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 ... 10 11 [12] 13 14 ... 294
166
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.

167
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 10, 2016, 09:52:08 PM »
Only got one at the moment: How are some of the odder weapons, like Concrete Shot and Tornado Blow, going to work? Most of the others seem pretty self-explanatory (Hornet Chaser - homing projectile, Plug Ball - floor crawler, Laser Trident - ripping straight projectile), but those two seem like they'd be a little tougher to solve.

Also, will Jewel Satellite allow us sick lightsaber projectile deflections so we can hit others with their own shots?

168
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: January 02, 2016, 05:10:44 PM »
Haven't checked in recently, but work is still progressing!

On the skins side of things, we've finished up two for the most part. Knife is fully finished and looks great, while Torch is pretty much done aside from hurt sprites. Maps-wise, Thunder pushed out two cool maps in record time- the aforementioned Bit Man and Torch Man, as well. Watzup, meanwhile, has more or less completed Sonic Man, which is just waiting on textures. We haven't touched the weapons at this point since we more or less want to finish the maps first.

Hopefully I'll have more screenshots for you in the next couple of weeks. I'd like to show off Sonic's stage if I'm able.

thanks badz

169
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: December 24, 2015, 05:59:38 PM »
If there's any problem with MM5GRA, it's the vanilla weapon layout. Wind Storm is ridiculous on that map on low gravity. I get that it's a weapon that's drastically changed by the environment and it's neat to see how it interacts with it, but getting juggled by those things without any way to avoid them is flat-out dumb. I also find it somewhat redundant since Ice Wall and Search Snake are already present with it, and having three floor-crawling weapons is overkill. What you really oughta do is replace it with Mega Ball for gravity-based trick shot shenanigans.

Layout-wise I've never had a problem with it, although I think changing the stairs like Watzup suggested would be beneficial. The big inaccessible ledge where Pharaoh Shot and Search Snake are get pretty annoying when people camp up there during low gravity, but it changes pretty quickly anyway so I'm not really bothered by it all that much.

170
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: December 14, 2015, 05:59:26 PM »
(click to show/hide)

Been a busy couple of weeks so far, so we don't have a whole lot to show you guys. Work has been churning behind the scenes, however. Rest assured we'll snap back into action when Christmas break rolls around.

For now, check out some of the work one of our new additions to the team, IamMedalHunter, is doing on the skins side of things. Knife Man looks awfully threatening!


171
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 25, 2015, 05:29:16 AM »
Sonic Man was redesigned on the basis of speed and sound rather than on radar and aquatics. I think Simon probably wanted not as many water-based Robot Masters in his redesign, considering there's already three of them in the original.

I'm scrapping everything because we're using new sources. I'll probably take a look through the old weapon concepts, but to be honest we probably won't use them. Dyna's a good map to be sure, but it doesn't fit the sources we're using and I didn't ask for permission to use it, either.

To be blunt, I didn't ask you to be a part of this project since it's pretty clear we have very different ideas on where we want DOS to go. I figured you'd never agree with such a massive change in direction because you were a big proponent on keeping things original, so I decided against it. Plus, it's pretty obvious no matter what we did, the old DOS expansion was destined to go nowhere, because we were the only two working on it. In addition, I personally lost interest in it due to the fact that I was taking a lot of heat for making it based solely on the games. It was time to move on from it.

I want to say that none of this was personal at all. I just figured that in order for DOS to get released, it needed to go in an entirely new direction which I was almost certain you wouldn't agree with. As a result, I decided against letting you know about it. I'm sorry about that, but I figured it's what I needed to do as the leader of this project.

If you'd like to discuss this further, please bring it up with me in PMs.

172
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 25, 2015, 02:06:45 AM »
Hate to break it to you, but the old one wasn't even close to getting finished either. Only thing that was done were the skins, and even most of those were outdated and frankly pretty bad. Weapons weren't coded, maps weren't getting done, and almost no one helped with it.

I'd much rather make an expansion based on fanmade concepts with a lot of help than one based on a real game where I have to beg to get so much as a consideration to help me out with it.

173
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 24, 2015, 04:43:08 PM »
To answer these publically, yes, Snakepixel does know we're using his designs and he gave us permission to do so. As for the campaign plot, we can't spoil it of course, but Dr. Samba and CRORQ are going to be involved in it. We'll have to ask about using him, but I think it won't be problematic.

174
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 23, 2015, 05:47:10 PM »
Progress List

(click to show/hide)

Skins: FINISHED!
Bit Man: Finished by IamMedalHunter
Buoy Man: Finished by Magnet Dood
Dyna Man: Finished by IamMedalHunter
Knife Man: Finished by IamMedalHunter
Petrol Man: Finished by FTX
Shark Man: Finished by IamMedalHunter
Sonic Man: Finished by IamMedalHunter
Torch Man: Finished by Magnet Dood
Volt Man: Finished by FTX

Maps
Bit Man: 100% Complete by Thunder
Buoy Man: 100% Complete by Korby/Caprice/Magnet Dood
Dyna Man: 90% Complete by Galactan (miner touch ups)
Knife Man: 100% Complete by Lego
Petrol Man: 90% Complete by Rozark (minor touch ups)
Shark Man: 100% Complete by Thunder/Magnet Dood
Sonic Man: 90% Complete by Watzup (minor touch ups)
Torch Man: 90% Complete by Thunder (awaiting props)
Volt Man: 100% Complete by Duora

Weapons
Drill Pike: Finished by Trillster
Bubble Bath: Finished by Gumballtoid
Dynamite Cluster: Finished by Gumballtoid
Knife Spread: Finished by Gumballtoid
Sludge Burst: Finished by Trillster
Shark Attack: Finished by Lego
Sonic Pulse: Finished by Badz
Blow Torch: Finished by Gumballtoid
Plasma Cutter: Finished by Badz

If you're a tile-set maker who wishes to help, consult the mappers first.

