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Messages - JaxOf7

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121
DECORATE and ACS Modifications / Re: Archive Men
« on: August 27, 2018, 10:47:17 AM »
Main file recoded for mm8bdm-v5c.

122
Rejected / Make Classic and MM8 Roll's hair cyan on the skin sprites
« on: July 05, 2018, 11:26:09 AM »
The reason is twofold.

1. Classic Roll has way too little cyan.

These pixel counts may be off by 1 or 2, but Classic Roll clearly has the smallest amount of cyan.
Which is bad from the design standpoint of knowing what weapon she's using
but also bad from a sprite consistency standpoint.
(Also take this moment to see which other sprite color schemes might need work...)

2. It would help make Roll more consistent with other "Hero" characters.
Roll has yet to be playable in a main game, but her playable record is actually pretty impressive.
Tatsunoko vs Capcom, Marvel vs Capcom 1 & 2, Megaman Powered Up, Rockman Mobile, RockBoard, Mega Man: Battle & Chase...
Given this, it fits to have her sprite subject to the same limitations as Megaman, Proto, and Bass.
For those limitations and fitting cyan hair Roll into them, refer to the below diagram.

(I think blue lipstick would be nice, but I'm less concerned about it.)

123
W.I.P Forum / Re: Expand8bdm system
« on: June 27, 2018, 11:41:56 AM »
Updated files

https://allfearthesentinel.net/zandronum/download.php?file=expand8bdm-v5c-b1h.pk3
Expand8bdm-v5c-
b1->b1h
sbarinfo has a backup ammobar so you always see your current ammo amount, even if its not necessarily the right color
bugfix: weapon bar overlays defined on clientside so they actually show up online
bugfix: noise crush edited so the bar hopefully doesn't stay a glow color

https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmu-b2h.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmrf-b1h.pk3
ExpWep-MMU-
b2->b2h
ExpWep-MMRF-
b1->b1h
bugfix: weapon bar overlays defined on clientside so they actually show up online

https://allfearthesentinel.net/zandronum/download.php?file=expwep-rnc-b3.pk3
ExpWep-RnC-
b2->b3
Ice Circle rework. This might become hell wheel or something but whatever, at least it's not elemental resistance.
Items moved to this file
Reverse Gravity scripts moved here, Reverse gravity jump fixed
Script reorganization
bugfix: weapon bar overlays defined on clientside so they actually show up online

New files

https://allfearthesentinel.net/zandronum/download.php?file=rnc-v2ah1-exp1.pk3
RNC-v2ah1-Exp1
RockMan No Constancy maps and skins! Uses RnC weapons. Campaign disabled for now as i just don't want to worry about it...

https://allfearthesentinel.net/zandronum/download.php?file=expwep-inspiretroid-b1.pk3
ExpWep-InspireTroid-b1
The metroid weapons from the inspire competetion! Super Missile, Light Beam, Dark Beam, and Annihilator Beam.

https://allfearthesentinel.net/zandronum/download.php?file=inspire-b-exp.pk3
inspire-b-Exp
The INSPIRE map pack! Uses InspireTroid weapons and MMU Weapons.

Old files


124
W.I.P Forum / Re: Expand8bdm system
« on: June 27, 2018, 10:45:17 AM »
(Divider post)

129
W.I.P Forum / Expand8bdm system
« on: June 14, 2018, 02:09:59 AM »
So mm8bdm has a lot of map packs and they can all be loaded together with each other with little issue.
mm8bdm weapons/item packs and outright expansions however... different story.
They would generally need compatibility patches and who wants to do that?
So instead, here's an additive system that allows for expansion without the need for compatibility patches.

Main file, add before all others
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdm-v5d-b1.pk3

Example test files, add afterwards however you like
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddfirebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddicebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandassistaddatk.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandassistadddef.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddcircuitbreaker2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddnitroblast2.pk3

What's in the system
Modular...
Pain states
Weapon ammo (+Eddie)
Buster upgrades (+Eddie)
Weapon bars (tied to translation)
Party ball drops
Assist item display

(Possible future features
Status condition display
Elemental props
Auto's virtual training room weapon support
generic campaign?)

130
Need to archive some files from the discord.
Doing something soon.

https://allfearthesentinel.net/zandronum/download.php?file=expandweapons-v5c-b2h.pk3

(Jet Missile and Glue Shot do not currently have status indicators)
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmu-b2.pk3

(ice circle needs rework. elemental protection outdated concept.)
(might want to change obituaries and other general refinements)
https://allfearthesentinel.net/zandronum/download.php?file=expwep-rnc-b2.pk3

(not updated from latest RF release)
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmrf-b1.pk3

132
Rejected / "Expand Buster", Modular Buster Upgrade
« on: May 31, 2018, 01:27:45 AM »
Basically the same principles I used in ExpandWeapons but applied to Buster Upgrades.

This is just for Buster Upgrade functionality. If you want Bots using them and Eddie giving them, that's in Expand Weapon.

https://allfearthesentinel.net/zandronum/download.php?file=expandbusterupgrade.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandbusteraddfirebuster.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandbusteraddicebuster.pk3

133
DECORATE and ACS Modifications / Input Display
« on: May 28, 2018, 12:25:42 PM »
https://allfearthesentinel.net/zandronum/download.php?file=inputdetectj2.pk3


Not much to say.
Binary's idea.
Works with player spectating.

134
Pending / Re: [Feature] Projectile Team Colors
« on: April 17, 2018, 03:25:39 AM »
in case people want to have the original weapon colors.
Also you can turn it off/on, much like the CTF Radar in case you really don't like them or a mod needs them off.

I have a question for the official development team of the game:
In case you choose to accept this suggestion, instead of integrating this into the core .pk3, can you make this a separate file that is bundled with the next release of the game? Thanks in advance.
I mean
I'd like to know why you want this.

135
Pending / Re: [Feature] Projectile Team Colors
« on: March 17, 2018, 10:58:35 AM »
Sure, your take on Pharaoh Shot will probably help preserve its identity, but you have to admit it's not exactly pleasing to the eye.
It might have grown on me, but I actually just like Pharaoh Shot.
It's looks like a ball of colored light surrounded by or radiating into non-colored light.
I think some DBZ stuff does this.
And I mean, the standard Megaman explosion has white turning into peach.

I don't think it's necessary to translate everything else
But it's better.
Sure, a lot of the time you will see who fired a projectile.
But you don't exactly want to commit that to memory.
And sometimes projectiles pass a corner and you don't see the firer.
And sometimes you see projectiles pass to your front from behind and you really need to know whether that's an enemy or ally behind you.
And sometimes you see a spammed up battlefield and you just want to estimate which team makes up more of the spam.

People like knowing what's going on.


(Note to self: look into network usage)

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