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Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Lio on February 23, 2011, 07:47:17 AM

Title: Lio's Second Workshop
Post by: Lio on February 23, 2011, 07:47:17 AM
Welcome, mortal! Abandon all ho- I mean, what can I interest you in?

Alright, it's about time I created this topic. I'll dump my finished weapons and such here from now on. I work on weapons more than I do with skins, so this should look more... Complete. Just a few rules:

1. Don't QQ on me because I made the weapon you said you were doing in some other thread, because I honestly don't care.
2. I'm serious with 1.
3. Feel free to request anything and I'll see what I can do.

Okay, that should be easy, huh? Now, time to show what I've worked on.

Scorpion (http://www.mediafire.com/?124v9bq8qq5gjq9)
(click to show/hide)
Originally, it was going to be a Scorpion-like attack that pulls the opponent towards you. But due to the player's mass and lack of A_SetMass, I couldn't make it work like I wanted to. So instead I made this, a hookshot ala LoZ. That's right, it pulls you to the wall you shoot it to, plus it can damage players too. One tiny reminder, it just works on walls and floors, not ceilings. AND I'm not entirely sure if it works on Multiplayer, so any feedback on that is appreciated.
Title: Re: Lio's Second Workshop
Post by: tsukiyomaru0 on February 23, 2011, 06:35:34 PM
Werll, you know, the state XDeath is called when a non-ripping projectile hits a player. Then, why dont you add the XDeath and have an action to spawn an invisible "bullet" behind the victim that uses A_RadiusThrust or something like that?

EDIT: Testedmy theory, didn't work. Another possibility you could have would be creating a "Megaman2: Megaman replaces Megaman" and add a custom pain state only for that.
Title: Re: Lio's Second Workshop
Post by: arkman on February 23, 2011, 10:58:58 PM
Quote from: "tsukiyomaru0"
EDIT Tested, didn't work. Another possibility you could have would be creating a "Megaman2: Megaman replaces Megaman" and add a custom pain state only for that.
Hmm, that sounds vaugly familier.
Title: Re: Lio's Second Workshop
Post by: tsukiyomaru0 on February 24, 2011, 12:22:23 AM
Quote from: "arkman"
Quote from: "tsukiyomaru0"
EDIT Tested, didn't work. Another possibility you could have would be creating a "Megaman2: Megaman replaces Megaman" and add a custom pain state only for that.
Hmm, that sounds vaugly familier.
I knew it would sound ambiguous... What I meant is that I tested my theory and it failed, and then came to realized that a "Replace" could possibly solve it.