175
Alternatively known as "Third Time's the Charm."


Welcome to the new and improved Mega Man PC Expansion!

Get our skins & bots here!
Skin Pack
Bot Pack

Get the map pack here!
Map Pack
(Mirror)

Get the weapon packs here!
Weapons
(Mirror)

Whoa, whoa, whoa, those aren't the DOS Robot Masters at all!
I suppose I've got some explaining to do.
As many of you forum-goers know, I have been the leader of many expansions in the past, DOS being the most prominent. I was a staunch supporter of keeping things original and using the source material for the majority of my leadership tenure. However, over the summer, I finally realized that... well, the original DOS games really suck. And to be frank, the source material wouldn't translate right in MM8BDM at all. Seriously, DOS 3 had, like, three weapons that just fired a simple projectile forward, with no added features to them. No thanks.
Instead I was introduced to these awesome redesigns of the entire DOS cast, and decided to reboot the DOS project with completely new material-- new stages, new weapons, new Robot Master designs... essentially, new everything. So that's where all this comes from.

So is this actually the DOS Expansion, or is it something new?
That's up to the viewer to decide. As far as I'm concerned, it is, but the only thing this project shares with the old one is in name only. Pretty much everything else is new.

Okay, who's on your team? It isn't just you again, is it?
Not this time! My team is currently composed of the following 10 individuals (not including myself):
Caprice: Tileset Design
LlamaHombre: Mapper
Galactan: Mapper
Watzup7856: Mapper'
Thunderono: Mapper
Rozark: Mapper
Gumballtoid: General Handyman
Badz: Weapon Designer
Korby: Spriter
Lego & SmashBro: Design Consultants
Trillster: Weaponsmith
DarkAura: Photographer
FTX: Spriter
IamaMedalHunter: Spriter


Well, shucks, seems like quite the team. Mind if I join on?
Well, you can't just sign up willy-nilly. One of the big leadership problems that was my fault on the last one was that I just kind of handed out stuff to whoever wanted it. Now, I'll be going through a harsher vetting process. I would like to see some of your former work, if possible, and I'll require a majority of the current team members to sign off on your addition, as well. Don't let that discourage you, however-- we're a pretty open bunch.

What do you currently require, then?
We've already got some decent progress going at the moment, but admittedly, we're pretty short on hands for a project this ambitious. Essentially, we need everything-- spriters, skinners, weapon-coders, mappers, tile-set makers...

Also, feel free to put any of your own ideas into this topic! Some things are already set in stone, at the moment, but we're still throwing around concepts for a ton of things. Weapon concepts, map concepts, you name it, give it to us. We'll be certain to consider it for the project if it's up to snuff. One thing that would be especially helpful would be prop designs, as a matter fact. We'd love to get some common enemy props to dot the stages with. In fact, we might do something about that later down the line... (hint hint)

Wait, didn't NemZ already make all of your tiles?
Not quite. As we said, we're going with all new stuff here, and his tiles are built off of the source material, which we won't be using.

Will this have its own campaign?
That's certainly a goal for it, but it won't happen until after the first release, most likely.

What about those pesky custom weapons? Will there be a version that doesn't have them so I can enjoy the maps?
Yep! There will be a separate pack that will remove the weapons in order to make the expansion a little more server-friendly.

Special thanks go to:
SnakePixel, designer of all these sick concepts who allowed me to use them. Dude's an artistic genius; go check out his twitter page to see his stuff! (The DOS designs are buried at the moment, but a little digging will find them in a couple of minutes: https://twitter.com/snakepixel)
All of the members of the old team and those who helped with it, including NemZ especially. Sorry we never got to use your stuff to much effect.
Kackebango, for allowing me to use his music once more (and for composing some new tracks for this, as well!).
Rozner Labs & Hi-Tech Expressions, for making it all possible in the first place.

If you wish to apply for helping out, please send me a PM with your Skype name, preferred position (mapper, spriter, what have you) and a sample of your work if you have it.

Screenshots:
(click to show/hide)

176
MM8BDM Discussion / Had to save my 4000th post for something special
« on: November 21, 2015, 06:19:43 PM »
(click to show/hide)

177
Anything Goes / I love whose line
« on: September 11, 2015, 11:38:41 PM »
Dancing time.

178
1:
(click to show/hide)

2:
(click to show/hide)

179
Projects & Creative / I probably went waaay too in depth
« on: August 12, 2015, 11:35:34 PM »
That would kind of ruin the whole trap thing Crash Man has going on. The bombs are like that so they are harder to detect, and replacing them with those massive jellyfish things would make any bombs he places down way easier to see and avoid. You'd also have to make the hitbox bigger on the bombs, too, since they're considerably larger.

...I guess it's kind of an okay trade-off, but it would warrant changing Crash's play style. I mean, his Crash Bombs are pretty fast; giving it a larger hitbox would probably put more of an emphasis on just shooting bombs directly at people instead of using the hitstun that's present when you detonate pre-set bombs. Crash is pretty unique in that you can set and detonate his bombs anytime you want, instead of the "run-n-gun" explosive classes where you shoot directly at your opponent (Drill, Napalm, Grenade come to mind). If you take that away from him by making his explosives larger and easier to see, you pretty much relegate him to that latter group and take away his unique class traits.

If you really wanted to keep that trap-setting play style present, I suppose you could make it that the Crash Bombs "burrow" into the ground so that only a small amount of the shiny bits are showing, but it would still most likely involve increasing the hitbox on the projectile.

180
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 3
« on: August 03, 2015, 02:14:01 PM »
at least you weren't a snowman this time

Pages: 1 ... 10 11 [12] 13 14 ... 294