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 - Super Bondman 64

Pages: 1 ... 3 4 [5] 6 7 ... 10
61
Very, very awesome!  Congratulations, everybody!

Here's a creepy .GIF of celebrations!
(click to show/hide)
Also, a compilation of the left-over maps sounds like a very cool idea-- that way no one's work will go to waste.

62
I wasn't able to make it for the judging last night, but everyone's maps are definitely very cool!  The level and quality of work that went into each of them was really amazing!  The Sky Castle and Crystal Crater maps were probably my favorites of the group.  Sorry my map turned out kind of unprofessional, though.  I guess it never crossed my mind to make up a title for it!  I agree with everyone's criticisms, too.  It would need a LOT of polish and probably heavy modifications to be MM8BDM material.  :p

63
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: June 11, 2012, 03:47:36 PM »
Thanks, guys!  I got those botchats in.

64
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: June 07, 2012, 11:01:18 PM »
So, I'm having two problems with a map right now, but my experience in ACS is very minimal, so they may be due to something really simple that I don't know about yet.  First, I'm trying to make a track for the HangingTire objects from Turbo Man's level to follow.  I made some Map Spots that I use to spawn the tires at the start of the map with SpawnProjectile, and I'm trying to use a linedef with the action "Script Execute Always", and a script that calls something like
Code: [Select]
if(turn==1){SetActorVelocity(ActivatorTID(), 40,0,0, FALSE, TRUE);}with an argument.  I think this is basically the same as how Turbo Man's Roaders work, but I set the linedef action to be triggered when "Projectile hits or crosses," instead of a monster crossing.  For whatever reason, though, the tires don't seem to turn, but just keep going and disappear when they hit the wall.  Does anyone have any ideas as to what the problem might be?

My second issue was that I was trying to spawn TurboRoaders, with something like this.
Code: [Select]
Spawn("TurboRoader",-4190,0,216,0,64);This code doesn't seem to do anything yet, though, and I'm not really sure why.  Thanks for your help!

EDIT: Never mind, I think I got it figured out.  :p

65
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: June 07, 2012, 08:25:41 PM »
Whoops-- guess I missed all this!  Thanks, Game&Watcher!

66
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: May 31, 2012, 06:08:32 PM »
Aww, sorry to hear that.  It would be really cool to organize something like that!  I did put a suggestion in the Capcom-unity suggestion box, though, so people can go vote for that if they have an account there!

http://www.capcom-unity.com/go/suggestion/box

Every bit helps! :P

67
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: May 29, 2012, 03:54:05 PM »
I also agree that a Twitter campaign would be a great idea!  If we got some of the Mega Man news sites to post about it, that would help as well!  Though maybe we should use #RockManforSmashBros instead of Mega Man to avoid possible confusion.  :P

68
I think any date should be fine for me at this point!

69
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: May 29, 2012, 03:33:40 PM »
Thanks, Myroc!  That's a big help.  :cool:

Also, nice work, Knux!

70
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: May 28, 2012, 08:18:41 PM »
Hey guys!  Do you know if there's a way to make a floor-switch sort of sector that can turn a Fire Trap on and off depending on whether you're standing on it?

71
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: May 28, 2012, 08:14:50 PM »
Ah, that makes sense!  Thanks, DarkAura!

72
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: May 28, 2012, 03:56:10 PM »
Sounds good!

Also, what do you guys think of this naming scheme for the maps/music?

KA1VEG / VEGMUS
KA2ICE / CRMMUS //Avoiding conflict with ICEMUS
KA3BUT / BUTMUS
KA4GRA / GRPMUS //Conflict with GRAMUS
KA5YOG / YOGMUS
KA6ORA / ORAMUS
KA7RAI / RAIMUS
KA8DRE / DREMUS

Would people rather the Dream Spring be called the Fountain of Dreams?  Then it could just be KA8FOU / FOUMUS, I guess.  Also, I thought about just leaving off the numbers from the map names and using four letters, but then I ran into problems with Butter Building. >_>

Also, for those with more programmatical knowledge than I, it is possible to just use normal Megaman weapons on the maps, and just include some sort of script in the weapons-pack to replace Megaman weapons with Kirby weapons?  This may not even be desirable, but I thought I'd get some opinions from you guys!

73
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: May 23, 2012, 03:43:08 PM »
Actually, now that you mention it, I think that we're using your version of the Nightmare Orb, DarkAura.  Thanks for pointing that out!

Also, the Starman dialogue looks good, Game&Watcher!  I'll put that in.  :)

EDIT:  I'm also going to claim the Orange Ocean map, I think!

74
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: May 14, 2012, 07:32:03 PM »
Thanks, guys!  Just do whichever bots you want-- that's a big help!  Though if I get any duplicates, I guess I'll have to pick. :P
Also, thanks RedMettaur!  I hope we're able to get this finished relatively soon!  :D

75
W.I.P Forum / Re: [EXPANSION] Kirby's Adventure
« on: May 09, 2012, 01:20:12 AM »
That'd be great!  I can put you down for that.

Pages: 1 ... 3 4 [5] 6 7 ... 10