Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Trillster

Pages: 1 ... 3 4 [5] 6 7 ... 19
61
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 15, 2020, 08:01:32 PM »
Frost Man
Ballade
Solar Man
Sheep Man (you're WRONG this time pegg)
Wind Man

62
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 10:35:04 PM »
Hard Man
Strike Man
Grenade Man
Turbo Man
Dive Man

63
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: December 02, 2020, 10:08:44 AM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.
Yeah I wouldn't get your hopes up too much haha. That stuff is pretty hard baked into campaign, especially with Dustman's weapon selection area, so asking modders to support that or creating a system to handle it nicely within Modular Weapons is a bit too tricky and difficult. Though I do need to fix a bug where the weapons visible in the shop will appear as some random weapon that isn't accurate to what you're buying. You should only be able to see core weapons show up in that shop.

so now that there are 2 barrier winds, both weapons have infinite ammo.
Simple fix on my part, Dimpsy added a Barrier Wind with his recent weapon pack, I'll just rename the weapons in my RM&F2 pack to avoid conflicts since mine is only 2 weapons compared to his far bigger pack. That's part of the benefit to this modular system, it's very easy for one of the packs involved to do a quick update and resolve any conflicts or issues, no need to wait on what anyone else is doing.

64
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 30, 2020, 02:36:20 AM »
Here's an updated version of Modular Weapons that fixes up some backend stuff. No requirement to update for side mods.

https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

65
DECORATE and ACS Modifications / Re: Uki's Weaponry (V6a mwep Update!)
« on: November 29, 2020, 12:50:37 AM »
Make sure you're running this file before using this version of Ukiweps,
https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

66
DECORATE and ACS Modifications / Re: Uki's Weaponry (V6a mwep Update!)
« on: November 28, 2020, 02:02:04 AM »
Go into your Zandro-[username].ini file and remove whatever lines have SV_BassBuster, save it, then try loading it again

67
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 16, 2020, 01:41:01 PM »
Only weapon mods that are made compatible with this new system, such as the ones I've updated in my second post. However, as shown by those weapon mods, the system is robust enough to support anything that you might want to do in a weapon mod.

68
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 16, 2020, 02:33:20 AM »
Here are the weapon packs that have been updated to MM8BDM Version 6B!

Mega Man Rock Force

Rockman No Constancy

Megaman DOS Reborn

Legacy Downloads - Incompatible with Version 6B and requires Modular Weapons:
(click to show/hide)

69
Projects & Creative / Modular Weapons - Concluded Tech Demo
« on: November 16, 2020, 02:32:59 AM »
(click to show/hide)

Modular Weapons - A Successful Test

Modular Weapons was a tech demo for the systems now implemented as part of Mega Man 8-Bit Deathmatch V6B. It showed that there was interest and feasibility to a setup that promoted compatibility between mods and it also helped us gauge what modders might be interested in if a system like this would be put into place, such as weapons that gain two types of ammo, means to do custom styled bars, and even further expanded systems to add and randomize new assist items.

As a result, however, this thread is now no longer needed, because the packs built for Modular Weapons are out of date and will be deprecated in favor of updating those mods for Version 6B of MM8BDM. Its legacy will live on, however, as you can now randomize all sorts of pickups in base Mega Man 8-Bit Deathmatch, so be sure to check out the new Version 6B wiki along with its documentation and server settings pages. Make sure to check the relevant threads later for weapon packs that'll be updated for Version 6B!

Visit the Wiki!

(click to show/hide)

70
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 16, 2020, 01:39:05 AM »
Submitted my piece, looking forward to it

71
Mentioned that this was a cool idea when KD and I were brainstorming about it, but I think it's worth reiterating. Base Zandronum gamemodes gave us some pretty janky rules to get used to, but this mod amends those to give a more engaging experience and I think that's super commendable. Hope to see it become a standard for all duel servers.

