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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: ficarra1002 on April 29, 2011, 01:31:02 PM

Title: Re: Skull Tag Expansion
Post by: ficarra1002 on April 29, 2011, 01:31:02 PM
I've always found the fact that Skulltags least played mode is Skull Tag to be very humorous.
I agree with Korby about the Megaman and Wily heads, dunno about the pillars though.
Title: Re: Skull Tag Expansion
Post by: Hallan Parva on April 29, 2011, 02:53:21 PM
I think that empty helmets (from MM7/8/&Bass) would work better. I mean, it'd be creepy to carry around Wily's decapitated 8-bit head around. :p Slightly edit the Mega Man 1UP sprite to remove the "face" part, use a blue helmet for Light and a red one for Wily. This also works a little better because in the (very distant) future we can colorize the helmets for Cossack and X teams as well.

As for pillars... I thought of the Retry Flags from MMPU. A blue flag for Light, a red flag for Wily, and a gray one for either team.
Title: Re: Skull Tag Expansion
Post by: Gummywormz on April 29, 2011, 03:04:13 PM
Oh hey, this isn't fully dead yet.

I really don't know what I'm going to do for the pillars and skulls at all. But if anyone could provide me any kind of sprites I will most likely use them.
Title: Re: Skull Tag Expansion
Post by: Shade Guy on April 30, 2011, 03:27:30 AM
Sounds interesting...

So, I assume pillars would need all rotations? Would the skulls (or whatever they are) need all rotations too?
Title: Re: Skull Tag Expansion
Post by: Gummywormz on April 30, 2011, 03:51:46 AM
I think the pillars need all rotations, yes.

The skulls might only need the front, I should really look in the skulltag pk3 and give a sheet or something to give an idea on what I'd need.
Title: Re: Skull Tag Expansion
Post by: Korby on April 30, 2011, 05:07:36 AM
I think the Skulltag towers only had one direction.
Title: Re: Skull Tag Expansion
Post by: Shade Guy on April 30, 2011, 09:02:10 AM
Psh, one direction sprites are for lazy people.

(http://img14.imageshack.us/img14/2637/skulltagskulls.png)

I delved into the misc. section for MM2 and found the 1 Up Head and the Wily Fortress Skull. Quickly recoloured the helmet with Wily Team colours and voila.

Feel free to choose from any of the skull concepts. I was thinking that the blue head sprites could be for Dr. Light team (duh) and the red one for Wily. The Wily Fortress Skull could also be used for Dr. Wily team, but as Smashbro said, if this mode is ever made compatible with 4Teams, recolouring a generic helmet sprite for each team would probably be for the best.

If you want Auto as one of the pillars, it would be easy to sift through the MM8BDM file in SlumpEd and find the idle for all rotations.

But also, is the original Skulltag enabled for 4 teams? Or is 2 the max?

Yes, I know they're one directional sprites >_>
Title: Re: Skull Tag Expansion
Post by: ice on May 02, 2011, 05:04:26 PM
I approve of reggae being in this
speaking of wich, CMM has never removed his sprites from the PK3, maby he's still mulling him over?
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 02, 2011, 05:26:24 PM
Here is what I found in the pk3:

(http://imageftw.com/uploads/20110502/stsheet1.PNG)

Only seems to be 2 teams supported, but if this gets played often I'll add support for 4 teams. I might use shade guy's sprites but I have no idea what to make for score pillars.
Title: Re: Skull Tag Expansion
Post by: ice on May 02, 2011, 05:57:18 PM
Now that we have that out of the way, what do we do for closed frames?
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 02, 2011, 06:08:24 PM
If I'm going to go with the bolt idea, I think having auto holding the bolt above his head might work.
Title: Re: Skull Tag Expansion
Post by: arkman on May 02, 2011, 08:48:23 PM
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.
Title: Re: Skull Tag Expansion
Post by: Hallan Parva on May 03, 2011, 09:13:12 AM
Quote from: "ice"
Now that we have that out of the way, what do we do for closed frames?
Quote from: "arkman"
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.
Quote from: "SmashBroPlusB"
As for pillars... I thought of the Retry Flags from MMPU. A blue flag for Light, a red flag for Wily, and a gray one for either team.
Elaborating on the idea, the Retry Flag could have the "unactivated" sprite (just a ball, no flag poking out yet) when the pillar is closed up.

