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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Ashley on February 22, 2011, 12:16:24 AM

Title: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 12:16:24 AM
MEGAMAN INVASION PROJECT
Ready to blast some mets?

WAIT! I've created a website (yay for old templates..) for the MMINV project, and you can view it BY CLICKING HERE (http://www.mminv.herobo.com/). This topic will remain in-tact, but the map topic and any others will not. That website will provide every bit of Information you could want about this project, what's been done and what needs done, etc. It also has a list of contributors/credits, so I don't have to add that somewhere on here.

As for other stuff, I'm releasing the 6 weapons I approve of now.
Download here (http://uppit.com/36jygqya8ho9/MMINV.pk3)

Weapons consist of:
(click to show/hide)

Feel free to leave feedback on these weapons if you want. Any more weapon updates and downloads will be on the website.


What is the Megaman Invasion Project?
Well, the Megaman Invasion Project is an expansion, or game mode (Whichever you prefer to call it), that has been in the works for quite a few months now. The whole idea is to recreate the Doom-style invasion some of us have experienced, as a MM8BDM extra. Until now, Invasion has not been supported on MM8BDM, hence our working towards making it happen.
Okay, so what is Invasion, right? Well, Invasion is a game mode that pits a group of players against waves upon waves of different enemies. In our case, it's the Megaman family (and others) vs. Mets, Bigeyes, Pipis, and so much more. With a few new weapons at their arsenal, friends to aid them, and their ol' pal Eddie, the Megaman gang will surely be able to fend off a bunch of simple robots. They've done it before after all.. What would be so hard now?
We'll see...

This is the topic that can organize everything we're doing to make this become a reality...

First off, we'll need this To-Do list unmucked up. Anyone who is willing to pitch in where necessary and would offer their assistance would be appreciated.

To-Do List:
(click to show/hide)

Secondly, some helpful little links.
CURRENT unofficial Invasion release download. Click Here (http://www.mediafire.com/?4mhhwd3tawakph1)
Want to contribute some of the maps we need? Click Here (http://cutstuff.net/forum/viewtopic.php?f=29&t=2127) {FOLLOW THE GUIDELINES!}

Third, PROGRESS REPORTS!
I'll be posting some progress here and there of what work we get done. I'll try and keep this as up-to-date as possible, so people can always stay in the loop. I won't alert when progress is made, so if you're that interested, keep an eye on this space!
(click to show/hide)

Fourth, an Enemy List. Need I say more? Completed and W.I.P. enemies.
If you have an idea for an enemy, or something else, feel free to reply with it. Most likely, if it fits, it'll be coded and added in an Invasion Map(s).
(click to show/hide)

Lastly, a credits section.
This will be a list of credits to everyone who's helped me finish this, and special thanks to those who gave awesome ideas and support.
(click to show/hide)

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

So, if you want to help get this game mode, expansion, or activity done faster, please help us!
We're working hard, and we feel the community may want some of their own work put into this. That way, you can feel special for contributing!

What can you do to contribute? Well...
You can:
·Give enemy or invasion weapon ideas. Most likely, they'll be accepted!
·Assist with the maps needed! Look above for the link to the topic that you may find out about this on.
·Do artwork! -Nobody helping me right now is truely good at art, and I'm not much of an artist myself. If you're willing to offer your skills as a spriter, we'd be greatly appreciative!
·Submit map ideas to people who've decided to help mapping. While none of us working on this [who initially started] will be mapping, you can reply in the map topic on some ideas on what maps should be like! [Don't hate on ideas!]

Hope to see you defending your maps out there, all! Invasion is meant to be an anger-killer, a fun activity, and a socializing area of gameplay.
The first fully (supported) co-op mode is coming our way soon!
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: CHAOS_FANTAZY on February 22, 2011, 12:23:03 AM
If I've said it once, I've said it a million times...

USE ICE'S ROBOT MASTERS.  THEY WERE PRACTICALLY BUILT FOR THIS.

Also, I'll see if I can't cook up an idea for the mappers to use.  Again, unlikely; I tend to stay out of the world of landscaping.

EDIT:  The Camo Mets--seen in Mega Man 9 as a disguised extra life--would make for an awesome enemy.  Obviously, it would have to be disguised as something else, but still.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Korby on February 22, 2011, 12:28:39 AM
...ANOTHER topic?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 12:29:56 AM
One. NO ENEMIES will be robot masters.. Except possibly the Shadow bosses.
We're trying to avoid bot-like gameplay!

Two. Camo mets? Good idea.. Considering we'll have a LIFE system soon enough.. Hopefully. It'll be a mess to create but I can try, after all.

1-ups are a go.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Omnizoa on February 22, 2011, 12:30:41 AM
Topics make the world go round good sir... U_U
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Mr. X on February 22, 2011, 12:34:29 AM
Does this mean the other topics are closing?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 12:35:59 AM
The map one I'm leaving open because it was recently created, and some people might wish to reply with questions on that there.. No real reason to lock it/delete it.

