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Messages - DarkClawXD

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1
Projects & Creative / Re: Chaos Generator Ver. Q
« on: March 06, 2021, 08:36:51 PM »
Tried to download vQ, but it appears it won't let me connect to allfearthesentinel.net, and not even past versions work either...

2
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 12, 2020, 03:11:43 PM »
I just gotta say this...
With it being a whole decade since MM8BDM was released to the public, I want to give thanks and respect to CutmanMike and everyone who has/had helped with development over the course of these 10 years. This has been a helluva ride and will be a shame when it eventually comes to its final stop (unless Crapcom decides to pump out more Mega Man games), but it's been a lot more effort than Crapcom has done.

I'm a bit concerned as for how the MMV weapons will play out because they might make some redundancy with existing weapons.

Black Hole vs. Black Hole Bomb
How would Black Hole be different? Both can pull in opponents, and Black Hole shoots out some pellets when it collapses, but does Black Hole suck in enemy projectiles and then shoot them back out to damage opponents?

Salt Water vs. Water Balloon
Correct me if I'm wrong, but doesn't Salt Water have a slower firing rate than Water Balloon but have a splash hitbox? These seem almost the same...

Deep Digger vs. Super Arm
Would Deep Digger allow you to grab heavier, bigger blocks than Super Arm? These 2 seem practically identical...

Bubble Bomb vs. Danger Wrap
Both create bomb-filled bubbles which float up in the air. Will Bubble Bomb float up like Danger Wrap, or will it float horizontally? I know Danger Wrap can let you prematurely pop the bubbles and leave the mines behind on the ground -- how you do this, I don't know; whenever I use Danger Wrap low to the ground, it still explodes.

Photon Missiles vs. Drill Bomb & Ballade Cracker
Photon Missiles work a bit similar to Drill Bomb, but they seem a bit smaller than Drill Bomb. (I can't figure out how to use Drill Bomb effectively; half the time, it flies over my opponents and misses.) The Missiles seem to function a bit similar to Ballade Cracker as explosive weapons.

Electric Shock vs. Wave Burner & Thunder Claw
I imagine Electric Shock would be the electric version of Wave Burner minus its underwater properties. I don't know if Electric Shock would count as a 2nd tether grab like Thunder Claw.

Break Dash vs. Tengu Blade
Break Dash would have a similar dash attack like Tengu Blade's charged dash attack. I don't think Break Dash would give you the invincibility frames once you hit someone or something like the core game. If it does, then it'd be super broken.

Grab Buster vs. most boomerang-like weapons
I imagine Grab Buster would work like a boomerang weapon but with shorter range, but if you hit someone with the stream, you sap their health and can heal yourself?

Spark Chaser vs. Gemini Laser
I imagine Spark Chaser is like a homing Gemini Laser where it targets the 1st opponent near you within a limited range? Or if you KO someone with Spark Chaser, would it then either despawn or latch on to the next closest opponent?

Can't wait to experiment with these new toys next Friday. Also can't wait to see how these weapons get ridiculously crazy when Chaos Generator gets updated for V6. Imagine Spark Chaser or Triple Blade with Spread Shot and Double Damage.

3
There are usually some servers that don't respond that can safely be ignored, but you should also be getting good servers as well. Are you querying the Zandronum Master Server?

I don't know if I queried it correctly. I know I put "Megagame" into the search box and also filtered it to specifically look for Zandronium games. All the <NO RESPONSES> I see are Zandronium-based. I don't recall see any servers outside of that.

4
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 04, 2016, 07:29:33 PM »
I think I can see how bosses would work base on difficulty level.

Let's take Trio/Evil Robot for an example...

Maybe on Easy, he might die in only 4 hits rather than 8, and bosses might do less damage to you compared to normal, and perhaps their attacks are slower to come out/easily more telegraphed?

But if there was a Hard mode, maybe Evil Robot would take 12 hits instead of 8? And bosses move faster and do more damage? And attacks are harder to dodge or go in different patterns?

Basically it's dealing with modifiers and whatnot...Just a thought.

5
Hmm....I followed all of Mike's steps as for installing and configuring Doomseeker, but I get this when I search for servers...

<NO RESPONSE>

And then when I click to join, it says "Data for this server is not available. Operation failed."

I'm rather late to the online party. I don't know if Doomseeker is still relevant at this point. Can anyone please help me?

6
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 04, 2016, 04:16:13 PM »
There will be an easy mode and a normal mode. Normal mode is the standard way to play the game.

I'd shudder to think how a "Hard Mode" would work...

7
Hey, can somebody please help me with downloading Chaos Generator? I'm still having issues downloading it. SmartScreen isn't working, and I just can't find any means to download it from Weebly...Can someone send it to me via email? thanks...

8
I tried the mirror, but it won't let me download it. It says it's unsafe and was blocked by Microsoft SmartScreen.

It really seems like these particular files for just MM8BDM in general get misconstrued as malware even when they're safe. It's like Windows assumes it's a virus.

