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Messages - GameAndWatcher

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136
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 09:22:50 PM »
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?
We already have Magma Man, Galaxy Man, and Hornet Man. They're working on the rest atm iirc.

137
W.I.P Forum / Re: [Community Project] MM8BDM Repainted
« on: September 14, 2016, 06:14:13 PM »
Are we not touching the weapon sprites?

138
MM8BDM Discussion / Re: MM8BDM v5 save problem!
« on: September 13, 2016, 10:21:12 PM »
Wait, wasn't there 4 wily castles in MM7? I remember seeing this, but then I got that image from the "saveprogress" cheat and got in Bass boss and I started to asking myself, why there isn't the wily castles? Like, even if it's a spoiler tell me please, does this have to do with do not using Super Adaptor in Bass? (I know that this way you can unlock Wily Machine, but I don't know if there's something more.
MM7DW2-4 used to be part of the campaign, but they were cut from it in later versions of 8BDM. They technically are still in the game, including their campaign info, but said info is now unused.

139
Closed / Re: FPS drops on MM9MAG and MM7FRE?
« on: September 13, 2016, 03:48:39 PM »
Windows tablets exist
Oh... I feel slightly stupid, now.

140
Closed / Re: FPS drops on MM9MAG and MM7FRE?
« on: September 13, 2016, 03:22:00 PM »
On MM9MAG, script 3 is being spammed mercilessly, which may be the cause:


Fun fact: On my tablet device, it takes about 6 minutes on that map before the FPS drops to an unplayable rate, but on my gaming laptop it takes about 32 minutes before the FPS starts choking.
Wait, YOU'RE PLAYING 8BDM ON A TABLET?! How?

141
Anything Goes / Re: Anyone's art thread
« on: September 12, 2016, 09:56:10 PM »
i love her design! that's a neat way of creating a whip-based robot master!

here are the fruits of an idea that has been bouncing around in my head since the release of super smash bros. 4, uh:
(click to show/hide)

maybe i'll even do something with them eventually!

Wait... Why Pit and not Yoshi (Egg Man/Dino Man)? You'd have the entire Original 8! Otherwise, they look all great, "Light Man" included.

142
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 10, 2016, 08:37:54 PM »
R.I.P. Jelly World.

143
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 08, 2016, 02:29:42 PM »
Remember the Chaos Generator?
(click to show/hide)
Beed would be proud.

144
W.I.P Forum / Re: The Idea(s) Topic
« on: September 07, 2016, 01:03:55 AM »
How about a GRAND-DAD expansion(will surely work)?
I'm not sure how it would work. Would it be based on "The Rescue of Dino and Hoppy," Vinesauce, SiIvaGunner or some combination of the three?

145
Most of the "major" robot characters are actually all musical terms, save for "Proto Man"'s overseas name.

Mega Man = Rock Man who was also "Rock" before being turned into a fighting robot.
Roll = combined with Rock you get the Rock and Roll genre.
Proto Man = Blues genre
Bass + Treble = The clefs. Japanese names: Forte means to play notes loud and powerfully (fitting of his personality), while Gospel is a music genre, mostly religious music.
Duo = Referencing a duet, when 2 people sing or play together.
Enker = Enka which is a traditional Japanese music style.
Punk = Punk music
Quint = Quintet is a group of 5 members
Ballade = Ballads are a poem or song narrating a story in short stanzas.
Beat = all music have a "beat" usually associated with the tempo.
Tango = a type of dance.
Reggae = a popular Jamaican genre of music.
Rush = All I got is the band and it is possible that was coincidence.
Eddie is the only main games one I can't think of what he would be if he even is.

Archie Comics brought us:
Tempo = the speed of the music.
Solo = When one person plays or sings by them self.
Trio = When three people play or sing together.

I guess even Fan could fit the premise of musical terms, and I don't think I would need to explain what he would be.

Also, while not robots themselves, Dr. Cossack and Kalinka are named after Russian dances.

146
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 03:43:19 PM »
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.
Huh, TIL.

147
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 03:13:26 PM »
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Why not give Trucker Joe Darkman1 physics to compensate?

149
Projects & Creative / Re: Class based modification (v8c)
« on: September 05, 2016, 08:31:50 PM »
Rock and Rockman don't have bots.

Also, the Alien bot uses the Dr. Wily class for some reason.
That's because they're using the Vanilla botlist. Alien's bot probably had a MUCH older version of Wily's Class in mind and has yet to have been updated. And there is no Rock(man) in the vanilla botlist, but I'm sure the classes team could easily add them.

150
Closed / [Suggestion] A way to watch the old intro cutscenes?
« on: September 05, 2016, 05:46:59 PM »
I feel that it's odd how you have to start a fresh file in order to see the old intro cutscenes for previous chapters of the game. It would be VERY convenient to be able to see them whenever we want. (And without using YouTube, because some people, (probably just me,) are making stuff that replaces the music.)

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