As for the "unofficial release" topic, that can be locked or deleted. I'll just post the download here instead.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: ice on February 22, 2011, 01:43:57 AM
Quote from: "Ashley"
One. NO ENEMIES will be robot masters.. Except possibly the Shadow bosses.
We're trying to avoid bot-like gameplay!
Feel free to edit there attack pattern if you want (if anyone's doing a map based on a megaman stage) They were originaly ment for one on one fighting but they can be moded for invasion type gameplay (IF you decide to reconcider ofcorse)

Although, picketmen would work as enemies wouldent they?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 02:24:06 AM
I'm not using Robot Masters, ice.
Simple as that... But picketmen, sure.  ;)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Mr. X on February 22, 2011, 02:27:34 AM
I think the idea of teaming up with a few buddies to fight an endless swarm of robot masters acting like they do in their original games would be fun, to be honest.  You've got enough maps to at least surrender one to that idea, and if Ice has already pretty much done the coding, it should be fairly easy to implement.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: ice on February 22, 2011, 02:31:28 AM
Also, would a killer bullet enemy work? It flies around damaging anyone it touches and when its killed it explodes.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 12:17:51 PM
Well, I've already gotten a basic system down for how invasion would work, and that was released (to an extent).

Ice does have some good monster work, and he did help me figure out enemy distance systematics, so I thank him for that, but I don't think I'll be taking any monster-based help directly from him. I'd rather just make everything myself to keep things organized for myself.

As far as Killer Bullets go, sure.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on February 22, 2011, 01:16:42 PM
You guys need the Shark Butt Wily boss from Mega Man 9. :ugeek:
It was really "Shark Submarine", but... who cares?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 02:32:46 PM
That idea was shot around, but we'd need the sprites for that.

We're not making enemies without the proper sprites completed.
That includes rotations. [I have been linked to the original sprites, but that's only sideview]
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Disco on February 22, 2011, 07:16:01 PM
This post is a tag
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 22, 2011, 07:37:27 PM
Whatever that means, sure.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on February 24, 2011, 05:36:10 PM
If you DO end up getting Shark Butt...

...It's gotta have three health bars. :p
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on February 24, 2011, 09:08:40 PM
Health Bars? Please. We're not doing those.

We may do ONE for the Wily Machine I'm making, but it'd be the only thing to use a health bar.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 07, 2011, 11:58:02 PM
Aaaaaaaaaaaand, things are done aside from maps!

C'mon people. We still need roughly 23 maps! {Look at the OP To-do list}
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: ice on March 08, 2011, 01:27:07 AM
Id help but I fail at mapping ^_^; (tried to make a gutsman invasionmap for fun)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 09, 2011, 09:12:12 PM
This gets done as soon as people want it to be! (And I have time to add shit..)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 11, 2011, 08:55:34 PM
Project on hold for a couple days.

[March 11th, 2011 - March 15th, 2011]

Personal issues.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 13, 2011, 02:50:37 AM
Resumed work on this. [sorry for the triple post]

Website created, and will now contain all information about the project.
Link put up tomorrow; I need to fix a few things on it, and make more pages... Any more progress reports will be put up on the website as well. [The website may be down from time to time due to my hosting site inspecting various things to make sure everything is legal. Common.]

That should keep people updated well enough!

Also, 6 weapons were posted on the OP. Download if you wish to inspect them.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 13, 2011, 03:09:08 AM
Weapons, eh? If you want one of mine, feel free to ask and modify at will.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 13, 2011, 03:20:31 AM
I sent the feedback for the first 5 weapons through pm for now.

As for rage pillar...

First off, it seems VERY overpowered, but maybe that's just me. Secondly, I managed to slightly lag single player with it. Not a good sign at all.

Note to people who want to test the weapons:
You have to type "give all" in the console and then type "use bassbuster" in order to switch weapons.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 13, 2011, 04:37:27 PM
Quote from: "tsukiyomaru0"
Weapons, eh? If you want one of mine, feel free to ask and modify at will.

I try to make all these weapons of my own accord. I just wanted Rage Pillar to be similar to YD's Fire Pillar from classes, so... I looked at that and edited as necessary.

Quote from: "Gummywormz"
I sent the feedback for the first 5 weapons through pm for now.

As for rage pillar...

First off, it seems VERY overpowered, but maybe that's just me. Secondly, I managed to slightly lag single player with it. Not a good sign at all.

Note to people who want to test the weapons:
You have to type "give all" in the console and then type "use bassbuster" in order to switch weapons.
Ehh.. Rage Pillar's not that overpowered, honestly. It had a few nerfs already. It might seem that way on Bots because they have no invincibility frames, where a good few invasion monsters WILL have some invincibility. (And it doesn't hit most flying ones)

As for the lag, I guess I can just speed up the animation of it all. Less frametime, less lag.

Also: http://www.mminv.herobo.com/ (http://www.mminv.herobo.com/)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 13, 2011, 10:58:32 PM
Random Idea:

Why not make another extra map called "Invasion Lost Worlds." It will be a map with a bunch of rooms from any rejected maps.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 13, 2011, 11:27:32 PM
Possibly, but wouldn't that get a bit much? It'd have to be an overly large map, with at least 100 waves. :p
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Shade Guy on March 13, 2011, 11:34:06 PM
Well, it depends on how many submissions you don't think are good enough for this.

