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Messages - fortegigasgospel

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121
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: September 21, 2016, 06:06:47 PM »
I made a new version of the old megaman dos expansion: http://www.mediafire.com/download/46dlm6ighrscchr/dos-vbeta1.2.pk3
A) There appears to be absolutely nothing different in this then the version I released back for Mapchella years ago. Other then a campaign added which only supports 2 maps (and you have Blade before Dyna at that) which both only feature 3 bots (despite one being a large map).
B) There is a thread for the old DOS Expansion which is still being worked on by me and anyone who wishes to help.
C) This let me find out that the Dyna's bot uses the Reborn skin so I need to fix that and make sure no others don't either.

122
W.I.P Forum / Re: 8 Bit Deathmatch Domination: Demo
« on: September 16, 2016, 02:07:30 AM »
Ok folks, it has been a week since this got released (counting from the hotfix). I've added a pole, should this game mode go into full development or not?

If yes wins changes that are hopeful to come (granted I can figure it out or get help doing some):
Points that act like the King of the Hill mod's points, this should make them able to be contested instead of taken by walking over a line.
Areas around the points on the floor getting textures so they aren't just slapped in the middle of the existing textures.
Finding a way to not have the messages spam the console.
Swapping the scripts to global (this will make mapping and converting maps easier also)
Names for the points.
More maps after the other stuff gets fixed.

123
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 16, 2016, 01:31:40 AM »
How 'bout mets with mtank helmet, or astro crush helmet?

im a troll and i didn't know it
Because every core map has a Yashichi hidden within it for people to find (they do nothing but are easter eggs), this means there will now be decoy Yashichi's in maps.
Having met versions of things that are actual pick ups would not work out as well due to the fact that very little actors are more then props, and enemy actors are usually just for decoration.

124
Projects & Creative / Re: Class based modification (v8c)
« on: September 15, 2016, 11:39:55 PM »
Because WATER Wave was his original weakness, so look at other water weapons.

125
Mega Man Discussion / Re: Is it just me...
« on: September 15, 2016, 07:22:38 PM »
And can someone tell me why MM7 is seen to be so bad? Most of the complaints I've heard were about Auto, Turbo Man's stage and the Wily Capsule (and sometimes I hear a complaint about the English ending), but that can't be enough to completely ruin a game, right? Is there something I'm missing?
I can't say the problem with Auto being, Turbo has a section with tires going over with this one really frustrating jump where you have to get over a spike pit and very little room between tires coming at you to jump it, you can use the super armor but this specific jump is coming from a spot you need to slide under the tires (and you can't slide with the armor on), and then not too long after there is an all new quick beam section.
As for the ending, Mega Man pulls out his buster to Wily saying "I should have done this a long time ago" which Wily responds "Y-you can't hurt me, you're a robot" in absolute panic. Queue the differences, in Japan Mega Man said "..............." as he comes to the realization that Wily is right and he would have defied the first rule of robotics before Treble comes in to warp Wily away and Bass arrives, in the US version they wanted Mega Man to sound cool and edgy so he instead said slowly "I AM MORE THEN A ROBOT, DIE WILY!" and actually began charging a shot which he fired as Treble warped off with Wily. So the US version of MM7 has Mega completely break character and attempt to kill Wily.

126
Mega Man Discussion / Re: Is it just me...
« on: September 14, 2016, 08:03:27 PM »
If it wasn't for Mega Man's and Light's horrible voice acting 8 would have been probably much better received then it was, everyone else's voices were at least passable.
Mega Man 7 is generally viewed to be horrible (along with X7) while the 8th games both weren't really enough to get over everyone's salt of the previous game.

127
W.I.P Forum / Re: Original DOS Completion Project
« on: September 13, 2016, 08:02:58 PM »
Ok folk, immediately after posting this work will begin on Volt Man's map.
The direction for this map is a mid sized map making use of the turbines seen in his actual stage. These will be around paths and stronger power ups and while vary based on the location in the map.
The map will primarily be indoors with a smaller outdoor section, pulling turbines will be seen inside while pushing will be seen outside.
Weapons will mostly be close range specialized to build around Force Field, a shield weapon designed to help you close in on opponents with increased speed and defense to make use of melee range weapons.

