Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Max on August 12, 2016, 10:04:39 PM

Title: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Max on August 12, 2016, 10:04:39 PM
From the person who brought you the only finished fan-expansion on Cutstuff
Powered Up doesn't count because it wasn't even new material but I was part of that too

(http://i.imgur.com/0wJF6rI.png)

MEGA MAN ROCK FORCE EXPANSION

Grab the Expansion! (Outdated)
Expansion v1 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v1.pk3)

Mirror (https://www.dropbox.com/s/3c0ot6k7576a987/MMRF-v1.pk3?dl=0)

Grab the map pack! For classes and other mods
Map Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-mp-v2.pk3)
Mirror (https://www.dropbox.com/s/fr7vvu6gngcflt0/MMRF-MP-v2.pk3?dl=1)
Map Pack v1 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-mp-v1.pk3)

Grab the skin pack!
Skin Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v2-skins.pk3)
Mirror (https://www.dropbox.com/s/kmdxid7nmcc7mw8/mmrf-v2-skins.pk3?dl=1)

Screenshots

Maps
(click to show/hide)

Weapons by me and people
(click to show/hide)

Changelog
(click to show/hide)

All credits can be found in the files.

We made it bois. Love u all (http://cutstuff.net/forum/index.php?topic=10530.msg333448#msg333448)
From the grave, we did it. (http://cutstuff.net/forum/index.php?topic=10530.msg337693#msg337693)
Title: Re: MEGA MAN ROCK FORCE
Post by: Sonicfam1102 on August 12, 2016, 10:08:15 PM
Ayy, Rock Force Expansion? Count me in, I can code stuff and make smaller sprites. My Skype's Sonicfam1102 and my Discord is Sonicfam1102#2887 (Cutmail works too).
Title: Re: MEGA MAN ROCK FORCE
Post by: FTX6004 on August 12, 2016, 10:21:08 PM
I might take on Photonman skin because why not.
Title: Re: MEGA MAN ROCK FORCE
Post by: Gummywormz on August 12, 2016, 11:16:15 PM
I have my own versions of the Rock Force weapons. I implemented charade clone as an escape / sneaking weapon. Pressing fire places a clone. When you get hit, you teleport back to the original clone. Pressing fire again turns off invisibility and fires the clone right in front of you. Might be good for variety considering Pulse Stopper is an offensive weapon and not a shield.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 12, 2016, 11:29:27 PM
I think your one overlaps with Crypt Cloak a bit too much and the point of 'cloning' is kind of lost if one of the clones is invisible but making it more defensive is definitely a good idea

Also may I borrow your sound effects? I was going to record them all later with the music off but I didn't realise you had them
Title: Re: MEGA MAN ROCK FORCE
Post by: Gummywormz on August 12, 2016, 11:48:03 PM
You can use any resources. I ripped them myself using LateralGM (http://lateralgm.org/download.php). It's a bit finicky to work with, but you can export all of the assets if you are missing any.
Title: Re: MEGA MAN ROCK FORCE
Post by: Jakeinator on August 12, 2016, 11:53:21 PM
Oh, sweet. A Rock Force force expansion? This'll be awesome if (and hopefully when) this gets finished. If you want to lessen workload in terms of mapping I'd totally be down with doing one (though I don't really have a good portfolio right now). Hit me up on cutmail when you decide.
Title: Re: MEGA MAN ROCK FORCE
Post by: LlamaHombre on August 13, 2016, 12:31:45 AM
Yeah, I'm definitely down for helping out with mapping as well. Kinda at a standstill with most of my other projects atm so this would probably help rekindle inspiration

Maybe Photon Man? I'm down for whatever if people have a preference though
Title: Re: MEGA MAN ROCK FORCE
Post by: Magnet Dood on August 13, 2016, 04:40:27 AM
Guess you can put me down officially for Circuit Man's stuff. I'm gonna be super busy with a ton of projects and college coming up but I'll probably be able to get to it when I have the time.
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 13, 2016, 07:18:08 AM
I'd be down to making the Charade Man skin at some point, since he might actually be the easiest one to work with.
Title: Re: MEGA MAN ROCK FORCE
Post by: JaxOf7 on August 13, 2016, 07:26:57 AM
On virus outbreak, don't do reversed controls.
How well people deal with it varies by too wide a margin (kinda like partial-blind flast stopper) and depends solely on execution skill. Some people will be crippled, others will just breeze through it. Others will just make a bind to reverse their controls and hit that when they get hit.
Reverse controls out of the way, there all sorts of untapped debuffs out there that affect everyone equally
-Defense debuff
-Attack debuff
-Ammo drain
-Can't pick up items
-Damage over time
-Stuck on sickly Megabuster

I will get back to you on Charade Clone.
Title: Re: MEGA MAN ROCK FORCE
Post by: Turbodude on August 13, 2016, 01:34:58 PM
Ooooh man, I love Rock Force. I really hope to see this flourish, especially given how No Constancy came out!
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 13, 2016, 04:44:12 PM
Wait did I hear you guys are working on a Rock Force expansion?
Is game for being this get made
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 13, 2016, 05:15:44 PM
.....I suck at making maps, and you want experts, so,nvm.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 13, 2016, 06:10:07 PM
Yeah, I'm definitely down for helping out with mapping as well. Kinda at a standstill with most of my other projects atm so this would probably help rekindle inspiration

Maybe Photon Man? I'm down for whatever if people have a preference though

I don't have any preferences, my next map was likely going to be Crypt Man in a week or two if nobody claimed it so it doesn't bother me
just let me know if/when to put you down for it fully

I'd be down to making the Charade Man skin at some point, since he might actually be the easiest one to work with.
People should be more CONCRETE than this because I don't know if you're doing it or 'down for it at some point' so post again if you want me to put you down on it

Oh, sweet. A Rock Force force expansion? This'll be awesome if (and hopefully when) this gets finished. If you want to lessen workload in terms of mapping I'd totally be down with doing one (though I don't really have a good portfolio right now). Hit me up on cutmail when you decide.
There's really nothing stopping you from just doing whatever you feel like man, just apply and if it's good we can use it and that's all there is to it woooooooo

-Defense debuff

i like dis
Title: Re: MEGA MAN ROCK FORCE
Post by: LlamaHombre on August 13, 2016, 06:24:06 PM
Fair enough - sign me up for Photon Man's map then.
Title: Re: MEGA MAN ROCK FORCE
Post by: MetalMasher on August 13, 2016, 06:55:49 PM
this is awesome! i love rock force! i think this expansion will be a great sucess!
Title: Re: MEGA MAN ROCK FORCE
Post by: SmashBroPlusB on August 13, 2016, 11:06:33 PM
dude gimme that sweet juicy MMRFPUL syrup



also, suggestion for Charade Clone: make it function like Hologram from Halo Reach
firing creates a hologram that walks straight forward to wherever your mouse is pointing (doesn't move if you aim down)

since you can't copy the user's skin in 8BDM, and the original "confuse your friends and escape !!!!" intent would therefore be lost, instead make Charade Clone fire out Copy Vision blob dudes that explode on contact, or after a few seconds when they stop at their destination (sort of like a chunkier exploding Bubble Lead that doesn't sink to the floor immediately)
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 14, 2016, 12:57:03 AM
(click to show/hide)
(click to show/hide)

Stupid renderer is stupid
Title: Re: MEGA MAN ROCK FORCE
Post by: Jakeinator on August 14, 2016, 01:46:21 AM
Well if you're okay with it then I'll go ahead and make an attempt at Crypt Man's map whenever I get the chance! Only thing i'd need before that is info on where to find the tilesets, unless custom rips need to be made.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 14, 2016, 02:05:17 AM
http://cutstuff.net/forum/index.php?topic=5853.0 (http://cutstuff.net/forum/index.php?topic=5853.0)

(http://i.imgur.com/lMjmSeF.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: Jakeinator on August 14, 2016, 02:08:41 AM
Thanks a million, Max. I'll get to work on it soon.
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 14, 2016, 05:20:27 AM
I never promise to make anything for a reason... however, I am actually working on Charade Man's skin.
(http://image.prntscr.com/image/ce89bf6fb676479a9726bf544976058e.png)
He's ALMOST done, though what you see here may very well look different when I've finalized it.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 14, 2016, 12:16:20 PM
Whoaaa neat!! our first fan-skin and it's not only speedy but quite a looker

initial reactions
-the arms on the front/back walking frames almost never seem to match up with the sides and walking with his feet literally to the sides in the middle frame looks a tiny bit silly
-on the front frame i think the ? is too wide and it's making his eyes look really far apart like a fish
-his arms on the back/r and back firing frames should probably be straight and maybe a bit less noodly though they were always noodly to start with

that's all! it looks pretty smooth though, if you've already fixed any of the stuff i just said well done
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 14, 2016, 05:58:49 PM
...Forget what i said, sign me for any map you want.
Title: Re: MEGA MAN ROCK FORCE
Post by: Sonicfam1102 on August 15, 2016, 03:26:35 AM
I realized I never actually claimed anything, could you put me down for Virus Outbreak?
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 15, 2016, 03:29:32 AM
So now that I have finished the Charade Man skin, over on the Discord chat I was dicussing on a potential alternate version using different frames due to the exceeding amount of frames he has in the original game and the fact that I had worked on giving him an entirely different set of attack frames and was debating on whether to use the walk frames from Skull or Quick. So in hopes to please both sides I figured I could propose that 2 Charade Man skins could exist (maybe 3 if someone bothers to work on Charade Woman because fuck that).
Here is what I have so far if this idea does go through.
(http://image.prntscr.com/image/c58f6492c9e443b9a7fd89286303b318.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: JaxOf7 on August 15, 2016, 06:42:52 AM
On Charade Clone
In the opening post, you were concerned on making the weapon deathmatchy
I'm not sure if you thought a weapon mimicing the source would be bad for that, but I think it would work.

Concept 1:
Press fire, you leave a copy vision guy at your location
You now run faster, probably Scorch Wheel speed
-Press fire/get hurt - explode (this hurts foes), heal the damage you took, and warp back to copy vision guy. He goes away.
-Weapon switch/wait long enough - make copy vision guy teleport off and then teleport to you and explode. You don't warp back.

Notes: Essentially this is an indirect fire / scouting / mobility weapon.
It's got some shades of CBM Sword Man and Magic Man.
You probably wouldn't use it in a direct fire fight with someone, but then again, you also don't tend to do that with Mega Ball, Plant Barrier, Rain Flush, Tornado Hold, Astro Crush...

Anyway, if you approve this concept, I will do the weapon myself if you want me to.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 12:08:40 PM
Anyway, if you approve this concept, I will do the weapon myself if you want me to.

I don't really have a problem with this but the small details could make it a little finicky
is the original body still damageable? how hard is it to kill the clone? the concept can work (i really like the scouting then teleport to 'yourself' for a beatdown aspect) but a lot of planning is probably required to not make it completely ass to try and play against, you can talk to me about it sometime if you're willing to make it

So in hopes to please both sides I figured I could propose that 2 Charade Man skins could exist (maybe 3 if someone bothers to work on Charade Woman because fuck that).

