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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Ashley on November 04, 2012, 01:43:58 AM

Title: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on November 04, 2012, 01:43:58 AM
I have no idea what to start with here, except that this will be the official topic for MMINV.

What I have done is probably really bad, but I've not worked on any of it in years.

One thing I'd like to improve are the custom weapons for it, spritewise. What they do seems fine to me, but it's a community-decided thing. Overall, I'd prefer to keep the weapons in, but I'm sure there will be some neigh-saying towards it.

MMINV Current Progress (http://www.mediafire.com/download.php?ih0gdbw6l2273cc)

No promises on impressions. I also know I lost a bit of work going from one computer to another for this, but I'm sure a lot of it's still there.




///Pretty sure this needs to be in (WIP) Projects forum. My bad~
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: tsukiyomaru0 on November 04, 2012, 02:15:41 AM
Ok, so, Ashley, let me see what I can suggest... First of all, scrap everything. Even weapons. We need to start it from mark zero.

First things to be done first are the monsters. No "Attack upon being hit". Instead, use "Inventory" to control the last state they were in, and have it checked after the monster leaves the "Pain" state (which will be after a moment that set the flag "Shootable" to "False", to prevent them from being stunlocked). All states but "Death" must end with an action to set the flag "Shootable" to "True". That alone will prevent stunlocking AND can make it so they get back to the state they were in before they were hurt.

Second is that we need all original maps. No "porting Skulltag maps". The all original maps could be based in simple maps, like MM1CUT and some complex ones, like MM6KNI. The players shouls spawn in a safe zone, which blocks monsters and projectiles, but not players. The monsters shouls spawn in various areas, some of which will be "unlocked".

Third: Since you are so eager to put weapons... I suggest that you keep an open mind and wait for a lot of crazy ideas and weapons. But decide which goes in based on their use. There's no point in adding a super-scope sniper rifle when you can use just a simple railgun. Also, there's no point in having a plain railgun when you can use one that targets at nearby enemy. And so on.

Overall, the concept of MMINV was never bad, I had faith in it, and I have faith in it being rebooted.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on November 04, 2012, 02:25:20 AM
All those words, and I've forgotten how to interpret them properly. [Too rusty 8bdmcodingwise atm, but I'll recoup]

Anything directed at what I had done is pretty null towards a reply from me.
What can be done is what I'm looking for, not what I can't remember having done.

Thanks for the opinions though.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Hallan Parva on November 04, 2012, 02:30:52 AM
Quote from: "Tsuki"
I suggest that you keep an open mind and wait for a lot of crazy ideas and weapons.
(click to show/hide)

so what exactly does this game mode have in mind :ugeek:
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on November 04, 2012, 02:40:21 AM
Replacing weapon spawns with MMINV enemy spawners, a proper weaponset(s), maybe custom maps (originals work fine), and a whole lot of "I give up!" thrown in there.

It'll happen. Hopefully not from me this time.
Title: Congrats, you found out my Berserk Button. (ps it's humour)
Post by: Beed28 on November 04, 2012, 08:18:02 AM
Quote from: "SmashBrosPlusB"
(click to show/hide)
I will complete that side quest in Mega Man Legends to obtain the Shining Laser. I will then find the money to fully upgrade it to max stats. And then I will find you and blast you to next week with it. Be afraid. Be very afraid.



So about this mod;

For the monsters, you could ignore Pain states altogether and use a ACS script that makes them flash upon being hit. I did that with the zombies in Chaos Generator, and I can show you their coding if you want.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on November 04, 2012, 02:42:40 PM
HOLYCRAPTHISTHINGSALIVE

When it comes to coding.....I'll probably end up making a dancing pink hippo instead of a metool, so coding is just no for me. Invasion maps look pretty basic to make, so I may try one of those, but for the most part (as usual) I probably won't be able to help. Good luck! :mrgreen:

EDIT: Ummmm....how do I get this to work? It's in a .zip file, which contains a folder, which contains a mix of more folders, wad files, and pk3 files. :cry:
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: SilverSin on November 08, 2012, 04:35:03 PM
I'm willing to help out with this project. I have some experience with making monsters and invasion based maps (walls lowering after X number of rounds, music change, etc). I'll be downloading this as soon as I get home =P
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on November 08, 2012, 04:56:40 PM
Quote from: "Beed28"
So about this mod;

For the monsters, you could ignore Pain states altogether and use a ACS script that makes them flash upon being hit. I did that with the zombies in Chaos Generator, and I can show you their coding if you want.

If you wish.

Quote from: "TheDoc"
Ummmm....how do I get this to work? It's in a .zip file, which contains a folder, which contains a mix of more folders, wad files, and pk3 files. :cry:

Extract the folder from the .zip file. It's just an archive as is.

Quote from: "SilverSin"
I'm willing to help out with this project. I have some experience with making monsters and invasion based maps (walls lowering after X number of rounds, music change, etc). I'll be downloading this as soon as I get home =P

If you wish. I was never great at Map ACS, so it'd be a help. Thing is, do people want things like that?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Russel on November 08, 2012, 06:13:27 PM
Well, in Armageddon Invasion, Cutman Mike's map did some pretty awesome stuff with moving walls and stuff that increased the map's size...
I thought it was pretty neat and I think it would be interesting to implement

But yea...my opinion
Diversity is nice and I say the more diversity in a mod, the better, especially when it comes to maps.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Beed28 on November 08, 2012, 07:31:47 PM
So here's the coding for the zombie. I apologise if it may look complicated to you, but you might be able to make some use of it.
(click to show/hide)
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on November 08, 2012, 09:42:22 PM
Id love to make maps for this, it will help me learn more about invasion. and its an awsome game mode.
I extracted the file, but I dont know what to do next, I tried adding the MMINV and then the maps, reversed it, but it wont start.
am I suppose to add everything, if so, in what order?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on November 08, 2012, 10:33:30 PM
I think I got it to work, but only map6 (the gemini texture map) actually invadifies. When I played it, the enemies had an unimaginable amount of health. I gave myself Instagib Metal Blade ad it took me 5 or so hits to kill Bigeye, so maybe I did something wrong when I put it in. So pretty much Duora's question.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Hallan Parva on November 08, 2012, 10:45:11 PM
Quote from: "TheDoc"
When I played it, the enemies had an unimaginable amount of health. I gave myself Instagib Metal Blade and it took me 5 or so hits to kill Bigeye.
Nope, seems accurate.

Yeah, Ashley's old "invasion" project was sort of the reason why a lot of people threw giant pieces of sheet metal in his/her/its/xe/wartortle's direction. The enemies not only had ungodly health reserves, they could also shoot laser beams of concentrated pain in a matter of seconds and had more accuracy than four CoD aimbots fused together.

I'm pretty sure all the enemies are being made from scratch though so as long as the code part works, it should be okay.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: leoalex50 on November 09, 2012, 11:01:11 PM
can i make mminv29 please i have a theme for it
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Chauer on November 16, 2012, 12:45:21 PM
I feel like a noob for asking, but the gamemode doesn't work. When I load an invasion map, it doesn't start the invasion. I'm playing offline.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Zard1084 on November 16, 2012, 04:38:13 PM
Oh you mean when you load up the map it does not work? then you have to set the game to invasion mode
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on November 17, 2012, 12:44:09 PM
Actually, even then, it doesn't work. The only map I got to work was MMINV06, but I don't think you had to set it to invasion.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on November 17, 2012, 06:51:37 PM
The game unloads the scripts for some reason on most of the maps.
also, I can only hit them every few shots like they have invincibility frames. Also big eye jumps in the air when I shoot him in the air, making it so even though im too high for him to reach, if I shoot him in the air, he will jump in the air and get me.