I am still opening up for "co-op mapping" if anyone would wish to work on Volt Man along with me.
Also I made a discord channel for this project for those who would like to give any other sort of assistance, such as feed back, ideas, or simply follow the production a bit closer.

128
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 13, 2016, 07:25:01 PM »
So wich map can i make?
He literally just said go get some experience under your belt in mapping first, so basically go make some maps that aren't for anything specific and begin improving before you go tackling any expansions.

129
Rejected / Re: [confusion] Thunder Bolt's icon
« on: September 13, 2016, 05:11:25 AM »
I don't see the mix up.

Top Thunder Bolt and Plug Ball are straight out of core. Bottom Thunder Bolt is simply a comparison of using Mega's TB colors in place of what is used in the icon (I did this with a the rest of 7's, 8's, and &B's also but this is about Thunder Bolt)

130
Adios and sayonara (Spanish and Japanese for "goodbye" respectively) are actually both commonly used in the US. In X5 all his voice lines were removed completely (unlike X and Zero who were the only ones that didn't have their in game voice lines removed in X5) but right before he teleports out he says "janai" which roughly means "later."
When I recently went through X5 and X6 my fiance actually pointed out that Dynamo kinda looks like a cowboy (at least to her), cause his head kinda looks like a cowboy hat
(click to show/hide)
Which sparked me to look at him closer, even his buster kinda looks like a revolver (and he has a sight on it for some reason but that isn't relevant). So possibly the English writers for X5 saw him at first glance and also thought cowboy, which adios amigo is actually commonly used by (at least in movies and TV)

131
Mega Man Discussion / Re: My megaman fan games:Sunstar,MM9....
« on: September 10, 2016, 07:40:29 PM »
Because ,you know,we dont find the original tiles or their colors,so yeh,we need to recolour nemz's tiles for making them good as posible(because we dont like their original colours)
They don't have original colors unless you mean gray scale.
You also asked him to make them pieced together. He also again, already stated that he was to busy to do stuff, so this is kinda a case of work with what ya got.

132
Mega Man Discussion / Re: My megaman fan games:Sunstar,MM9....
« on: September 10, 2016, 06:04:34 PM »
The dlc is just a boss(Copy sunstar, to be more exact).
PLUS,Yes,my team knows how to make some tiles,just i dont want to. Ill work in AIs and weapons.
Still see no reason for the DLC boss to be done already when the main game itself isn't but that is just me.
Ok, your team knows how to make the tiles, so why were you asking Nemz to do it for you though, even after he had posted in the thread he was too busy to do stuff?

133
MM8BDM Discussion / Re: Did you know??? MM8BDM
« on: September 10, 2016, 05:56:40 PM »
Did you know the giant health and weapon energy capsules from MM7 are in the game? Don't know where/if they're used, though.
I do believe they are not used, but they are an option for map makers to use.

134
Mega Man Discussion / Re: My megaman fan games:Sunstar,mavericks....
« on: September 09, 2016, 09:19:26 PM »
Status:
Sunstar's weapons: 10%
Sunstar's abilities: 100%
Enemies,bosses and stages: 3%
FREE Dlc:98%
Quote from: LemonPig
FREE Dlc:98%
Quote from: LemonPig
FREE Dlc:98%

So you are planning DLC, and it is almost all done, but the rest of the game is pretty much no where (3% pretty much means you have nothing and the other 2 means you have some weapons made and nothing else). Why bother with DLC? Why not include it in the main game if it is done already? Why is the DLC almost done if the main game has such little work on it (this tells us you spent time on extra content that could have been put into actually working on the game itself).

From your post in Nemz resource thread.
im more experienced in programming that image editing.
PLUS,im not making this game alone.
You apparently have a team but none of you can make the tiles which is pretty much probably just image editing to piece together small images from what I would imagine.

135
W.I.P Forum / Re: 8 Bit Deathmatch Domination: Demo
« on: September 08, 2016, 08:13:35 PM »
Thank you Lego, both the bugs have been fixed (Hornet softlocking and the "screens" not changing).
The patches I actually thought I had removed in the actual release due to not yet implementing them into the maps, guess I didn't, so those have been moved into the folder you had suggested.

Hotfix version up in the first post and replaces the old download link, that corrects the above things.
The Global script for the scripts of the maps will be a thing to look forward to if this goes into full production (namely if someone would mind helping since I know jack about global, even explaining how to do it would help).

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