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Messages - Gumballtoid

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61
Projects & Creative / Re: Map Details - Custom
« on: May 17, 2019, 08:24:59 PM »
It sounds like you're talking about map cards.

The reason a map card from another map appears is because of a special script that runs each time a map loads. This script updates console variables that store map card information, using information from the new map. If your custom map doesn't have this script, the console variables will not update, and information from a previous map will be used to create the map card instead.

I know that's a mouthful, but the gist of it is that you need to add a script to your map. Refer to this tutorial to get yourself started. http://cutstuff.net/forum/index.php?topic=10772.0

62
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 07:18:58 PM »
It's really great to finally see the game's pacing being addressed. Though, I have to wonder, are the campaign's bosses being tweaked in light of the damage increase?

63
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 11, 2019, 05:03:49 PM »
That's a fantastic idea, and one I'd love to see, be it in core or in a mod. Item-3 always seemed too unwieldy to be useful, but if it worked like that, I think it would make for some interesting map design. I guess it'd be a sort of vertical counterpart to Item-2?

64
General Gaming Discussion / Re: Name the most obscure game you know
« on: January 23, 2019, 12:46:37 AM »
Freaky Flyers, for the Nintendo GameCube.

65
DECORATE and ACS Modifications / Re: [v5d] Team Spirit v1.2
« on: December 01, 2018, 11:13:39 PM »
Updated for v5d compatibility.

66
I'm a little bit late, but I don't think Centaur Man and Crash Man have enough cyan on them.

67
Graphic Alterations/Submissions / Re: (IMPROVED SPRITES) Snake Man
« on: September 23, 2018, 07:14:21 PM »
In his firing frames, his tail hangs off to the side on the rear rotation, but doesn't on the front rotation.

Other than that, it's dandy,

68
Oh man, it's a HUDBall update!

I'm quite pleased with this one--HUDBall now features compatibility with Rage Roboenza mode! See the front post for details.

69
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: August 10, 2018, 02:18:52 AM »
It's true that he created the designs we're now using, but we renamed the redundant Robot Masters ourselves. We've been throwing some new names for Torch Man around, but some suggestions would sure be welcome. Personally, I'd love a name that's more than just a synonym for fire, so I like Butane Man quite a bit.

70
You can find download links for Slade right here. http://slade.mancubus.net/index.php?page=downloads

71
MM8BDM Discussion / Re: A little help pls? (Training Room)
« on: June 12, 2018, 03:49:26 PM »
It's a bug in the current version of MM8BDM that prevents weapons from being given to the player. If you still want to use VR training, load this hotfix with MM8BDM. http://cutstuff.net/public/002-training.wad

72
Help & Editing / Re: connecting problem
« on: May 13, 2018, 11:23:24 PM »
It sounds like you have Doomseeker configured with MM8BDM.exe (the launcher) as your Zandronum executable. Simply point Doomseeker directly to zandronum.exe and you should be good to go.

73
Closed / [ACS/Colors] Galaxy Man Translation(s)
« on: April 20, 2018, 05:21:31 PM »
Most people wouldn't notice this, but I spend entirely too much time drooling over the MM8BDM palette.



At the top is Galaxy Man's base sprite, and also the translation GALAXYMAN (887), as seen in COLORS.acs. It doesn't do practically anything, but it's there.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198, 207:207=207:207, 240:240=207:207);
The first row is straight from Mega Man 9. Those are his original colors, from the original game.

The second row is translations GALAXYMAN1 (890) through GALAXYMAN7 (896), also seen in COLORS.acs.
Code: [Select]
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205, 207:207=206:206, 240:240=206:206);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58, 207:207=60:60, 240:240=60:60);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39, 207:207=40:40, 240:240=40:40);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225, 207:207=227:227, 240:240=227:227);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229, 207:207=230:230, 240:240=230:230);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104, 207:207=111:111, 240:240=111:111);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103, 207:207=116:116, 240:240=116:116);

The third row is a set of translations created in MAP01's scripts, which the Galaxy Man prop uses.
Code: [Select]
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);

So what's the problem, then? Inconsistency. The translations in COLORS.acs translate too many colors, which isn't faithful to the original game. On the other hand, the RGB notation used in MAP01 is fine and all, but it's missing an entire translation.

The fourth row is my solution: dropping the extra color from COLORS.acs. It closely resembles those seen in Mega Man 9, while drawing straight from the MM8BDM palette.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198);
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103);

Then, apply it to MAP01. Quick and painless.
Code: [Select]
Script 32 OPEN
{
        Thing_SetTranslation(119, 890); Delay(8);
        Thing_SetTranslation(119, 891); Delay(8);
        Thing_SetTranslation(119, 892); Delay(8);
        Thing_SetTranslation(119, 893); Delay(8);
        Thing_SetTranslation(119, 894); Delay(8);
        Thing_SetTranslation(119, 895); Delay(8);
Thing_SetTranslation(119, 896); Delay(8);
        Restart;
}

74
DECORATE and ACS Modifications / [v5d] Team Spirit v1.2
« on: March 31, 2018, 06:15:47 PM »
Team Spirit

This is a team-game enhancement heavily based off of Jax's take on projectile translation methods. The key difference between them is that while his version respects NES limitations (within reason), this version forgoes color limitations for a (hopefully) much more visually-pleasing experience. While I rewrote the framework from scratch, the methods used to achieve these translations are nearly the same.

Features:
• Practically every projectile has been recolored to match your team's color.
• Expanded team palette: basic, energy, fire, electric, and soft color sets help each projectile keep its identity, while still proudly wearing its colors.
• Players now flash when charging weapons like Atomic Fire. No more getting caught off-guard by instant death!
• HUD messages reminding you of your allegiance at the beginning of each round (this can be turned off in the options menu).
• Other small quality-of-life changes.

Supported by: Team Deathmatch, Team LMS, Capture the Flag, One-flag CTF, Team Possession

(click to show/hide)

What's new in version 1.2?
• Fixed a compatibility issue with v5d that caused the new sticky lift scripts to break.

This is my first real venture into the wonderful world of ACS. Bug reports and general feedback would be much appreciated.

Download from TSPG
Download from Dropbox

75
The idea of a Stardroid team was tossed around when the old team colors were being revamped, alongside a returning Mr. X team. Lots of folks were up for it. Unfortunately, it won't be possible until the Zandronum devs decide TEAMINFO should be able to support more than four teams.

Personally, I'd use the Password theme for victory and Game Over for defeat. Space Rulers is ominous and imposing, but it doesn't really sound... victorious. Glad you're enjoying the pack, though!

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