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Messages - Max

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16
Forum Games / Re: [Round 2] Cutstuff 2020's Best pegg EVER
« on: December 29, 2020, 11:48:55 PM »
Turbo Man
Gravity Man
Concrete Man
Dust Man
Blizzard Man

Clown Man
Terra
Saturn
Chill Man
Metal Man

17
Forum Games / guts man's not my favourite you guys just did him dirty
« on: December 24, 2020, 06:19:31 PM »
Nitro Man
Pump Man
Splash Woman
Pharaoh Man
Solar Man

Shade Man
Neptune
Quick Man
GUTS MAN
Search Man

18
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 17, 2020, 08:41:23 PM »
GUTS MAN
Mercury
Buster Rod G
Napalm Man
Gemini Man

sorry I just logged in to vote for guts man who is inarguably the most iconic robot master of all time unless you're a cut man purist

19
Pending / Re: [Discussion] CTF weapon layouts are really outdated
« on: November 07, 2020, 10:40:26 PM »
On the subject of weapon tweaks I wouldn't want any to be made where you have to learn a new attack or any that change the base function of the weapon
The reason I brought up possibly tweaking Charge Kick and Tengu Blade is because it'd be pretty easy to just cut the dash on the former and default to the altfire on the latter when you have the flag, so you can still use them as melee weapons which CTF is lacking in, but also adds some mobility and offence when you don't have the flag

there's more you could change to widen the available pool like the amount of Chill Spikes or Flame Blasts that can exist on the ground at once but then it becomes some weapons are altered in CTF all the time and some weapons in CTF are altered only when you have the flag and some aren't altered at all so that could get pretty confusing pretty fast. I'm in favour of keeping Danger Wrap edited because the angle it fires at and the bomb rain is really useful compared to a straight shooting explosive despite only existing on mmctf01 at the moment lol

20
Pending / [Discussion] CTF weapon layouts are really outdated
« on: November 07, 2020, 04:38:44 PM »
Hi I’ve been trying and failing thanks to ccbm/hale to get more people into Vanilla after the weapon and time-to-kill updates so let’s talk about CTF
Originally I was just going to put in a post saying something like “hey there’s only 2 maps with MM9 weapons and 1 map with a v6 weapon what the fuck you guys are mad lazy  :ugeek:” but I think turning it into a discussion on which new weapons to bring forward, rather than just adding them for the sake of it, would be more healthy for the game mode’s balance.

Remember that swapping out any sort of weapon or adjusting balance for these maps has what I’d define as a three-pronged effect on the gameplay:
-   Changes how easy it is to catch someone running with a flag (buffs to this are generally good if not obnoxiously overtuned eg homing weapons)
-   Changes how easy it is to run with the flag and get past people trying to get in your way (also a good thing, I would think)
-   Changes how easy it is to defend your flag, or defend someone holding the other team’s flag (buffs to this are generally bad? Or at least when I played stalling was an issue).

The main issue is that, likely only because of the timeframe in which they were made, dang near all of these maps rely HEAVILY on v1 weapons and v1 weapons alone. Whilst they have been updated with MM7, 8 and in some cases &B weapons they are far less prevalent, and don’t go far beyond adding Water Balloon to every map where it’ll fit. This tilts the balance more in favour of the last point on the list, solely because so many v1 weapons are extremely slow travelling. For example, if you look at the totals for long range weapons, the most prolific options are Gemini Laser (9/25 maps) at an incredible 22 speed, Thunder Beam (8/25 maps) at 30 speed and Gyro Attack (8/25 maps) which is 35 speed and also is prone to splitting in two. By contrast, Laser Trident only shows up on a single map and quite possibly the smallest one on offer, MMCTF25.
I don’t think it’s an unpopular opinion to say that slower weapons favour defensive play by design, it’s much easier to hold a corridor with a bunch of lingering rippers or bouncing lasers than a weapon that requires precise aim and face to face confrontation. Likewise it’s much harder to catch someone on the run when your lightning bolts barely travel any faster than your player character does, and obviously don’t adjust their trajectory beyond the point at which you first fired them.

Here’s the totals for each type of weapon, there might be some inaccuracies if I just straight up didn’t spot a weapon but I tried my best lol

LONG RANGE WEAPONS
(click to show/hide)

RAPID FIRE WEAPONS
(click to show/hide)

CLOSE RANGE WEAPONS
(click to show/hide)

POWER WEAPONS
(click to show/hide)

AREA WEAPONS
(click to show/hide)

SHIELD WEAPONS
(click to show/hide)

ITEMS
(click to show/hide)

Anyway please let me know what newer weapons you think would be good to bring into CTF. Maybe drop into a CTF or FOOTBAWL server sometime