Charade Woman doesn't actually exist in game, IIRC it's just a mugshot
This sounds cool but not too necessary, his 'additional frames' were being used to mimic Shadow/Quick in a midboss fight
if it's just his walk frames that get changed anyway I'd prefer to just have the more 'normal' non-acting Charade I guesss
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 01:22:47 PM
 Just sign me to charade (wo)man's map, il really enjoy to make trollnes come to life
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 03:57:26 PM
(click to show/hide)

Does anyone know how to make extremely simplistic models for these things
opengl only I think
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 04:05:16 PM
... can i help....
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 04:11:43 PM
(http://imgur.com/ITIuamh.png)

You can give it a go no problem but I've never seen you map and you said yourself you're not very good or whatever so I'm not gonna pin down the slot for you
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 04:13:55 PM
Whats the start letters? MMRFCHA? RFCHA?
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 04:15:18 PM
MMRFCHA
though the music would likely have to be CHRMUS or something because CHArgeman already exists
i have it ripped though so you don't have to
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 04:22:00 PM
MMRFCHA
though the music would likely have to be CHRMUS or something because CHArgeman already exists
i have it ripped though so you don't have to
CHR its ok, thought i need how to make a mapinfo have a near-frag music

Hey max, can give me the props/weps/actors for my map by PM?I bless to god it would be my best :)
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 05:37:30 PM
Gonna catch this fish

(click to show/hide)
it looks better in motion i promise, updating frontpage

Hey max, can give me the props/weps/actors for my map by PM?I bless to god it would be my best :)
I don't know what you want, Charademan just uses invisible platforms and those aren't actors you can use 3D floors with the alpha set to 0
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 06:22:25 PM
I meant some enemy prop, some RF weps, etc.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 06:26:55 PM
make a map first
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 06:58:15 PM
I already made it, i just need the actors,etc
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 07:09:43 PM
you made it in a few hours?
how bout some printscreens

(click to show/hide)
i dont think i can use this
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 07:21:30 PM
http://imgur.com/gallery/X8GkM

what happened to your textures that dosent happen to me
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 07:30:06 PM
If you can go into Help/Editing or Tutorials Collection from the frontpage you can see a whole bunch of topics on mapping essentials and starting out
Because most maps aren't composed of only a few textures with barely any walls or features, they stick to a grid, they're actually playable etc

http://cutstuff.net/forum/index.php?topic=9763.0 (http://cutstuff.net/forum/index.php?topic=9763.0)
http://cutstuff.net/forum/index.php?topic=10315.0 (http://cutstuff.net/forum/index.php?topic=10315.0)
http://cutstuff.net/forum/index.php?topic=1920.0 (http://cutstuff.net/forum/index.php?topic=1920.0)

and so on
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 15, 2016, 07:31:29 PM
Ok. Ill edit it to make it the best CM Map.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 07:33:43 PM
http://cutstuff.net/forum/index.php?topic=9763.0 (http://cutstuff.net/forum/index.php?topic=9763.0)
http://cutstuff.net/forum/index.php?topic=10315.0 (http://cutstuff.net/forum/index.php?topic=10315.0)
http://cutstuff.net/forum/index.php?topic=1920.0 (http://cutstuff.net/forum/index.php?topic=1920.0)

just focus on these and making good maps for yourself before worrying about expansions and giving them to other people
Title: Re: MEGA MAN ROCK FORCE
Post by: Yoshiatom on August 15, 2016, 07:58:01 PM
Well that was something.  :shock:

(click to show/hide)
Also, I made a model for the crypt cloak cubes with my limited modelling knowledge. (https://a.pomf.cat/durvto.md2) It took me at least 2 hours to find something that exports .md2 files so this had better be worth it...

(Although I'd go for voxels once Zandronum supports them)
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 15, 2016, 08:14:51 PM
wow dude
you are an awesome lifesaving fella

>redacted pics because i fixed it<

I've never used a model before I might have implemented them wrong because there doesn't seem to actually be a solid texture to them, but wow I got them to work and some awesome dude made them for me that is radical and a lot better than standing on a 2d platform

EDIT: Nvm i fixed it had to use a blank white texture as the png

(click to show/hide)

dang that's cool
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 16, 2016, 12:44:30 AM
I've.. change of ideas.
Sign me for future maps (the fusions RM)
Or to make bots
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 17, 2016, 10:51:30 PM
Dimpsy and (soon to be) FTX have new skins for us and SonicFam (and me with the debuff) has crafted a new weapon!! wooo

(click to show/hide)

Thanks to Jax for the idea of course
Title: Re: MEGA MAN ROCK FORCE
Post by: CutmanMike on August 17, 2016, 11:07:13 PM
(Although I'd go for voxels once Zandronum supports them)

That might be a long time, I don't think they will be properly supported in Zandronum 3.0 even.
Title: Re: MEGA MAN ROCK FORCE
Post by: DMGUYDZ64 on August 17, 2016, 11:30:56 PM
I Think Voxel support is planned to be added in 3.0 ?, Since Zandronum 3.0 will be based on a ZDoom 2.7.1 and voxels support was added in 2.6 .
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 18, 2016, 12:55:53 AM
Aw yeah this is progressing real nicely.
Title: Re: MEGA MAN ROCK FORCE
Post by: Lego on August 18, 2016, 01:25:46 AM
EDIT: Nvm i fixed it had to use a blank white texture as the png

(click to show/hide)

dang that's cool

Not to shit on progress or anything but uhh
why not use non-solid 3D floors with a white box texture and then actors to act on the physics?

Like I'm not all against models, but software still exists. I know it sucks, but generally speaking alternatives for arguably the most important option in this game would be wise.
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 18, 2016, 01:43:14 AM
Seconded. I actually think that would be the best way to approach this.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 06:20:35 AM
May I try working on Virus Man? I could show my hand at it. I just got about two questions.

1: When I do Virus Man, should I just spoil myself the battle by watching one on Youtube? I kinda don't know how he works, but I do like his look.
2: Can I also post it as a skin when I finish it onto my topic? Or does it need to be withdrawn until release?

Fun Fact: I already got his full rotations and running animations (2/5ths for the running anyway) down pretty ok. If i'm turned down by any chance, then that's ok, I don't mind much. I'll show it when 3 rotations of running are made.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 18, 2016, 02:33:55 PM
non-solid 3D floors
I don't know why I forgot this was an option

1: When I do Virus Man, should I just spoil myself the battle by watching one on Youtube? I kinda don't know how he works, but I do like his look.
2: Can I also post it as a skin when I finish it onto my topic? Or does it need to be withdrawn until release?

1: There's no particular need to, you'll just need to make walking frames and maybe use the stuck out arm pose as an attack frame, as long as you can animate him it doesn't really matter if you know (but there's not that much point NOT knowing...)
2: Until the expansion is out I'd prefer it was held off from public to actually give the expansion content, yeah. Hopefully that's not a deciding factor lol
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 02:55:00 PM
1: There's no particular need to, you'll just need to make walking frames and maybe use the stuck out arm pose as an attack frame, as long as you can animate him it doesn't really matter if you know (but there's not that much point NOT knowing...)
2: Until the expansion is out I'd prefer it was held off from public to actually give the expansion content, yeah. Hopefully that's not a deciding factor lol

Okay then, I had it set up so he'd use just one arm to attack, but I suppose animating him attacking by using his stuck out arm pose will take one sprite longer (because he does a complete 90 degree turn with it, so the diagonal rotations are custom). It won't be long.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 18, 2016, 03:01:44 PM
one arm out was what i meant really, so it's fine

i was talking about the fifth sprite on the top row after the rotating, which is part of his intro
or something similar edited from it
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 03:15:15 PM
Here's the sprites I have regarding Virusman.

(https://s3.postimg.io/8iyycfopf/Virusman_MM8_BDM_Sheet_Preview.png)

The one-hand shot sprites were my original intention. But if the rotation shooting is gonna be added, I could redo the running sprites to make him more mobile as opposed to just looking like he's balancing himself while looking straightforward.

Edit: Saw the above post, i'm a quick worker and entirely focused on Virusman all night. I can do one hand shooting sprites for him I suppose. It's less of a deal and is more identifiable then "where the heck is Virusman shooting at?" kinda of deal, y'know?
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 18, 2016, 03:29:10 PM
yeahhh i definitely meant one hand out like you were doing before over on the right hand side, that's what i meant by stuck out arm pose haha
king's skin got changed because he used to turn during it, so it's much better to have the consistent ones without rotation

though i'd probablyyyy change the arms on the walking anyway because it does look a little silly, everything's looking pretty much perfect already you really came out of nowhere and knocked it out the park
awesome
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 03:34:01 PM
yeahhh i definitely meant one hand out like you were doing before over on the right hand side, that's what i meant by stuck out arm pose haha
king's skin got changed because he used to turn during it, so it's much better to have the consistent ones without rotation

though i'd probablyyyy change the arms on the walking anyway because it does look a little silly, everything's looking pretty much perfect already you really came out of nowhere and knocked it out the park


awesome

The two things I could do is either make the arms from his natural idle, or work on completely unique armwork.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 18, 2016, 03:40:41 PM
if you rotate the ones from his current walking by 90 you have 2/3 of an arm swinging animation there I think

with the other one (diagonal back) being from his idle
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 03:54:20 PM
I'll try my hand at that.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 06:14:25 PM
Well, I made some progress. Here's what I got.

(https://s3.postimg.io/ofjh9ixw3/Virusman_MM8_BDM_Sheet_Preview.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: Jakeinator on August 18, 2016, 06:27:31 PM
Virus man appears to have a case of DRAMATIC SHADING. Keep it like that, its kinda bad ass. Also, are the arms going to swing that wide in the final version?
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 18, 2016, 06:29:32 PM
I made a less exaggerated version kind of quickly to show you what I mean

(http://i.imgur.com/9IhuCPg.png)
mine on the right duh

Not that I'm trying to ruin your work it's just that arms at 90 degrees always looked silly, this is what I meant by rotating them (down) and using the diagonal arms to swing instead of the outright arms
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 18, 2016, 06:37:33 PM
OH, now it makes sense! Well, I suppose it wouldn't hurt redoing my work a 2.5th time (since I can use the body and head, just the arms have to be redone once again.
And since I blazed through the night working on him, I might have to hold off on redoing the arms for today. I'll do it tonight instead. It's 11:38 AM here as I post this.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 19, 2016, 05:42:55 AM
Okay, now THIS should be how it looks right? I hope? ;~;

(https://s4.postimg.io/plmhtq771/Welp_Virusman_Preview.png)

I have to do something for my friends in a day so I will be absent when it is spoken about. So don't feel guilty if you have some negative opinions about it. The front and back running I kinda had no other options to work with. That, and i'm not sure what kind of hurt sprites I should give him and what his flinching will be similar to (if it's not based on another robotmaster flinching).
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 19, 2016, 11:49:24 AM
it's fine dude looks pretty good to me  :cool: :cool: :cool:

you even put in some good perspective on the front/back hands so that shouldn't be an issue but maybe it would be more readable if they swung slightly further in front of his body or something
either way it's good so you don't really have to

thanks been doin a great job  :cool: :cool: :cool:

edit:
you can get some... interesting looking flinching by using his second intro frame lol

(http://i.imgur.com/7JH3EZF.png)

or use the head on a different pose or something
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 19, 2016, 02:38:12 PM
IT IS COMPLETE!! Now, I was so lazy with the back frames I just used the same body from his idle, rather then working it out. Wanna see the entire sheet in it's whole glory?

Oh who am I kidding? Here's the look on it!

(https://s4.postimg.io/w1hirwq4d/Welp_Virusman_Preview.png)

It took about a day to make this for something that was completely new to me (the robot master, not my skills or sprite work in general).
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 19, 2016, 04:38:32 PM
(https://31.media.tumblr.com/4c7a22c41c9e5adeb1ce637cc0b92996/tumblr_inline_n5mmwmb9Re1r29b6r.gif)

Good job !
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 19, 2016, 05:34:45 PM
Thanks man, here's my face as of right now.
(https://pbs.twimg.com/media/B8KnT5fIcAIUeZx.png)

This isn't actually my face, otherwise there'd be MM8BDM videos on M3RKMUS1C's channel. And then the forums would be flooded.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 20, 2016, 03:24:37 AM
That reminds me, any reason why i'm 99%? I was just curious, it's all.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 20, 2016, 05:53:19 PM
Because I haven't separated the skin frames yet / made it playable or made a bot for it
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 20, 2016, 07:09:07 PM
Fantastic Virus Man skin!
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 20, 2016, 08:05:26 PM
Because I haven't separated the skin frames yet / made it playable or made a bot for it
Ah, that explains it. Ok.....
Yep, everything checks out! (If you get the reference you get a frickin' fortune cookie)
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 21, 2016, 03:30:23 AM
Just now noticed, are we not gonna make a Justice Man skin?
Title: Re: MEGA MAN ROCK FORCE
Post by: GameAndWatcher on August 21, 2016, 03:47:38 AM
Just now noticed, are we not gonna make a Justice Man skin?
Dude, we'd need one!
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 21, 2016, 11:26:57 AM
I mean, I could give it my hand if it's allowed to make him. King has a skin after all, despite being a boss at one point. So why not Justice Man?