Edit: I summond shadow blade and picked it up, but I couldent change my weapon.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on November 19, 2012, 02:00:27 AM
Quote from: "Duora Super Gyro"
The game unloads the scripts for some reason on most of the maps.
It only works on MMINV06 for me. Did I load the files wrong or something?

Quote from: "Duora Super Gyro"
I summond shadow blade and picked it up, but I couldent change my weapon.

I can't change my weapon out for anything, either. I had to drop my Megabuster just to do that. After that, I can switch weapons. It's just form the megabuster to another that i can't do.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on November 19, 2012, 12:19:41 PM
Quote from: "TheDoc"
Quote from: "Duora Super Gyro"
The game unloads the scripts for some reason on most of the maps.
It only works on MMINV06 for me. Did I load the files wrong or something?

Same for me too, MMINV06 is the only one that works for me.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: T's Inventions on November 21, 2012, 09:37:24 AM
Ok, so here's what I think needs to be done for this project in a nutshell:
Keep things more simple and pure.

Quote from: "T's Inventions"
It doesn't need custom weapons,
It doesn't need max wave counts higher than 15 waves or so,
It doesn't need the more "made up" enemy types,
And it doesn't need a total of 30 maps. (16-20 maps would most likely be alot better!)
Quality over quantity is key.

Even though this project did have it's flaws and problems, it really did have alot of potential!
I too am glad to see you are back and considering bringing project MMINV back to life!

I would also be highly interested with development,
as I am highly experienced with game development and modding.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on November 26, 2012, 05:32:57 AM
As far as why it doesn't work on some maps, I probably never actually got spawners into them, for weapons, pickups, or mobs.

Weapons, yeah I never quite figured out the issue with why megabuster was stuck unless you dropped it or [use Megasword].. it was just that way from the get-go.


You have to realize none of that work, sans Weapons or Enemies, is solid. That was pretty 'alpha,' I guess you could call it.. and it's the work people begged me to release at the time. Beyond that, I have no idea.

More progress since topic: None. Lack of motivation and people.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: SilverSin on December 14, 2012, 02:09:24 AM
Quite the bump I got here.
Any ways, I'm in slight agreement with Mr. T and tsuki, starting from scratch would be a good thing to do.
As for progress, I'm working on a boss map that would work a bit like Mom from Binding of Isaac, The boss will appear in one of 4 locations, preform an attack, and quickly disappear. Any good ideas as of which map this kind of boss should appear in? As in, one of the later maps or earlier ones?
Also, i'm just gonna throw this idea out there:
What if there were dispenser-like things in the map (Random Weapon Giver, Random Item Giver, Health, Ammo, etc) and in order to use them you have to use screws dropped by enemies? Just an idea.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on December 14, 2012, 12:36:13 PM
I love that idea. I say go for it.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: T's Inventions on December 14, 2012, 07:09:27 PM
I don't think COMPLETELY starting the project over again is such a good idea.
I think we could keep the 11 supposed finished original maps
and then maybe just add about 3 - 5 more maps for a first full release!

I also don't think SilverSin's dispenser idea is a very good idea. Mainly because it will most likely make the mod more complex than it needs to be,
and don't we already have a little guy named Eddie, and also a game mod called Screw Scramble?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: SilverSin on December 14, 2012, 08:45:02 PM
Quote from: "T's Inventions"
I don't think COMPLETELY starting the project over again is such a good idea.
I think we could keep the 11 supposed finished original maps
and then maybe just add about 3 - 5 more maps for a first full release!

