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Messages - Gumballtoid

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46
You know what? That's totally fair.

So I did! Have a look at the front post for details.

47
Mega Man X.

This is a series that I don't think is as consistently good as the classic series.

X1 is my love and joy. I grew up on this shit, and it was my first Mega Man game in general. Maverick Hunter X is a wonderful adaption of it, too. It might also be that it just feels the most like a classic Mega Man game, and makes for a nice, smooth transition. I will never stop adoring this game.
X2 was fun enough, I suppose. I appreciate having the dash from the get-go, and the music slaps hard, but my god the weapons are worthless, and the X Hunters are an overall detriment, I feel.
X3 was such an unbelievable drop in quality. The contact damage from anything is absurd, and Zero and the various ride armors add so little to the game. On top of that, a lot of the music is completely unremarkable, and in some cases, flat-out awful.
X4 is the one that everybody seems to love, and I was hoping I would as well, but after playing it through as both X and Zero, I just don't see it. What stood out to me especially is that it feels like this game was not designed with Zero in mind.
X5 is one that I really wanted to enjoy, but it just has way too many moving parts for my liking. Personally, I never did like the Guns N' Roses naming scheme either.
X6 is the only one I haven't played, but from what I've heard, it seems to take all of my problems with X5 and crank them up to 11. Take this one with a grain of salt, though.
X7 physically exhausted me. Everything about it was sluggish and barely functional. This horse is already long dead.
X8 is the other game I adore. I love how Axl plays here, and I love the 2.5D gameplay style. I won't deny that it has some glaring level design problems, though--far too many spikes. On top of that, the Dynasty and Central White stages are wildly different from the rest of the game, which I personally liked, but I know others did not.

I love the premise of Mega Man X, and there are good times to be had with these games, but when I look at the big picture, I find myself torn.

48
Skins & Bots etc / Re: Toids 'Я' Us: [v6 UPDATE] HUDBall v2a (MM8BDM v6a)
« on: November 16, 2020, 01:08:16 AM »
The deed is done! See the front post for details.

For the time being, HUDBall SP is no longer supported. I'll probably revisit it at a later time, but there are a handful of things I want to try on top of simply adding boss mugshots (besides, maintaining multiple permutations of the mod is a pain).

Since IsabelleChiming's MMV music is now officially part of the game, I have retired the MMV music pack as well.

49
Bugs/Suggestions / Re: [Suggestion] Charge Weapon Color Patterns
« on: November 08, 2020, 10:54:07 PM »
Post updated (again) with the discovery of some weirdness with Proto Buster.

50
(click to show/hide)

51
Bugs/Suggestions / Re: [Suggestion] Charge Weapon Color Patterns
« on: November 07, 2020, 10:50:08 PM »
Post updated due to some weirdness I stumbled upon in the HUD definitions. The title of the topic has changed in kind.

52
Bugs/Suggestions / [Suggestion] Charge Weapon Color Patterns
« on: November 07, 2020, 11:56:17 AM »
Here I am, back on my bullshit again.

Charge weapons (particularly the newer ones, like Break Dash) cycle through a color pattern like so:

secondary = primary, primary = black, black = secondary
secondary = black, primary = secondary, black = primary
secondary = secondary, primary = primary, black = black

There's a handful of inconsistencies among the older weapons, though, and here's where.