As for the weapon itself... Makes a VERY nice hookshot.
Title: Re: Lio's Second Workshop
Post by: Mr. X on February 24, 2011, 04:05:35 AM
Definitely rough around the edges and buggy, but given that there's no MM8BDM equivalent to work off of, I'll say it's pretty dang good.  I'd recommend having the player stand still while shooting it though and also having a one projectile limit at a time.  I'm not sure how hard that would be or even if it's possible, but it would make it better.  Still, it made me say "WHEEE" as I was flying around, and isn't that what it's all about?
Title: Re: Lio's Second Workshop
Post by: Lio on February 24, 2011, 04:46:26 AM
Quote from: "tsukiyomaru0"
Another possibility you could have would be creating a "Megaman2: Megaman replaces Megaman" and add a custom pain state only for that.
That was the original plan, but I couldn't find a non-hacky way to do it correctly. What I tried just sent the enemy flying, sort of like a weaker Gravity hold.
Quote from: "Mr. X"
Definitely rough around the edges and buggy, but given that there's no MM8BDM equivalent to work off of, I'll say it's pretty dang good. I'd recommend having the player stand still while shooting it though and also having a one projectile limit at a time. I'm not sure how hard that would be or even if it's possible, but it would make it better. Still, it made me say "WHEEE" as I was flying around, and isn't that what it's all about?
Standing still while shooting was the initial plan, but I realized it would make it harder if something stood on your way and the player was very vulnerable after shooting. I do agree it needs some sort of limit, and I don't like how it can outrun charge kick if it's used on the floor, so I'll see what I can do about that. Perhaps change the rate of fire would help too. And thanks for the feedback, I really appreciate it.
Title: Re: Lio's Second Workshop
Post by: Lio on February 28, 2011, 06:17:53 AM
Bump with a preview of something I've started working on recently.
(click to show/hide)
It's a glimpse of a game mode I'm planning on doing in the near future. I'm using Eriance's shotgun design for this one, since it's just plain awesome. But before continuing I need to ask him for permission to use his design, since he stated no one could use his weapon sprites on a released project until the next beta release of his. Besides, this was meant to be a weapon for my own amusement but expanded on to something good enough to guarantee a release. Like always, feedback is appreciated.
Title: Re: Lio's Second Workshop
Post by: Hallan Parva on March 01, 2011, 09:07:29 PM
So... you're making a Doom game from a Mega Man game that's made from a Doom game? Nice.
Title: Re: Lio's Second Workshop
Post by: tsukiyomaru0 on March 01, 2011, 09:37:54 PM
Quote from: "SmashBroPlusB"
So... you're making a Doom game from a Mega Man game that's made from a Doom game? Nice.
"Nice" isn't even half of the story.
Title: Re: Lio's Second Workshop
Post by: Korby on March 01, 2011, 09:50:29 PM
...When did he say he was making a doom game? That's not a doom shotgun.
Title: Re: Lio's Second Workshop
Post by: Lio on March 01, 2011, 10:30:20 PM
Quote from: "SmashBroPlusB"
So... you're making a Doom game from a Mega Man game that's made from a Doom game? Nice.
No, not really. To be honest, it was built off that concept, but rebuilding Doom on MM8BDM would be tedious, and I don't see why it's a bad idea anyways. It's just a weapon pack with a few twists, but it's nowhere near finished so I can't really say what's going to be in since I don't know myself.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 20, 2011, 07:22:47 PM
Are you still taking up requests?
Title: Re: Lio's Second Workshop
Post by: Lio on March 20, 2011, 09:52:55 PM
Yeah, I'm always up for a request so feel free to ask.
Title: Re: Lio's Second Workshop
Post by: -FiniteZero- on March 20, 2011, 09:56:48 PM
My request for a weapon: the Dispersion Cannon.
When you use it, it shoots forward, or angled up, down, left, or right.
It's a little hard to describe. Let me paint a picture:
(Fires once: goes straight)
(Fires twice: shot 1 goes straight, shot 2 is angled up)
(Fires thrice: shot 1 goes straight, shot 2 angled up, shot three angled right)
...and so on.

The weapon is from an old computer game called Fury 3.
Title: Re: Lio's Second Workshop
Post by: Blaze Yeager on March 20, 2011, 10:36:54 PM
I got a request...The Spur from Cave Story!
Title: Re: Lio's Second Workshop
Post by: Lio on March 20, 2011, 10:44:10 PM
Quote from: "FiniteZero"
My request for a weapon: the Dispersion Cannon.
When you use it, it shoots forward, or angled up, down, left, or right.
It's a little hard to describe. Let me paint a picture:
(Fires once: goes straight)
(Fires twice: shot 1 goes straight, shot 2 is angled up)
(Fires thrice: shot 1 goes straight, shot 2 angled up, shot three angled right)
...and so on.
So, each time it fires in succession it fires more projectiles until it forms a cross? Or do you mean it shoots sort of like Yamato Spear (random direction each time it shoots)? If it is the latter, mind explaining how it is different from a Yamato clone? Don't get me wrong, I'm willing to make it. But if it's just a Yamato clone with different graphics, it wouldn't add something fresh to the game, now would it?

Quote from: "Blaze"
I got a request...The Spur from Cave Story!
Like I said over on Skype, I was planning on doing the Fireball, so I guess this would be nice as well. Added to my to-do list.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 21, 2011, 01:28:56 AM
I decided that I'm gonna try to make a Gizmo class, so I'm going to need some help with the weapons for it. I might be able to handle most of the sprites myself (and I'm going to try and make one of the weapons myself as well).

The truly complicated one, however, I don't know how I'm gonna do that as a beginner. That would be Gizmo's main weapon, the Hand Cannon. The Hand Cannon, is slightly similar to Megaman's ability to copy weapons. But it can strictly only shoot projectiles, and hold two weapons at the same time. So instead of messing around with complicated coding in order to get that to work, I was thinking of just giving him only two weapons with the cannon, by using the primary and alt fires.
The primary fire would charge up like the Megabuster, when held down. First shot is a small, sparking plasma ball. Medium fire rate, somewhat quick, and a little stronger than the Megabuster. Second shot is a shot twice as large as the first, doing more damage and moving faster than the first shot. Third shot would be a different shaped and longer blast that rips through enemies, moving just as fast as the second shot. It would also shove you back a bit. And, if possible, the FOURTH shot would take much longer to get to in terms of charging. But if it works, it'll shoot a huge and long blast out that rips through enemies, most likely instant death, and keeps pushing you back quickly until the blast ends. It'll also take a little bite out of your hp, probably moreso if you slam into a wall.
The alt-fire would be firing a ball of electricity. Quick fire rate, moves somewhat quickly, but rather weak. Maybe we could have it charge up as well, but only having one other level of power, which makes it a little bit stronger and rips through opponents? Not sure if that would be too much or not, though.