Now we just gotta see B-TLMS make its awaited return

72
Pending / Re: [Discussion] CTF weapon layouts are really outdated
« on: November 07, 2020, 09:11:55 PM »
I think it's worth mentioning, assuming that this wasn't missed for removal, Danger Wrap actually has exclusive CTF changes to make it not drop mines in that mode.
Code: [Select]
Spawn:
DWRA I 0
DWRA I 0 A_JumpIf(ACS_ExecuteWithResult(975, 0)==4,"Death")
DWRA I 0 A_SetArg(0, 200)
DWRA I 5 bright
DWRA G 0 A_ChangeFlag("NOCLIP",0)
Goto Mine
So in that same vein, I don't see it out of line to tweak weapons like Charge Kick or Break Dash for CTF so that they can be placed on CTF maps and used in those modes. Otherwise, this probably ought to be removed, because this is the only weapon out of all of them to do it as far as I'm aware.

73
Projects & Creative / QBox Rerolled - Randomized Pickups
« on: October 31, 2020, 11:07:56 PM »
Perfect time to start modding for deathmatch again,
(click to show/hide)

QBox Rerolled

Inspired and influenced by SickSadWorld's original QBox mode, this version aims to be a more lightweight version that's built to last for all future versions of MM8BDM. Version 6 introduced some new modding tools to make that possible, so I wanted to throw my hat into the ring to show how these new tools can be used by example. It's the same simple rules as the last go. Pickups are replaced with mystery boxes that can be broken to reveal a certain type of item inside. Only this time, now the weapons are truly randomized, so expect to see far more Black Hole Bomb in your rounds.

Screenshots
(click to show/hide)

Download QBox Rerolled v1 Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

74
Tutorial Collection / [RESOURCE] Trill Skin Assembler for MM8BDM
« on: October 20, 2020, 07:30:18 PM »
So I think it's pretty easy to say that going from sprite sheet to skin file can be tedious and annoying. It requires you to remember the rotational numbers while manually renaming each file. I wanted to change that, so here we are.

This resource works best if you've already got a general idea of how the skin creation process works and you may want to have SLADE 3 for adjusting the automatic offsets, so be sure to check out the original skin tutorial found here, https://cutstuff.net/forum/index.php?topic=10931.0

Trill Skin Assembler

Trill Skin Assembler is a GUI-based program to allow people to create skins for Zandronum-based projects, mainly focused for Megaman 8-Bit Deathmatch. It requires far less knowledge of how programming for skins works and allows even new users to go from just a sprite sheet into a fully functioning skin.

The program has support for many extra features of skin-making, such as 8 rotations, implementing a set of crouching sprites, implementing mugshots for addons that display the mugshot as part of the UI, and implementing multiple sounds for each category.

(click to show/hide)

(click to show/hide)

Note that the installer download may be false-flagged as malware. An archive download is provided for that situation. Simply download the archive download, and extract the folder within it.

Download Here

75
Closed / [Improved(?) Animation] Top Platform Voxel
« on: October 04, 2020, 03:37:59 AM »
Super subjective thing but it's always been a bit of a bother with these voxels. The voxel itself looks nice and is a good representation of the platform, but it uses Zandronum's default spinning argument which both looks uncanny when put next to other MM8BDM texturing and animation but also doesn't actually fit the rotation speed when you turn off voxels. So instead, consider doing something such as this for its VOXELDEF,
Code: [Select]
TOPPA="TOPPA" {AngleOffset = 360}
TOPPB="TOPPA" {AngleOffset = 240}
TOPPC="TOPPA" {AngleOffset = 120}

Here's the current for comparison,
Code: [Select]
TOPPA="TOPPA" {spin = 180}
TOPPB="TOPPA" {spin = 180}
TOPPC="TOPPA" {spin = 180}

And here's a video showcasing the newer animation,
(click to show/hide)

Pages: 1 ... 3 4 [5] 6 7 ... 19