Among the translations defined in COLORS.acs, it's all in the MM7 stuff. For Wild Coil and Noise Crush, things are reversed. It's just a matter of swapping translations around, which I have done here.
Code: [Select]
CreateTranslation (NOISECRUSHCRG2, 192:192=61:61, 198:198=0:0, 0:2=204:204, 5:8=204:204, 243:247=204:204);
CreateTranslation (NOISECRUSHCRG3, 192:192=0:0, 198:198=204:204, 0:2=61:61, 5:8=61:61, 243:247=61:61);
Code: [Select]
CreateTranslation (WILDCOILCRG2, 192:192=238:238, 198:198=0:0, 0:2=109:109, 5:8=109:109, 243:247=109:109);
CreateTranslation (WILDCOILCRG3, 192:192=0:0, 198:198=109:109, 0:2=238:238, 5:8=238:238, 243:247=238:238);

Super Adaptor, on the other hand, requires a little more tweaking, because it uses a completely different pattern from anything else, for some reason. I have corrected this as well.
Code: [Select]
CreateTranslation (SUPERADAPTORCRG2, 192:192=42:42, 198:198=0:0, 0:2=4:4, 5:8=4:4, 243:247=4:4);
CreateTranslation (SUPERADAPTORCRG3, 192:192=0:0, 198:198=4:4, 0:2=42:42, 5:8=42:42, 243:247=42:42);

The other trouble spots are in the HUD definitions (TEXTURES.HUDS) for Arrow Buster, Noise Crush, Wild Coil, and Homing Sniper--all of them reversed. I have corrected them all below:
Code: [Select]
Sprite CHBUI0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=198:198", "198:198=247:247", "0:2=192:192", "5:8=192:192", "243:247=192:192"}}
Sprite CHBUJ0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=8:8", "198:198=192:192", "0:2=198:198", "5:8=198:198", "243:247=198:198"}}
Code: [Select]
sprite NCRUM0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=61:61", "198:198=247:247", "0:2=204:204", "5:8=204:204", "243:247=204:204"}}
sprite NCRUN0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=247:247", "198:198=204:204", "0:2=61:61", "5:8=61:61", "243:247=61:61"}}
Code: [Select]
sprite WCOIH0, 148, 80 {Offset -202, -103 Patch HSPRE0, 0, 0 {Translation "192:192=238:238", "198:198=0:0", "0:2=109:109", "5:8=109:109", "243:247=109:109"}}
sprite WCOII0, 148, 80 {Offset -202, -103 Patch HSPRE0, 0, 0 {Translation "192:192=0:0", "198:198=109:109", "0:2=238:238", "5:8=238:238", "243:247=238:238"}}
Code: [Select]
Sprite HSNII0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=230:230", "198:198=247:247", "244:247=192:192"}}
Sprite HSNIJ0, 116, 96 {Offset -184, -94  Patch BUSTB0, 0, 0 {Translation "192:192=247:247", "198:198=192:192", "244:247=230:230"}}

Remarkably, Super Adaptor's HUD has used the correct pattern from the beginning, so there's no need to deal with that.


UPDATE: I discovered both of Proto Buster's charge patterns have some jank inconsistency.

The full charge has an additional two frames that were not incorporated (gold, purple, black, purple, repeat) on top of the HUD not matching the skin, and the mid charge has some inconsistency between the HUD and the color translations (3 purple frames on the HUD, 1 purple frame on the skin, when both should have 2). I corrected these myself, which you can try out right here.

With these discoveries, it may also be worth updating the Proto Man actors used in boss fights and cutscenes.

53
Bugs/Suggestions / Re: [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 03, 2020, 06:43:39 PM »
Since the MM1 Wily stages are likely the first new players will see, I wonder if it would be better to keep things simple. Personally, I'm leaning towards Wily's Hideout Exterior and Wily's Hideout Interior. In the original game, these stages were supposed to be a robot factory that Dr. Wily repurposed, rather than one of the many custom-built fortresses seen in later games, so "garden" raises a bit of an eyebrow.

As for Wily Tower, I propose Wily Tower Substructure for the first stage. The whole thing seems to be one big boiler area and sewer rolled into one--both of which tend to be built below ground.

EDIT: After mulling it over, I realized the overabundance of water (or just fluid in general) lends weight to the name Wily Tower Reservoir. Something to consider.

I like Mike's suggestion of Wily Tower Observatory a lot, as well.

