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Messages - theanjo

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106
Help & Editing / Re: Unofficial MM8BDM Release on OS X
« on: May 01, 2011, 12:16:15 AM »
Can you manually add vid_no2d 0? Because I tried to do so, and the same effect happened.

107
MM8BDM Discussion / How'd Racing become popular?!
« on: April 25, 2011, 05:41:29 AM »
Last night on my server, 15 people went on my server and played Classes on race mode. (Sunset Canyon on the X-pack) Apparently everyone had a good time...except when lag killed everyone, but a good time nonetheless. It did seem repetitive since there was only one race map. What I learned is that a Race mode does have some potential of becoming a popular mode, maybe not Roboenza popular or Classes popular at the height of their popularity. So I guess what I'm saying is to people that can host, race mode is another "Let's play this because I don't feel like playing this mode."  Having Classes combined with race mode does make it feel like an actual racing game...with more death of course. We would need more race maps before any of that can be accomplished.

108
Help & Editing / Re: Unofficial MM8BDM Release on OS X
« on: April 24, 2011, 09:35:22 PM »
I found a way to get my old control scheme back. This did require windows skulltag user info. (or in my case the data from my crossover application) Send your skulltag info from windows to your mac. You rename your skulltag info to the mac skulltag info, and move your mac info somewhere else. (or delete it. your choice.) You get your joystick settings back, as well as other data on the windows file. However, the joystick is still called "joystick 0".

109
Help & Editing / Re: Unofficial MM8BDM Release on OS X
« on: April 06, 2011, 02:09:00 AM »
It seems that this doesn't read my controller. I can play with it and set controls like jumping and shooting, but when it comes to control sticks, I can't set actions to them, they are automatically put in. Basically, I'm set with the default control stick controls. Do I need another program for my controller to be recognizable?

110
Projects & Creative / Re: [MODE] CONTRA Mode (Replace Buckshot)
« on: March 28, 2011, 12:22:47 AM »
The Homing Missiles were awesome, but they did craptasic damage. Just throwing ideas out on the table.

111
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 14, 2011, 05:17:30 AM »
OK, but did you keep in mind that When you add files to your game, the 62 maps in the game are automatically added, even if they are not part of rotation?
That makes 92+ maps.
Also, keep in mind that in the public build, that when too many people arrive, (usually 8+people) the server gets horrible lag, and people are kicked from missed packets.
I'm talking about good quality servers that rival Messatsu's.
And the pack only has 5 maps. This one has 30.

Look, so just IGNORE that last post and the replies about it. My new opinion is that the servers up with this expansion will lag to death.

Also Lio, 6 games on the NES. 8 Robot Masters. (With the exception of Mega Man 1) At least 1 castle stage, one for each Mega Man game. 9 CTF maps. Math is very critical in education. Now I laugh that your avatar is Sho Minamimoto, yet you did not count the maps. SO ZETTA SLOW!

112
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 14, 2011, 02:30:52 AM »
Enemies I want to see:
Squirt
Lantern Fish (Is it possible to summon Squirts from this thing?)
Giant Escargot (Aim for the eyes!)
Jumbigs (I guess weaker Big Eyes that does more damage.)
Killer Bullet (Never kill one near you)
Suzak & Fenix (This would be a challenging boss fight)

Also, wouldn't 30 maps crash Skulltag?

113
Metal man always fires metal blades at you when you shoot. What about a Metal Blade mirror buster?

114
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 21, 2011, 11:51:02 PM »
Seems that Gemini Man's Clone hates the real one. Can you fix the clone to not do any damage to the real one?

115
MM8BDM Discussion / Re: The UNOFFICIAL Roboenza Guide V2
« on: February 04, 2011, 08:31:02 PM »
Um... correct me if I'm wrong, but aren't Reploids in X's time period (21XX) and not in classic Mega Man's, thus having nothing to do with Roboenza and screwing everything up in the Mega Man timeline? I thought X was the first of his kind? If I am right, RanRan's transmissions about the Roboenza virus fit nowhere in the timeline.


...Maybe this is an alternate Mega Man universe?

116
Maps / Re: Ashley's Things - Now with OHGODWHAT? A TOUHOU BOSS?
« on: January 24, 2011, 02:39:41 AM »
I saw you guys testing out the touhou invasion map on Doomseeker. How do you even make invasion servers?

117
Help & Editing / Re: Hosting on DoomSeeker help
« on: January 24, 2011, 01:48:49 AM »
Yes I have.

118
Help & Editing / Hosting on DoomSeeker help
« on: January 24, 2011, 01:38:31 AM »
I wonder if there's a way to host on Doomseeker? I have tried to on numerous occasions and I think my problem with hosting is on the "Executable" box on the host a server window. Using MM8BDM as the executable just leads to the Launcher, and no server is made. I have tried Skulltag in the executable box, but that either makes the screen go black, or crashes Skulltag all together.

Yes, I can host servers on the Launcher.

Is there another way of hosting besides the Launcher and DoomSeeker?
Is there something I'm doing wrong?
Can Dookseeker even host MM8BDM servers?

119
The WWW board / Re: Megaman 8-bit Deathmatch Skype Family
« on: January 22, 2011, 03:44:00 AM »
turtwig387
...which is why I have the avatar. You can add me on the list.

120
Help & Editing / Re: Text Scaling Help
« on: January 22, 2011, 03:37:46 AM »
UPDATE ON 1ST MESSAGE

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