=FFA Oriented=
RECDM01 - VR Temple, replicated from Phantasy Star Online Episode 1 & 2's Battle Rule 2, made by FGG
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-=Side Notes=-
And yes, those scoreboards do work (thanks to Bika)
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W.I.P Forum / 8 Bit Deathmatch Domination: Demo
« on: September 07, 2016, 04:04:42 AM »
<<Download here>> <- New Link

Domination is a common FPS game mode about capturing control points to increase your team's score over time, you might recognize it as a game mode in the menus, but no core 8bdm maps are compatible with the game mode. So using code from an old map that was made for domination I converted 5 core maps to be playable for the mode. These 5 maps have their own map codes of "DOM<MAP>" and have "DOMINATION" at the end of the map's name to make them distinguishable from the core versions.

These 5 maps in order are:
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What is featured:
>These 5 maps compatible with Domination mode with 3 control points each, they can still be played in Deathmatch but everything will still work as though it is Domination and since they are core maps there is little reason to run this if you don't wanna play Domination.
>There was 1 less small health in MM6PLA in the red base then the green base, this was fixed.
>All Out Assault has names for it's points, also the middle point is where the white flag was, and had been lowered to not be raised up.
>Team Spawns on each map, both teams spawn near a point and will generally contest each other for control of the third point

>Set the score limit high, even a game with 100 point limit and only 5 players might not last longer then a couple minutes.

Known bugs and issues:
>When a round ends in DOMHOR it will spam the team who won message endlessly and never continue to the next map. Vote map if needed. Fixed in Hotfix
>The Mid Texture "screens" don't change for some reason, the coding was done exactly like the map I took it from but I don't really understand why these don't change. Fixed in Hotfix

If this gets actual interest I'll be willing to do some more maps, and if people wish to contribute any maps of their own (or convert core maps) I will add them (certain maps might be turned down for obvious reasons). Also if anyone wishes to assist by touching up the code, fixing/changing the point markers in the air, etc, feel free. (Also if someone wouldn't mind adding this to TSPG or something that would be appreciated)
If you like this, let me know, if you don't like this, well you can still let me know, if you have suggests, post them here or send them to me via messages, if you see people give feedback who don't wanna send it to me themselves, send it (seriously I can't see everything if you don't make sure I do).

Closed / Some weapon icons
« on: August 30, 2016, 11:39:47 PM »
Doing a little something I happened to notice 5 weapon icons are a little bit off in their appearance, namely how they would break the boarder. These are Dust Crusher, Skull Barrier, Gyro Attack, Water Wave, and Charge Kick.
I did the slight changes already.

Dust, Skull, Gyro were all missing the black lines along the boarder of their icons that they had in the sources.
Also turns out Gyro's was a different size in 8bdm then in 5 (the image in the icon, not the entire icon)
Water Wave comes from out of the boarder but due to coloring it is only 2 blue pixels on the bottom.
Charge Kick did do it's boarder breaking but the black lines in 5 took up more space, so I added that extra space.
So all in all some minor things even it even warrants changing at all.

W.I.P Forum / Original DOS Completion Project - Off Hiatus
« on: March 17, 2016, 03:27:34 AM »
Finally getting around to making this topic, while Dood and team work on the new DOS Reborn "The Robots Are Revolting!" expansion featuring all new material based off SnakePixel's work (please support its progress and eventual release), this project will be continuing the work we had done and will be based off the source material.

-=Welcome to the Original DOS Completion Project, or OPCCP as I've dubbed it. Sorry, not fancy artwork to go here.=-
This thread will be slow due to the bulk of the work left is all map making.
-Discord channel for this project for those who wish to assist in any way or follow the production closer.

I'm also trying a new concept for this project, as I originally planned to finish this myself which will be putting a lot of work on myself, though I plan to work on each map 1 by 1 and only moving on after each has been finished. The concept I am bringing up is a "Volunteer Co-Mappers".
"The hell you mean "Volunteer Co-Mappers?"," simple, the idea is, in the near future I will be putting down a list of the maps, in the order I will be working on them, if anyone is interested they may request to work on a map WITH me, similar to mapping projects held before. This extends to people who might wish to simply do a little bit of work and submit a room for a map to help the process of the map making along. This is entirely an individual desire too, I won't be pestering about this either and will be working on the maps solo if no one volunteers.
The idea is 2 fold as well: A) Newer/inspiring mappers can work along side a slightly more experienced mapper to learn some tips and such. B) Lightening work load for both myself and anyone working on a map with me.

