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Messages - fortegigasgospel

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2296
In regards to needing more defense based classes I'll try and do some work on something maybe. See if I can make anything worth while as my addition since I'm now getting into this a bit.
I have a friend who is making a few skins for me (3 new ones and his own version of one I've made already).

If I get the chance I'll toss in either Forte Gigas, Boulder Man, or Tree Man as all three would be defensive and a bit slow.

2297
Skins & Bots etc / Re: Forte Gigas Skins
« on: December 24, 2011, 04:08:56 AM »
Bumping this because I added a third skin, also in game screenshots of the skins.

I've also been working on botfiles for the skins to go along with it, when I finish a bunch anything I send out will include the botfile.

2298
Tutorial Collection / Re: [TUTORIAL] How to Make Your Own Bots
« on: December 23, 2011, 10:10:30 PM »
Quote from: "Gummywormz"
The "skin = " field needs to be their actual skin names, not their sprite codes. So it'd be wetman and not wetm.
Ah its working, thank you.

2299
Tutorial Collection / Re: [TUTORIAL] How to Make Your Own Bots
« on: December 23, 2011, 09:37:57 PM »
Quote from: "Joseph Collins"
Just to toss this out there even though it's been said, any values over 4 for character settings are useless.  I'm not sure why Skulltag goes with an "increments of 20%" rule (0, 1, 2, 3, 4), but that's what they decided on, so...

Also, I'm not exactly sure what needs fixing here.  The BOTINFO lump looks just fine to me, aside from having a wrong chatlump pointer.  What did you need help with?
They are showing up as Megaman instead of there respective skins. Only problem I'm having. The Chatlump is working the one that talks is using the right chat.

2300
Tutorial Collection / Re: [TUTORIAL] How to Make Your Own Bots
« on: December 23, 2011, 08:49:29 PM »
Ok, so I'm trying to make some bots for the skins I just finished. But the issue I'm getting is they are both showing up in Megaman's skin. The Boulderman (BODR) skin and Wetman (WETM) skin are both in my skin folder.

Here is the codes in the .WAD
BOTINFO Text
(click to show/hide)

2301
W.I.P Forum / Re: [EXPANSION] Battle Network 3
« on: December 23, 2011, 07:16:18 AM »
Quote from: "LlamaHombre"
How Music will work:

Any map without a major key plot point will use the regular Virus Battle theme. This of course includes Yoka Area, which had BubbleMan.
Any map with a key plot element not related to N1 in the slightest will have the normal boss theme.
The Undernet and any N1 related map will have Great Battlers.
Alpha may or may not use his own respective theme for his map. It depends on whether or not we will have a chapter for this expansion.
Hades Isle and WWW Castle will use their Lan counterpart songs instead of the music playing inside, as they are Final Transmission and Dangerous Black, respectively.
The ACDC, Yoka, Beach, and SciLab areas will be similar to this aspect.

Anyone got an idea on where to put the main internet theme?
ACDC Area gets Main Internet area theme I'd say.

2302
Skins & Bots etc / Re: Forte Gigas Skins
« on: December 23, 2011, 04:39:59 AM »
Ok, I probably should have waited until I was fully finished with Boulder Man before making it, but I did Wet Man and added him to the original post.

2303
Skins & Bots etc / Re: Forte Gigas Skins
« on: December 23, 2011, 12:59:23 AM »
Quote from: "ice"
Nope, there's only full transparent and non transparent unfortunatly
Ok, thank you for that, FG#2 will have to go with being solid looking.

2304
Skins & Bots etc / Re: Forte Gigas Skins
« on: December 23, 2011, 12:51:02 AM »
Quote from: "Korby"
Hit sprites use Front/R and Back/R.
Given the base, the sprites look fine.
Yea I took the template for Rock/Mega Mike posted in the making your own skin topic and remade that spread sheet for this. I'll make sure I put it in the correct spot when I end up making the skin itself.

Unrelated to that post, is it possible to make a skin look semi transparent?

2305
Skins & Bots etc / FGG Skins: [Virgo Updated & Yellow Devil Back]
« on: December 22, 2011, 11:55:04 PM »
Hey yea. I'm gonna dump my skins here. There are going to mostly be my characters from my OC's world. But also anything else I make too.

Downloads are here.
Battle&Fighters YD: https://www.mediafire.com/?9rnz6l21ugbi7uz :Fixed:
Virgo: https://www.mediafire.com/?t9w82d13h1tauhc :Re-added:
Libra: https://www.mediafire.com/?ebhp5lz1wd1e0ax
Forte Gigas; Skins: http://www.mediafire.com/download.php?eg7o4em8e25qncs Includes my fan robot masters: Boulder Man, Wet Man, Tree Man, Mirror Man, Overcast Man 1, 2, 3, and Overcast Men.
Gemini Men: http://www.mediafire.com/?ja3chzkxdkyc952
Magnet Man - Alt http://www.mediafire.com/download/7d9nj0g0ee0heh4/Magnetman-Alt.pk3

Official Robot Masters here.
With help from Korby Volt Man (Alt) is completed. Credit to Gauntlet of Mechanical Maniacs for the original sheet. Download removed due to original DOS Expansion skins.
Screenshots here v
(click to show/hide)
Some of his side frames are kinda not the best (all but that top one really) but it works and the animation is smooth.

Using BarylTDF's sprite, Virgo is completed. Download at top. :Updated:
Screenshots here.
(click to show/hide)

Using BarylTDF's sprite again I bring you a fire Constellation Droid Libra, this skin has 8 way sprites for all frames, as you know DL up top. -Update-
(click to show/hide)
Used weapons are of the bosses who are in his stage Hard and Cut.