Besides, I think it's silly to put in rejected maps, since wasn't the point of them being rejected so that people didn't have to play them?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: theanjo on March 14, 2011, 02:30:52 AM
Enemies I want to see:
Squirt
Lantern Fish (Is it possible to summon Squirts from this thing?)
Giant Escargot (Aim for the eyes!)
Jumbigs (I guess weaker Big Eyes that does more damage.)
Killer Bullet (Never kill one near you)
Suzak & Fenix (This would be a challenging boss fight)

Also, wouldn't 30 maps crash Skulltag?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Lio on March 14, 2011, 02:47:47 AM
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?
Sorry but I seriously can't stop laughing at this statement.

Considering that MM8BDM itself has more than 30 maps, no, I don't think they will.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 14, 2011, 02:53:53 AM
Quote from: "Lio"
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?
Sorry but I seriously can't stop laughing at this statement.

Considering that MM8BDM itself has more than 30 maps, no, I don't think they will.
I'm with Lio. So far it only crashes with Drill Bomb in SV_Fastweapons 2 or some maps that have a coding that is a bit risky for Skulltag to handle (example: Flameman, Topman, Chargeman)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: TailsMK4 on March 14, 2011, 03:07:05 AM
Website looks good so far, even though it's empty at the moment.  :p

I'll wait until the map list gets updated before I try to tackle another map. Small-Medium or larger should force me to make a more creative design.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 14, 2011, 04:05:33 AM
Quote from: "theanjo"
Also, wouldn't 30 maps crash Skulltag?

Doom 2 has 32 maps. Hexen has 40. Heretic has around 45. TNT has 31 maps. Plutonia has 32 maps. Plutonia 2 has 32 maps.

We're fine.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: theanjo on March 14, 2011, 05:17:30 AM
OK, but did you keep in mind that When you add files to your game, the 62 maps in the game are automatically added, even if they are not part of rotation?
That makes 92+ maps.
Also, keep in mind that in the public build, that when too many people arrive, (usually 8+people) the server gets horrible lag, and people are kicked from missed packets.
I'm talking about good quality servers that rival Messatsu's.
And the pack only has 5 maps. This one has 30.

Look, so just IGNORE that last post and the replies about it. My new opinion is that the servers up with this expansion will lag to death.

Also Lio, 6 games on the NES. 8 Robot Masters. (With the exception of Mega Man 1) At least 1 castle stage, one for each Mega Man game. 9 CTF maps. Math is very critical in education. Now I laugh that your avatar is Sho Minamimoto, yet you did not count the maps. SO ZETTA SLOW!
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Lio on March 14, 2011, 10:41:36 AM
Okay, I'll be more specific.

Maps don't lag servers, they just slow Skulltag's loading time a bit and in some occasions add more stress to the server depending on how the maps are handled (wads inside wads).

What does lag the server are actors coexisting in said maps, like enemies and projectiles, which will be a problem in Invasion due to it's invasion-ish nature. In the public build Big Eyes could shoot around 10 crystal eyes simultaneously which exploded in 4-6 more shards, that's a prime example of what could lag the server to no end.

And I don't have to count the maps to prove my point, so I'll just ignore your last comment.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on March 14, 2011, 12:56:00 PM
Invasion weps, huh.

Well I thought I'd just re-post my crap give a suggestion.
Spoilered to save space in the thread.

(click to show/hide)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 14, 2011, 04:47:27 PM
Quote from: "theanjo"
Also, keep in mind that in the public build, that when too many people arrive, (usually 8+people) the server gets horrible lag, and people are kicked from missed packets.
I'm talking about good quality servers that rival Messatsu's.

If you mean my servers, it has nothing to do with maps, and everything to do with the fact that I have only slightly above the speed of dial up so I probably shouldn't be hosting a server anyway.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 14, 2011, 07:57:25 PM
Quote from: "theanjo"
Enemies I want to see:
Squirt
Lantern Fish (Is it possible to summon Squirts from this thing?)
Giant Escargot (Aim for the eyes!)
Jumbigs (I guess weaker Big Eyes that does more damage.)
Killer Bullet (Never kill one near you)
Suzak & Fenix (This would be a challenging boss fight)

Also, wouldn't 30 maps crash Skulltag?

Squirt. Sure.
Lantern Fish. Maybe. Yes it's possible to summon Squirts from them.
Giant Escargot. D'awww.. A cuddly wuddly snail! Maybe.
Jumbigs. Nope. Not gonna bother.
Killer Bullet. Done.
Suzak & Fenix. -confusion- Probably not.

30 maps? Covered.

Quote from: "SmashBroPlusB"
Invasion weps, huh.

Well I thought I'd just re-post my crap give a suggestion.
Spoilered to save space in the thread.

(click to show/hide)
D'awww... A railgun. Not happening.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on March 14, 2011, 08:08:50 PM
No we're not fighting players, we're fighting enemies! I just copypasta'd the weps from another thread. The "returning" aspect of Return Gale would be helpful when retreating from enemies to restore health, though. As for Photon Pulse... WHY NOT. RAILGUNS ARE COOL DOOD.