But yeah, that's the main thing I'd need. Even if the Gizmo class fails (I'm still not sure how I'm gonna go about MegaGizmo, though...) this would be a fun weapon to have. I believe I could handle the sprites and sound effects for it.


If you're not too booked at the moment with those two requests that happened to get by while I was sleeping, I'd really appreciate the help.
Title: Re: Lio's Second Workshop
Post by: Lio on March 21, 2011, 03:26:30 AM
Ah, I see. Well if you're handling the sprites that makes everything way easier for me!

The Hand Cannon should be easy to make then (testing/balancing aside). The push back in the 4th shot, however, will be a bit awkward to code since it would involve editing the player class a bit. The rest is pretty easy and straightforward. Are you doing HUD graphics for the weapon too or should I use the Megabuster graphics instead? Oh and about "copying" weapons. It's possible and easier to make than it sounds, so if you're willing on doing something like it, I can help with that too.

And well, to be fair you were the one who asked if I took requests in, which attracted the other two I just got, so I can help you with yours first and quickly finish the other two since they're somewhat easier.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 21, 2011, 03:36:06 AM
Quote from: "Lio"
Ah, I see. Well if you're handling the sprites that makes everything way easier for me!

The Hand Cannon should be easy to make then (testing/balancing aside). The push back in the 4th shot, however, will be a bit awkward to code since it would involve editing the player class a bit. The rest is pretty easy and straightforward. Are you doing HUD graphics for the weapon too or should I use the Megabuster graphics instead? Oh and about "copying" weapons. It's possible and easier to make than it sounds, so if you're willing on doing something like it, I can help with that too.

And well, to be fair you were the one who asked if I took requests in, which attracted the other two I just got, so I can help you with yours first and quickly finish the other two since they're somewhat easier.

Ah, Great.

Hm, When you mean HUD sprites, do you mean the sprites of the gun and it's shooting?

Nah, I think I'll just go with this instead of copying weapons.
Title: Re: Lio's Second Workshop
Post by: Korby on March 21, 2011, 03:37:27 AM
On terms of the copying weapons, I can only say "Ghostbuster" which just proves how possible it is.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 21, 2011, 04:00:41 AM
Well, I'm glad it's possible, but I think it might fit him better if I went with this instead.
Title: Re: Lio's Second Workshop
Post by: Korby on March 21, 2011, 04:30:32 AM
Alrighty then. Who am I to stop you?
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 24, 2011, 04:42:26 AM
(http://i121.photobucket.com/albums/o215/YusefHalim/PlasmaShot.png)

Well, I got the sprites down...for the most part. I'm really not sure what to do with the rotations of the Super Charged Shot. (AKA Blast Cannon.) I really don't know...
Title: Re: Lio's Second Workshop
Post by: tsukiyomaru0 on March 24, 2011, 05:26:58 AM
You know... A "square" laser is strange. Specially if based on Force Beam.
Also, I C RPG Maker sprites.
Title: Re: Lio's Second Workshop
Post by: Korby on March 24, 2011, 05:59:19 AM
...It's not based on a force beam. It's based on a generic DBZ giant laser which is typical on any fan character's sheet.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 24, 2011, 06:02:16 AM
It is strange, indeed. It wasn't originally based off of the forcebeam, however, I did end up looking at the sprites for it so I could try to get an idea of how to work it out. Didn't help much.

And yes, I used RPGMaker sprites for it. The RPGMaker is something I use quite often, so I sometimes use it's resources.

EDIT: And Korby's right, I actually got that from a DBZ Spritesheet. I honestly couldn't find any other laser sprites that weren't too big.
Title: Re: Lio's Second Workshop
Post by: Lio on March 24, 2011, 06:50:07 AM
Quote from: "Korby"
On terms of the copying weapons, I can only say "Ghostbuster" which just proves how possible it is.
My thoughts exactly. That copying system that Mike came up with was pure awesome. It even plays an animation. How cool is that.

A bit late since I think you already know this but yeah, HUD sprites are the first person view of the gun. So, should I wait for those or should I use the megaman ones?

