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Messages - fortegigasgospel

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136
W.I.P Forum / 8 Bit Deathmatch Domination: Demo
« on: September 07, 2016, 04:04:42 AM »
<<Download here>> <- New Link

Domination is a common FPS game mode about capturing control points to increase your team's score over time, you might recognize it as a game mode in the menus, but no core 8bdm maps are compatible with the game mode. So using code from an old map that was made for domination I converted 5 core maps to be playable for the mode. These 5 maps have their own map codes of "DOM<MAP>" and have "DOMINATION" at the end of the map's name to make them distinguishable from the core versions.

These 5 maps in order are:
DOMSKU - SKULL MAN DOMINATION
(click to show/hide)
DOMPLA - PLANT MAN DOMINATION
(click to show/hide)
DOMHOR - HORNET MAN DOMINATION
(click to show/hide)
DOM8DW2 - SKULL TOWER INTERIOR DOMINATION
(click to show/hide)
DOMCTF10 - ALL OUT ASSAULT DOMINATION
(click to show/hide)

What is featured:
>These 5 maps compatible with Domination mode with 3 control points each, they can still be played in Deathmatch but everything will still work as though it is Domination and since they are core maps there is little reason to run this if you don't wanna play Domination.
>There was 1 less small health in MM6PLA in the red base then the green base, this was fixed.
>All Out Assault has names for it's points, also the middle point is where the white flag was, and had been lowered to not be raised up.
>Team Spawns on each map, both teams spawn near a point and will generally contest each other for control of the third point

Recommendations:
>Set the score limit high, even a game with 100 point limit and only 5 players might not last longer then a couple minutes.

Known bugs and issues:
>When a round ends in DOMHOR it will spam the team who won message endlessly and never continue to the next map. Vote map if needed. Fixed in Hotfix
>The Mid Texture "screens" don't change for some reason, the coding was done exactly like the map I took it from but I don't really understand why these don't change. Fixed in Hotfix

If this gets actual interest I'll be willing to do some more maps, and if people wish to contribute any maps of their own (or convert core maps) I will add them (certain maps might be turned down for obvious reasons). Also if anyone wishes to assist by touching up the code, fixing/changing the point markers in the air, etc, feel free. (Also if someone wouldn't mind adding this to TSPG or something that would be appreciated)
If you like this, let me know, if you don't like this, well you can still let me know, if you have suggests, post them here or send them to me via messages, if you see people give feedback who don't wanna send it to me themselves, send it (seriously I can't see everything if you don't make sure I do).

137

Also, while not robots themselves, Dr. Cossack and Kalinka are named after Russian dances.
I did not know that one.
Also while on topic of the not robots.
Light, Wily, and Cossack are named after Thomas Edison (Thomas Light), Albert Einstein (Albert Wily), and Mikhail Sergeyevich Gorbachev (Mikhail Sergeyevich Cossack)

138
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 06, 2016, 09:01:38 PM »
Well this Demo is all prepared for release with 5 compatible maps.
As you saw above MM8DW2 is one, here are the others.
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

As I mentioned, since this is a demo the visuals are very rough to see if interest in this improving would even be desired, as well as this was the easy work, some improvements might require work I can't do myself and wouldn't have been worth doing if this gets played for a week and dropped forever.

Also, those of you who offered suggestions and none of them got in, I did try to aim for at least 1 serious suggestion per person, but certain maps would require a lot more work to convert or locations would be more challenging, such as 3D floor heavy maps (not really the maps that use too many, but have little regular floors)

139
Most of the "major" robot characters are actually all musical terms, save for "Proto Man"'s overseas name.

Mega Man = Rock Man who was also "Rock" before being turned into a fighting robot.
Roll = combined with Rock you get the Rock and Roll genre.
Proto Man = Blues genre
Bass + Treble = The clefs. Japanese names: Forte means to play notes loud and powerfully (fitting of his personality), while Gospel is a music genre, mostly religious music.
Duo = Referencing a duet, when 2 people sing or play together.
Enker = Enka which is a traditional Japanese music style.
Punk = Punk music
Quint = Quintet is a group of 5 members
Ballade = Ballads are a poem or song narrating a story in short stanzas.
Beat = all music have a "beat" usually associated with the tempo.
Tango = a type of dance.
Reggae = a popular Jamaican genre of music.
Rush = All I got is the band and it is possible that was coincidence.
Eddie is the only main games one I can't think of what he would be if he even is.

