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 - Gumballtoid

Pages: 1 ... 5 6 [7] 8 9 ... 190
91
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: September 03, 2017, 01:46:04 AM »
Switch > Bass-Sama

92
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 05, 2017, 07:14:29 PM »
(click to show/hide)


93
Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5b
« on: July 26, 2017, 04:59:19 PM »
Simply having hudball.wad in your MM8BDM directory is not enough. You will need to load it as an extra parameter using the MM8BDM launcher. To use this HUD online, you'll need place hudball.wad inside MM8BDM-v5b.pk3 using Slade. For details, see the first post.

Hope this helps.

94
Forum Games / BEES.MP3
« on: June 28, 2017, 01:15:34 AM »
(click to show/hide)

95
MM8BDM Discussion / Re: Gamma v5b battle?
« on: June 08, 2017, 04:09:21 PM »
I use Gravity Hold on the Mets, Hyper Bomb on the Joes, and Metal Blade on the Power Musclers.

Gravity Hold amuses me to no end.

96
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 07, 2017, 01:48:26 PM »
It might be a good idea to set up a MEGA or Google Docs folder so folks can pick and choose which versions they want to download. Downloading every version at once is kind of painful.

97
Here's my own long-winded headcanon.

Maestro was designed to be the NormalNavi of MM8BDM. In Mega Man Battle Chip Challenge, there were ten different NormalNavi varieties that you'd see depending on the tournament you'd entered. Stat-wise, they were pretty well-rounded, with half of them wielding your garden-variety NormalBuster. However, there were also elemental NormalNavi varieties wielding FireCannons, AquaShots, ZapRings and Twisters, plus the elite NormalNavi X with his ChargeShot. Additionally, in Battle Network 4, NormalNavis could be seen using swords, cannons, and bombs. Taking this information into account, I like to think of Maestro as one unit of a mass-produced robot model comparable to Sniper Joe in simplistic design and modularity, but also very similar to the Robot Masters in terms of AI complexity.



Think of him like an empty teddy bear at your local Build-a-Bear Workshop. You'd walk into the hobby store at the New Metropolis Mega Mall, pick out a blank robot, designate a name, gender, and function, and customize him to your liking. Just like that, you've got your own personal robot pal. Like Battle Chip Challenge's NormalNavis, you could outfit him with all kinds of different tools and weapons. Want him to be just like Mega Man? Give him a chargeable buster and a few sidearms! Prefer the more gallant style? You can't go wrong with a sword and shield! If you wanted, you could just beef up your new robot and send him into battle with nothing but his bare hands, watching with satisfaction as he pummels his enemies into submission.

Then there's Maestro's creator whom Dr. Light alludes to occasionally. I like to think of him as your hardcore, D.I.Y. hobbyist, who took Maestro home and decided to improve upon him. With the right tools, this guy made his robot faster, stronger, and smarter. He even expanded upon Maestro's innate modularity and effectively replicated the Variable Weapon System utilized by Mega Man. These enhancements allowed him to rise above the common robot and keep pace with the Robot Masters as he fought in the tournament.





I really, really like Battle Chip Challenge.

98
Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5b
« on: June 02, 2017, 09:22:23 PM »
I'll definitely do that once Zandronum SBARINFO supports IfCVarInt, so as to avoid maintaining several permutations of the HUD at once, but if there's enough demand for it, I'll do it sooner.

99
Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5b
« on: June 02, 2017, 05:25:25 PM »
I would prefer if that didn't happen. I've had issues with a million different versions of my work floating around (without my permission) after the community felt the need to modify it and it just kind of lost its identity as a result.

Put simply: no, I would not.

100
Skins & Bots etc / Re: [HUD] HUDBall - MM8BDM v5b
« on: May 31, 2017, 09:10:00 PM »
I can't test it yet, but by what I can see, I can tell this is neat and a good idea. The only weird thing I saw here is that the Silver Tommahawk's HUD is shown as green in the pictures.
This is deliberate. You'll notice in the given screenshot that it is a team game, and the player is on the Cossack team, represented by the green mugshot.

101
HUDBall
Disclaimer: not an actual ball

I wanted to make a custom HUD, and this is the result.

This HUD is incompatible with classes and it always will be. Sue me.

(click to show/hide)

So what's this thing all about?
• Health and ammo bars, weapon icons, and inventory items now occupy a stylized window in the top left corner.
• Bars are accompanied by numbers that indicate exactly how much health or ammo remains. Fancy!
• Weapon names are printed underneath the ammo bar. Now Air Shooter and Dive Missile don't feel so same-y!
• Features a color-changing mugshot that reflects the currently-equipped weapon (yes, charge weapons work too).
• Improved weapon ammo overlays: things like Centaur Flash now visibly go on cooldown, etc.
• Rush Jet and Rush Marine are represented by meters, while Beat Support embellishes your crosshair while active.