And I think the square laser is fine, it should help me do a better trail for the "laser" actually. I'll have to experiment a bit with the sprites though, because to be honest I haven't worked on laser trails yet (read: Gemini Laser) and I don't want it to look disconnected from the projectile.

Also, on the Super Lightning Cannon, it's basically 3 Lightning Cannon projectiles lined up right? Mind if I use trails for those too? I think it would look more natural in a 3D game, but it would also be a waste to just scrap the rotations you made. And there's no rush into making this happen (Well, at least not on my part. God, Trickster Online can be so distracting), so if you want to come back and fix the charged shot rotations it would actually help me a lot by letting me quest moar giving me more material to work with.

Sorry I took a while to reply. Like I implied earlier, I've been playing a MMORPG with my bud lately and it has been consuming most of my free time.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 24, 2011, 07:10:50 AM
Yeah, I kinda figured it out already. No need to go ahead and use the megaman one, Here. I made it myself.

(http://i121.photobucket.com/albums/o215/YusefHalim/PlasmaShot-3.png)

Update to the previous spritesheet with this. As you can see, I clearly edited this from the Megabuster sprites. It was difficult, trying to get it to match the shape of the Hand Cannon in his regular sprites, but I think it's decent. It's rather large, Bigger than the Megabuster. (of course, because it's a minature cannon.) Anyway, How it looked on the screen would be like this:

EDIT: Updated the HUD Gun. I thought the Fully Charged was a bit underwhelming. So I added a glow effect.

(click to show/hide)
I was doing a test weapon thing so I could see how some of the sprites may turn out. Didn't use all of em.
Also, it doesn't change shape too much when firing, because this cannon isn't "squishy-like", unlike Megaman's Megabuster in the game (it kinda bulges when you shoot) This cannon always maintain's it shape when firing. (unless of course, it's damaged or something. But this isn't the case.)

As for the Super Lightning Cannon, Yes you're right. It's three of the Lightning Cannon's projectiles lined up. If you think it'll be better, Go ahead. The rotations weren't hard to make at all. Also, for the Charged shot of the Plasma Cannon, (Not the fully charged, but the third state) Do you think you could make transparent afterimages of it when it's fired? Not exactly sure if it could work, but if possible then that would be great. It'd be a good emphasis on the special effects.  :p

It's alright. I'd been goofing off a lot as well. XD
Title: Re: Lio's Second Workshop
Post by: tsukiyomaru0 on March 24, 2011, 02:20:14 PM
Quote from: "Korby"
...It's not based on a force beam. It's based on a generic DBZ giant laser which is typical on any fan character's sheet.
Middle section of the laser, front and back views, the squared one. SQUARE, not RECTANGLE.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on March 24, 2011, 10:42:46 PM
Well, I figured since it was rectangular from the sides, it'd be kinda that shape from the front... :?
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on April 04, 2011, 07:29:56 PM
So, umm...it's been a few weeks. I was just wondering if you had started yet. or even seen the post yet.
Title: Re: Lio's Second Workshop
Post by: Lio on April 05, 2011, 07:55:13 AM
Oh yes, sorry. I have the "base" coding done, and I'm testing some of the effects I added to the projectiles. One thing I forgot to tell you though, the last sprite sheet you posted is kind of pixelated on the edges, could you send a link to the full sized one?

Sorry if I didn't post any progress till now, I just think it's not really necessary and would look dumb from my part to post every time I add something to the weapon. Then again, this isn't my project, so feel free to push the development a little. I've been juggling activities lately, so a reminder helps for sure.
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on April 05, 2011, 04:45:26 PM
It's alright. It's just that you didn't post at all, so I wasn't sure if you had even seen the post or not.

It's pixelated? Let me check...

EDIT: CURSE you, Photobucket. Man, This is why I always upload my spritesheets on Deviant Art. >_> Wait just a bit, I'll have it up soon.

EDIT2: Here you go.

(click to show/hide)
Title: Re: Lio's Second Workshop
Post by: Lio on April 09, 2011, 12:21:05 PM
Just a heads up. Starting today I'm going on a trip to visit my father in a far far away land in a nearby town. Not implying that any of you should care, just saying that everything I should be working on will be on hold for a week or two since I probably won't have access to a functional computer. That being said, see you guys in a few weeks!
Title: Re: Lio's Second Workshop
Post by: SmashTheEchidna on April 09, 2011, 08:33:17 PM
Oh. I see. I guess I won't be seeing the completed Hand Cannon anytime soon then. It's alright. Have fun.