Oh yeah, you broke my quote. Instead of
Code: [Select]
[quote=Finn the human boy]Mathematical![/quote]you might want to try this instead
Code: [Select]
[quote="Finn the human boy"]Mathematical![/quote]so it looks like this
Quote from: "Finn the human boy"
Mathematical!
and not this

Quote from: Finn the human boy
Mathematical!
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 14, 2011, 08:11:53 PM
Quote from: "Ashley"
D'awww... A railgun. Not happening.
My Anthony Higg's Plasma Gun is, to an extent, a railgun. However, it is not insta-hit. It is just a projectile with speed of 150
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 15, 2011, 08:12:44 PM
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 15, 2011, 09:16:11 PM
Quote from: "Ashley"
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.
Not always, as I told you. Unless you REALLY want to replicate a railgun, it is possible to fake it.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on March 16, 2011, 11:32:47 AM
Quote from: "Ashley"
The reason railguns won't work is because we'd have to use A_RailAttack.

This is a premade class-based attack that would require inheritance to use, and even if we do that, it'd keep the sound and graphics, which is unwanted overall.

Not really.... just have a thin projectile go at a speed of 200 or something, have it leave a "ghost trail" (like fastmove in the Quick Man Mode modifier), and make it rip.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Lio on March 16, 2011, 02:25:53 PM
That's what I told her, but she didn't like the idea of a railgun-esque weapon.

It'd need more explosions or include fancy coding for Ashley to like it.  :ugeek:
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 16, 2011, 05:56:14 PM
I have coded Contra weapons here. Only the first contra, but still...
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 16, 2011, 08:54:51 PM
Still, we need no railguns. The current weapons should suffice!
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Hallan Parva on March 17, 2011, 08:48:34 PM
Quote from: "Lio"
It'd need more explosions or include fancy coding for Ashley to like it.  :ugeek:

Like this?


Though... this might be a weeeeee bit overpowered.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Korby on March 17, 2011, 09:56:14 PM
It'll certainly counter all the OP enemies.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 18, 2011, 07:44:20 PM
Because you clearly know what these new enemies act like.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 18, 2011, 08:01:46 PM
Quote from: "Lio"
That's what I told her, but she didn't like the idea of a railgun-esque weapon.

It'd need more explosions or include fancy coding for Ashley to like it.  :ugeek:
What if I made Crush Missile from Contra 3 and 4? Or, even better: Final Fantasy's Mega Flare?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 19, 2011, 12:33:47 AM
xColdxFusionx sent me a railgunesque weapon, and it works well.. Just needs some minor tweaks and it'll be fine.

You guys get a railgun after all.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 19, 2011, 12:55:25 AM
Quote from: "Ashley"
xColdxFusionx sent me a railgunesque weapon, and it works well.. Just needs some minor tweaks and it'll be fine.

You guys get a railgun after all.
Can we have preview? :3
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 19, 2011, 01:48:02 AM
But that would mean releasing all the weapons I've made! I released the first six, albeit edited since... But meh. If you give me the weekend, I'll have all the weapons done and released on the website.

TEASE OF WEAPONS LIST:
(click to show/hide)
All of these weapons recharge each others' ammo (except for HealOrb) extremely slowly.
That way, you don't have to use the same weapon to get ammo back all the time!

---

Hope that clears your heads!~

Oh fine, download here (http://mminv.herobo.com/Downloads.html).
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Galaxy Sisbro on March 19, 2011, 03:28:14 PM
Missing download :/
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: -FiniteZero- on March 19, 2011, 03:29:59 PM
Quote from: "Galaxy"
Missing download :/

Ashley was talking about the weapns download, not the final release download.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 19, 2011, 04:37:13 PM
For some reason most of the map downloads appear to be corrupted. Most of the maps can't even load due to there being some problem with mapinfo or something. MMINV07 says invalid data for texture, and some just don't work at all, even mine. I can't even open any of the maps in slade.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 19, 2011, 05:15:03 PM
You know... The Railgun weapon doesn't seem to fit the 8 bits style.

Also, check the Self Destruct. It didn't kill the user here.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 19, 2011, 05:46:08 PM
Quote from: "Gummywormz"
For some reason most of the map downloads appear to be corrupted. Most of the maps can't even load due to there being some problem with mapinfo or something. MMINV07 says invalid data for texture, and some just don't work at all, even mine. I can't even open any of the maps in slade.
Really? The only problem I ever had with them was SOME texture problems, the music files being too large in size generally, or some MAPINFO's not existing.
They work for me, but I'll try downloading them from the site and using them.

If anyone else has problems with the map downloads, please tell me.

Note: Some maps (MMINV02 for example) had blatant texture errors that I neglected to fix.
They'll be fixed at some point when I add enemies and items around. For now, just ignore it.

Edit:
I downloaded MMINV07 from the site, and tried it in SinglePlayer. It seems to work perfectly fine for me; nothing wrong about textures or anything. I'll try your map since you seem to have issues with that as well.
Who knows. It might just be your downloads. :
Edit2:
Your map seems to work fine as well.
How did you play these maps? Did you load just one at a time, or all at once? If it continues to be a problem, I'll just put them all in the MMINVMAPS.pk3 and upload that to the site. It usually never failed when all in a pk3.

Quote from: "tsukiyomaru0"
You know... The Railgun weapon doesn't seem to fit the 8 bits style.