I'll probably just do the idle rotations, not sure about it yet though.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 21, 2016, 12:57:00 PM
(http://www.vg-resource.com/attachment.php?aid=5587)

You can literally edit Mega Man into Justice Man in 10 seconds flat if you want, they're pretty much the same
I just didn't put him down as a skin because A: Justice stage 3 isn't an available map and B: I was probably going to sneakily make it anyway lol

but if you want to that works
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 21, 2016, 01:26:42 PM
Eh, you know what? Break a leg and do it yourself! I know you can!
He's going to be the easiest guy to do anyways, so you get the easy end of the stick.
Title: Re: MEGA MAN ROCK FORCE
Post by: JaxOf7 on August 23, 2016, 04:12:55 AM
Gotta request a sprite for Charade Clone.
You all know Copy-Vision-Clone? (Geno made a skin here http://cutstuff.net/forum/index.php?topic=4207.0 (http://cutstuff.net/forum/index.php?topic=4207.0))
Requesting sprite and rotation of CVC covering its face. Like what Mega does when he uses Charade Clone. (This pose (http://i683.photobucket.com/albums/vv191/JaxOf7/mega%20covering%20face.png))
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 23, 2016, 10:25:41 AM
(http://i.imgur.com/TAHQMsQ.png)

best i could do with mega's weird posing and the copy vision clone's blobby limbs and hands
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 10:28:18 AM
(http://i.imgur.com/TAHQMsQ.png)

best i could do with mega's weird posing and the copy vision clone's blobby limbs and hands
Looks good in my opinion. Also, I may work on Cryptman. His rotations are gonna be the hardest. (besides the back and maybe he gets a Skullman-like run)

I'll show it when it's finished, don't count me in until I show it off though.
Title: Re: MEGA MAN ROCK FORCE
Post by: Jakeinator on August 23, 2016, 01:02:27 PM
Maybe he should do that dash thing he does in his bossfight rather than a regular old walk?
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 01:28:15 PM
Z Dagger made a Justice Man skin, go see that collection and add it to the pile here if you like.
Note: 100% done with Cryptman rotation idle, the red square shows i'm gonna color that in, mainly because it's more identifiable then "What weapon is he usi- oh crap he's using Hard Knuckle. I'm done." body.

(https://s3.postimg.org/i486bnylf/Cryptman_MM8_BDM.png)

Edit: On the topic of things...
Maybe he should do that dash thing he does in his bossfight rather than a regular old walk?
He kinda moves his body slightly back when doing so, i'm not sure if it'll work over the dash. Nobody in Megaman really dashes (unless it's a boss) except fly on occasion (which is still walking). I'll put some thought into it. Gonna need some idea if it's really practical or not.

Also, he doesn't really have an attack frame other then jumping n slamming, and dashing so I might give him a unique animation to attack with, similar to Dracula (or Alucard) when they open their cape. It's not final though, so be wary.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 23, 2016, 01:37:16 PM
I already made Justiceman a few days back

(click to show/hide)

Crypt looks good already (ur 2 fast) but his hood might be a little too wide in the front frame (eg it should have a peak instead of being mostly wide flat) and maybe his head/body is too weirdly flat in the side frame? because aside from his feet it all lines up and makes it look a little weird, maybe his chest or head should stick out a bit or something
back sprites could use some shading instead of block cyan but i assume that's what you meant by 'color that in'
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 02:12:08 PM
I already made Justiceman a few days back

(click to show/hide)

Crypt looks good already (ur 2 fast) but his hood might be a little too wide in the front frame (eg it should have a peak instead of being mostly wide flat) and maybe his head/body is too weirdly flat in the side frame? because aside from his feet it all lines up and makes it look a little weird, maybe his chest or head should stick out a bit or something
back sprites could use some shading instead of block cyan but i assume that's what you meant by 'color that in'

Ah, interesting.

And sorta, getting his side frames was a nightmare, but you do have a point on the front frames. I'll fix that right away. And the back frames will get more shading so it actually can be told apart as to what he'll use next.

The Side frames make him look fat in general the way it isn't, i'll figure out some fixes...
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 02:52:08 PM
Here it is, another edit. With a thing to pick off of.

(https://s4.postimg.org/l85ka2zil/Cryptman_u_skreb.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 23, 2016, 03:43:24 PM
A looks best

here's a non-blobby cloak

(http://i.imgur.com/5FPhhRy.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 03:45:43 PM
A looks best

here's a non-blobby cloak

(http://i.imgur.com/5FPhhRy.png)

This is best.
I will take it! And proceed onward with the making of this skin! If someone can tell whether a dash or a run cycle is a good idea. And what kind of running...
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 23, 2016, 04:01:38 PM
The problem with dashing is that he basically covered himself in his cape, which would look kind of odd from the back especially as his feet aren't visible. It'd be a nice nod to the original but I'd prefer it if he ran with his cape billowing and raised behind him so that there was more readable movement and stuff

also i think you messed up your quote lol
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 04:32:32 PM
The problem with dashing is that he basically covered himself in his cape, which would look kind of odd from the back especially as his feet aren't visible. It'd be a nice nod to the original but I'd prefer it if he ran with his cape billowing and raised behind him so that there was more readable movement and stuff

also i think you messed up your quote lol
Dodging that.

But yeah, I'll just simply floor it and do the running while the capes moving back. Maybe a run similar to Burnerman. Not gonna guarantee it, but it's high noon here.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 23, 2016, 08:00:27 PM
(https://s9.postimg.org/51vghh8dr/Cryptic_Metaphor.png)

I might just settle this out, Cryptman is taking a toll on me.

Maybe my friends were right, I do need to not ask for ideas or jump into other tasks too quickly. They take serious tolls on me when I do. I'm just gonna stick to casual stuff like Terry Bogard and Kyo Kusanagi skins in the making for the time being. They are somewhat casual.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on August 25, 2016, 06:15:42 PM
Update time!!!!

First off we have our own original non-Maxine map in the form of Photon Man by LlamaHombre!!

(click to show/hide)

Enjoy fast-flowing and tight sunny gameplay on this multi-level solar-powered arena!

This fella's ready to defend his solar panels as our second official skin, from FTX6004

(click to show/hide)

This guy's here too, from Raze

(click to show/hide)

And this quote-happy gentleman is still skulking around thanks to Dimpsy

(click to show/hide)

Speaking of that last guy, he's finally got his weapon working courtesy of JaxOf7!

(click to show/hide)

Dupe your allies by cloning yourself and running around! Then jump back to where you were, or just... Teleport to where you are. Or just explode, if you want. Tactical!

Oh, and this rather moody kid is around too if you really want to see him

(click to show/hide)

Don't pay him too much attention though or he'll get all preachy and 'epic'



I'm going away for a week starting from Saturday. Let's get those mappers to keep working hard, rope in some of the last skins, and keep this expansion rolling (around) at the speed of sound!
Til next week!
Title: Re: MEGA MAN ROCK FORCE
Post by: Rui on August 25, 2016, 06:37:26 PM
Ohhh, Photon Man looks very pretty! I oughta finish Rock Force soon.

It's all looking very nice!! This looks fun to play so I'll be keeping my eye on it.  :mrgreen:
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on August 25, 2016, 07:23:40 PM
Yo, can you sign me up for Charade Man? I don't think AMP 2 will get finished this year, but I'd like to be part of at least one finished project in 2016, if that's cool with you
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on August 25, 2016, 11:18:21 PM
Godamn, I want to contribute so much on any fusion! So excited!  :D
Can i help on PortMan's stage? Give me some actors and wepons and ill do the MAGIC not actually magic
Title: Re: MEGA MAN ROCK FORCE
Post by: MetalMasher on August 26, 2016, 01:50:39 AM
this is amazing! shock man map looks very cool
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 26, 2016, 04:53:22 AM
Yo I know you won't be here in a week but I am currently working on Fuseman's skin, so sign me up whenever ya get back or this can be a good message to let others know I'm handling the skin... unless things go horribly for some reason.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 26, 2016, 08:13:23 AM
I've been going through an issue in life, and no matter how I do Cryptman, there's just too many issues I have. So I might drop him. Sorry.

Look on the bright side, I did all the rotations for his idle! That should give you somewhere to start... Cryptman is overly complicated for me.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on August 26, 2016, 11:32:48 PM
Max and I thought about how to make Charade Man interesting. Aside from invisble floors (which will be in the map), we decided to play with the idea of transforming platforms. Check out the youtube video below to see what I mean.

We plan to include the following platforms from the following stages:
If there's any other platforms you'd be interested in seeing, let us know and we can probably include it by next week.
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 27, 2016, 04:11:10 AM
Okay, that is a pretty interesting stage gimmick.
Title: Re: MEGA MAN ROCK FORCE
Post by: Sonicfam1102 on August 27, 2016, 05:45:48 AM
Perhaps you could add some Spark platforms as well.
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on August 27, 2016, 05:52:56 AM
On behalf of Max since she won't be on for a week, here's the newest skin finished for the Robot Masters.
(click to show/hide)
Hope to see more finished soon!
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on August 28, 2016, 01:36:40 PM
Even though i'm not working on it anymore, here's my last work on Cryptman and his running sprites in general.
(https://s16.postimg.io/6qeog45t1/Cryptic_Metaphor.png)

If you want me back, let me know. I think I could simply finish it, but resting is a better way to go until a response to me is given... I'm gonna go get some pizza in 4 hours.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on August 29, 2016, 10:37:44 PM
Finally "finished" Charade Man, here's some screenshots to show off the map:
(click to show/hide)
This version of the map is untested and likely to change before the final version
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on August 30, 2016, 02:38:33 PM
Looking good.
Title: Re: MEGA MAN ROCK FORCE
Post by: Lego on August 30, 2016, 04:54:51 PM
A couple recommendations for the mechanic in Charademan-
Make the sounds of the swaps only apply to the rooms they're relevant in and make the roulette not last quite as long.

It's a really neat idea, but I could see the sounds being quite annoying if they're not executed correctly.

All the maps look really interesting so far and I can't wait to see this expansion completed.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on August 31, 2016, 04:58:05 AM
I've got another proof-of-concept for Flare Man this time, in case this expansion ever reaches that stage. All the textures and actors have been made, now it's just dependent on whether Max wants me to make it into a map or not.

Currently waiting on Smashbro and Dood to finish their contributions. Jake and I already finished our maps and are waiting on testing. If anyone wants to try making Flare Man themselves, just send me a message on Cutstuff or Skype.
Title: Re: MEGA MAN ROCK FORCE
Post by: Dr. Freeman on August 31, 2016, 02:42:14 PM
With progress going the way it is, (aka really fast and good) I'm seeing less and less of a reason to not put the fusion masters in the first release :>
Title: Re: MEGA MAN ROCK FORCE
Post by: Dimpsy on September 01, 2016, 04:35:38 AM
With progress going the way it is, (aka really fast and good) I'm seeing less and less of a reason to not put the fusion masters in the first release :>
Progress to my knowledge hasn't actually been all that fast since Max went off, though there has been a few people interested in working on the fusions early, and if this continues then I don't see any harm in some of the fusions getting in early.
Title: Re: MEGA MAN ROCK FORCE
Post by: Korby on September 03, 2016, 12:39:48 AM
I think it's fine waiting to have them until further versions.
Progress is going pretty decently fast, but the fusion masters double the amount of required maps and skins.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 03, 2016, 08:24:00 PM
I'm back now

the complete and utter bottom line is very very simple - if you make anything fusion related, whether it's a skin or a map, whether it's as close as Flare Man or as far away as Thrill Man, I'll include it in the earliest release I can
that being said, those are not aimed for and I won't wait for an entire set, they're bonus
so a first release might just be 8 maps and skins or it might be 8 maps plus Terror Man plus Thermo Man's skin or something like that and that' s OK

the ATTEMPTED release order will likely be something like so-
1. Original 8 robots maps, skins
2. First 4 fusion robots
3. Justice Stages and Death Man
4. Last 4 fusion robots

but if you have a particular burst of motivation you can make anything from any phase
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on September 03, 2016, 08:39:45 PM
hi(gh),max!





(please dont blame me for this mmx reference)
Title: Re: MEGA MAN ROCK FORCE
Post by: JaxOf7 on September 03, 2016, 10:54:14 PM
Had an idea regarding the Charade Man skin.
Essentially, he has 3 skins due to being a complete drama queen.

Charade Man: Does not mimic Quick or Shadow.
Charade Man Dapper: Wears a hat, mimics Quick Man.
Charade Woman: Wears a wig, mimics Shadow Man.
Title: Re: MEGA MAN ROCK FORCE
Post by: MegaVile on September 04, 2016, 12:21:06 AM
Wait, so it's just 8 maps for the expansion? No story bosses or secret bosses? JUST 8 stages? Wow, I was expecting something like Fish and Polar Man(if it was his name) being secret bosses (for now) or maybe Justice Man, but I still look forward to this in servers!
Title: Re: MEGA MAN ROCK FORCE
Post by: TheDoc on September 04, 2016, 01:22:41 AM
Considering the number of expansions that actually get released (read the front post), it's a good idea to keep the scope small for the first release so that it....gets released. I don't think there's even a campaign planned, but the fact that any expansion is progressing so well is very refreshing to see on the forum. I'm not saying a campaign/secret bosses is a bad idea per se, but like Max said, "expansions barely ever get finished around here and it's better to aim low and add more than never release, fusions and fortresses can easily be added into next versions."
Title: Re: MEGA MAN ROCK FORCE
Post by: kirbymariomega on September 04, 2016, 01:58:46 AM
super impressed with how far this has come! i may give pulse man's skin a shot if that's alright.