9
Hmm, can somebody please help with finding and downloading vJ? I saw the link, but I keep getting this warning from Microsoft SmartScreen that it's unsafe...

10
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 01, 2016, 01:51:17 PM »
Uh oh, running into some problems...
When I try loading up v5 (and this happened also when I initially downloaded it back Friday), my antivirus mistakes the game for being a virus when it clearly isn't, and it deletes it out of the unzipped folder. (I do have a backup copy of the unzipped v5 folder on a junk drive), though I fear it may conflict with saved data. I have v4 and v5 (v4 specifically to copy the Zandronium.xx file over to v5 to carry over saved progress, and I also have v4 just to use stuff like Chaos Generator--whenever stuff like that is updated to be compatible with v5).

Does anyone know how to remedy this issue of it being mistaken for a virus?

11
Projects & Creative / Re: [Game Mode] LMSGames Version 1c
« on: July 30, 2016, 04:16:30 PM »
Any ideas for newer games, now that v5 is out?

12
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: July 30, 2016, 04:15:43 PM »
Hey, is this still a thing, aside updating it for new version compatibility?
Maybe we could add some more ideas...

13
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 04:14:20 PM »
Also, here's my thoughts on the new weapons....

Plug Ball: I like how it can bounce around for a while on the floor before dissipating. While it doesn't crawl up walls like Ice Wave or Search Snake, it's pretty easy to cover the floor with lots of balls, and this makes levels where pit fights break out more dangerous if this weapon is around. (Surprised nobody's made a joke about this weapon yet. Specifically this or the next one...)

Black Hole Bomb: Words can't express how much I love this weapon. It needs to suck, otherwise it would suck NOT sucking. Only real sucky part is that it doesn't suck up enemy projectiles, but it's outright fun watching the A.I getting raped with this weapon. If it doesn't flat out one-shot someone, it's atleast over half their health.  :D

Tornado Blow: I really don't understand this weapon. Like I use it, but it seems like it's 50/50...Half the time, I feel like it doesn't do anything, and other times, it feels delayed.

Laser Trident: I don't understand this one either, and it may be me, but it feels awkward using it. Even at point blank range, it just seems to go out of its way to not want to hit somebody, like it slants off. I don't know if the tridents don't necessarily shoot straight ahead, but to me, it feels like they slightly veer off, even at point-blank range.  :?

Hornet Chaser: Haven't really used this much yet. Typical homing projectile. Didn't someone mention you could attack or confuse the hornets?

Magma Bazooka: Seems more effective at point-blank range, much like Air Shooter.

Concrete Shot: Haven't experimented with platforming with it yet. I like how if one gets hit with it, they can't run or jump. Perhaps Chill Spike might give some sort of debuff like so when in v6?

Jewel Satellite: Suprisingly, I haven't used this much yet either. Like I see 2 bars when it's used. Can someone explain how it works and like how it's different from Junk Shield?

Black Hole Bomb and Plug Ball are my favorite weapons from v5.

Though I believe someone mentioned how the A.I feels different. From what I could tell from running through the story and basic matches, it seems the computers now are a lot more hop-happy, if that makes any sense, and someone mention they seems to get stuck on the walls or ceilings until somebody kills or hits them. I believe the A.I works based on proximity of other opponents, but perhaps the Indef zones they have might be causing them to get stuck ?

14
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 01:48:55 AM »
(click to show/hide)

Though I must admit, to CutmanMike and all the other developers, all this work and effort put in to this project should never be overlooked one bit. Even though I'm not really a fan of FPS, I like Megaman (despite never actually playing any of the games), and considering Capcan't has obviously done (bleep) all with the franchise over the years, it's nice to see some sort of revival is being made with this project to keep the franchise from literally being left for dead. Like when did it begin? 2009? Like from 2009 all the way up to 2016 and counting... 8 inclusive years of dedication. I can't thank you all enough.

15
Projects & Creative / Re: [Game Mode] LMSGames Version 1b
« on: June 30, 2014, 03:25:53 AM »
Almost forgot a few racing ideas:

N64 Bowser's Castle: Race around the Castle of Koopa, and watch out for Thwomps, or whatever Mega Man equivalents can be made. Getting hit by but not crushed damages you. Getting directly crushed kills you. Last man standing or the first to finish 3 laps wins

GBA Snow Land: Ice. Dangerous ice. Falling into any of the cracked holes kills you. Same rules apply. Watch out for penguins and snowmen.

GBA Cheese Land: Simple race. Just get to the end.

N64 Mario Raceway: Don't go too far off the sides, or else you'll be attacked by Piranha Plants.

As for new items:

Charge Kick: Pretty much serves as the equivalent to Bullet Bill

Lightning Bolt: Speaks for itself. Since you can't shrink, you suffer a temporary debuff of speed

Astro Crush: Serves as the equivalent of the infamous Blue Shell. Any other weapons that could serve this purpose could be suggested.

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