Also, check the Self Destruct. It didn't kill the user here.
Sigh. Self Destruct doesn't kill people if you use "Give All", sometimes. It's because Give All gives you armour, too.

Although, if you're just using the normal fire, it's not meant to kill you. The AltFire of SelfDestruct will kill players no matter what (unless they have guardsphere on for whatever reason). If you're using the AltFire and not using Give All, I'll just have to tweak it a bit so it just takes health, rather than using A_Explode to hurt the player. Doesn't seem like it'll always work.

As for the Railgun, don't blame me. You wanted a railgun and you got it. That's pretty much all we can get in terms of it, without being overdone graphically.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 19, 2011, 06:07:55 PM
Something really weird is going on. What happens is that it starts to download normally, then it suddenly completes. When I look at the file, it seems to be only partly dowlnoaded. I think either sitcking them all in a pk3 and maybe mirroring it elsewhere is the best thing for now.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 01:57:27 AM
Quote from: "Gummywormz"
Something really weird is going on. What happens is that it starts to download normally, then it suddenly completes. When I look at the file, it seems to be only partly dowlnoaded. I think either sitcking them all in a pk3 and maybe mirroring it elsewhere is the best thing for now.

That doesn't make sense. I can't mirror it because it's on my webserver.. It's being directly downloaded from the website itself so there's no middleman... But I guess I can add them all into one .pk3. Keryth suggested this, but had no problems.

Will do.

NOTE: Updated MMINV weapons download.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 02:17:42 AM
Same issue. It downloads awfully slow and then part way through completes instantly, leaving an incomplete file.

And by mirror I meant mirror on a different site like mediafire. Seems this server can't handle large files.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 20, 2011, 02:31:30 AM
My download here went nice and smooth. Sorry, guys, might be your provider.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: SmashTheEchidna on March 20, 2011, 02:40:37 AM
I'm seeing that the test server is up, and I really do want to join it, but I'm missing MMINV08.wad. Which download link leads to that? I'm not seeing it.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 02:46:40 AM
Quote from: "SmashTheEchidna"
I'm seeing that the test server is up, and I really do want to join it, but I'm missing MMINV08.wad. Which download link leads to that? I'm not seeing it.

Apepars to be a completely new map that isn't released publicly yet.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: SmashTheEchidna on March 20, 2011, 02:52:08 AM
I'm seeing other people in that server. They must have been given the wad via PM or something.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 03:41:15 AM
MMINV08 was a map recently sent to me.. I tweaked it a bit and is pretty good overall.

It's in the MMINVMAPS.pk3 on the website, but it's not the same as what we're using. Ours is more updated... I'll update the mappack later.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on March 20, 2011, 03:49:31 AM
Still on lookout for weapon? Speak me of type and I'll get the wrench to do it.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: SmashTheEchidna on March 20, 2011, 03:53:31 AM
I noticed. I extracted the map from the pk3 file because it wouldn't read otherwise, and it still said that I wasn't using the same wads.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 04:43:02 AM
I still want you to mirror the map pk3 on another site so I can test it
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 11:49:23 AM
Quote from: "tsukiyomaru0"
Still on lookout for weapon? Speak me of type and I'll get the wrench to do it.
I make all the weapons myself, aside from CF who decided to make one without my asking. It was good enough, so I took it. I have ideas for the remaining few. Don't worry about it.
Quote from: "SmashTheEchidna"
I noticed. I extracted the map from the pk3 file because it wouldn't read otherwise, and it still said that I wasn't using the same wads.
Yea... Sorry about that. People on Skype get more updates than the website does. I try not to update the website every two minutes, but today (Sunday) I should finish up the weapons and work on the website itself more.
Quote from: "Gummywormz"
I still want you to mirror the map pk3 on another site so I can test it
It shouldn't have any problems anymore, Gummy. Try the map pack download.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 04:18:57 PM
It still has the same issue. I download it, and 1/4 of the way through it suddenly completes, leaving an incomplete download.

Just mirror it already. >_>
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 05:26:21 PM
Mirror (http://server220.uppit.com/files/8/kjuvypmphs8djf/MMINVMAPS.pk3)'d on the website.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 07:01:27 PM
BUG FOUND!!

The bigeyes can infight (http://www.doom.wikia.com/wiki/Monster_infighting) pretty easily it seems. These are the old bigeyes I think, but it might apply to other monsters.


Generic map critique:

MMINV1: Why elec man's music?
MMINV2: Needs mapinfo
MMINV3: There doesn't appear to be anything related to electricity in this map. Also the music doesn't really fit.
MMINV5: It needs better textures. Since it's a space level, why not use starman's textures?
MMINV6: Overuse of falling crystals.
MMINV7: Needs music change and something in the background like cacti.
MMINV8: There appears to be a bug inside. It looks like someone tried to use horizon line or something. I'll upload a screenshot later.
MMINV21: The hole is really hard to get out of, even with strafing.
MMINV23: why the random guts man? The other side needs a boat launcher, and some of the walls don't crash the bike.

I'll test the weapons later.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 07:50:59 PM
Quote from: "Gummywormz"
BUG FOUND!!

The bigeyes can infight (http://www.doom.wikia.com/wiki/Monster_infighting) pretty easily it seems. These are the old bigeyes I think, but it might apply to other monsters.