EDIT: quickly whipped up some rotations for him
(http://i.imgur.com/iRdta1z.png)
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 04, 2016, 08:51:39 PM
Nice to see that the main lead's back. I do agree that the scope needs to start small. We are actually making progress on this, so I should play a careful part too.
I could help out with finishing Cryptman now that I have recovered from my breakdown. That is, if you believe I should return to finish what I started on Cryptman. Have fun in the meantime!
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 04, 2016, 09:38:24 PM
More updates omg!

First up here's a new spooky and previously unseen Crypt Man map from Jakeinator!

(click to show/hide)

Here's the OFFICIAL showcasing of Charade Man, which has had some updates since previous appearances! The show goes on thanks to Mendez!

(click to show/hide)

Both our skins today come from Dimpsy! Including this rather explosive macho man...

(click to show/hide)

and a little bonus from the future...

(click to show/hide)

Show some love to our talented contributors! Until next time!
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 04, 2016, 09:45:31 PM
(http://i.imgur.com/iRdta1z.png)
Pulse Man looks perfecto as is, you can definitely work on him if you want to and I'd be happy to have something of that quality for sure!

(https://s16.postimg.io/6qeog45t1/Cryptic_Metaphor.png)
Crypt is nice but don't kill yourself over it because he'd probably need a different running animation anyway with the cape flowing, maybe I could help out

let me know what you wanna do you two
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 05, 2016, 04:04:46 PM
Pulse Man looks perfecto as is, you can definitely work on him if you want to and I'd be happy to have something of that quality for sure!
Crypt is nice but don't kill yourself over it because he'd probably need a different running animation anyway with the cape flowing, maybe I could help out

let me know what you wanna do you two

I might have to let someone else do the job. Real Life is getting in the way again, and I don't want it to be an issue gravity can't lessen on.
Title: Re: MEGA MAN ROCK FORCE
Post by: MetalMasher on September 07, 2016, 02:57:34 AM
looks very good
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on September 08, 2016, 02:58:11 AM
Yes, these updates are super gud
Shame I can't really find a way to contribute, but oh well.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on September 10, 2016, 05:23:01 AM
For today's update, we have another finished map, but this time it's from the FUSION collection. This is my rendition of MMRFFLA: Flare Man
(click to show/hide)

Magnet Dood has relinquished control of Circuit Man to the team. I've taken it upon myself to finish this map, and hope this video will convince you why


Hopefully we can get this map done and then turn our attention to Pulse Man. Regardless, we are over 75% done with the maps, so be on the lookout for a full set of maps by the end of September
Title: Re: MEGA MAN ROCK FORCE
Post by: Lego on September 10, 2016, 06:34:35 AM
for the love of god please tell me those 3D swapping blocks use actors
I've experimented with instantly moving 3D floors in the past and they have never worked properly no matter what context. It breaks horrendously if there's a person in the way.

(click to show/hide)
the ice wave is sort of vague proof that there is indeed a floating structure there

If you do have a way to reliably make 3D floors that move instantly like that for blocks that appear and disappear or become solid and non-solid, that's fine.
I just haven't seen such a mechanic work reliably yet, so this concerns me in terms of stability.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on September 10, 2016, 07:48:24 AM
How it works, essentially, is by instantly removing and adding invisible bridges to the top and bottom of the 3d floor, creating the illusion of solid blocks. Map spots are used to spawn the invisible blocks, and a sript run by the light bulb tells the map when to swap bridges in and out. So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running. This doesn't keep the player stuck and can be quickly rectified by shooting the light bulb a couple more times
Adding onto the list of bugs, it seems like rippers pass through the light bulb so quickly that sometimes the bulb doesn't change states. I don't know if we can perfectly remedy that, but I think someone like Jax can figure out a solution.
Edit 2: I take back what I said, I'm a dumbo who doesn't know anything about DECORATE. +DONTRIP is a life saver
Title: Re: MEGA MAN ROCK FORCE
Post by: Lego on September 10, 2016, 11:22:14 PM
So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running.

If you used custom bridge actors that had a height of 32 and a radius of 16, you could easily create blocks that work in the way you'd want. This would prevent you from having to spawn two sets of bridges per set of blocks.

In addition if you call SpawnSpot and not SpawnSpotForced, you could wrap the bridge spawning logic into a do-while loop, checking ThingCount to make sure there's the proper number of bridge actors in the map. If there isn't, delete all the existing ones [assuming you're making use of specified TIDs] and attempt to spawn them once again. You'd also want to put a delay into the do-while loop to make sure the script doesn't overflow, and make sure the light bulbs cannot be triggered again until the script properly terminates.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 11, 2016, 08:34:35 PM
Welcome to puke town

(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE
Post by: Xhatahx on September 11, 2016, 08:46:08 PM
(click to show/hide)
I don't recall junk tiles in that stage.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 11, 2016, 10:02:04 PM
(http://i.imgur.com/rdNRn6q.png)
Title: im interested
Post by: LemonPig on September 11, 2016, 10:50:32 PM
Which map i can make? i want to make something like deadman or so...
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on September 13, 2016, 04:36:02 PM
Can you give me the weapon actors and some enemy actors for decorating there like "WOHOO SO KEWL"?
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on September 13, 2016, 05:04:25 PM
We have already given Death Man to Llamahombre and don't give out weapon actors unless they are for a map. As we mentioned before, it's best that you get some practice under your belt and take time to learn more about mapping from the tutorial subforum before asking to produce a map for the RF expansion. Hopefully another mapping competition will come along in the future for you to show off what you can do with a map. Until then, just try making your own version of core maps for practice. It took 5 years of practice for me to produce a whole map in just 3 days. Mapping is not a quick and simple process. If you really feel dedicated to mapping, then you've gotta practice. You also have to be willing to learn something before and after producing a map. If you don't have the patience to learn mapping, then it simply isn't for you.
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on September 13, 2016, 06:15:01 PM
So wich map can i make?
Title: Re: MEGA MAN ROCK FORCE
Post by: fortegigasgospel on September 13, 2016, 07:25:01 PM
So wich map can i make?
He literally just said go get some experience under your belt in mapping first, so basically go make some maps that aren't for anything specific and begin improving before you go tackling any expansions.
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on September 16, 2016, 03:43:18 AM
Circuit Man is now ready for testing. These are screenshots that show large portions of the map, but there are a couple of sections that can't be seen. Regardless, I hope you enjoy my rendition of MMRFCIR
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 17, 2016, 01:27:45 AM
In addition to Circuit Jakeinator has struck with a double-dose of spookiness! Here's TERROR MAN (ooo)

(click to show/hide)

With Power Man claimed and (hopefully) in progress and Pulse... somewhere
that puts us on track to have a 12-map FIRST FUSION SET release by the end of the month! Or a little into next...

in addition, we set up a public discord server for discussion of the mod, creating and critiquing resources such as sprites, and for the devs to interact with the players.

You can join it here: https://discord.gg/p6pTkAc (https://discord.gg/p6pTkAc)

happy fragging!... soon hopefully =w=
thanks to everyone who contributed as always, we've got a quality set of maps and weapons here in a little over a month (not counting all the work I did before making the topic lul) and i'm grateful for each and every contribution
SKINMAKERS - final push to get as much done as you can because the expansion will not wait for skins if it's ready. Enjoy your hype! 'til next timeee
Title: Re: MEGA MAN ROCK FORCE
Post by: CutmanMike on September 17, 2016, 12:12:55 PM
I haven't even played rock force but these maps look tasty. Looking forward to it!
Title: Re: MEGA MAN ROCK FORCE
Post by: MegaVile on September 17, 2016, 11:14:56 PM
Is portman going to include the background space shooter fighting? I'd love to fight there as an egg with cyan underwear shooting space shots at enemies
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 18, 2016, 06:08:57 AM
Quote
SKINMAKERS - final push to get as much done as you can because the expansion will not wait for skins if it's ready. Enjoy your hype! 'til next timeee

So, should I return just to get back to work on Cryptman and his running sprites? If so, i'll come up with a few ideas for attack sprites.

I'll be ready on cue for this.
Title: Re: MEGA MAN ROCK FORCE
Post by: kirbymariomega on September 19, 2016, 10:10:09 PM
oops! i think i may have should have established that i was indeed working on pulse man!

(http://i.imgur.com/ulofyfF.png)

anything glaring or minor i should fix, or is he all set?
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 19, 2016, 10:22:14 PM
Looks amazingly perfect dude, can't think of a thing wrong at the moment and both his walk and pain are hilarious and fitting!

(https://31.media.tumblr.com/4c7a22c41c9e5adeb1ce637cc0b92996/tumblr_inline_n5mmwmb9Re1r29b6r.gif)

maybe he'll look silly as heck animated but i really can't find an issue with the sheet right now
Title: Re: MEGA MAN ROCK FORCE
Post by: kirbymariomega on September 19, 2016, 10:28:32 PM
ha ha! awesome, thanks!
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on September 20, 2016, 02:38:15 PM
Holy s*it, that's an epic Pulse Man!
Title: Re: MEGA MAN ROCK FORCE
Post by: MegaVile on September 20, 2016, 09:04:22 PM
Still waiting for an answer on the port man thing (scroll up)
Title: Re: MEGA MAN ROCK FORCE
Post by: Mendez on September 20, 2016, 10:58:03 PM
Nobody is making Port Man at the moment, but the answer is likely not. It's more likely the map will utilize teleporters and nothing else, since the other stage gimmicks would look too unintuitive/annoying for players to interact with.
Title: Re: MEGA MAN ROCK FORCE
Post by: LemonPig on September 21, 2016, 12:47:38 AM
Ill go for plague's skin.He's gonna be some of the easiest i think
EDIT 1:I dont find the sprites! where do i go?
EDIT 2:Better i go for terrorman.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 21, 2016, 12:54:42 AM
Ill go for plague's skin.He's gonna be some of the easiest i think
Learn stuff, and get better somewhere else. You've already been told multitude of times to learn stuff. And before you respond, I know you said skins. You never shown your skins at all and potential you could make; get going and make a topic about your sprites/maps for the hell of it. I'm sure somebody will see a bit of it.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 22, 2016, 04:04:14 PM
It's that time of the week ladies and gentledoges yessir yesma'am we have another update for you yes we do indeed
This is gonna be the last one because if anything else gets finished the expansion will be done OOOOO:

First up as always has to be a new map, this time from Dr. Freeman and it's somehow even less safe than Black Mesa with help from Watzup!

(click to show/hide)

That's right, our contributors have gone above and beyond to make sure that all four original fusion masters are available for a first release! Even I didn't think it would be possible! Thanks a million!

Unlike last time we actually have some new skins to show too! Both of these are from the first line of robot masters, which brings us dangerously close to having all 8 for a first release! First up, the fattest fitness instructor in town comes from Kirbymariomega!

(click to show/hide)

And the robot responsible for making Justice Man malfunction in the first place is here contemplating his predicament thanks to Bass44!

(click to show/hide)

That's all 'til next time, when you're updated with the actual release hahaha
Title: Re: MEGA MAN ROCK FORCE
Post by: Superjustinbros on September 22, 2016, 04:12:18 PM
Another solid update!
Title: Re: MEGA MAN ROCK FORCE
Post by: Myroc on September 22, 2016, 04:50:43 PM
I feel Pulseman should have his firing frames either switched or both be the same with arms down because rapid-firing weapons with your arms extended in the air looks absolutely preposterous.

Other than that I have nothing to add other than holy fuck you guys finished this in less than two months.
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 22, 2016, 05:28:20 PM
It doesn't look that bad really, think Gutsman because he still goes through the whole animation at a jittery rate and the reverse would look 'preposterous' with charged weapons instead

holy fuck you guys finished this in less than two months.
no thanks to you
where were you
why didn't you think of all those great RNC times and come running back to me
 :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 22, 2016, 09:54:42 PM
If there's something to take into consideration, I did work on Virusman and finished that. (at least until I get updated with something requiring my attention)

EDIT: I made a comment about Cryptman being in someone elses hands, but it was a misinterpeted comment. If you saw it, ignore that.
Title: Re: MEGA MAN ROCK FORCE
Post by: Raze on September 22, 2016, 09:57:29 PM
Very glad we came far, I can't wait to see how the full game plays out! (No, it's not being released this weekend coming up or the next week. We don't know when. I'm just excited it has so much progress!)

