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Messages - GameAndWatcher

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121
Anything Goes / Re: What is your avatar from/of?
« on: September 20, 2016, 04:44:31 AM »
And Grand Dad of Town is back.

122
Pardon the bump, but is there any chance that the classes version of Title Defense Macho Man will get updated for the new Topman class? Also, Alien-compatible SuperWily?

123
I cannot believe I didn't notice that Magma Man was supposed to be a frickin' volcano until recently. I feel stupid for not noticing sooner.

124
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« on: September 19, 2016, 08:32:17 PM »
Does this work in V5?
Considering the fact that the last post was in 2014, it's EXTREMELY UNLIKELY that this mod is compatible with MM8BDM v5.

125
Anything Goes / Re: What is your avatar from/of?
« on: September 19, 2016, 03:32:08 AM »
"Talk Like a Pirate" Day be in a few hours where I be.
My avatar be just cropped official art of Pirate Man.

126
Projects & Creative / Re: Class based modification (v8d)
« on: September 18, 2016, 10:21:53 PM »
(click to show/hide)

127
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 18, 2016, 04:05:56 PM »
Darkman 1-4 Bossrush?! GOD YEZ
I'm pretty sure those are revamped Doc Robots.

128
Projects & Creative / Re: Class based modification (v8c)
« on: September 16, 2016, 12:45:29 AM »
Just checked. It seems that only Jewel Man will be weak to BHB...

Odd, because Black Holes would seem plenty space-related for Gravity Man to be weak to it...

Also, why is Drill Man's potential weakness to Magnet Missile turned off?

EDIT:
Apparently, Spring Man is weak to Black Hole Bomb for whatever reason.

129
Projects & Creative / Re: Class based modification (v8c)
« on: September 16, 2016, 12:09:05 AM »
I think aqua man, since he's weak to astro crush.
I tried that. It didn't work.

130
Projects & Creative / Re: Class based modification (v8c)
« on: September 15, 2016, 11:50:25 PM »
Because WATER Wave was his original weakness, so look at other water weapons.
He's not weak to water weapons, he's weak to Waves, like Ice Wave and Noise Crush (a sound wave).
snip
Wait, Star Man was weak to Dust Crusher?

131
Projects & Creative / Re: Class based modification (v8c)
« on: September 15, 2016, 11:05:37 PM »
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.

Shouldn't it be considered a "Space Weapon?"

Also, still wondering why Star Man isn't weak to WAVE Burner.

132
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 15, 2016, 03:08:49 AM »
Things are going well in the world of repainted.

(click to show/hide)
Look at all that Smolzomi!

133
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 11:28:27 PM »
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?

134
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 11:06:30 PM »
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?

135
Also, has no-one guessed what the screenshot means?
Is it the ability to make it so that the randomizer cannot pick a particular effect?

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