Generic map critique:

MMINV1: Why elec man's music?
MMINV2: Needs mapinfo
MMINV3: There doesn't appear to be anything related to electricity in this map. Also the music doesn't really fit.
MMINV5: It needs better textures. Since it's a space level, why not use starman's textures?
MMINV6: Overuse of falling crystals.
MMINV7: Needs music change and something in the background like cacti.
MMINV8: There appears to be a bug inside. It looks like someone tried to use horizon line or something. I'll upload a screenshot later.
MMINV21: The hole is really hard to get out of, even with strafing.
MMINV23: why the random guts man? The other side needs a boat launcher, and some of the walls don't crash the bike.

I'll test the weapons later.

MMINV1: That's not going to be used as the actual stage's theme. It's a filler.
MMINV2: But of course.
MMINV3: Take it up with Smashbro27.
MMINV5: Being edited.
MMINV6: Nope.
MMINV7: Background effects will be added sometime.
MMINV8: We know of the bugs here. They were fixed in our newest version.
MMINV21: That hole is incompleted, anyways. It's going to be fixed and properly used later.
MMINV23: Good question. And the other side DOES need a boat launcher. Walls aren't meant to crash bikes because of the Midboss there.

The reason for infighting, is because these monsters can freely switch targets. Although, because they do 0 damage to each other, a player who shoots it would immediately become the monster's target. Shouldn't be too much of a problem.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: CHAOS_FANTAZY on March 20, 2011, 08:44:56 PM
Ah, Ashley.  Still the top user of non-8-Bit music, I see.  Something to note:  not sure all of these were programmed as Invasion maps, as my partner-in-exploring bot and I were able to attack each other in certain levels.

MMINV01:  I actually like it.  A simple map--and the simple ones always bite you in the ass and become deadly in Invasion.  I wonder what kind of enemies you'll fill it with.
Also, I find Tornado-Man to be a good theme for that stage.

MMINV02: ...I can't access it.  I don't see it on the list, and changemap in the console takes me to MMINV01.

MMINV03:  Textures are bland, room is big and open for no apparent reason, and the music isn't that great.

MMINV04:  Again with the bland textures.  Hothead statues are a nice touch, though.

MMINV05:  Good layout.  Unlike Ryuga's Large Desert, it's a much smaller area, and the ability to hit anyone from anywhere seems reasonable.
All we need now is a Mechaduck for shooting at.  :p

MMINV06:  BORING BRICK DESIGNS, THEY'RE EVERYWHERE.  There are, apparently, even some DECORATE textures that I don't have.  Also, get a more action-y theme then a jazz remix of Gemini-Man.
And yes, unless those crystals are going to do damage in the final, slow their spawn rate a bit.

MMINV07:  This is probably the most boring-looking one yet.  Falling down almost always results in death-or at least it would, if it actually pushed you into the hole--and climbing back up to the sliver of normal ground that everyone's bound to be camping at takes forever-and-a-half.

MMINV08:  LOL, "Invasion" was spelled wrong in the title.  There's some distortion around where the Picketmen are mining, and another unknown DECORATE thing.  Other than that, I like it.  Open area on top, twisty maze on bottom.
Just one more thing.  What's with the statues in the teleport rooms?  They feel out-of-place.

MMINV13:  Outside is really empty.  If the door's supposed to open, then it isn't happening for me.  The characters in the window were a nice touch, though.
Another notable thing:  when my partner-in-exploring bot and I arrived here, I lost my weapon.  When he killed me, I got it back and he lost his.  It continued in this manner until I moved on.

MMINV21:  I'm not too fond of it, but it'll work for your purposes.  I like the room full of mud, though.
...Really not much to say about this one.  Textures, maybe?

MMINV22:  Textures are kind of boring here.  At this point, the maps feel bland without weapons or anything.  I love the DECORATE models in this one, though.

MMINV23:  The Guts Dozer head seems to be just there for no real reason.  Of the two of us, only my bot can open the door leading out onto the ship.  Kind of a kill-joy right there.  The Wave Bikes don't explode until you reach the top of the stairs.

...And that looks to be every stage.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 20, 2011, 09:15:18 PM
Thanks for the feedback, guys. (Though we know most of it looks pretty crappy as it stands..)

We'll be fixing these maps once the 15th Invasion weapon is completed, hopefully sometime today.

As a note: The "Weaponry" page on the website is built. Look under INFO and WEAPONRY.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 20, 2011, 10:41:31 PM
Quote from: "CHAOS_FANTAZY"
MMINV04:  Again with the bland textures.  Hothead statues are a nice touch, though.

MMINV22:  Textures are kind of boring here.  At this point, the maps feel bland without weapons or anything.  I love the DECORATE models in this one, though.

What do you mean by "boring textures"? If anyone else has critique for 4 or 22 at this time please direct it to me.

While you are fixing the maps though, you may want to change the doors so they open automatically. Most people probably don't have a use button set anyway.

I may attempt 1 or 2 more maps. I'm surprised no one actually has attempted a water level / ice level yet.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: CHAOS_FANTAZY on March 20, 2011, 11:34:47 PM
Quote from: "Gummywormz"
What do you mean by "boring textures"? If anyone else has critique for 4 or 22 at this time please direct it to me.