-=Special Thanks for work atm=-
Weapons = All completed courtesy of Badz (Some coding touch ups needed though)
Original projects = Blaze and Dood for heading the prior two attempts of the project, this wouldn't have gotten THIS far without it.
Blade Man = Knux for the room he provided that will be used in the final version of the map.
Dyna Man and DOS Wily = Ivory for running the FTM mapping competitions they were made in and the 3 map sections used in them for each.
Skins = Everyone who worked on the original skins, Dood (Shark, Bit, Oil, Blade), Nitrobro (Dyna, Torch), FTX (Volt's running frame), Super Bondman 64 (Sonic), Blaze (Half of Wave), myself (Volt and the other half of Wave), and Korby (Volt's side frame).
Music = Kacklebango made a wonderful soundtrack for this project, and I even managed to get the Boss music he had made (not sure if it is the same DOS Reborn will be using)
Tiles = Nemz made tilesets for every map, and I thank him (part of the reason I wanna finish this is so they don't go to waste)
Botchats = Mr_Broker or course

-=What is left=-
Finish touching up weapon balancing and coding.
Maps: list below
Skins: see below
Sprites: see below

-=Map Status=-
In hopeful appearance order = Green is complete, Blue means there is a starting point, Purple will mean being worked on, and Red means nothing is done for map.
Sonic = Will be redone from scratch, middle room concept will remain, rest of map done over.
Volt = No work
Dyna = Completed by myself for FTM1.
Bit = Completed by myself, but Dan Hibiki is also making an alternative version.
Shark = Completed by myself with all new design.
Wave = No work
Oil = Entire map will be scrapped and work will be done from the start
Blade = Map will be remade from Knux's starting point
Torch = Map will be remade from scratch, central room will be carried over and redone.
Wily = Completed by myself for FTM2

While all the skins are complete I have decided to use new base sprites which I hope to have skins for in the future if there are any willing to assist in making them.
The bases are here
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-=Other Sprites=-
For actors we are going to be using some of the enemies designed for a DOS Remake which is why this project went into hiatus, I don't want all of the work to go to waste for now so there are some new enemies featured, some unused concepts from older games and some of the original enemies as well.
These ones are already 8-bit, but rotations are needed (not all frames need rotations, and the Telly doesn't need rotations)
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These 2 need to be converted to 8-bit and need rotations (Watchdog doesn't need to be walking)
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Proof of concept/Screenshots
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W.I.P Forum / MM8BDM The Forgotten Adventures Project
« on: May 21, 2014, 03:22:27 AM »
As the title says, this is going to be the official topic of a new project myself and Dood will be running. The premise is to pick up a story which will take place after the ending of the Core 8BDM storyline, even though we do not know how it ends yet of course. This story will feature new characters/skins, weapons, maps, bosses and campaigns based on Megaman games and media not making it into Core.
As Ivory put it.
Quote from: "Ivory"
So like, a non-canon story to a non-canon story. Cool = w=

At the moment the story progression will go DOS + DW > R&F2 > Strat > WC with Archie and SAR in there as well. If you don't know what some of those stand for ask via PM or Skype.

At this time DOS and R&F2 will have their own releases until preparations are complete into mixing them into this project. If you wish to contribute or even join up as a dev for this project please contact Dood or myself via PM or Skype and mention how you wish to help (maps, skins, weapons, sprite art, etc), and we will tell you what is available based on that.

The general idea is for a new hub in a new lab for this project's content, within this hub similar things will be found as light's lab but built to handle the new content. The stage select will with hopes be a real level selection, allowing the players to pick the order in which they play stages. Team Deathmatch will be in effect for many parts of this story, the first part being 3 team dm throughout the campaign. But here is the kicker, the intention that you can mix and match your allies for each stage (not that it changes anything outside of the botchats)

Current Devs
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Chapter 1 + 2 DOS (The robots are revolting) is being run by Dood
This expansion is currently underway, to help out with the DOS exclusive content please visit the page. Some maps still need to be made as well as the weapons.
The non-DOS exclusive tasks require 4 Skins, 4 bosses and 1 main actor and cutscenes. Please contact one of us for details.
Campaign will include 3 team deathmatches between Player Team, Wily's Robots, and the Controlled Robots.

Chapter 3 Megaman and Bass 2 (Challenger from the Future) is also being run by Dood.
This expansion is on hold until DOS is completed, but work can still be done regarding it's exclusive content. Contact Dood for details.
Campaign will feature Player Team versus Dimensions team.

Chapter 4 Megaman Strategy will likely be run by myself.
This expansion will need textures, music, 15 skins, possibly 2 bosses, 13 maps and 12 weapons. All to be determined at a later date. Please contact myself for details.
Campaign will feature player team versus Constellation Droids with Wily Robots

Chapter 5 Megaman & ????? WC
Details at this time are going to be withheld, contact myself if you really want to work on this part already.
Campaign will feature player team versus enemy robot team.