21
MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 25, 2020, 09:05:46 PM »
Congratulations on another release!

It didn't really dawn on me how long 10 years could really be until I started fighting Robo Iron Wily in psuedo-3D, ducking under his flamethrower with his arm swinging over my head or scraping debris over the stage and suddenly thought, ‘man, remember when the first boss was a wall texture that shot at you? Remember when the climax of the third campaign was just another group of bots spawning in, and the Flash Man copy had to use the Bass Buster because of how busted Time Stopper was back then? Remember when the fact that you could fight a fully functional Gamma was a total curveball?’.
Then I kinda realise, people who joined this community in their teens are in their 20s now, people who joined in their 20s have hit 30, I hope all the people I haven’t talked to in a couple years have been doing well, especially in these wack ass times! I still have some of you added on discord I think!
I remember being part of the dev team for a couple years around the MM8-MM&B/WT expansions, not that I want to claim any credit because the most I did was make a bad Clown Man skin, but the point is I think it’s when the game started to go in a really different and unique direction. It was the first time that the boss wasn’t just something taken from the main series, we had short pre-boss cutscenes, the makings of an overall plot that ran over expansions, unique music for the game! I looked up Rushjet1’s “Our Way” that Mike asked to use for the Evil Energy robot before he insisted on making a new track and it’s 9 years old. I think I remember that at one point the boss was just going to be Super Bass, imagine the parallel universe where that happened and the expansions went on to be 8 battles + a Wily stage and then a boss from the game.
Now we have unique methods of play, expansions that feel like individual games in their own right, anime cutscenes where you punch robots into the sun, and a distinct main character who I adore and have adopted as my son no take-backs i will sue

Point is I got a little mushy playing the campaign because the game’s grown so far and it’s been a constant factor in so many different people’s lives for a decade. Just think of all the people you’ve met from it because they saw an article for the upcoming SGC demo 10 years ago, or saw a trailer for v3 on Youtube in 2012, or someone sent them a video pointing out how you could fight Quint! I’m glad you’re all still working on it, I had an absolute blast playing, that stupid trophy for collecting all the weapons eluded me for so long until I found the sakugarne on Quint’s head.

Peace!

23
Skins & Bots etc / [HUD] Maestro Buster
« on: June 18, 2017, 05:54:43 PM »
Are you one of those dumb people that gets upset when you can't see your feet in video games
or when you realise Heavy's minigun is way shorter on the HUD than in reality and also he fires out his face

I don't know where this is going but if you like cinematic accuracy you might enjoy this HUD that syncs up the base skin's buster with the HUD of vanilla weapons
Maestro Buster
In-game screenshots
(click to show/hide)

Wow cool Maestro art that really looks like the buster I just saw
who drew it I did
(click to show/hide)

Instructions for dumb nerds that don't understand PK3s
- Open both MM8BDM's current version (v5b right now) and maestrohud
- Navigate to sprites/weapons/buster/megabuster-hands
replace BUSTB0 , BUSTC0 , BUSTD0 with sprites included in sprites/
delete originals
- Navigate to sprites/weapons/mm2/timestopper
replace FLASD0.png up to FLASHL0.png with sprites included in sprites/
delete originals
- Navigate to sprites/weapons/mm8/megaball
replace MBALQ0.png , MBALR0.png with sprites included in sprites
delete originals

Credits for cool nerds
ProjectHazoid did the original sketch, and both he and Sonicfam translated it into the base 3 sprites for 99% of weapons. It was originally made for classes! But I thought it was sooooo cool I just had to make it my vanilla HUD too
Yours truly did all the lame recolouring offsets etc and made the really bad dildo timestopper frames

Warnings for both types of nerds
- Obviously this will get reset when a new 8bdm version comes out you'll have to mod that PK3 too
- This will probably fuck up Mega Man in classes / some copyweps but if you don't mind an inconsistent buster on the rare occasions you play copyweps then no big deal

If you still aren't sold here are some dumb shitposts I made
(click to show/hide)


Here's the download

thanks and goodbye

24
Events / Re: Cutstuff Mapping Jam 4: Jams Bond
« on: June 11, 2017, 11:05:12 AM »
if you ended up with my map piece all i have to say to you is sorry
l0l

edit

i looked at all of them and galactan's is worse hahahahahah good luck



25
Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5b
« on: June 02, 2017, 08:46:46 PM »
i like this a lot but
i'm wondering if you could make a 'minimalist' version with the mugshot removed and the weapon/item icons shoved up there
cuz while it's cute and all it's pretty big and a mugshot doesn't really give me any more information considering the weapon name, bar, icon, and buster itself already show me what weapon i'm using

if not i'll just be 'inspired' to make a personal smaller hud for myself i guess

26
Forum Games / Re: CONQUEST OF MECHANUS [SIGNUPS]
« on: May 17, 2017, 06:50:11 PM »
Name: Boner Man

Appearance: http://i.imgur.com/ZdTAWkT.png
He's a really tall skinny skeleton with red eyes and one of them is big and one of them is not so big

Personality: He really likes to boner people
by which I mean he annoys people until they make big fat boners
boner - definition and synonyms
2 AMERICAN INFORMAL OLD-FASHIONED a stupid mistake
fail, miscommunication, error...