FYI, I never played Megaman Rock Force.
Title: Re: MEGA MAN ROCK FORCE
Post by: Xhatahx on September 25, 2016, 04:37:48 PM
Nice job!
Now how is the team going to handle Pulse Man's wave gimmick?
or is there even anyone handling Pulse Man's stage
Title: Re: MEGA MAN ROCK FORCE
Post by: NES Boy on September 25, 2016, 06:12:36 PM
Will there be a campaign, or are you going to wait until V6 comes out (since Nitro Man's not actually in the core yet)?
Title: Re: MEGA MAN ROCK FORCE
Post by: Max on September 25, 2016, 06:53:22 PM
There's going to be... part of a campaign, with more parts added every time a new version comes out until it's complete when all the fusions and fortress stages have been made.

As for Pulseman I'm sure you'll see in a while
Title: MEGA MAN ROCK FORCE IS HERE!!!!!!!!!!!!
Post by: Max on October 03, 2016, 11:18:26 PM
RELEASED!!!


Grab the Expansion!
https://www.dropbox.com/s/3c0ot6k7576a987/MMRF-v1.pk3?dl=0 (https://www.dropbox.com/s/3c0ot6k7576a987/MMRF-v1.pk3?dl=0)


Grab the map pack! For classes and stuff
https://www.dropbox.com/s/8shu5owpxmfly7y/MMRF-MP-v1.pk3?dl=0 (https://www.dropbox.com/s/8shu5owpxmfly7y/MMRF-MP-v1.pk3?dl=0)

Mirrors soon???
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on October 03, 2016, 11:21:31 PM
KEJNEFHNSKOEHNRAKOGJNAEKRGNEJORTHN4NEAR5OIHNTERTGJONTEOENRTOUG
TIME TO DL
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Raze on October 04, 2016, 12:11:20 AM
And thus, I got my first medal on Cutstuff forums.
;w; It's beautiful... *Sniffle sniff*

I shall cherish it for the rest of my life... ;w;
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on October 04, 2016, 12:45:50 AM
I'm glad to see this project finally released to the public and hope you guys got to enjoy the work I put into making Charade, Circuit, and Flare as accurate and fun as possible. Of course, we are not done and will march on with the second fusion set and the Justice fortress in the future. I plan to have War Man finished in the next 11 days and will get to Fish Man before the end of the year. Thank you to all the programmers and spriters who put in the hard work alongside me and the other mappers. I'll just pretend this medal makes up for my 7th-place finish in the latest CTF compo lul
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: MegaVile on October 04, 2016, 12:47:37 AM
My new profile picture explains things
I probably wont be getting anything since I suck at spriting XD
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Dimpsy on October 04, 2016, 01:04:52 AM
Didn't expect a Rock Force medal since it's a fan expansion, but maybe this could pave the way for more expansions to receive their own medals. Anyways I played through the campaign and it's pretty good, especially loved the end. Though it seems that in Shock Man's Stage I ran into a bunch of my team getting themselves killed so it made it pretty hard to win... until I realized winning isn't the point of this campaign since it was just made for fun.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Jakeinator on October 04, 2016, 01:19:53 AM
I am so glad I got to be a part of this expansion and I am so glad that we were able to push through and make this a reality without the expansion losing steam as most have before. I am so proud of myself that I was able to put in two maps into this expansion that multiple people deemed as good and worthy enough to be among the rest of the teams despite being filled with some of the best mappers. I am also thankful to Mike himself who gave us his blessing close to the time of release, helping do some quality control and giving us these awesome medals. But enough about declaring I at the start of every sentence. Max, your leadership skills are impeccable, you fat dragoness. You were able to pull cutstuff out of this rut of just never finishing any big fan projects and hopefully this marks the beginning of more fan expansions to come.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Gumballtoid on October 04, 2016, 01:26:13 AM
I'm a bit perplexed. This doesn't even appear to be completely finished. Skins are missing, weapons are generally unpolished, and the campaign ends on a "to be continued" footnote.

Simply put, it seems like the expansion was released prematurely.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 04, 2016, 01:42:13 AM
Max, your leadership skills are impeccable, you fat dragoness.

o-oh jeez that's me huh

Um
I wasn't really thinking that hard when I made Fuse Man so long ago - I just thought it would be fun like when I made MMU weapons and never really went anywhere with that
But then I made Virus
and I made Shock
and after a long-ass time of planning and getting things ready I thought you know what this can go ahead

If you want your expansions to succeed you need
- proof of concept when you start it, and a significant portion already done so people don't waste their time
- be involved in the work and force progress if you have to
- keep everyone up to date and make their contributions feel appreciated and like they're responsible for it rather than it being absorbed into an unfeeling unthinking borg that would replace it / do things without permission - I struggled a lot with this on the core dev team and I feel like if someone makes anything they should be at least informed on what is happening to it.

I'm not perfect and I lose my temper and act unhelpful sometimes
and I couldn't have done it without all my contributors

Thanks to LlamaHombre for inspiring me to start the expansion when he said he'd be down to make a Rock Force map all the way back in March or so when I started work. Thanks even more for sticking to it and releasing the first map not from myself. The hype train wouldn't have taken off if it wasn't for you.

Thanks to Mendez for basically carrying the other half of the expansion on his back. He probably stopped the expansion from stalling by himself, and provided you all with a set of 12 maps instead of 8 when he went above and beyond to make Flare Man and begin the fusion set. Thanks for getting us through tough times when Circuit was dropped and Pulse was void.

Thanks to Sonicfam for practically co-leading the project. First person to sign up, allowed me to bounce a lot of ideas off, and responsible for your awesome boss fight. Keeping things going behind the scenes while other contributors made the maps and skins deserves special thanks.

Thanks to Jakeinator for bringing fresh talent and an impressive dedication to the team. When he signed up I didn't even put him down for the map. I had no idea what he'd do. He blew me away and Crypt is still one of the prettiest and nicest flowing maps in the game, alongside the frantic Terror. I hope I nurtured his desire to become better.

Thanks to FTX6004 for being so involved in skin making and finishing / helping with skins many others weren't able to do. I saw many War Men (a personal favourite) and Photon in the server, and without him we'd probably be struggling at 5 skins or so.

Thanks to Dimpsy for working hard and fast on the first skins and providing basis for more. Charade certainly helped fuel the hype and Fuse was genuinely impressive.

Thanks to Lego for providing the final pieces of the puzzle and lending his expertise. Pulse is a blast to play on and I couldn't have done better myself, which I was preparing to do anyway.

Thanks to JaxOf7 for doing what I was unable to do and creating a genuinely amazing Charade Clone. And thanks for touching up all those weapons. People deserve to know how bad Shock Gauntlet would have been without you, and I hope they appreciate the love of details and small bonuses in your work.

Thanks to Dr. Freeman and Watzup for finalising the first set of fusions and doing something I genuinely thought was impossible. I had no idea we'd manage to get every fusion in the first release!

Thanks to Raze. I'm sorry it was so hard for you and I wish I could've eased the load more. Hope it was worth it.

Thanks to Bass44, Blaze... Kirbymariomega... Everyone who contributed anything from a sound effect to an idea to a model that I didn't get to use (thanks Yoshiatom).

Genuinely proud of you all.
Glad we made it bois
no memes here just love
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: MegaVile on October 04, 2016, 01:44:26 AM
o-oh jeez that's me huh

Um
I wasn't really thinking that hard when I made Fuse Man so long ago - I just thought it would be fun like when I made MMU weapons and never really went anywhere with that
But then I made Virus
and I made Shock
and after a long-ass time of planning and getting things ready I thought you know what this can go ahead

If you want your expansions to succeed you need
- proof of concept when you start it, and a significant portion already done so people don't waste their time
- be involved in the work and force progress if you have to
- keep everyone up to date and make their contributions feel appreciated and like they're responsible for it rather than it being absorbed into an unfeeling unthinking borg that would replace it / do things without permission - I struggled a lot with this on the core dev team and I feel like if someone makes anything they should be at least informed on what is happening to it.

I'm not perfect and I lose my temper and act unhelpful sometimes
and I couldn't have done it without all my contributors

Thanks to LlamaHombre for inspiring me to start the expansion when he said he'd be down to make a Rock Force map all the way back in March or so when I started work. Thanks even more for sticking to it and releasing the first map not from myself. The hype train wouldn't have taken off if it wasn't for you.

Thanks to Mendez for basically carrying the other half of the expansion on his back. He probably stopped the expansion from stalling by himself, and provided you all with a set of 12 maps instead of 8 when he went above and beyond to make Flare Man and begin the fusion set. Thanks for getting us through tough times when Circuit was dropped and Pulse was void.

Thanks to Sonicfam for practically co-leading the project. First person to sign up, allowed me to bounce a lot of ideas off, and responsible for your awesome boss fight. Keeping things going behind the scenes while other contributors made the maps and skins deserves special thanks.

Thanks to Jakeinator for bringing fresh talent and an impressive dedication to the team. When he signed up I didn't even put him down for the map. I had no idea what he'd do. He blew me away and Crypt is still one of the prettiest and nicest flowing maps in the game, alongside the frantic Terror. I hope I nurtured his desire to become better.

Thanks to FTX6004 for being so involved in skin making and finishing / helping with skins many others weren't able to do. I saw many War Men (a personal favourite) and Photon in the server, and without him we'd probably be struggling at 5 skins or so.

Thanks to Dimpsy for working hard and fast on the first skins and providing basis for more. Charade certainly helped fuel the hype and Fuse was genuinely impressive.

Thanks to Lego for providing the final pieces of the puzzle and lending his expertise. Pulse is a blast to play on and I couldn't have done better myself, which I was preparing to do anyway.

Thanks to JaxOf7 for doing what I was unable to do and creating a genuinely amazing Charade Clone. And thanks for touching up all those weapons. People deserve to know how bad Shock Gauntlet would have been without you, and I hope they appreciate the love of details and small bonuses in your work.

Thanks to Dr. Freeman and Watzup for finalising the first set of fusions and doing something I genuinely thought was impossible. I had no idea we'd manage to get every fusion in the first release!

Thanks to Raze. I'm sorry it was so hard for you and I wish I could've eased the load more. Hope it was worth it.

Thanks to Bass44, Blaze... Kirbymariomega... Everyone who contributed anything from a sound effect to an idea to a model that I didn't get to use (thanks Yoshiatom).

Genuinely proud of you all.
Glad we made it bois
no memes here just love
> Idea
If only that gave us medals
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Raze on October 04, 2016, 03:00:17 AM
If you want your expansions to succeed you need
- proof of concept when you start it, and a significant portion already done so people don't waste their time
- be involved in the work and force progress if you have to
- keep everyone up to date and make their contributions feel appreciated and like they're responsible for it rather than it being absorbed into an unfeeling unthinking borg that would replace it / do things without permission - I struggled a lot with this on the core dev team and I feel like if someone makes anything they should be at least informed on what is happening to it.

I'm not perfect and I lose my temper and act unhelpful sometimes
and I couldn't have done it without all my contributors

Thanks to LlamaHombre for inspiring me to start the expansion when he said he'd be down to make a Rock Force map all the way back in March or so when I started work. Thanks even more for sticking to it and releasing the first map not from myself. The hype train wouldn't have taken off if it wasn't for you.

Thanks to Mendez for basically carrying the other half of the expansion on his back. He probably stopped the expansion from stalling by himself, and provided you all with a set of 12 maps instead of 8 when he went above and beyond to make Flare Man and begin the fusion set. Thanks for getting us through tough times when Circuit was dropped and Pulse was void.

Thanks to Sonicfam for practically co-leading the project. First person to sign up, allowed me to bounce a lot of ideas off, and responsible for your awesome boss fight. Keeping things going behind the scenes while other contributors made the maps and skins deserves special thanks.

Thanks to Jakeinator for bringing fresh talent and an impressive dedication to the team. When he signed up I didn't even put him down for the map. I had no idea what he'd do. He blew me away and Crypt is still one of the prettiest and nicest flowing maps in the game, alongside the frantic Terror. I hope I nurtured his desire to become better.

Thanks to FTX6004 for being so involved in skin making and finishing / helping with skins many others weren't able to do. I saw many War Men (a personal favourite) and Photon in the server, and without him we'd probably be struggling at 5 skins or so.