54
It's funny you should ask--I have one very nearly finished!

Hudball SP will need to wait, since there are a few experimental things I want to try with that, but the base version will be fully compatible with the campaign (albeit without boss mugshots).

55
Lemme just say I totally agree with the bit about the Weapons Archive's second phase. I spent the most time on that phase by a wide margin.

While I definitely agree the Iron Golem's arm-sweeping attack and Sunstar's laser lack proper conveyance (hell, I didn't even know you could jump over the former--I just tried to minimize damage as much as possible), I think Sunstar's ball attack is perfectly fine as is. Its movement pattern eliminates many of your evasive options, so simply running under it came naturally.

Of course, that's just my personal opinion. Any QoL changes would be totally welcome.

56
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 02, 2020, 11:53:46 PM »
I wouldn't miss this for anything. Love me some Jam.

Besides, I have a perfect attendance record to uphold.

57
Bugs/Suggestions / [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 02, 2020, 09:47:16 PM »
The Wily stages have always been a bit of a strange case, since you can't realistically call every map "Wily Castle" and hope to distinguish them. There are some interesting creative liberties taken with some of these, particularly the newer ones as of v5 and v6 (Wily Waterworks and Skull Laboratory, for example).

However--presumably a holdover from the bygone days of MM8BDM v2--the MM7 Wily stages take no such creative liberties, and are simply dubbed "Skull Fortress" 1, 2, etc. Besides being inconsistent with the rest of the game (MM1 and Wily Tower nonwithstanding, but I'll get to that), it's just plain boring.

Being partway outdoors, and beginning on a literal drawbridge in the original game, I propose Skull Fortress 1 be renamed Skull Fortress Gate.
Since the entire map is turtle-themed, and features the fight against Super Bass in the original game, I propose Skull Fortress 2 be renamed Skull Fortress Armory.
I struggled to decide on a more appropriate name for Skull Fortress 3, but a few of them include Skull Fortress Skyway, Skull Fortress Parapet, and Skull Fortress Hangar (the last of which inspired by the map's open structure, and HannyaNED˛ being a flying boss).
I struggled with Skull Fortress 4 as well, but--being the final stage--it ought to have a name with some finality. My two best include Skull Fortress Lair and Skull Fortress Sanctum.

As for MM1 and Wily Tower, I legitimately forgot about those until I started writing this post (oops). I haven't yet given them any thought, and feel it would be better to simply open the floor to others that may have suggestions for any of these stages.

58
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 17, 2019, 05:26:11 PM »
I'm curious about where Super Adaptor stands at this point. Did it get any changes to compensate for Treble Boost's directional dashes, or does a fast, homing charged shot already kinda even the odds?

59
MM8BDM Discussion / Re: Binding
« on: June 10, 2019, 06:52:59 PM »
I'm sure you know that when coloring your name or a message in the chat, you use the backslash '\' followed by 'c' and a color code of your choice.

When typing anything in the console, the backslash serves as your escape character. This basically means that, when processing the console command, the backslash tells the game, "Hey, use the 'literal' version of the next character you see." This means that, rather than using the next character as part of the command's syntax (if applicable), it just includes the next character in the command itself.

For many characters, this means nothing really changes. However, since you need a backslash to enter a color code, you need to use the escape character. This means that you simply need two backslashes--the first is your escape character, and the second begins your color code. If done correctly, your command should look something like this:

Code: [Select]
bind Z "say \\cgBring on the pizza!"
The backslash escape character is also useful when creating nested console commands, where you would need to use them on the inner quotes to prevent the command from being misread.

I hope this answered your question. Otherwise, you can defer to this tutorial: http://cutstuff.net/forum/index.php?topic=6237.0

60
Mega Man Discussion / Re: What's your favorite robot master???
« on: June 07, 2019, 08:03:35 PM »
It's probably a toss-up between Dive Man and Enker, but honorable mentions include Air Man and Block Man.

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