I also don't think SilverSin's dispenser idea is a very good idea. Mainly because it will most likely make the mod more complex than it needs to be,
and don't we already have a little guy named Eddie, and also a game mod called Screw Scramble?
Well, it actually isn't that complex. All you need is a script that checks if you have enough screws, and then it throws a random item/weapon/what ever at you, and note that Random Item is already defined in Eddie. Plus, screw scrable isn't really hosted often...how exactly is that relevant? :? Besides, it's just an idea. I need more feed back before I decide what to do.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Tengu on December 15, 2012, 01:48:56 AM
I personally like his idea of the dispenser. It gives the mode an extra goal to accomplish other than just point A to point B. It would make gameplay more fun and interesting, and certainly would help it get hosted more often.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on December 15, 2012, 06:22:11 PM
I agree. It could be that you pick up an "item" and to use it, you would need that number of screws. After you use it, it takes the screws and disappears from your inventory so you can't just keep using it over and over again. Maybe you could do a similar thing with weapons where you use the item, it takes the screws and gives you the weapon?

EDIT: Also, what are you looking for in an invasion map? I might try one...
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on December 15, 2012, 06:27:13 PM
So I have been thinking about this dispenser thing and I started wondering, what if you could use screws for more then just buying weapons, but u could use them to open up new areas and passages around the map, leading to more weapons and items?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: SilverSin on December 15, 2012, 06:27:29 PM
Quote from: "TheDoc"
I agree. It could be that you pick up an "item" and to use it, you would need that number of screws. After you use it, it takes the screws and disappears from your inventory so you can't just keep using it over and over again. Maybe you could do a similar thing with weapons where you use the item, it takes the screws and gives you the weapon?
Well, I was thinking of doing it a bit differently (Walls that look like dispensers, walking up to one and hitting use activates it), but this is also pretty interesting...I'll think about that.

EDIT: Also, what are you looking for in an invasion map? I might try one...
Was this aimed at me? lol
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: T's Inventions on December 16, 2012, 05:59:02 AM
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: leoalex50 on December 16, 2012, 07:08:52 AM
yea like in doom2 inv maps
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on December 16, 2012, 03:50:16 PM
Quote from: "SilverSin"
Well, I was thinking of doing it a bit differently (Walls that look like dispensers, walking up to one and hitting use activates it), but this is also pretty interesting...I'll think about that.
Quote from: "Duora Super Gyro"
So I have been thinking about this dispenser thing and I started wondering, what if you could use screws for more then just buying weapons, but u could use them to open up new areas and passages around the map, leading to more weapons and items?
This is starting to sound like COD Zombies
Quote from: "SilverSin"
Quote from: "TheDoc"
EDIT: Also, what are you looking for in an invasion map? I might try one...
Was this aimed at me? lol
No, but you can answer it :mrgreen:

Quote from: "T's Inventions"
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
I personally love alot of gimmicks, but starting out simple is the ideal thing to do, then add onto it after a v1a has been released.

Another question: There's one map (MMINV07, I think?) I saw that was just a giant sinkhole in the desert. How would that even work? when I spawned, say, a big eye in the sinkhole, it couldn't get out. There was nowhere to go besides around it. I fail to see how that would be a good invasion map.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: SilverSin on December 16, 2012, 07:00:56 PM
Quote from: "T's Inventions"
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
For the dispenser thing, I only meant for weapons and items, not unlocking new parts of the map (I know how to make walls lower after X # of rounds, as I stated before), but I guess we could leave it until Ashley makes a decision (considering she is the original creator of this add on).
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on December 16, 2012, 09:40:30 PM
Quote from: "TheDoc"
I personally love alot of gimmicks, but starting out simple is the ideal thing to do, then add onto it after a v1a has been released.

Another question: There's one map (MMINV07, I think?) I saw that was just a giant sinkhole in the desert. How would that even work? when I spawned, say, a big eye in the sinkhole, it couldn't get out. There was nowhere to go besides around it. I fail to see how that would be a good invasion map.

Yeah, this would be best. And as for MMINV07 I was wondering the same thing, how is that gonna be an invasion map?

Okay, layout of the map is done, but how do I get all the monster spawners and stuff working?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on December 16, 2012, 11:37:00 PM
Quote from: "SilverSin"
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.
And I'm not against it being like Zombies. Hell, I was thinking of a MM8BDM/Zombies mod just the other day. But I don't think that's what Ashley envisioned; hence, it's up to her (him?).