Primary element: Water

Playstyle: He specialises in being really useless and annoying - he has low endurance, low attack, low power, low int, and low accuracy
I repeat
he is not good at anything
except annoying his team and the enemy and maybe status debuffs

Abilities: He can shoot the Raging Boner (a rocket-propelled femur) and release lasers from his eyes
However the lasers are just laser pointers and don't do anything
He can also stretch his limbs but they tend to flop about uselessly and get stuck everywhere

EDIT: here are some ways he can annoy people

* Distract enemies with laser pointers or shine them in their eyes
* Stretch his arm out past someone and tap them on the opposite shoulder to make them turn the wrong way
* Make a really bad pun about bones

27
MM8BDM Discussion / Re: Top and Bottom 5 Favorite V5A Vanilla Maps
« on: May 01, 2017, 08:15:29 PM »
Top 5 best
- MM1DW1 Wily's Hideout
- MM6FLA Flame Man
- MM7SHA Shade Man
- MM8DUO wow I wonder who this map blongs to
- MMWTHSH Hyper Storm H

Top 5 worst
- MMBMAG Magic Man
- MM5WAV Wave Man
- MM5GYR Gyro Man
- MM7JUN Junk Man
- MM8DW1 Skull Tower Base

Runners up I also hate
- MM7CLO Cloud Man
- MM8CLO Clown Man
- MMBMUS Robot Master Museum
- MMWTMWS Mega Water S
- MM9DW3 Wily Fortress 3
and MM2DW3 Skull Castle Depths
OH AND MM1ICE
FUCK I HATE EVERY MAPPPP REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

28
Closed / Re: [Sprites] New Swordman Skin
« on: April 27, 2017, 04:48:43 PM »


I never had a problem with the height in the first place really

included less-colour variant for comparison but i'm a fan of the way the colours were handled so i'd use the one with the blue and green on it personally

29
Closed / Re: [Sprites] New Swordman Skin
« on: April 27, 2017, 04:11:52 PM »
Hello yes I have done some useless scribbling



Molly's is the best and core's is a fairly meh attempt at doing the same thing, the other ones are radically different
Overall I like sprites that capture the game they were from as perfectly as possible
Due to my belief that we're representing MM8 as best we can and not some stylised variant - similar to how core uses NES sprites and not resprites, or something

Comparing directly to the MM8 sprite his chest and head tilt back are the most standout traits but the other swordmen have straight heads and korby's original has no chest puff
The angle of the sword is slightly too low in core and the edited korby's one, korby's original doesn't even try, Molly's is near perfect given the resolution
Core Sword has an inaccurate shoulder, Korby's have less accurate shine, Molly's is perfect
Core is almost completely missing the knee things and they're quite weakly emphasised in Korby's
His feet are only captured in Molly's, the other ones don't have the round toe guard or large platforms (core is especially bad and slanted)
Foot detail around the shin is missing in all but Molly's (the joint line)
The angle of the fist is too curved and wrong in the last two
The waist might be too large in the last two
Chest circles are really big and at a different angle in the last two
No shine outline of the bottom of his chest in any of them except Molly's

Core is OK, Molly's is a huge improvement, all the other ones are cleaner sprites but worse representations of Swordman

30
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: January 25, 2017, 05:30:42 PM »
Thanks for voting in our totally rigged poll everyone

I don't have much to say other than OUR TIRELESS sometimes MAPPERS HAVE ALREADY MADE MMRF-V2 CLOSE TO COMPLEEEEEEETE

with that yelling out of the way we have Thermo Man by Jakeinator
(click to show/hide)
Navigate weird fleshy caves and... bounce on tongues... to get around this... strange but incredibly fun volcanic island map!

Port Man by Dr. Freeman, with skin finished up by JaxOf7
(click to show/hide)
Manipulate and destroy USB bridges to hinder your opponents progress! Plug in to our special HUB / teleportation room to zip across the map in an instant! Find out who's where with our ultra-HD (ignore the huge scanlines) 20 feet monitor! Technology sure is amazing!

and Death Man by LlamaHombre, with skin finished up by FTX6004
(click to show/hide)
The tight pits and rocky graveyard may cause sudden bursts of DEATH, but the astounding flow and visuals will make your life worth living while on this map!
what the heck are these slogans man

I know I haven't been updating the front page much but the current deliverables before V2 would be
- Flare Man, Fish Man, Polar Man skins
- Thrill Man, Fish Man maps
- Two and a half all-new bossfights and an actual campaign

So look forward to our release in the coming months!!
bye!!!!!!

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