What's new in the latest version? (11.15.2020)
• Support for MM8BDM v6! This includes MM10 and MMV weapons, plus changes to pre-existing content.
• Support for two additional colors! This will allow those extra-detailed mugshots to be adapted much more easily. Details in the spoiler below.
• A slightly streamlined frame! A bit of unnecessary garnish was trimmed to cut down on clutter.
• Color overhaul! Every weapon has been glossed over and given a (hopefully) much prettier palette.
• Font changes! The font is now much more authentic, being drawn from the pause menus of MM4, MM5, and MM6.
• A new Beat Support indicator! Tiny crosshair feathers will now indicate the presence (or lack thereof) of your winged companion.
• Team game changes! Your allegiance is now represented by a small banner, rather than a colorized frame.
• Full campaign support! Play through the entire campaign with your beautiful new HUD (albeit without boss mugshots, for the time being).
• ...and other small, quality-of-life changes that are too numerous for me to list!

Download link, please!
Current version: v2a
HUDBall
This is the basic, multiplayer version. It may be placed inside your MM8BDM pk3, allowing you to join servers with your shiny new HUD!
v2 UPDATE: Now fully campaign-compatible! HUDBall SP deprecated until further notice.

How do I install this thing?
• To play offline, you need only load it as an add-on using the MM8BDM launcher.
• To join multiplayer servers, follow these instructions:
    ◘ Download a Doom editor, such as Slade.
    ◘ Launch your editor of choice and open MM8BDM-v6a.pk3. If you're worried about messing this part up, make a backup copy.
    ◘ Import hudball-v2a.wad using the "Import Files" button (NOT the "Import" button--you'll overwrite other files that way!) and place it in the root directory (next to all of the map wads).
    ◘ Save your changes, close the editor and launch MM8BDM. If you did everything right, you should be able to join servers with your new HUD!
    Remember that HUDBall will not work on servers whose wads modify SBARINFO, such as those running classes mods or custom weapon packs. This is simply the nature of clientside mods.
IMPORTANT: If using Doomseeker, be sure that "Check the integrity of local WADs" (under Options > Configure > File Paths) is unchecked. Otherwise, you won't be able to join servers with a modified MM8BDM pk3.


How do I add my own custom mugshot?

(click to show/hide)

Have fun! Feedback and bug reports are welcome and encouraged.

--

(Diet) Mega Man V 2A03 Music Pack

MM8BDM v6 included most of IsabelleChiming's Mega Man V 2A03 album, but 8 songs were omitted, and one was slightly altered. These are available here.

As with all music packs, simply drop it into your skins folder and you're good to go.

Download Link

Code: [Select]
MMVINTRO .. Prologue
MMVPASS ... Password
MMVLIGHT .. Light Lab 1
MMVSTAGE .. Stage Select
NEPMUS2 ... Neptune (lower tempo)
MMVSHOP ... Light Lab 2
MMVWEAP ... Weapon Get
MMVBOSS2 .. Wily Star Boss
MMVGO ..... Game Over

102
Rejected / Re: [Sprites] Copy Robot/Mega Man?
« on: May 28, 2017, 02:30:40 AM »
I gotta admit, I really like this change. His eyes were so hard to read before.

103
Closed / [Sprites] Yamato Man Color Distribution
« on: May 19, 2017, 03:51:42 PM »
I noticed in the v5b intro that Yamato Man's skin does not accurately portray his original sprite in terms of color distribution. Some things that were originally purple became blue, while others became cyan. White and cyan appeared in places that initially did not have them. After going through a few iterations, I settled on this correction.



(From left to right: current skin, proposal, colored variants)

The most prominent changes are most of the white being removed to make way for blue and cyan, and his orange adornments remaining orange. Additionally, I went through and removed a few errors that had existed since the skin's inception, though these were largely small bits of background white that were missed back then. At this point, I believe I have made the skin significantly more accurate to his original appearance in Mega Man 6.

It is also worth noting that any core or modded props that translate the skin to its original palette (such as the one used in the v5b intro) will need to have their translation fixed accordingly.

I'm including two download links. This version is a direct sprite replacement, preserving the original offsets, while this version features different (and what I believe to be improved) offsets that draw focus away from the spear and more towards his body.

104
Forum Games / Re: CONQUEST OF MECHANUS [SIGNUPS]
« on: May 14, 2017, 03:27:06 AM »
(click to show/hide)

This is one hell of a sting operation.

Name: Yellow Jack
Appearance: A disheveled, lanky old man wearing a gaudy yellow beekeeping veil, a black-and-yellow striped shirt, a pair of black cargo shorts, black socks that are entirely too long, and a modest pair of brown loafers. His backpack doubles as a synthetic beehive and also a repository for his bug net and endless jars of honey.
Personality: Old. Crotchety. Always has something to complain about. Longingly reminisces of "the good ol' days." Enjoys bees.
Element: Nature
Playstyle: Jack commands an army of angry bees. He can wield them to attack by releasing them as an aimless swarm, or he can order them into formation to attack with a sword made of bees, wear bee armor, and the like. He can also throw jars of honey to affect enemies with sticky debuffs, or outright consume them to restore health.

105
Forum Games / Re: Ruin-A-Wish
« on: April 30, 2017, 07:10:24 PM »
Granted. Unfortunately, it's so heavy and cumbersome that it can't go up hills. Additionally, its gas mileage is far too poor for it to be of any practical use.

I wish I had a bottomless cup of coffee.

Pages: 1 ... 5 6 [7] 8 9 ... 190