Quote from: "TheDoc"
Also, what are you looking for in an invasion map? I might try one...
Are you looking for height variation? Small maps? Big, booby-trapped maps? And approximately how many monster spawnpoints per map?
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on December 17, 2012, 10:55:13 AM
Quote from: "TheDoc"
Quote from: "SilverSin"
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.
And I'm not against it being like Zombies. Hell, I was thinking of a MM8BDM/Zombies mod just the other day. But I don't think that's what Ashley envisioned; hence, it's up to her (him?).
Yeah, we should probably wait on the Zombies thing and get the actual invasion thing dont first.
Quote from: "TheDoc"
Also, what are you looking for in an invasion map? I might try one...
Are you looking for height variation? Small maps? Big, booby-trapped maps? And approximately how many monster spawnpoints per map?
I dont know about you guys but when I think of invasion maps, I think of small- medium size maps, kind of open so you can run around, and not a bunch of complex stuff, just a simple map. the amount of monster spawners would probably depend on the size of the map.


Back to my question though, the map is done, I have some script set so paths open to new areas and weapons like in skulltag's invasion., all I need now is to get the monsters to spawn in certain waves which I dont know how to do...
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on December 20, 2012, 02:36:06 AM
Ignoring all replies; I'm working on enemies still, based on the list I had beforehand.. and they shoot on their own now, and no further. Don't worry.

#MegaMoby
^Anyone who knows what I mean wins a prize of their choosing; not administered by me.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: fortegigasgospel on December 20, 2012, 03:08:44 AM
I wanna ask a few things, I know the file on the op is not the final product but.
A: Why do you move so slow?
B: Why do so many of these maps have near impossible jumps (I only did 1-6), with how slow you move you NEED to strafe jump to get over pretty much any hole. And if you don't want people to do so, add a block player.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Hallan Parva on December 20, 2012, 04:01:57 AM
Quote from: "Ashley"
#MegaMoby
dear lord no



if you put Super Moby back in I will seriously cry on this project's grave
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: fortegigasgospel on December 20, 2012, 10:32:35 PM
Ok forget my last post, for some reason auto-run was turned off for me.
Title: I really need a break from over competitive gameplay
Post by: ice on December 22, 2012, 09:41:27 PM
Welp, seeing as this hasn't seem to have gone anywhere for a while, need any monster coders?
Title: Re: I really need a break from over competitive gameplay
Post by: Ashley on December 25, 2012, 08:05:34 AM
Quote from: "ice"
Welp, seeing as this hasn't seem to have gone anywhere for a while, need any monster coders?
Yes.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Duora Super Gyro on December 25, 2012, 06:17:03 PM
Im still trying to get the invasion monster spawning thing working... and tons of other stuff.
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: ice on December 26, 2012, 04:06:25 PM
Welp, I've started on a geminiman map to bring up my motivation and so far the outside is almost done and I currently have a penguin bomber coded, and now to work on the other mm3 enemies
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on January 08, 2013, 05:17:17 PM
Finished half the mobs on the list. Not satisfied with a few.. I'm doing my very best to make it as balanced as I possibly can. I'm balancing them to my weapons, however. Most of the weapons were meant to be assist tools or crowd clearers.. which might need balancing in itself. (I'm balancing it to the weapons because they're still a possibility and weren't far off from the OG, just slightly stronger. Whether or not they're kept is up to everyone else I guess)
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: Ashley on February 04, 2013, 02:51:12 AM
So I dug this up.

http://www.youtube.com/watch?v=pPe47pVYA4s (http://www.youtube.com/watch?v=pPe47pVYA4s)
Title: Re: MMINV - Let's do it right this time - Official Topic
Post by: TheDoc on February 04, 2013, 03:03:40 AM
I can't see what he's shooting at, but I like the boss idea.