Thanks to Dimpsy for working hard and fast on the first skins and providing basis for more. Charade certainly helped fuel the hype and Fuse was genuinely impressive.

Thanks to Lego for providing the final pieces of the puzzle and lending his expertise. Pulse is a blast to play on and I couldn't have done better myself, which I was preparing to do anyway.

Thanks to JaxOf7 for doing what I was unable to do and creating a genuinely amazing Charade Clone. And thanks for touching up all those weapons. People deserve to know how bad Shock Gauntlet would have been without you, and I hope they appreciate the love of details and small bonuses in your work.

Thanks to Dr. Freeman and Watzup for finalising the first set of fusions and doing something I genuinely thought was impossible. I had no idea we'd manage to get every fusion in the first release!

Thanks to Raze. I'm sorry it was so hard for you and I wish I could've eased the load more. Hope it was worth it.

Thanks to Bass44, Blaze... Kirbymariomega... Everyone who contributed anything from a sound effect to an idea to a model that I didn't get to use (thanks Yoshiatom).

Genuinely proud of you all.
Glad we made it bois
no memes here just love

Thanks to Raze. I'm sorry it was so hard for you and I wish I could've eased the load more. Hope it was worth it.

I did the Virusman skin... and I may have given up on Cryptman, but FTX certainly was a strong replacement and i'm glad he took it over...
I was on the verge of crying, doing my best to not let it sink in and let it all out, but I couldn't... I feel great knowing how far we came, despite my small contribution with Virusman and his sprites. If he weren't simplistic, I don't know what I would do...

Virusman was a cool character to look at, even more that he was simplistic... I love all of you guys, and I am happy to hear this coming from those that contributed. From small-time spriters who got acknowledged with a medal (me with Virusman again), to the people who put their backs into it and was majorly shouted out to for their amazing achievement (Mendez, or Bluebrawl [old name]. had it not been for him, an old deceased friend of mine wouldn't have played MM8BDM, and I wouldn't have seen it for myself back in V3B-C, and I wouldn't have been a contributer to everyone around this community...) I'm glad I joined you guys. The drama may never cease; we shall live on for a brighter future however!!

I shall leave with this note, thank you everyone. And thank you for playing... Presented by Max! See you next update, stay awesome community.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on October 04, 2016, 03:07:08 AM
In response to GBT, I agree that the expansion is unfinished but currently contains enough maps to be considered an expansion, which is why it was released just as Pulse Man was completed. Hopefully, this shouldn't discourage any of us from continuing with the next set of maps and skins. If anyone wants to help finish up the skins while the team finishes more maps, please let Max know. However, please show proof that you can make good sprites and skins. The main reason this expansion moved this quickly with this level of quality is because you're looking at mappers/spriters with YEARS of experience under their belt. We don't want another LemonPig incident, where we turn away people far too eager for glory and not eager enough to learn.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Jakeinator on October 04, 2016, 03:22:49 AM
Just slap an early access onto it and it should be fine, right? Anyways, for what we have it is definitely more than enough for some form of release. This at the very least isn't like the v2a incident. Also, the campaign ends on a too be continued because waiting on 20 maps to be made is just asking for development hell.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Raze on October 04, 2016, 05:35:34 AM
In response to GBT, I agree that the expansion is unfinished but currently contains enough maps to be considered an expansion, which is why it was released just as Pulse Man was completed. Hopefully, this shouldn't discourage any of us from continuing with the next set of maps and skins. If anyone wants to help finish up the skins while the team finishes more maps, please let Max know. However, please show proof that you can make good sprites and skins. The main reason this expansion moved this quickly with this level of quality is because you're looking at mappers/spriters with YEARS of experience under their belt. We don't want another LemonPig incident, where we turn away people far too eager for glory and not eager enough to learn.

Well, I guess 2 years can count as years. I just rose like a dead zombie and just helped out.

But hey, I guess that doesn't detract from how well i've done.
(Maybe I shouldn't be quoting the people on the team often... It's kinda bad for me, isn't it?)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: CutmanMike on October 04, 2016, 01:24:37 PM
If the expansion doesn't get finished I will take the medals away and send everyone to cutstuff jail  :ugeek:(http://cutstuff.net/forum/Themes/bluebird/images/medals/badge28.png) :ugeek:
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: GameAndWatcher on October 04, 2016, 02:43:55 PM
I noticed that currently, the "Justice League" replaces the Dr. Wily Team. I ask why when the Cossack team is currently the only unused team in the main campaign?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on October 04, 2016, 02:57:50 PM
I think that decision is based on how most team-based servers just have two teams: Light and Wily. If Cossack was replaced instead of Wily, you would rarely get the chance to see the justice league as a team.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Yoshiatom on October 04, 2016, 08:32:48 PM
Am I late to the release party? Stupid UK timezones...

Although there's some critique I'd like to give (like an issue with MMRFSHO, though Max said it's been fixed), for now I'd like to say that the expansion feels as if lots of effort was put into and I look forward to it's next release!

And no I'm not just praising it because I got in the credits

If the expansion doesn't get finished I will take the medals away and send everyone to cutstuff jail  :ugeek:(http://cutstuff.net/forum/Themes/bluebird/images/medals/badge28.png) :ugeek:

No-no officer... please... it was only a 3D model!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on October 04, 2016, 08:34:23 PM
I have a small thing I'd like to bring up regarding Power Man's map.

Maybe for the elevating wave platforms, you could make the undersides of them solid but still transparent so ducking players can't break the map (since you can't get under otherwise)

Very well done with the expansion and congrats for the medal.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: JaxOf7 on October 04, 2016, 09:41:38 PM
Oh shi, release
I don't have much to say about that.

Here's some more stuff.

http://www.mediafire.com/file/fxqancyy7ym8079/MMRFSHINRYU.pk3 (http://www.mediafire.com/file/fxqancyy7ym8079/MMRFSHINRYU.pk3)
So first off a music pack
replaces the Crypt Man and Death Man music with the songs used in Shinryu(Shinryuu82)'s playthrough.
Just put in your skins folder and you're good to go.

http://www.mediafire.com/file/2k7n9r6renf4fa6/CircuitBreakerHUD.pk3 (http://www.mediafire.com/file/2k7n9r6renf4fa6/CircuitBreakerHUD.pk3)
These are some alternate HUD animations I made for Circuit Breaker during development. It bothered me that the HUD uses 1 hand when Mega used 2 hands in the source game.
Max didn't like them.
I don't want the work to be lost though.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on October 04, 2016, 11:24:05 PM
A small error with Plauge's map:
(https://cdn.discordapp.com/attachments/160882052177199104/233002581448720384/Screenshot_Doom_20161004_190625.png)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on October 05, 2016, 01:02:36 AM
In regards to Power Man's bug, the proposed solution is also used in Photon Man's map to prevent people from sneaking under the rising platforms. As for Plague Man's lack of details, that's because we made the assumption that people wouldn't use chasecam to look at parts of the map that can't be seen normally. We'll probably add basic details so it looks okay, hopefully chasecam users can pardon the laziness lul
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Sonicfam1102 on October 05, 2016, 01:34:10 AM
Not gonna lie, I'm pretty amazed we got this much done in this short of a time. I'd say it felt like it all happened in the span of months, but it literally did happen in two months aha. I'd say this was one of my best experiences in 8BDM modding. It never really felt stressful or anything, it was just fun from finish to end. From MedalPls emotes in the Discord channel to joking around about Mike being a pit magnet, there were tons of jokes had during development. I'll be honest, I wasn't even expecting to get this medal either. I went into this expansion looking to help revive the scene and I got so much more. Everyone who contributed did a great job, Mendez and Jake pumping out maps, Dimpsy and FTX pumping out skins, and various other contributions made by people like Blaze and Raze.

Thanks to Sonicfam for practically co-leading the project. First person to sign up, allowed me to bounce a lot of ideas off, and responsible for your awesome boss fight. Keeping things going behind the scenes while other contributors made the maps and skins deserves special thanks.

Heh, you surely know how to make messing around with cameras sound exciting. It was great having you as a leader though so thanks. I do actually want to share a bit of the behind the scenes of the campaign boss. So if you were curious about just how many objects are on this small arena, here's a screenshot that should give you a general idea.
(click to show/hide)
So to end this off finally, I guess I'll just say this. I hate octics and moving cameras now aha. I definitely look forward to working again with all of you towards v2!

Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on October 05, 2016, 01:50:09 AM
Thanks Mendez.

Another minor aesthetic comment I have is towards some of the textures; the "blacks" in almost all the textures are actually a very, very dark grey instead of a pure black, while the solid black areas in Charade Man's stage don't use this dark grey color for constancy and cut to pure black.

Shame I didn't really find any opportunities to contribute to MMRF when it was in the works; but then again I'm more of a player and not so much a creator.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Chaosman.EXE on October 05, 2016, 02:19:39 AM
Not looking too bad; we definitely have some weird stage layouts (and I like weird), but just one request... NERF THE CIRCUIT BREAKER, please. Yeah, it depletes ammo fairly quickly but it still more or less ends any confrontation on the spot if your aim is even remotely good.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 06, 2016, 02:35:02 PM
All of the appropriate maps and skins for the next release have been opened up on the front page

Prioritising Death/Fish/Polar/Justice for now
but may also contain Thrill/Thermo/War/Port depending on people's contributions

moving forward onto non-new content, let's talk weapon balance
Circuit Breaker >>> Removed hitstun
Pulse Stopper >>> Increased hug radius by 16 units

aside from those two I think things are pretty balanced without changes but I'd appreciate comments here or on discord - as always the link is https://discord.gg/bCWw2GK
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: kirbymariomega on October 07, 2016, 01:42:38 AM
going to try and whip something up for polar man if that's alright, and might try some of the others depending on who's left once i finish him
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Xhatahx on October 07, 2016, 10:41:28 AM
Bravo, bravo, bravo. Just some small problems.
-Pulse Stooper uses no ammo while the ring is around you. Maybe drain the ammo while it's up? If you disagree with my suggestion, please give an explanation.
-The two Circuit Breaker shots have a different vertical offset.
-As Superjustinbros said, the blacks are really dark grays. However, two different blacks are used in MMRFCRY whether or not the bottomless pit is under a Crypt Block.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 07, 2016, 04:37:41 PM
If you disagree with my suggestion, please give an explanation.

It's a tiny radius, like Pharaoh Shot, which doesn't use ammo. I'd consider a Mirror Buster-style 'hold' bar but not more ammo for holding it down. Also it's game accurate atm.

As for Circuit Breaker that's intentional and won't be fixed but the offsets have been more 'regulated' with the crosshair for the next version already

Crypt appears to be a software-only issue, I'll try to fix it tho but it's fine on OpenGl and there's no difference in colour for me
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Pegg on October 07, 2016, 05:30:11 PM
Now, after playing through the main campaign, I really only have one issue.

On Shockman's map, the fraglimit is set to 15 (I believe), which is a rather absurd number. The map is quite hard to navigate and can be rather confusing at times. I dunno, it may just be me. All I ask is that the limit be decreased in the next update, if that's possible. I don't know much about how modding works.

Other than that, this expansion was great, albeit a bit short. Good job, guys.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Xhatahx on October 07, 2016, 05:54:02 PM
I think I've found the core of the Crypt issue.
(click to show/hide)
EDIT: In Shock Man's stage, you occasionally spawn inside the floor.
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 07, 2016, 06:08:26 PM
Shock Man has a high fragcount because it's a large map with a large amount of bots. The fraglimit won't change, but it will feel much much much shorter when bots stop falling in the pits and become immune to the water shocks in the next version meaning you won't lose any frags when your teammates die.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 08, 2016, 08:32:54 PM
doublepost

JUST BECAUSE ROCK FORCE HASN'T EVEN BEEN OUT A WEEK DOESN'T MEAN WE CAN'T HAVE AN UPDATE POST!! OH YEAH EARNING THOSE MEDALS BABY 👌👀👌👀

Here's the high-walled high-fun War Man from Mendez, who's now rivalling me for 'most maps contributed' award!
(click to show/hide)

The map's looking rather colour-coded... and symmetrical...
Well, based on how the level worked in Rock Force and the textures available to us it only seemed natural for War Man to be playable in CTF too!
(click to show/hide)

As for skins, this latecoming original rebeller finally made it to the party due to the efforts of FTX6004! (and Raze (and I did a bit too))
(click to show/hide)

And making progress on the next set of fusions, this ill-looking gent looks like he's have gastronomical distress... (by FTX, Dimpsy and Blaze!)
(click to show/hide)
...or maybe it was just superspicy curry.