Well, in MMINV04, the walls are one, solid texture.  The odd panels simply don't look good at all; at least apply some fitting design like Fire-Man or Quick-Man (home to the Hotheads) .

In MMINV22, it's the same story; one texture for the floor, and one for the walls.  It's probably just because the room is so big, but it honestly just looks bland without weapons or anything.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 21, 2011, 01:01:55 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "Gummywormz"
What do you mean by "boring textures"? If anyone else has critique for 4 or 22 at this time please direct it to me.

Well, in MMINV04, the walls are one, solid texture.  The odd panels simply don't look good at all; at least apply some fitting design like Fire-Man or Quick-Man (home to the Hotheads) .

In MMINV22, it's the same story; one texture for the floor, and one for the walls.  It's probably just because the room is so big, but it honestly just looks bland without weapons or anything.

Blame ashley for the lack of items. The rules said you aren't susposed to put any in, so I didn't. As for the textures, I kind of agree, but at this point I'll either let ashley retexture them, or have her finish the map (add weapons, spawners, etc) and then I'll retexture it.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 21, 2011, 01:09:50 AM
I don't want people adding in anything specifically because it would drastically mess things up later when I had to remove them all, move some around, or whatever...

If you plan on doing maps, stay away from the Boss maps; I plan on doing all 5 of those to fit the Plot.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: TailsMK4 on March 21, 2011, 04:09:36 AM
I'm the one that made map 5, so I'll respond to comments on the map.

Quote from: "Gummywormz"
MMINV5: It needs better textures. Since it's a space level, why not use starman's textures?

I thought about using those graphics, but I couldn't get any ideas for them, and putting in the satellites would be out of place since it's just a small pillar (not station, sorry Ashley) in space. I tried to be more original by using Quick Man's textures, which I believe I ended up using wall textures as the ground, but it looked good. I did think of trying to use more graphics, though, so I used Ring Man's background, Air Man's pillars, and a couple of inclines made using Magnet Man's textures. Ashley will be the final judge on this, but I thought just the design of the stage needed improvement, not the textures themselves.  :?


Quote from: "CHAOS_FANTAZY"
MMINV05: Good layout. Unlike Ryuga's Large Desert, it's a much smaller area, and the ability to hit anyone from anywhere seems reasonable.

All we need now is a Mechaduck for shooting at. :p


1: Thanks. The main reason I made the level like that was so you could easily find the remaining monsters, and perhaps be able to plan your attacks before charging in range of their attacks. It won't be that easy in my future levels. :p

2: Lol no. There will be no Moon Zone easter eggs in the stage. However, there isn't anyone stopping you from playing the theme via console.  ;)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 21, 2011, 02:31:57 PM
Two more ideas:

Since you are going to replace the intermission music, why not replace the intermission screen too?

Maybe make the hub a sperate PWAD or something so people who want to just go through the levels one by one can do that.

(also update the map list in the map topic)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 21, 2011, 07:49:07 PM
Quote from: "Gummywormz"
Two more ideas:

Since you are going to replace the intermission music, why not replace the intermission screen too?

Maybe make the hub a sperate PWAD or something so people who want to just go through the levels one by one can do that.

(also update the map list in the map topic)
No reason to make it a PWAD; this is just another map with extensive ACS, like LightLab.
This can be played as Single Player, with or without a server. The MMINVHUB's name is MAP01, so it will take effect.

As for the intermission screen, what's the point of it? It's just going to show how many kills you've made. (The HUB and Intermission music are the same. I'll put a download for the song on the website sometime; thanks to my IRL friend Nemiru O. for creating it, and others.)

The map topic doesn't need to stay updated, because the website will be doing that. I plan on making the Map List webpage sometime today. If not, by the weekend. Rough week for me.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 22, 2011, 12:58:00 AM
Herp Derp.

MMINV Weapon 15 is completed, but quite buggy at the moment.
Tomorrow I'll be buffing it out, and balancing it to fit the other weapons. Then I'll update the website with it and a complete weapons download. (I'm also fixing Self Destruct so it can't hurt your allies, but still hurts you THROUGH armour)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 22, 2011, 07:25:58 PM
Add 8 bit saturn tenguman music to skybase. (mminv1) It must happen. (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=1407&start=50)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: ice on March 22, 2011, 07:30:58 PM
do you need a spriter?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 22, 2011, 07:45:34 PM
Quote from: "ice"
do you need a spriter?

We need sprites for the megasword hand, if you're up for that, sure.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Gummywormz on March 23, 2011, 06:37:06 PM
Rock cannon bug:

Sound plays before the animation occurs.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 23, 2011, 08:40:27 PM
That's not a bug. I made it do that so the full sound would play with the full shot.

It shoots rocks perfectly timed with the SFX. It's fine.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Duora Super Gyro on March 26, 2011, 02:50:14 PM
This is going to be awsome
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 26, 2011, 05:28:17 PM
We can only hope so.

--I'm busy in real life for a couple of weeks, so progress will be drastically slowed down. Moving countries. =w=

--Progress might be even slower since I lost most of the files I had during computer swaps. I'll probably just re-set my old one up and put the files somewhere for download.