I have FINALLY found a sprite sheet with what I'm talking about, it's right here (http://www.spriters-resource.com/other_systems/mmpoweredup/constructionmisc.png). The Retry Flag is on the right edge, next to the other items (health, weapons energy, etc.) on the sheet.
Title: Re: Skull Tag Expansion
Post by: ficarra1002 on May 03, 2011, 12:21:07 PM
Quote from: "arkman"
Doesn't auto screw a bolt into his head at some point? The only problem would be it is hard to tell weather or not a "skull" has been attached.
This is already a game mode for skulltag. There isn't any coding needed, the checking of the skull is already coded into skulltag. This project is just maps and sprites. I really look forward to it, I always liked skulltag, even though it was underplayed.
Title: Re: Skull Tag Expansion
Post by: Russel on May 03, 2011, 03:08:59 PM
I was actually also making an attempt at this, but I ran into some problems:
1. I do not know how to program separate teams for the pillars
2. the pillars disappear when a score is gotten

Megaman DID make a map for this mode, but it is unusable. Him and I have been working together on stuff.
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 03, 2011, 03:12:15 PM
For extra team pillars you have to do extra coding.

As for them disappearing, I don't know if that's intentional or something, but I'll get it working somehow!
Title: Re: Skull Tag Expansion
Post by: Russel on May 03, 2011, 03:15:24 PM
I was talking about the score pillars' coding, if you look at thier coding, thay are a coded for BOTH teams. And Mega said that does not happen normally (when playing Skulltag w/o MM8BDM). Also, if you try playing the mode, the pillars act team-specific.
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 03, 2011, 03:21:59 PM
I'll try to get everything working for the release if there ever is one. ;)
Title: Re: Skull Tag Expansion
Post by: ice on May 18, 2011, 09:05:01 PM
What's the status report on this?
Also, need any spriters?
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 18, 2011, 10:19:10 PM
I'm pretty much just waiting for mappers / spriters.

Sprite sheet of things I may need is on page 2.
Title: Re: Skull Tag Expansion
Post by: Russel on May 18, 2011, 10:24:16 PM
The version Mega and I have worked on uses computers and computer discs, we have the sprites, and there was either an issue with the new version of Skulltag or MM8BDM, all I know is with they both being together makes the pillars vanish
Title: Re: Skull Tag Expansion
Post by: Gummywormz on May 18, 2011, 10:35:15 PM
I'll rewrite the entire game mode if I have to.
Title: Re: Skull Tag Expansion
Post by: Jc494 on May 19, 2011, 02:32:09 PM
Quote from: "Gummywormz"
I'm pretty much just waiting for mappers / spriters.

I could map, just when I have the time ;)
Title: Re: Skull Tag Expansion
Post by: SickSadWorld on May 19, 2011, 03:04:27 PM
There's a reason people don't play Skull Tag much. It's basically just CTF.

You're better off just putting effort into CTF maps, since there's already an infrastructure in place (read: flag sprites etc).

---

Now, if you had some idea to change the Skull Tag mode in some way then it might be interesting. Perhaps something that involves skulls and tagging.
Title: Re: Skull Tag Expansion
Post by: Balrog on May 20, 2011, 03:15:14 PM
Puh-leeze.

Quote from: "Balrog"
All right, here's my idea; Uplink Mode. Essentially, it's a crossover with MMBN for the sake of getting Skulltag mode and runes into the game.

The objective of Uplink mode is to grab the other team's blueprint data(a recolored Possession memory chip) and uploading it at one of the I/O points scattered across the map. Also new to this mode is Upgrades(resprited runes) that up your speed, jumping, and attack stats. Unlike other powerups, you can only have one Upgrade at a time, and it only goes away when you die.

Of course, to avoid breaking the "inside the computer" gimmick all of the maps would have to be cyber-themed.
Title: Re: Skull Tag Expansion
Post by: Ivory on May 20, 2011, 05:27:09 PM
The idea I told Megaman a long time ago was to have X Plans and Zero Plans, and then you are trying to steal the other Doctors respected plans.
Title: Re: Skull Tag Expansion
Post by: ficarra1002 on May 21, 2011, 12:53:07 PM
Quote from: "Balrog"
All right, here's my idea; Uplink Mode. Essentially, it's a crossover with MMBN for the sake of getting Skulltag mode and runes into the game.

The objective of Uplink mode is to grab the other team's blueprint data(a recolored Possession memory chip) and uploading it at one of the I/O points scattered across the map. Also new to this mode is Upgrades(resprited runes) that up your speed, jumping, and attack stats. Unlike other powerups, you can only have one Upgrade at a time, and it only goes away when you die.

Of course, to avoid breaking the "inside the computer" gimmick all of the maps would have to be cyber-themed.
I like this idea.