We don't know when the next version will be out (a few of us are tired and taking breaks) but JUSTICE NEVER SLEEPS and we'll be sure to update you again soon.
'Til then!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Xhatahx on October 08, 2016, 10:13:09 PM
...it only seemed natural for War Man to be playable in CTF too!
Mendez(or anyone else who came up with the idea), I love you.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on October 08, 2016, 10:42:04 PM
I'm not sure if the map will play that well in DM since it is about 7900x3300 pixels big, which means this is only really good for CTF or large-scale DM. I'll talk with Max about adding teleporters and more item-2s for non-team modes, but I feel it's important to warn people now that this map is large.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on October 11, 2016, 02:34:49 PM
Miscellaneous small updates and texture thingies

When loading the expansion and replacing the teams, all CTF maps will have their Wily logos replaced with this new one Sonicfam made for the Justice League
(click to show/hide)

Shock Man's map will now randomly choose between the original nighttime sky used in the Shock stage and the daytime dam sky used in the intro stage
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: MegaVile on October 11, 2016, 03:38:55 PM
You know I kinda find it weird how Justiceman only takes 2 damage from the shock gauntlet and not 4 or 5, considering its his weakness and you get it from the guy that threw him on a loop for the evil behavior he had after the intro stage. Just a suggestion tho lol
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Darkpaladin109 on October 11, 2016, 03:51:37 PM
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: MegaVile on October 11, 2016, 04:39:28 PM
(click to show/hide)
Well he was acting nice before, when Shockman did the shock, accoring to after the death man fight, it made him see something. Which is why Justice Man was like that after the shock. Even though he probably would have done it before hand. But either way before the shock he was just another megaman.
So it's a nice nod to how Shockman started the whole thing and his weapon ends it if you use it.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Yoshiatom on October 11, 2016, 07:51:05 PM
Shock Man's map will now randomly choose between the original nighttime sky used in the Shock stage and the daytime dam sky used in the intro stage
(click to show/hide)

I'm not to sure about how the daytime BG looks; while I don't think much can be done about the skyline suddenly transforming into a dam, I dislike the fact that the skybox cuts off at the top and bottom of the dam, and cyan pits, just what?

The addition of CTF replacements is nice though, does that mean there will be a set of CTF maps with RF weaps and textures? (I'm assuming no but...)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Sonicfam1102 on October 11, 2016, 07:57:54 PM
You know I kinda find it weird how Justiceman only takes 2 damage from the shock gauntlet and not 4 or 5, considering its his weakness and you get it from the guy that threw him on a loop for the evil behavior he had after the intro stage. Just a suggestion tho lol

I think this was already answered on the Discord but I might as well just mention it here as well. This is pretty much just a balance thing, originally it did triple it's normal damage against players. As you can imagine, this was way too powerful. You could kill Justice Man in about eight shots, not even using half of the ammo bar. Because of this, the multiplier was lowered to double the damage and ammo pellets were given on the sides. Shock Gauntlet still is rather quick though so it has it's uses over the Mega Buster.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Xhatahx on October 14, 2016, 05:16:21 PM
I just downloaded the newest Zandronum version, and bumped into a problem. The water in Shock Man's stage is treated as a bottomless pit.

You might want to look into that before v5b rolls around(assuming Zandronum doesn't fix that by themselves).
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Magical Doropie on October 24, 2016, 06:33:02 PM
Even though I had some trouble installing it at first (blame my inexperience with Zandronum and DOOM in general), the expansion is great, even if not all of the skins are quite finished!

I do, however, have a few questions/nitpicks/whatever about the expansion:
- Shouldn't Shock Man's stage come first? The intro stage to Mega Man: Rock Force uses the enemies, graphics, and music of Shock Man's stage. It would only make sense to me to make Shock Man's stage the first stage in the lineup as a nod to the intro stage.
 - Speaking of Shock Man's stage, I feel like the frag limit should be lower, or at least less than twenty, because a lot of environmental deaths happen in the stage thanks to the bot AI not being able to recognize the water as a threat. Not only would this support making it the first stage if you did that, but seriously, my time playing the stage the first time through was 22:31.
 - One final, very small thing about Shock Man's stage: One of the spawns spawns the player partially sunken into the ground. It's a very small thing, and you can easily get out of being sunk by just jumping, but something that should probably be fixed nonetheless. It's the spawn by this spark shock:
(click to show/hide)
- As for the one thing I noticed not related to Shock Man's stage: The obituary for the Crypt Cloak (if I remember the past hour correctly) is "%o was dragged to their grave by %k's Crypt Cloak." (Or something along those lines, at least.) Shouldn't it use Zandronum/Skulltag genders?

UPDATE: I have now finished the campaign and have a few additional suggestions for the next version regarding the end of it.
(click to show/hide)

Anyways, that's it for now. I look forward to the expansion's completion!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Yoshiatom on October 24, 2016, 07:47:31 PM
I do, however, have a few questions/nitpicks/whatever about the expansion:
- Speaking of Shock Man's stage, I feel like the frag limit should be lower, or at least less than twenty, because a lot of environmental deaths happen in the stage thanks to the bot AI not being able to recognize the water as a threat. Not only would this support making it the first stage if you did that, but seriously, my time playing the stage the first time through was 22:31.

In the next version there's going to be block monster lines by the water so that the bots won't fall into it at infinitum. (at least that's what I've herd) Although I always found that the bots were really hard to find in that map anyways. And there's nothing stopping you from using MDK I guess...

- One final, very small thing about Shock Man's stage: One of the spawns spawns the player partially sunken into the ground. It's a very small thing, and you can easily get out of being sunk by just jumping, but something that should probably be fixed nonetheless. It's the spawn by this spark shock:
(click to show/hide)

I pointed this out to Max on the Discord server and it should be fixed in the next update.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Brash Buster on November 09, 2016, 05:14:25 PM
I'm giving a try at making a Terror Man skin, if that's all right.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Sonicfam1102 on November 10, 2016, 01:20:55 AM
That's definitely alright with us, especially considering how difficult it seems Terror Man would be to make. I wish ya luck in trying to rotate his ridiculous amount of limbs. If you wouldn't mind, could you join the Discord server for the expansion as well? It'd just make it a lot easier to keep track of skin progress. Here's the link again if you need it, https://discord.gg/bCWw2GK

----------------------------------------------------------------------------

Speaking of skins, I've seen a few requests for it here and there, so now there's a Rock Force skin pack. Just for the sake of keeping it easy to update, it does not have Crypt Man and Plague Man's skins despite them being finished, but rather they will be added with the V2 release of the Rock Force expansion.

You can download it here. (http://allfearthesentinel.net/download?file=mmrf-skins-v1.pk3)

If you're curious who all made the skins, here's a quick list of credits found in the file.

(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on November 10, 2016, 01:35:38 AM
You are a lifesaver Sonic.

Also Pulse's walk animation is a work of art.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on November 27, 2016, 06:58:47 PM
This update is like 50 screenshots and spoilers so get ready  :ugeek:

uhh what do I say
our mappers are asleep (for now) but everyone else has been doing work!!

Skins +bots
Every fusion master now has a bot, even though the ones included in the first release didn't at first.
(click to show/hide)

Now finally joining the roster to complete the first 8 robots, here's Circuit Man by FTX!
blame his old age for the delay
(click to show/hide)

And sneaking in while nobody's looking, here's Brash Buster's Terror Man!
(click to show/hide)

If you're curious, you can read all the robot master's botchats http://pastebin.com/p9Lqk4ch (http://pastebin.com/p9Lqk4ch) and the fusion master's botchats http://pastebin.com/GywTnr5n (http://pastebin.com/GywTnr5n)

This just leaves about... 3 fusions and the fortress bosses  :cool:

BUT
THERE'S ONE MORE SKIN
NITRO MAN
(click to show/hide)
Whilst he was replaced by Oil Man in v1, the scarfed crusader hung up his... scarf to make way for the REAL last member of the Rock Force, the stunt robot Nitro Man from Mega Man 10!
Zooming into a premature release before v6, he might bring along his Wheel Cutter, and be a selectable skin and ally in the campaign. He'll also be playable in...
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on November 27, 2016, 06:59:02 PM
MEGA MAN ROCK FORCE CLASSES

we kept this under the radar for a little while to get it presentable but it's here now, people on discord have undoubtedly heard of it
Take control of 9 Rock Force members or 9 Justice League members to duke it out in team-based combat!
Like Ghouls vs. Humans, MMRF-Classes will have an asymmetric loadout of classes on each team. Thus they will be written down here in pairs, with one Robot Master from the Rock Force a parallel counter for a robot on the Justice League.

Everything you see below is subject to change.
The mod is not yet released nor finished. It will run in an optional .pk3 added after the expansion file.

Mega Man vs. Justice Man - the leaders
(click to show/hide)

Cut Man vs. Circuit Man - the reliable DPS
(click to show/hide)

Bomb Man vs. Fuse Man - the explosive frontline
(click to show/hide)

Fire Man vs. Photon Man - the defensive powerhouses
(click to show/hide)

Elec Man vs. Charade Man - flankers, crowd confusers, and attention seekers
(click to show/hide)

Dive Man vs. Virus Man - the backline spinners
(click to show/hide)

Knight Man vs. Pulse Man - the tanks
(click to show/hide)

Tornado Man vs. Shock Man - the crowd control
(click to show/hide)

Nitro Man vs. Crypt Man - gone in a flash
(click to show/hide)

whew that took forever to type out
expect news about the additional mod when it's ready, whew
though it can't be released until after v5b, and MMRF-V2 will take priority.
This classes mod has been a joint venture between CutmanMike, myself, and Sonicfam and as always I am grateful to everyone involved!!!!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: GameAndWatcher on November 27, 2016, 08:16:27 PM
 :shock:
Nitro Man's making an early appearance?! Can't wait to finally play with him!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Korby on November 27, 2016, 10:36:18 PM
I think the only thing I don't like about this is that I won't get to play as the Fusion masters.
I'm excited to see how this works; it's reminiscent of GVH so I'll definitely give it a go.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Darkpaladin109 on November 28, 2016, 01:36:27 PM
I think the only thing I don't like about this is that I won't get to play as the Fusion masters.
I don't mind not having the fusion and fortress masters at all, since it means they can focus on balancing the 18 current classes. Besides, they'd have to find suitable counterparts for any Justice League classes other than the 9 from Rock Force.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Brash Buster on November 28, 2016, 05:32:30 PM
Yeah, and when you add up all the RMs from Rock force, there's a total of 20, meaning that if a new Rock Force team class was made for every fusion and fortress boss, the amount of classes to make would total up to 40.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on December 04, 2016, 09:30:55 PM
Updated the classes post on the previous page with VIRUS MAN and TORNADO MAN.
Just Circuit and Charade missing now
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on December 11, 2016, 07:40:55 PM
Updated the classes post on the previous page with CIRCUIT MAN and CHARADE MAN.
nobody missing now
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Yoshiatom on December 11, 2016, 09:46:25 PM
Now all we have to do is wait goddamned forever for Zandronum 3.0 to come out. That makes two things waiting on it...  :confused:

My main complaint is that I do feel like some of the MM1 masters are copy-pastes of their CBM eqvilents; but other than that this looks very promising!

I just hope this doesn't overshadow DM... Oh who am I kidding any form of classes seems to overshadow DM!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: GameAndWatcher on December 11, 2016, 10:01:28 PM
Now all we have to do is wait goddamned forever for Zandronum 3.0 to come out. That makes two things waiting on it...  :confused:

My main complaint is that I do feel like some of the MM1 masters are copy-pastes of their CBM eqvilents; but other than that this looks very promising!

I just hope this doesn't overshadow DM... Oh who am I kidding any form of classes seems to overshadow DM!
Considering the fact that the lead of this project is the same as the leader of the main CBM, that shouldn't be too much of a surprise.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on December 12, 2016, 12:20:45 AM
Only Elec Man is a copyover, and he's marginally different in speeds and and ammo management. Marginally. Pretty much the same class. Rest are different.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on December 21, 2016, 11:13:30 PM
Polar Man and Fish will be my last contributions to the project. Since Fish Man doesn't have any interesting gimmicks aside from spikes and water, I decided to look into what gimmicks I could implement in Polar Man. The icy and snowy floors were easy to make with Sector_SetFriction commands, but what about Chillbert, the nosy ice cube maker? Well, take a look at this video and see the results for yourself

I expect to have Polar done by Christmas and Fish done by the new year. Hope you guys are hyped!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max on January 04, 2017, 02:46:12 PM
Classes is basically finished. It'll release when Zand 3.0 is out and it's been fixed up a tiny bit.

