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Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: TheDoc on September 29, 2013, 03:07:16 PM

Title: Doc's Weapoons [Rockman DEM Synthesizer] POLL/I NEED INPUT
Post by: TheDoc on September 29, 2013, 03:07:16 PM
Remember Rockman Deus Ex Machina? Remember Heatman? Remember his weapon?

Download Flamberge-v1b (http://www.mediafire.com/?ud27657krc9or73)
Keep in mind this is the first weapon I've made from scratch that includes spriting so bear with me, so critique is imminent and welcomed.
(click to show/hide)

Screenies (in case you somehow HAVEN'T played the DEM romhack)
(click to show/hide)

I'm gonna be making more DEM weapons because it's my most favorite hack whose weapons haven't all been done yet (to my knowledge). That being said, the Teiun Bomb! (Crashman's weapon in the DEM hack)
Download Teiun Bomb-v1a (http://www.mediafire.com/?kin6cjn5iix7awk)

Screenies:
(click to show/hide)

I don't know what inspired the creator of Rockman DEM to make Metalman throw music notes....but it happened so there's nothing that can be done. Update for the Synthesizer!
Download Synthesizer-v1a (http://www.mediafire.com/?a784cx0a80t2l7t)

Screenies:
(click to show/hide)
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: FTX6004 on September 29, 2013, 03:19:28 PM
Din't that wep was already done?
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: Ceridran on September 29, 2013, 03:21:39 PM
I doubt it. If it was, it was likely an outdated Slash Claw edit.

Unless it's in Uki or Gummy's weapon pack and I don't know this, because I don't know anything.
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: Gummywormz on September 29, 2013, 03:41:25 PM
Most of the issues are just "behind the scenes":

TEXTURES.BAR and TEXTURES.ICON do not need to copied in their entirety every time you make a new weapon. Texture lumps are stackable, so just create one file with the new things. You don't even need to seperate them. Same goes for ANIMDEFS..

Try not to use images for recoloring buster huds (except the charging ones). Use texture translations instead. This saves on space especially if you're going to make a pack eventually.

Any reason why the uncharged shots don't take ammo? They're easily spammable, maybe make them use 1 ammo per shot?
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: TheDoc on September 29, 2013, 04:21:34 PM
Quote from: "Gummywormz"
Try not to use images for recoloring buster huds (except the charging ones). Use texture translations instead. This saves on space especially if you're going to make a pack eventually.
I thought you had to make images for HUDs? I'm not sure I understand you.
Quote from: "Gummywormz"
Any reason why the uncharged shots don't take ammo? They're easily spammable, maybe make them use 1 ammo per shot?
Well the damage is 7 and it's not anymore spammable than megabuster shots. The main idea behind them is to finish off an enemy you've blasted with the 2nd charge shots (which I might nerf in the future) without having to flip to another weapon and give the enemy a chance to run and recover. I was trying to make them like weaker, faster megabuster shots, but not too spammable.
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: FTX6004 on September 29, 2013, 04:24:46 PM
Quote from: "Ceridran"
Unless it's in Uki or Gummy's weapon pack and I don't know this, because I don't know anything.
(click to show/hide)
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: Gummywormz on September 29, 2013, 04:31:05 PM
Quote from: "TheDoc"
Quote from: "Gummywormz"
Try not to use images for recoloring buster huds (except the charging ones). Use texture translations instead. This saves on space especially if you're going to make a pack eventually.
I thought you had to make images for HUDs? I'm not sure I understand you.

It was confusing for me when I was first making weapons too. If you actually look at the core game, notice how none of the buster weapons have hud sprites in their sprite folders. All buster huds are defined in the TEXTURES.HUDS lump like this:

Code: [Select]
sprite BUBBD0, 320, 200
{  XScale 1.0 YScale 1.0 Offset 0,0
   Patch BUSTB0, 184, 94 {Translation "192:192=4:4", "198:198=93:93"}
}

You just change the translation from there. Throwing / charging huds are better left as images though.
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: TheDoc on September 29, 2013, 05:23:54 PM
Quote from: "Gummywormz"
It was confusing for me when I was first making weapons too. If you actually look at the core game, notice how none of the buster weapons have hud sprites in their sprite folders. All buster huds are defined in the TEXTURES.HUDS lump like this:

Code: [Select]
sprite BUBBD0, 320, 200
{  XScale 1.0 YScale 1.0 Offset 0,0
   Patch BUSTB0, 184, 94 {Translation "192:192=4:4", "198:198=93:93"}
}

You just change the translation from there. Throwing / charging huds are better left as images though.

Ah, I see. I'll do that!
Quote from: "FTX6004"
Quote from: "Ceridran"
Unless it's in Uki or Gummy's weapon pack and I don't know this, because I don't know anything.
(click to show/hide)

Well, wouldya look at that? I guess great minds think alike! :mrgreen:

I'm still gonna work on this though bcuz I put a lot of effort into it, but DYK if Zard did anymore DEM weapons? Bcuz I've been thinking about making more
Title: Re: Doc's Weapoons [Rockman DEM Flamberge]
Post by: TheDoc on September 30, 2013, 12:19:02 AM
Bump for Flamberge-v1b update and poll
Title: Re: Doc's Weapoons [Rockman DEM Teiun Bomb]
Post by: TheDoc on October 05, 2013, 11:46:26 PM
After that intense poll, I've decided to keep both versions of the Flamberge (but v1b will be the "official" one, soyeawhatever)

Flamberge-v1b will now spawn over Atomic Fire, but I didn't think it was big enough of a change to make a v1c, so I just updated v1b :mrgreen:

Teiun Bomb is out! Please tell me if this seems balanced to you because I'm not even sure anymore. It's supposed to be very powerful, but slow-firing and low ammo capacity.
Title: Re: Doc's Weapoons [Rockman DEM Synthesizer] POLL
Post by: TheDoc on October 09, 2013, 03:00:46 AM
Okay. So.

Updated screenshots, just gonna throw that out there.

Synthesizer is up, so yay.

I've been thinking about Eclipse Clock and how to make it unique among its different MM2 version counterparts, so I put up a poll outlining the main categories of how Eclipse Clock could be made. Keep in mind it would help a lot if you explain your idea.
Title: Re: Doc's Weapoons [Rockman DEM Synthesizer] POLL
Post by: -FiniteZero- on October 09, 2013, 03:39:50 AM
I think it should be sort of like a cross between Spark Shock and Centaur Flash. Area of effect, and freezes people still.
Title: Re: Doc's Weapoons [Rockman DEM Synthesizer] POLL
Post by: TheDoc on October 15, 2013, 10:55:02 PM
Quote from: "-FiniteZero-"
I think it should be sort of like a cross between Spark Shock and Centaur Flash. Area of effect, and freezes people still.

When I said like Za Warudo, I didn't mean exactly like Za Warudo, which is what that is.

Because of the lack of participation in the poll and because the majority (granted the total was only 4 votes  :cry: ) of voters voted for the lulz option (it IS true, though. Romhackers have no imagination when it comes to Flashman romhack weapons), I've removed that last option. People need to vote bcuz I think way too hard on things like this. Honestly, if it was up to me, I would NEVER come up with an idea I'm satisfied with bcuz I critique myself too much.
Title: Re: Doc's Weapoons [Rockman DEM Synthesizer] POLL
Post by: OtakuAlex on October 16, 2013, 02:22:35 AM
You should definitely go with the whole Za Warudo idea, it sounds like a good way to go about making it
Title: Re: Doc's Weapoons [Rockman DEM Synthesizer] POLL
Post by: TheDoc on October 17, 2013, 02:50:21 AM
Oh and if you vote Other, it'd be nice if you explain WHY you chose other because.....well I can't read minds and I need input.

Btw I encourage more voting because 2 votes isn't a lot of input and I need input.

And also I need input.