Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Magnet Dood

Pages: 1 ... 6 7 [8] 9 10 ... 294
106
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: July 29, 2016, 01:52:09 AM »
No worries, I've alerted the museum's security staff. We'll have the robber stamped out in no time.

(click to show/hide)

107
Anything Goes / Re: What is your avatar from/of?
« on: July 14, 2016, 10:46:19 PM »
why is my dad better at pokemon go than me

108
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 04:43:28 AM »
Cool update. I always wondered if MM7's Master Museum would get implemented in some way, and this is the most logical way to do it as it stands. This answers at least half of the eternal question of whether MM7's missing maps would be added in.

Here's the other half of it just for fun: has MM7's intro stage been considered for this expansion, or future ones?

109
W.I.P Forum / Re: Original DOS Completion Project
« on: July 03, 2016, 01:39:34 AM »
I think it works best if you go middle for both fin and jaw. The alt would probably look best with the one all the way on the right.

Also I've been avoiding saying this but I still think it looks like Torch Man's right arm is broken the way it's bent.

110
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: July 02, 2016, 06:38:45 PM »
Not much I can say about this since it was covered in the earlier post, but we decided to release the skins and bots for early access! Feel free to use them for regular play, but don't use them for any mods without getting our permission first. We will take action against you if you don't follow this.

Otherwise, have fun!

Skin Pack
Bot Pack

For anyone who hasn't used a custom bots file before, you'll have to load it up separately. All you have to do for the skins is drop them into your skins folder and you're good to go!

We'll be bringing a much bigger update in a few weeks, where you'll have the chance to have a look at one of our Robot Master's stage and weapon! Until then, we'll see you next time!

111
Resources / Re: Bonglorio's Resource Dump
« on: June 28, 2016, 08:40:44 PM »
I have to admit, those DOS weapon colors are pretty sharp. Nice work on them, trying to figure those out always drove me nuts because I was never satisfied with mine.

112
Anything Goes / Re: Hello... I guess.
« on: June 28, 2016, 02:28:08 PM »
People with that avatar usually have a pretty good track record around here, so I think you're good.

Welcome back though, dude! Nice to see you again. Looked at your videos and I'm super jealous of your Melee announcer for Smash 4. :geek:

113
MM8BDM Discussion / Re: So what's the state of CTF?
« on: June 26, 2016, 05:23:26 AM »
CTF's always been crippled by a lack of maps. I mean, it makes sense as to why- can't use any of like the 100 other maps in core and you're hamstrung by just 20, some of which have suspect quality. Eventually the rotation gets stale after being in a server for extended periods of time.

OJ's posted link about the compo is attempting to alleviate that to a degree, but it's still difficult when there's something like 130 maps for DM modes and the like in regular rotations when you include map packs, and there's still only the core ones that can be used with v4 for CTF. Not to mention the aforementioned health grubbing that's a problem-- might help if the mode was played in buckshot, but that would probably come with its own problems as well.

114
Anything Goes / I know I changed recently but I can't stand for this
« on: June 23, 2016, 09:13:18 PM »
Gumball stinks

115
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 01:36:23 AM »
Cut the pool to get rid of projectile fuckery or at least put regular mm water in there
Robot Master rooms are really nice and I love the ones that's in now

Should have more hotel stuff. Iunno, make it fun to explore or whatever. Cut the parking lot because it's flat and open and dumb and no one really likes going there and put the spawns in rooms or even in hallways.

Hotel's a fun time for change of pace stuff when you just want to dick around with friends and of course for roleplaying which certainly has its niche in MM8BDM servers. I think you'd be well served to update it so bootleg copies don't flood Wadseeker, but also keep in mind that you'll never be able to please everyone with it, especially with how many people use it.

116
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 20, 2016, 02:45:07 PM »
This is an extremely minor question, but one I wanted to ask anyway.

Is there any chance that Cold Man will be showing up in Light Labs as well? The guy is a Light robot, after all, and he's pretty much the only one you'd be missing at this point (unless you count MM3's masters sans Shadow Man as Light's creations, when canonically they are more often associated with Dr. Wily). It would be neat to see his inclusion, but it certainly isn't necessary.

117
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 16, 2016, 03:26:19 PM »
I'm not really sure on this one. It honestly sounds like a worse Skull Barrier as it stands- SB lets you pick up items while you're running around with it and protects you from most environmental hazards. Not only does this new concept drain continuously like Skull does, it also loses more power when you're hit using it. The attack option is nice, but the projectile's already pretty slow and isn't entirely useful.

Personally, I think the concept would work better with a fatigue bar, like Bubble Man has when he's swimming. If it's left up for too long, something like a counter or whatever shows up on the ammo bar until the weapon is automatically thrown away for you. That way you take out the draining function and leave it purely as a damage sponge, which works a lot better IMO.

If you were to ask me, I'd prefer Leaf Shield to be more of a "attack by throwing" shield, since that was what it mainly served as in MM2. While this completely counterproductive to what a shield's supposed to do, I think the concept could work as a sort of quick-block shield, where you throw it up to block an initial barrage from one of your enemies, and then move forward to toss the shield at them. I think the move-lock aspect could be implemented if you put in a fatigue bar as well- once you put it up, the counter starts going down until you automatically throw it. Either of these ideas would help to differentiate it from current shields in the game, though, so I'm in support of them.

118
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: June 16, 2016, 03:13:04 AM »
We interrupt your late night reveling to provide you with another update for DOS REBORN!

(click to show/hide)

The weapons have progressed at a very good rate- all of the concepts are finished and sprited, so hopefully we'll be able to show off some more very soon! Perhaps, even on the respective stages themselves...?

Well, uh, that seems unlikely, since, y'know, we still need textures. But hey, we'll cross that hurdle when it comes!

Thanks for joining us on another exciting teaser! Until next time!
- The DOS Reborn Team

119
Anything Goes / Re: What is your avatar from/of?
« on: June 15, 2016, 04:36:54 PM »
MS Paint Masterpieces starting up again makes me a happy man.

120
Anything Goes / Re: Cutstuff Shorts
« on: June 08, 2016, 03:43:26 PM »
Classic MM2MET strategy.



Might consider making this a more consistent thing. Maybe a series? MM8BDM would look like prime material for a comic... Of course, there are a lot of MM sprite comics out there, so differentiating it would be a challenge.

Anyway, note to self: figure out how to do better text/textboxes. And speed lines.

Pages: 1 ... 6 7 [8] 9 10 ... 294