In the meantime - vanilla expansion updates! Yay! Who's missed these
War Man was like, 2 months ago lol

Polar Man - Mendez (aka I need to make more maps or this expansion will be more his than mine)
(click to show/hide)

FINAL STAGE GIMMICK HELL JUSTICE MAAAAAAAAAAAN - by me wow good job me I'm a good worker
(click to show/hide)

Power Man by Bass44 and probably worked on a lot by FTX6004 too that guy does everything
(click to show/hide)

peace out bros just cuz we got a medal doesnt mean we can't make some lit af nice maps 👌👀👌👀👌👀👌👀👌👀 mMMMMᎷМ💯 👌👌 👌 good shit go౦ԁ sHit👌 thats ✔ some good👌👌 shit right 👌👌there
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Mendez on January 04, 2017, 06:36:56 PM
Due to creative differences, I'm leaving the Rock Force team effective immediately.
Max didn't like that the stage felt uninteresting so I basically said "screw it" and attached snow to the entire stage. With this, it's hoped that players will have tighter control in narrow corridors which will allow them to make a sharp turn without losing much speed in the process. Here's a screenshot displaying the new changes:
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Superjustinbros on January 04, 2017, 09:50:03 PM
OYEAH
Sweet update!
Title: Fish Man Design Guidelines
Post by: Mendez on January 12, 2017, 11:59:40 PM
I'm writing this post more for myself than anything else, but I'm gonna take a moment to discuss the mindset going into Fish Man and how I plan to tackle the map. In the past, water maps have always had an issue where most mappers feel obligated to play with massive heights in order to justify the use of low-gravity water. It sometimes results in untuitive routes and choppy flow, as we used to see in the old MM4DIV. Other times, I feel like it's not being used enough, and basically feels the same as making a jump onto a 64-pixel ledge. This is one of the reasons I'm not fond of MM9SPL. So how do I plan to tackle low gravity water? Here's a list and some justifications:
Will this guarantee a good map? I don't know, we'll just have to see the final product. For now though, here's a screenshot to show how much open space I'm working with:
(click to show/hide)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Dr. Freeman on January 19, 2017, 03:25:58 AM
Hey all you bamblers, everyone else is too busy to make this post so here I am to do so.

For fun reasons, a small poll has been set up for everyone to vote for their favorite map in the RF Expansion! I wish it could be more than one but Strawpoll is a huge asshole and is one or nothing
so i guess one it is

here it is, vote if you want ayy.

http://www.strawpoll.me/12142421 (http://www.strawpoll.me/12142421)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Max 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!!!!!!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: MetalMasher on February 20, 2017, 06:56:26 PM
Good job
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Morps on July 19, 2017, 06:27:14 PM
Will there be a version of the classes mod that will just add the Rock Force Robot Masters so that they can be compatible with CBM?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Armatage on August 15, 2017, 06:50:49 AM
So is the whole thing finished, or is there still a few things to touch up?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Xhatahx on August 15, 2017, 07:40:59 AM
There are still things left. For example, the stages shown in the previous update haven't been added, but they're planning on doing so.

Perhaps it's lack of motivation that this project is on hiatus.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Afewideas on September 16, 2017, 09:07:38 PM
I have only one problem, I CAN NOT LOOK UP OR DOWN USING ANY CONTROL!!!  :cry: Please fix this bug.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: GameAndWatcher on September 16, 2017, 10:38:13 PM
It sounds like you accidentally turned off "freelook."
Title: me_irl: https://vimeo.com/220673803
Post by: Mendez on September 17, 2017, 08:43:30 AM
REEEEEEEEEEEEEEEEEEEEEEEEEE
I'm back with another map update: The proof of concept for Thrill Man is done, which means the map is now heading into production. The video below shows the concept which is basically a giga-size Item-2 except it's not too fast and you can actually walk around a bit on it.

Originally someone else was supposed to make this map, but they wimped out and left me in charge. Here's the things I plan to do with the map:
-Fighting across rooftops and on top of buildings (Like Fake Man)
-Using Thrill Wedges (I call them Thrill Platforms) to promote fast movement across the map and shortcuts
-Fighting inside the buildings and having broken walls showing pipes and possibly secrets
-Keeping the train as a decorative prop at best since it's probably too large to be an interactive prop
-Keeping the highway-esque part of the stage as background decoration too
If you disagree with any of these changes, please come to the Discord server since it's easier to keep tab of that chat instead of Cutstuff. If you need a link to the Discord, a link should be on Page 1 of this topic or you can just ask Maxine or Sonicfam. Expect this map to be finished by early/mid October
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Afewideas on October 01, 2017, 03:18:46 PM
It sounds like you accidentally turned off "freelook."
Oh... I wish I knew that earlier.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: scykestscys on January 23, 2018, 01:37:51 PM
I found it so long...but at least I found it now  :mrgreen:
(I like rock force too;))
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: NOTICETHIS!!!!!!! plz on March 23, 2018, 12:34:15 AM
What happened to the classes?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: CyanBlue on March 29, 2018, 06:27:12 AM
Oh yeah i love Virus / Plague man, lets see what will player happened if they will Virused  :mrgreen:
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: JuliusCesors on April 16, 2018, 07:21:40 PM
Is the link supposed to be dead?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: Erickiller on April 24, 2018, 01:30:37 AM
I Wonder If This Mod Still On Development (my first post,yay.)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
Post by: bass44 on April 24, 2018, 06:28:12 AM
I Wonder If This Mod Still On Development (my first post,yay.)

The head of the mod left the community entirely so there's little chance it will be finished properly.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Sonicfam1102 on May 13, 2018, 09:31:57 PM
Salvage crew coming in! There's been quite a bit of silence regarding this set of maps, but worry not, the work isn't going to waste.

After much updating and work from various members of the old project, the maps have been reworked to work as the map pack version in addition to adding new details, while the skins were turned into their own pack. Credits can be found in the files.

Enjoy the release!

Screenshots
(click to show/hide)

Grab the map pack! For classes and other mods
Map Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-mp-v2.pk3)
Mirror (https://www.dropbox.com/s/fr7vvu6gngcflt0/MMRF-MP-v2.pk3?dl=1)
Map Pack v1 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-mp-v1.pk3)

Grab the skin pack!
Skin Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v2-skins.pk3)

Mirror (https://www.dropbox.com/s/kmdxid7nmcc7mw8/mmrf-v2-skins.pk3?dl=1)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: LlamaHombre on May 13, 2018, 11:22:56 PM
I'm gonna drop by and say I'm really glad we got this thing out. I've had a blast working on the project, and I hope everyone enjoys!
MMRFDEA is second only to MM9TOR on "maps I had a blast making", so I'm looking forward to hearing what people think.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: TrappeR_boom on May 14, 2018, 01:22:17 PM
 :)Cool thing,Shock Man stage is broken....Bots keep dying and dying at spawning...
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Pegg on May 14, 2018, 03:42:42 PM
you all thought it was gone but it wasnt
you thought

I was supposed to do a skin but I got lazy and didn't
Nobody likes Flare Man anyways, right?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: bass44 on May 15, 2018, 01:08:58 AM
Oh dude I wish I was told about this, I would've tried to work on my skins I made for it years ago.
Nice update anyway, I'm glad there's still dedication to this!
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Athrizel on May 19, 2018, 04:30:15 PM
Forgive me if this is dumb, just a tad confused honestly. But is there going to be a V2 of the main expansion? Because I see the rock force weapons in the images for the new maps of the map pack, but they aren't there if you load everything with the first version of the main expansion, (not to mention other issues). So, please excuse the dumb question, I do understand this was resurrected fairly recently.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: TheDoc on May 19, 2018, 10:05:03 PM
I wouldn't say it's a dumb question. I was wondering the same thing campaign-wise, too, but just didn't ask.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Armatage on May 21, 2018, 04:16:06 AM
It seems like "salvage crew" implies that the project was abandoned beyond this point, but did anyone have plans for a finished campaign?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Athrizel on May 23, 2018, 04:47:13 PM
This is just another thing, but is it safe to assume that the bots that this would add are in the v1 outdated expansion? If so I could make the bots over and have them be their own separate thing, if that's ok. I've already started on Crypt Man, but I just want to make sure that there isn't a problem in me doing this.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Ruzma on August 06, 2018, 12:41:14 PM
If I understand correctly, the expansion is now outdated and unusable, right?
It's a shame if it is, sorta was one of the only finished fan-made expansions out there, was planning on downloading it...  :(
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: TheDoc on August 06, 2018, 05:17:40 PM
Well, if you're looking for MM8BDM expansions, there's also the Rockman No Constancy expansion, but the issue with that (and, honestly, every single mod ever made for MM8BDM) is keeping up compatibility with the current version. If you wanted, you could go digging around with Slade and make it compatible, but it's pretty old so that could take some patience.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Ruzma on August 07, 2018, 01:42:31 PM
Meh, it's fine. Thanks anyway.
That, and I am a idiot when it comes to "computering". :|
Also, since they renamed Fuse Man, "Boom Man", is it the same going to be done here?
Title: now we're done
Post by: Sonicfam1102 on August 29, 2018, 11:13:17 PM
Hey, I'm coming back in here for two quick things, well three, but two actual things to give. Firstly I'll say there's really been no interest in finishing the expansion version of this set of maps, especially not campaign wise. However, with that being said, out of my own goodwill, I've conjured up a quick bot pack and am giving away an old testing file that I created for the first phase of Justice Man's final fight. This is really the last to expect from here, at least from me, so here's hoping you all have enjoyed the Mega Man Rock Force Expansion.

Grab the bot pack! (Requires MMRF-v2-skins.pk3)
Bot Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v2-bots.pk3)

Mirror (https://www.dropbox.com/s/ivqk9xxpvioyusv/mmrf-v2-bots.pk3?dl=1)
Skin Pack v2 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v2-skins.pk3)

Grab the campaign test! (Requires MMRF-v1.pk3)
Campaign Test (https://allfearthesentinel.net/zandronum/download.php?file=rfcampaign-justice2-phase1.pk3)

Mirror (https://www.dropbox.com/s/wvbajg8bopgd463/RFCampaign-Justice2-Phase1.pk3?dl=1)
MMRF v1 (https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v1.pk3)

It's been fun guys. I'm glad to have worked on this project with everyone, and I wish the best to everyone who's been involved.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Ruzma on August 30, 2018, 07:14:25 PM
Thank you!
Really glad the project's not going out with a whimper. I'll be sure to enjoy those bots and the (test) campaign!
Well, freaking, done!

EDIT: Could you please just quickly change Fuseman's name to Boomman? Otherwise, if the official Fuse Man is ever added, it might cause problems. Along with that Nitroman bot. Imagine they end up making another one for the main game...
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Hunters120 on March 04, 2019, 02:31:15 PM
I see Flare Man and Polar Man as Maestro. What's with these two duos and their missing skin anyway? :confused:
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: LlamaHombre on March 04, 2019, 10:03:37 PM
They just never ended up getting made. They're really big guys, and we didn't have a lot of manpower.
If decent skins showed up, it wouldn't be too hard to add them in.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Hunters120 on August 28, 2019, 08:58:14 PM
Okay guys, let's see if we can provide LlamaHombre two robot skins for Flare Man and Polar Man! And... GO!!!  :)
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: NotPurpleGeist on January 09, 2020, 06:20:30 PM
 I know that I look like a dumb hater, but it was not a good idea for me to download it, because of that, my DMFlag were settle to "don't look freely boi", and since I can't settle it by my own, I think that my MM8BDM is definitly broken because of that devilish campaign ! Have you a way to change the DMFlags easily ?
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Hunters120 on April 16, 2020, 11:18:13 AM
Hey Rock Force, Justice Man called, he said that the next update is coming for its fan game.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: LlamaHombre on April 17, 2020, 05:56:12 AM
I know there's one in development, but the MMRF forums seemingly haven't had a new post in over five months. Has Goldwater been more active on other media (Discord, Twitter, etc.)?

I wouldn't mind at all helping out with updating the pack when it comes out, but I don't know when that will be.
Title: Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
Post by: Hunters120 on April 21, 2020, 10:32:19 PM
I have seen it.
http://megamanrockforce.com/?p=904#comment-1546
I just post a comment a month ago.