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Messages - Magnet Dood

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151
MM8BDM Discussion / I would post a screenshot but I don't have one
« on: March 14, 2016, 10:23:28 PM »
Quote from: "Knux"
On another note, I know nothing about this hack so it might be worth looking into later.

Actually, this isn't a hack. It's a fan-made game finished around... mid-2015, I think? It's a pretty neat game, and probably the overall best of the glut of fan-made Mega Man games that came out last year. Graphically, it leaves a bit to be desired, but the gameplay is pretty cool and there are a lot of neat features in it. Also it doesn't have any Unlimited bullshit, which is nice.

Here's the website for it if you want to take a look: http://megamanrockforce.com/rockforcemain.html

152
Projects & Creative / it was pretty much all lego tho
« on: March 13, 2016, 11:39:36 PM »
I also helped

This mode is super fun though. Can't wait to see the servers get packed so we have bigger playerbases instead of just the small test servers.

I do feel like I ought to ask this, though, for those who might be interested: are the giga weapons currently inside the wad, or are they removed for this build completely? Would be neat to take a look at their code and stuff if they're in there.

153
Anything Goes / it's also my birthday yippee
« on: March 13, 2016, 06:49:25 PM »
A very happy birthday to my Australian brother in arms, Shade Guy. Here's a cake.


154
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: March 12, 2016, 07:14:29 PM »
I wouldn't mind trying out something for a Rock Force Expansion either, once DOS gets finished. Only problem is that I'll likely be in college by that time, heh. Maybe I'll skin for it or something over the summer... if the sprites were ripped already for the masters. Did anyone ever end up getting those?

Mapping-wise I'd probably try Circuit Man if I had the chance.

155
Reason why those aren't 3D floors yet are because you can't spawn on them no matter what you set the spawnpoint's height to. You'd always spawn underneath platforms no matter what. That, and it would cause significant lag for software users (I think??? I can't really remember).

156
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 28, 2016, 10:11:20 PM »
Personally, I thought the change in skyboxes would be implemented either randomly or based on the server time, like it was suggested here: http://www.cutstuff.net/forum/viewtopic.php?f=32&t=10179

157
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 27, 2016, 08:51:44 PM »
Hey everyone! We're back again as we promised! This time we've got a real meaty update for you all.

In administrative news, we've made more progress on skins. So far, we have 4 completely skinned (including Buoy Man) and ready for use. IamaMedalHunter has done some really great work on the spriting side of things, and he's made all of our remade masters look very slick and polished. Gumballtoid, befitting of his handyman title, handled the dirty work of dropping them into Slade after taking a break from the 40 other things he's doing for this.

Sadly, we were informed that Kackebango could not make any new music for us. Not to fear, however; OrangeMario has taken upon the task of remixing his original .ftms to give us some new music. We can't thank Kacke enough for what he's done for the expansion, and we wish him the best in all of his projects!

 The rest of us are still hard at work on our respective projects, and we're doing our best to give you a quality product.

Now for the fun part!
(click to show/hide)

That's it for this week! Tune in again in two weeks to see what we have in store; until then, this is the DOS team signing off!

(click to show/hide)

158
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 20, 2016, 07:59:33 PM »
Hello again! I'm here to give the promised progress report we'll be doing every intermediate week.

Admittedly, this week was slow in development. We probably burned out our creative juices getting so much done last week that we didn't do too much to follow up on it! However, we did touch up some of the weapons we've been working on. Gumballtoid is hard at work getting Shark Attack to work correctly-- he's hit a couple of snags with its homing capabilities, but he's almost got it figured out. Badz, meanwhile, has begun work on Dyna Man's new weapon. We can't tell you much about it, since that isn't the purpose of these progress blurbs. We'll be sure to show it when it's ready, though!

Thanks for all those who voted, by the way! The navy shark fin was the winner of the poll with 11 votes RIP tiny shark and will be used as Shark Attack's weapon icon.

Check back here next week for some more teasers!

159
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 15, 2016, 12:18:05 AM »
Thought we were finished for the weekend? So did we, until we ran into a little snag with graphics!

We're still fixing up some issues with Shark Attack, but we're nearly at the point where we can put in the final sprites for it, including weapon icons. However, we on the team have come to an impasse as to what we should use as a weapon icon- a tiny shark, or a shark fin. We can't seem to come to an agreement for what we should use, so we'll throw this one out to the public!



Vote for what you'd prefer in the poll I'll be putting up. I won't put a limit on it, but we'll know when to shut it down. If anything, I'll probably close it next week when we give a progress update.

If neither of them strike your fancy, we have a third option available:
(click to show/hide)

Thanks in advance! go tiny shark

160
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 08, 2016, 11:06:12 PM »
I just updated the list last night. All of the maps are taken, but we're still thinking of ideas for a few more weapons, and we're really behind on texture work. It's to be expected, since we're kind of making up the aesthetics as the maps roll in at their own pace.

161
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 08, 2016, 10:59:41 PM »
They were considered, but we ultimately decided that we didn't want to use them for various reasons. As far as your Shark concept goes, we felt like a dashing weapon would be a bit too simplistic since your description of it was pretty much Charge Man's attack. Shark Attack was also one of our earliest concepts that we had from the get-go, so we stuck with it.

162
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: February 06, 2016, 10:53:22 PM »
Haven't had an update in a while, let's change that. Here's a weapon preview for you all!


Shark Attack

Shark Man's weapon is a reprogrammed version of small marine topography robots that he used to survey the ocean floor. They slowly patrol forward until they find a target, which prompts them to charge toward it. As you can see, Buoy Man isn't too fond of them!

Speaking of Buoy Man, his skin is almost finished, which would put us at three completed skins (1/3rd of the way there, whoo!). Everything is else is progressing about as well as you can expect from a bunch of students who started their second semester recently-- slooooooowly. Rest assured, however, we're still working behind the scenes. Come back for another update soonish!

163
Closed / Re: [Suggestion] Randomly-chosen Skyboxes
« on: January 13, 2016, 03:47:51 AM »
Kinda weird considering Frost's alternate sunset skybox is already in the game & I think Geno managed to make the night one, as well.

I'd enjoy the change as well, though I think the Stone Man one wouldn't work out. You probably wouldn't be able to see the smaller mountains outside because the wall is so high.

While we're at it, would that mean that the weather in MM7CLO wouldn't push you around anymore?

164
Crashman is one of those maps where you can't make it any better without taking away from the map's source. Kind of a shame, really. I've always thought it was a pretty bad map, but there's not really any way to improve upon it given the source.

It is still the only map you can B-17 on these days, so I enjoy that.

165
I'm only popping in to say that I thought I'd never see the day that Bikdark said he'd want to see a map like old MM7BUR make a comeback.

Good points, though. Kinda seems like MM8BDM is veering more towards a Project-M style (if we can still use Smash metaphors) approach in which there's a clear emphasis on making things more suited for a competitive crowd. Not a whole lot of balance between meme maps and regular ones like Melee kind of had (for every Final Destination, there was an Icicle Mountain, lol). I think that's more descriptive of the general populace's wants, however. The game's run with majority rule in mind, and usually when maps are slated to be redone (like BWST a while ago), there's a very very small minority who ever wants to keep maps around because they lack the fundamentals for a serious match.

I am also of the small camp that is slightly salty about old MM1FIR getting removed. I'm sure that old post of mine in its defense is still around the forum somewhere.

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