We still need maps people, c'mon! (I know the Map List page on the website isn't finished, but the topic still works!)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Duora Super Gyro on March 28, 2011, 11:38:08 AM
I have just one question. can you turn the songs into a music wad for me :mrgreen:
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on March 29, 2011, 07:52:46 PM
Sorry, no. The music is meant to be only for the Invasion project, and I'd like to keep it that way since we're making the music ourselves. Privacy-type deal.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: SmashTheEchidna on April 04, 2011, 03:39:57 AM
Quote from: "Ashley"
Sorry, no. The music is meant to be only for the Invasion project, and I'd like to keep it that way since we're making the music ourselves. Privacy-type deal.
you do know that anyone with SLumpED can just rip the music themselves, right?

So, you made all the music in there yourself? Really?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on April 06, 2011, 08:09:52 PM
We plan on making all the music used ourselves, as a good number of them are already done.

As for the SlumpED/Slade issue, you're wrong.
There's ways of compressing the pk3 so that some files are entirely hidden, or protected with a password. In this case, we'll be hiding the music and possibly SFX folder(s), as well as locking 'em up.

Have fun getting in there.

--As a note on my moving situation, this was cancelled due to personal and government issues. I needn't explain.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: SmashTheEchidna on April 07, 2011, 03:44:52 AM
Hm. I see. Well, if you got it covered, then alright.

wait, What moving issue?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on April 10, 2011, 03:31:15 AM
It's nothing to concern yourself with.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Korby on April 10, 2011, 04:15:39 AM
Then don't post about it. If you're going to say something that's personal to you and not elaborate, why say it in the first place?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on May 16, 2011, 06:55:09 PM
*cough* Resuming work on Invasion soon. Got some more music finished, at least.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: -RanRan on May 16, 2011, 07:09:33 PM
Ashley, you're back! Where have you been hiding? :D

Also, duly noted. Just let everyone know and we'll come flocking en masse.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on May 21, 2011, 02:55:55 PM
Oh, the world outside my computer kidnapped me for XX~X days, so.. Yus.

Regardless, work will be done, maybe. Kinda second-guessing and considering handing the project over to someone more responsible. I can't do it alone, and I'm slightly rusty.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Jc494 on May 21, 2011, 03:06:13 PM
Quote from: "Ashley"
Oh, the world outside my computer kidnapped me for XX~X days, so.. Yus.

Regardless, work will be done, maybe. Kinda second-guessing and considering handing the project over to someone more responsible. I can't do it alone, and I'm slightly rusty.

I'm guessing you'll be needing more maps? I'll get to work on some... eventually...
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Ashley on May 21, 2011, 03:44:13 PM
I shall indeed need more maps, Jack.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Jc494 on May 21, 2011, 03:50:48 PM
Quote from: "Ashley"
I shall indeed need more maps, Jack.

Well, I'm out of ideas of what Invasion maps I should do to be honest.  :|
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: -RanRan on May 28, 2011, 11:46:55 PM
I b-leaf I can shed some Dr.Light on the situation. I'm partially stuck behind DB2 as it is.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: MasterXman on June 16, 2011, 06:40:43 PM
I wonder........ When or What day will this be finished?
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: LlamaHombre on June 16, 2011, 07:16:31 PM
Don't bump topics.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Tesseractal on June 16, 2011, 07:43:42 PM
Quote from: "xxkirbysonicxx1"
I wonder........ When or What day will this be finished?

Never, if the project's creator doesn't return.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: KillerChair on June 17, 2011, 11:05:10 PM
As far as i know this isnt really THAT of a huge bump...
And seeing the fact that this is not oficially closed i personally am ok with people bumping this.
Even if its just a reminder to the community that this project is half baked around.
Being reminded of this i would like to know if anyone is still working on this project.
And if so, I would like to know if i can be of use for anything.
I can make maps and i can sprite stuff.
Im not a pro at all kinds of triggers but if someone else is i am willing to cooperate with that person.

So yeah... If the leading people of this project would like to continue this.
Let me know if i can be of use.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: LlamaHombre on June 18, 2011, 12:35:10 AM
Just going to say this: The word "official" might want to scoot over a bit.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: MasterXman on June 18, 2011, 03:17:56 PM
Quote from: "LlamaHombre"
Just going to say this: The word "official" might want to scoot over a bit.
Define. "scoot over a bit."
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Korby on June 18, 2011, 06:02:51 PM
It means that this mod is not the best one and an experienced modder, SickSadWorld, is making a better one.
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: tsukiyomaru0 on June 18, 2011, 07:38:17 PM
Quote from: "Korby"
It means that this mod is not the best one and an experienced modder, SickSadWorld, is making a better one.
I'd like to hear more sweet details of this new one :D
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: KillerChair on June 19, 2011, 01:10:48 PM
Quote from: "tsukiyomaru0"
Quote from: "Korby"
It means that this mod is not the best one and an experienced modder, SickSadWorld, is making a better one.
I'd like to hear more sweet details of this new one :D
Yeah what he said :)
Title: Re: Megaman Invasion Project - Official Topic for MMINV
Post by: Darkseed on June 19, 2011, 03:13:58 PM
Looks like a website link is broken...  :roll: