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Messages - Audiophile

Pages: [1] 2
1
Skins & Bots etc / Re: Audio's Imagery (Buster Rod-G Now Available)
« on: March 17, 2011, 01:23:08 AM »
Despite certain setbacks, I have finished Mega Water-S and it is now available for download.

Now logic would dictate that I would continue with the third Wily's Tower Robot master, but I'm going to take a break from that for now and work on something else for a while.

Anyhoo, enjoy!

2
Skins & Bots etc / Re: Audio's Imagery (Buster Rod-G Now Available)
« on: March 14, 2011, 11:06:00 PM »
I would just like to extend a special thanks to Mom, for shutting down my computer before I saved my work, there by making me lose three hours I spent on Mega Water-S.

You're the greatest, Ma!

3
Skins & Bots etc / Re: Audio's Imagery (Buster Rod-G Now Available)
« on: March 14, 2011, 03:43:14 PM »
Quote from: "Korby"
Nuuu, don't release two of the same skin.

Besides, it's okay if he fires out of a staff.
Quote from: "Korby"
Quote from: "Ryuga_knight"
(Plus I couldn't see how you attack with projectiles from a fish)
Toad Man attacks by shaking his belly. Dive Man shoots everything out of his mouth. Gutsman, and several other skins, throws everything. Crystal Man fires out of his stomach. Slash Man...slashes.
I've already proven this!
well I really don't want to labour the point, but Buster Rod-G does use a buster in-game as well. However, since he is more known for the rod then the buster, I will adjust the skin accordingly, that is as soon as I'm done with Mega Water-S

4
Skins & Bots etc / Re: Audio's Imagery (Buster Rod-G Now Available)
« on: March 14, 2011, 03:55:27 AM »
Quote from: "Korby"
...firing with a buster? REALLY? He has a staff, make him use that.

I made a bit of a judgment call on that one. I do have the sprites of him using the staff, but since the majority of the weapons in the game are projectiles, I thought it would be best to use the arm cannon version of the character.

However, since I have a sick obsession with wanting to please everyone, I'll work on a version with just the staff. That way, you got your choice.

5
Skins & Bots etc / Re: Audio's Imagery (Buster Rod-G Now Available)
« on: March 13, 2011, 05:26:03 AM »
Quote from: "Gummywormz"
The link is wrong. It goes to a map, not the skin.

ah yes, I see, well it's fixed now.  :D

6
Skins & Bots etc / Re: Audio's Imagery
« on: March 13, 2011, 05:15:15 AM »
Quote from: "Audiophile"
Quote from: "LlamaHombre"
I do believe you need to stick with ONE firing frame, and not two different ones though.

I would like some more clarification on this one.

Yes, as I discovered via fatal error, both fire frames must be the same.

Anyhoo, Buster Rod-G is now complete and available for download, enjoy!

7
Skins & Bots etc / Re: Audio's Imagery
« on: March 13, 2011, 03:13:59 AM »
Quote from: "LlamaHombre"
I do believe you need to stick with ONE firing frame, and not two different ones though.

I would like some more clarification on this one, but I included the sprites of BRG with the rod so it's ready for class based servers *hint hint*

8
Skins & Bots etc / Audio's Imagery (Sinistar Now Available!)
« on: March 13, 2011, 12:37:03 AM »
My collection of sprites andor skins. I might add other types of images as the whim strikes me.

Buster Rod-G - Over 100 downloaded!

Download Now: http://www.mediafire.com/?6ebbaesjgtot3rl

(click to show/hide)

Source sprites ripped by "NES Boy", hosted at http://www.spriters-resource.com

Mega Water-S

Download Now: http://www.mediafire.com/?36uwp4unvc1b3vn

(click to show/hide)

Source sprites ripped by "Yawackhary", hosted at http://www.spriters-resource.com

Link

Download Now: http://www.mediafire.com/?p58jb116v1i1sj7 (Updated to avoid conflicts)

(click to show/hide)

Source sprites ripped by "BruceJuice", hosted at http://www.spriters-resource.com

Sinistar (BEWARE, I LIVE!)
Taunts Included!

Download Now: http://www.mediafire.com/?d637z4vhmz9odro

(click to show/hide)

Upcoming Projects
(click to show/hide)

9
Maps / Re: Audio's Files
« on: March 04, 2011, 05:33:01 PM »
New Map Available. Comes in Classic Deathmatch, and now, New CTF Flavour!

10
Maps / Re: Audio's Files
« on: March 02, 2011, 10:08:39 PM »
Quote from: "DoomThroughDoom"
This amount of actors is actually fine, as long as they don't have any AI.

well, wish i had known that before I Deleted nearly 2/3 of the audience. :?

Anyhoo, an updated version is available, plus it's file size is now slightly smaller, which is nice.

11
Maps / Audio's Files
« on: March 01, 2011, 09:47:32 PM »
A collection of MM8BDM maps i have unleashed upon the world

Battle Bots Arena - 20XX

A re-imagining of the arena form the television program "Battle Bots"
(click to show/hide)

Download now: http://www.mediafire.com/?fp3pp137ig33yx2 (updated)


Lengthy

I spent the Longest time rehashing this map for those that prefer their Combat to be more Evolved.

(click to show/hide)

Download now:
Deathmatch version: http://www.mediafire.com/?jrnkdhdgbnuybed
CTF version: http://www.mediafire.com/?pe55t7x90wb9aal

12
Maps / Re: sector damage - instant damage?
« on: March 01, 2011, 07:30:57 PM »
Thanks ivory, your mentioning of damaging scripts made me look at other damage types.

Using "74 Damage Thing" seems to have done the trick. Again, thanks for not telling me outright. You learn more effectively by figuring things out yourself eh?

13
Maps / Re: sector damage - instant damage?
« on: March 01, 2011, 07:10:05 PM »
Quote from: "Ivory"
Have you tried the actor hits floor thing and a damaging script?

I am using an actor hits floor thing, but as opposed to a script, I'm using the things internal action "214 sector damage"

14
Maps / Re: sector damage - instant damage?
« on: March 01, 2011, 06:59:49 PM »
very well, then is there a way to make them take damage instantly as soon as they hit the floor of that sector.

15
Maps / sector damage - instant damage?
« on: March 01, 2011, 06:41:55 PM »
having a bit of trouble with a particular trap I'm working on. I have spike pits set up around the map that, when walked over, rise up and damage the player.

the problem I'm encountering is, if you move out of the sector quick enough, you will not take any damage. I've tried to counter this by increasing the friction for said sectors, but to no avail.

Is there a way to make it so a player will take damage the instant they enter the sector?

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