If you really wish to contribute to 8bdm and don't feel you will ever be able to help the core game, this is your chance to help out in something more then a simple map pack or expansion. For assisting in the expansion exclusive parts please visit the expansion's page or contact the expansion heads directly, for assisting in the non-expansion exclusive parts such as DW, SAR and Archie contact myself at this time with what you kind of material feel you can contribute.
Also feel free to offer potential better names for the project as a whole.

Rejected / Suggestion: MM8BDM Theme song
« on: May 19, 2014, 12:17:25 AM »
Nothing big, just suggesting a "Title Screen" theme for 8bdm much like every game from the rest of the series have their own unique song for the title screen (Save for 1). Figured even more so if we do do that Tournament Robot skin idea.

Tutorial Collection / [Tutorial] WADs and What they do
« on: April 21, 2014, 01:58:18 AM »
Hey all, just giving a friendly tutorial on how to use WADs, as well as a run down of various ones.
First off, how to use them, when we open 8BDM we get the launcher pop up first, you will see the Start button and a blank bar below it with "Add File" next to it. Press that and find a WAD you wish to load, do it again until you have loaded all of the WADs you want in the order you wish for them. Viola, you have WADs loaded.
WADs come in different flavors, or well types. The main types you will see are Map Packs, Mods, and Expansions.
Map packs add more maps to the game for you to play in for almost every game mode.
Expansions usually consist of more maps, weapons, and skins.
While Mods can be any number of things, such as weapons, game modes, or modifications.
Now the part you've been waiting for, here are just some examples of various WADs for 8BDM. If you wish for your WAD to be listed let me know, if your WAD is listed and you wish for it not to be, do so also.
-=Map Packs=-
CSCM (CutStuff Community Maps)
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AMP (Another Medal Please or Another Map Pack)
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BME (Best Maps Ever)
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DRSG (Duora Super Gyro)
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Saxton Hale Mode
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Bot Apoc
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March of the Metools
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Screw Scramble
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Mission Mode
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Weapon mods, such as D.I.R.P. by Gummywormz and Ukiweps by Uki both add a selection of weapons to use and even allow them to replace weapons in maps.
LMSgames (Last Man Standing Games)
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Chaos Generator
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Powered Up
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RNC (Rockman No Constancy)
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Halloween Mini Expansion
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Holiday Expansion
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Resources / FGG's resource stuff (Weapon Get + Pick ups)
« on: January 22, 2013, 02:19:56 PM »
Not much will be going here. But feel free to use anything here in any way.

-=Textures for Fortress' to use as backgrounds=-
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-=Mega Man World Tile Sets=-
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Goal Item from Megaman 1:
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Super Arrow Rotations
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Dimensions Mugshots 8-bit Colored. R-Shadow not finished, his upper mugshot is barely done, and his lower one needs "his" left eye area finished.
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Challenger from the Future Weapon sprite concepts. Just need rotations for Aircon's weapons, sprites for Doppler Attack, and an icon for Doppel Crash
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Strategy Weapon Sprites
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Worlds Collide Weapon Ideas
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DOS Spreadsheet
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Also I did some work on potential weapons from the Robots unique to the Dreamwave comics. Ion Cannon is coded and just needs the sprites finished (+ some touch ups) thanks to Skully.
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The pallets and sprite examples of the Forte Gigas class and Okamitenshi class ideas submitted to Teapartyclasses. Just putting em here for archiving purposes. Also I made the Gigas Buster shot thinner.
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-=Weapon Get Screens=-
Mega Man 5 didn't have anything to use, but here is everything else including side games and alternate coloring patterns.
All transferred versions (SNES + Arcade) use most NES accurate colors for weapons.
All non-Game Boy games the weapons are organized by the level select screen. All Proto Man, Bass, and Duo ones have 2 styles in the spoilers.
Differences in styles: Proto Man did not use secondary colors in both Arcade games. Bass' oranges used primary colors in Arcade and &Bass while his gems used the secondary colors, nothing else changed on him, in 10 his Gems do not change while his oranges use the secondary colors with his blacks/grays using primary colors. Duo used different secondary colors on some weapons in PF.
All regular colored versions of each character on the bottom.
Mega Man
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Proto Man
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Other Characters
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All Default colors by character
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-=Complete Weapon Get Lists=-
Complete list of characters weapon gets for Mega Man, Proto Man, and Bass using Mega Man 10's screens. Both using MM10's coloring system for all three, and using their official coloring systems of the 32bit games.
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-=Series Pick ups=-
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Help & Editing / Damagefactors for an actor
« on: January 19, 2013, 01:39:43 AM »
Same problem I'm having in my breakable wall topic. This is the list of attacks that still damage the walls.
Protobuster Charge Shot (damagefactor is in but not working for this attack)
Super Adaptor Charge Shot (uses Buster damagefactor but still damages)
Dust Crusher's bits (no damagefactor in weapon script)
Homing Sniper (regular and charge) (damagefactor in but not working for these attacks)
Dive Missile (damagefactor in but not working for attack)
Magnet Missile (damagefactor in but not working for attack)
Tornado Hold's pod (no damagefactor in weapon script)
Flame Sword's spark (damagefactor in but not working for attack)
Junk Shield's offensive attack (no damagefactor in weapon script)

