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Messages - HotShot

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1
Help & Editing / Some modding questions
« on: November 15, 2011, 08:41:20 PM »
Right... So I was thinking about a Skulltag mod for a completely different community. But a big mod. As in, just like MM8BDM, all maps, skins etc. are changed.

I want to have classes by default. And while I was designing some stuff, few "Is this even possible?" questions came to my mind. I have no clue how to mod yet, but I'll start learning that soon. However, I just want to know what I can or can't do, so I can have my general design ready.

1. Can I group classes so that all classes in a group get some sort of bonus when there is another player from the same class group in their team?

2. If so, would it be possible to have something like "Damage is multiplied by the amount of people with classes from the same group in your team"?

3. Let's say I want to give some abilities to each class. Would it be possible to have a class that disables opponent's ability upon hitting him with anything? Oh, something to disable the bonuses from Q1 too.

4. Can the game track who killed a person recently? I want to have something like doing double damage to the last opponent who killed you.

5. Is it possible to change the fire rate of a weapon during the game? As in, can I make a pick up that will make my weapon have a larger fire rate?

Sorry if these questions are stupid, but I'm completely new to this  :| Most of YD's classes answer most questions I could ask, but these are the ones that still bugged me.

Thanks in advance  :cool:

2
Uh well.. My Doomseeker finds nothing. No servers.

I did change the master server, and I did restart Doomseeker after all that.

3
o

Today I noticed

Large similarity between Bubble Man's theme and Splash Woman's theme. Especially the very beginning

4
MM8BDM Discussion / Re: The present of MM8BDM
« on: September 04, 2011, 11:11:19 PM »
The only reason I don't play it online (and there may be more of people with the same reason) is that I haven't seen a server that doesn't require 238963489 additional .wads.

I don't want to download every pack ever made, and every update of it, I just want to play the damn game, thank you. I don't mind downloading single game mods, roboenza, chaos, etc. since I don't really care about what mode we play, but seeing a server with stuff like Powered Up Pack or X Pack just discourages me

I believe that also makes it impossible for people who don't know English to play MM8BDM online.

5
Mega Man Discussion / Re: Wood Man=Leaf Man
« on: September 04, 2011, 11:02:30 PM »
Hornet Man for the win! His theme music contains so much win

On topic, Concrete Man should totally be called C. Shot Man  :lol:

Tornado Man -> Blow Man

6
Mega Man Discussion / Re: Mega Man Whatever cancelled
« on: September 01, 2011, 10:46:52 PM »
WELL

As far as I know, Megaman Unlimited is still going fine. I hope it will eventually be finished

And MM72 forum on 72dpi is still active. They are working on it, either secretly or incredibly slowly.

But yeah, it is hard to make a fan game that plays just like the original series. Even Rockman 7 FC physics isn't perfect. At least I had the feeling that it's a bit different.

But hey, MM8BDM is a finished MM fan game, isn't it?  :p

7
Mega Man Discussion / Re: Endless Stage/Attack
« on: August 26, 2011, 04:44:57 PM »
Fair enough

Let's just say IN MY OPINION situational weapons are bad then.

8
Mega Man Discussion / Re: Endless Stage/Attack
« on: August 26, 2011, 04:32:10 PM »
So are you saying there are no bad weapons in the series...?

9
Mega Man Discussion / Re: Endless Stage/Attack
« on: August 26, 2011, 04:08:16 PM »
Quote
Situational? Yes. Bad? No.

What?

WHAT?

That contradicts. In Mega Man, weapons that are situational ARE bad. What would you consider bad? Power Stone? Top Spin? Well, I've seen people say they know some places where these weapons are PERFECT. But they are still sucky, because there are only few of such places. Also, in such places, you can very often use another weapon instead.

So yes, Thunder Wool is terrible

As for your other weapon explanations, it's fair enough, but really similar positive stuff could be said about all weapons in the series, maybe with some exceptions. Besides, the main game has places designed to be useful to certain weapons, so you can find a use for every weapon in the series.

10
Mega Man Discussion / Re: Endless Stage/Attack
« on: August 14, 2011, 06:53:32 PM »
Oh

Yeah, got the MM9 one.

Better weapons.. Seriously, in MM10, I find the M. Buster more useful than any other weapon, except for few places in the Wily stages. Chill Spike and Thunder Wool are too situational.

And MM9 robot masters are way easier.

11
Mega Man Discussion / Re: Where do you start first in each game?
« on: August 14, 2011, 06:39:47 PM »
Pretty much the same as Ivory. I use the buster as much as I can, so order doesn't matter. The only exception is MM6, which I always start with Flame Man. Just to collect BEAT parts.

Though I remember which ones I picked while playing some games for the first time. That was:
MM2 - Metal Man
MM3 - Snake Man
MM5 - Charge Man
MM6 - Wind Man
MM9 - Jewel Man

Don't remember the ones in MM1, MM4, MM7 and MM10

12
Mega Man Discussion / Re: What if Robot Masters had their own game?
« on: July 31, 2011, 12:35:01 AM »
Hard Man and Splash Woman in some hentai game

13
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: July 30, 2011, 08:29:29 PM »
Quote from: "Yellow Devil"
What if Mega gained one of his weapons, linked to the copied characters? E.g. copying Mario and getting Fire Storm, copying Bowser and getting Wave Burner... Peach to Mirror Buster, Pikachu to Lightning Bolt, Meta Knight to Top Spin, Snake to Remote Mine and so on?

Oh damn, this sounds awesome.

It would kinda mean that Mega Man can be stronger or weaker depending on who's the opponent.

But whatever, only tourneyfags care about that. I'd be really happy to see so much variety in his weapons. Though some of the characters are just terrible clones (Toon Link. Seriously, wtf?) so Mega Man would obtain the same weapon from them?

14
Mega Man Discussion / Re: Robot masters = Easy or Hard?
« on: July 30, 2011, 08:13:54 PM »
Yes, a pattern. The time when he usually hits me is the very start, because I'm far.

You want to be very close to him. Not on the same platform, but next to the one he's standing on, preferably near the middle.

Then just react to his movements. You CAN run under him even when he's doing a low jump. You just need some mighty fine timing. The magma bazooka will never hit you, his hit box will be the only problem.

My only problem is getting next to him at the very beginning of the battle really. The rest is a matter of practice and timing

15
MM8BDM Discussion / Re: Control Schemes
« on: July 29, 2011, 04:55:14 PM »
WASD for moving
Mouse1 to fire
Z and X to switch weapons
E to use an item
Mousewheel to switch items
Space to jump

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