Straight out of Battle & Fighters for the Neo Geo Pocket, the Battle&Fighters Yellow Devil. (Credit to Ice for the hands used in the side sprite). DL link up top. :Fixed
(click to show/hide)

Gemini Men is an edit of the Gemini Man from core to have a second Gemini Man in it.
(click to show/hide)

Magnet Man Alt, my contest entry, based on Torch Man's alt.
(click to show/hide)

My Robot Masters here.
Before you say any of there designs or names are lame, I know, that was the point.

First  is FG#1 Boulder Man
(click to show/hide)
I used Hard Man as a base for this (the forearms and lower legs are still his) everything else was edited over Hard's forward sprite.
I'll make him available and in game screen shots when able.

Second is FG#2 Wet Man
(click to show/hide)
This time around I used little reference and no bases minus the hands and feet (which are kinda universal).

Third is FG#3 Tree Man
(click to show/hide)
A more simple skin but its large. Kinda wish he didn't stick out through the floor though.

Fourth is FG#4 Mirror Man
(click to show/hide)
Yes I know, he should be blue and teal, but he is a mirror, which is blue and teal on his normal color set anyway, and this makes facing a Mirror Man tricky because you don't know what weapon he has until he turns toward you or you watch him shoot it.

I'm skipping FG#5 Chainsaw Man, he was too hard.

FG#6 A Overcast Man 1 aka "Cloud Body"
(click to show/hide)

FG#6 B Overcast Man 2 aka "Cloud Head"
(click to show/hide)

FG#6 C Overcast Man 3 aka "Cloud Back"
(click to show/hide)

FG#6 Overcast Men combined
(click to show/hide)

All my own RM skins have a single botfile.

2306
W.I.P Forum / Re: [EXPANSION] Battle Network 3
« on: December 22, 2011, 10:08:32 PM »
Suggestions.

:Chips:
Ratton = Something that can work a bit like Search Snake/Wind Storm/Bubble Lead and mixed with Magnet Missile.
Salamander + Tsunami + Thunder Bolt + Gaia Blade

:Buster Upgrades:
Heat Guts = Has a charge, secondary shot uses recharge for the machine gun shot.
Aqua Brother/Team = Higher damage, secondary shot is just the charge shot.
Elec Custom = Higher rate of fire, secondary shot is the charge shot = low damage and acts like Spark Shot.
Wood Shield = Normal shot is the charge. Secondary shot is a recharge shield that cuts damage in half for a split second.
Heat Shadow = High fire rate, secondary shot teleports a short distance forward.
Elec Ground = Higher damage. Secondary fire is a recharge weapon that damages all enemies on the ground.
Aqua Bug = High Rapid, secondary shot is the screw kick (from Onimusha Blade Warriors) which works like Charge Kick.
(I used the elements shown in each ones artwork)
Noticed no weapons use the secondary fire button, and only the classes do, so I figured the styles could put it to use.

I'll list more once I think of any.

2307
Maps / Re: Forte_Gigas.Gospel Maps
« on: December 22, 2011, 03:36:38 AM »
I'm so sorry it was born because I was in a Skype call and said "Well I made my first map for 8 Bit Deathmatch, it was simple but something" then someone said "can you make a Pacman map?" So, yea, I made a Pac Man map, literally.

These are all made with the idea of Deathmatch in mind, I'll state wither or not a map is for something else. But those will be when I'm more experienced with Doom Builder.

2308
Maps / Re: Forte_Gigas.Gospel Maps
« on: December 22, 2011, 12:45:49 AM »
Quote from: "Korby"
WIP maps still go in the maps subforum  :p

For square castle, I'd suggest adding pathways from the corridors into each other, because not only do they look INCREDIBLY cramped, it's also what's called a buster wall.

Hm, if I could figure out how to make hidden rooms without the texture's not covering the whole wall I would love to do that actually.

Quote from: "Eon_and_Rush"
Also be shure (mispelled on accident purpose) remember that Health and weapon energy come in 2 sizes. Other than that this looks pretty good!
Edit: is it me or does the TAB map look like there is a purple dong (guess what this means) in the room on the bottom.

I know on the first map its all larges, there is no HP on the second, and the third has smalls in the side corridors (along with some large HPs) I still need to learn the right ratio of having HP in the maps.

Also, learned how to get music in and to get the map to show up in game. Now to figure out music that would fit. (Knight is going to play for the first map).

2309
Maps / Re: Forte_Gigas.Gospel Maps
« on: December 21, 2011, 11:22:36 PM »
Quote from: "Star Dood"
Do NOT put Time Stopper.

Put Flash Stopper instead. It will save you flaming.

Ok, thank you for the tip. I would probably not put Time Stopper anyway because of the location Time Slower is at, the bottom of the room with the cross, be to easy to get.

Also added screen shots for all three maps now.

2310
Maps / Re: Forte_Gigas.Gospel Maps
« on: December 21, 2011, 10:43:36 PM »
Quote from: "FCx"
For being your first map, you did a good job ;) (because you didn't use the default airman textures). This first map could be good for Last Man Standing mode because its corridors. Try to make some windows: also you can learn to use an skybox, that you will surely use in your maps next time.

Small observation: if you make maps that have custom weapons like Oil Slider, Timer Slow, etc. those maps won't work with others maps (generally, servers hosts several mappacks that hasn't custom weapon).

¡Buena suerte amigo!

Yea, Ice warned me about that, I was already planning on making a version that replaces the PU stuff with default things, such as a Charge Kick in place of Oil Slider and maybe Time Stopper in place of Time Slow.

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