I think, possibly the -EXTREMEDEATH flag on Homing Sniper, Dive Missile, and Magnet Missile is the cause of them not working though it may be related to the +SEEKERMISSILE flag. The prior seems to be and uneeded flag (+EXTREMEDEATH is an instagib flag but this is a - which would be the opposite) and the later is obviously needed.

Any suggestions?

Help & Editing / Roll Comments
« on: January 04, 2013, 05:35:15 PM »
I was wondering where it is you set what roll says as comment to your skin, is it in the skin's file or somewhere else?
Also where are they in the main pk3 so I can get some examples?

Feel free to lock once answered.

Help & Editing / Help with an actor
« on: June 17, 2012, 04:31:29 AM »
Hey look something here not about Doomseeker or skulltag.
I'm trying to get an actor to move, like the gutslifts, but when I even make it look exactly like the gutslift's code it moves at either too high of a speed (if I use anything over a 1) or not at all (any decimals). The only difference is mine has an animation as apposed to rotations.
Here is what it looks like so far.
Code: [Select]
actor <named> 24231
Height 100
radius 120
Damagetype "Boss"
scale 2.5

I know the damage type isn't needed but it should't be whats causing the trouble.
Also I know, a lot of frames, but for a good reason, I got rid of the name and code to keep what the actor is a secret for now.
Any help is appreciated. Thank you in advance.

Name says it all.
-=Destroyable Walls=- Edit within
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Those are just the textures for all of them.

For R&F2 I made 4 different size ones for different applications. (namely room height) They are an 8 x 32, 8 x 64, 8 x 96 and an 8 x 128.

-=Here is the code to get them to only be destroyed by weapons able to in games=-
Below factors in weapons not in vanilla, add/remove/move as you see fit to match the one you wish to make.  As such you may want to remove all weapons not in vanilla to save space or add weapons from PU or Classes.
Warning: Custom weapons will do damage to these due to undefined by the actor.
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This should work with all vanilla weapons. Also will see about making versions that are just compatible with their game's weapon too.

This code is set up for use with the 16x32 walls. Edit the height and radius to 32x32 for use with rocks. Change height and radius to match other walls as well.

-=Also textured step versions=-

Add +NOGRAVITY to both the wall and the respawner so they don't fall to the ground. For use like bridges and stairs.

-=I scripted Mothraya from Megaman 4 into an actor that can fly around the map to be used as decor=-
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How to use:
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Feel free to edit him in any way.

-=Working Rune Replacements based on the Megaman and Bass and Megaman 8 power ups=-
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Note that some of them are different then Best Maps ever did.
Left to right are
Rapid Part/Spread Rune (same as BME) > Guard Power Up/Resistance Rune (lower damage taken) > Shooting Part/Rage Rune > Spare Body/Prosperity Rune (max health up) > Damage Absorber/Drain Rune > High Speed Dash/Haste Rune > Jump Booster (actually the spike guard)/High Jump Rune > Super Armor/Reflection Rune > Auto Recover/Regeneration Rune > Cost Attack/Strength Rune (increase damage you do).
I did my own versions as apposed to BME, though I think those may look better still.
I also tried 8biting (color, not limit) the MM&B shop items, as well as the MM8 ones (poorly), and ripped the MM9/10 ones with M&B style versions.

I skipped Bass' Spare Body, Rush, Eddie and Beat.

Help & Editing / Doom Palette
« on: April 03, 2012, 11:04:22 PM »
I'm always hearing we need to make sure things are on the doom palette, as well as the NES palette.

Are these the right palettes?

Help & Editing / Buckshot?
« on: March 30, 2012, 01:28:52 AM »
Lego hosted a server earlier today and it had special effects going on, and every time we spawned we had a new weapon.  They said it was Buckshot but when I run buckshot it was a normal game.  So I'm rather confused.

Any help?

Help & Editing / How does Beat Call work?
« on: March 25, 2012, 08:31:39 PM »
I'm almost done with Skull Man MI's Map but the issue is getting beat call to work.  I extracted the script from a map with it and set the pits to the tag I put in, but when I fall into the whole with Beatcall I just don't die and it never activates.

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