Archie Comics brought us:
Tempo = the speed of the music.
Solo = When one person plays or sings by them self.
Trio = When three people play or sing together.

I guess even Fan could fit the premise of musical terms, and I don't think I would need to explain what he would be.

140
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 06, 2016, 05:48:47 AM »
A demo coming to you soon.
(click to show/hide)
Will only be a demo at first to see how much interest in improving this there actually would be so at there will be bugs and not great visuals for the first release when it happens (you can see one of the issues already, but if this gets actually rolling hopefully it can be replaced by something better).

141
Closed / Re: Some weapon icons
« on: September 06, 2016, 05:43:18 AM »
Finally was able to upload the image.
core versions on the left, slight edits on the right.

142
Closed / Re: Quit Message Failure
« on: September 05, 2016, 10:20:44 PM »
Keep the Roboenza typo, typos in Mega Man games are golden!

143
Closed / Re: Add team spawns to DM maps
« on: September 05, 2016, 06:41:04 PM »
Only other potential problem I see is actually implementing it into the maps, simply cause you would be going into every map just to add some spawns. Not hard, just time consuming. But the end result should be worth it imo.

144
Remember that stupid palette thing I found out in Dark Man Stage 1?

Stone Man Stage has a similar thing

This room! Has odd little magenta platforms that get recoloured later in the stage
if you actually go to the later place and come back

they're peach!

Other tiles in the first half are also affected by this.
The background in the first room would probably also be affected.... but there's no way to get back to that room unfortunately
There will also be an M Tank in that room, if you do not have one in your inventory already.

145
Skins & Bots etc / Re: MusashiAA Time! (classes-v666 leaked)
« on: September 04, 2016, 02:12:59 PM »
What Version
Anything being released from this point onward is likely going to be compatible with v5 unless stated otherwise.

146
Slade is popular, you are looking for the skins which should be in the graphics folder.

147
Closed / Re: Some weapon icons
« on: September 01, 2016, 10:47:39 PM »
Only double posting since it has been a few days since my last post, seems Hornet Chaser is in pixel up in it's icon and is missing one of the antenna (which should also be yellow not white), and Jewel Satellite should have 2 black pixels on the right side that break into the boarder.
I have an image showing the core versions and the slight edits to show what I mean but imgur isn't working for me and I can't find anywhere else to easily put it up.

148
Closed / Some weapon icons
« on: August 30, 2016, 11:39:47 PM »
Doing a little something I happened to notice 5 weapon icons are a little bit off in their appearance, namely how they would break the boarder. These are Dust Crusher, Skull Barrier, Gyro Attack, Water Wave, and Charge Kick.
I did the slight changes already.

Dust, Skull, Gyro were all missing the black lines along the boarder of their icons that they had in the sources.
Also turns out Gyro's was a different size in 8bdm then in 5 (the image in the icon, not the entire icon)
Water Wave comes from out of the boarder but due to coloring it is only 2 blue pixels on the bottom.
Charge Kick did do it's boarder breaking but the black lines in 5 took up more space, so I added that extra space.
So all in all some minor things even it even warrants changing at all.

149
W.I.P Forum / Re: Original DOS Completion Project
« on: August 30, 2016, 03:25:55 AM »
The weapons look cool!

The only thing that bugs me is how half the MM3PC weapons do not have the correct colours. Blade Launcher, Shark Boomerang, and Oil Stream don't use those colours at all in the original game.

And, I can understand why the PC1 weapons have different colours, as they didn't even have colours to begin with in the original game
Shark Boomerang's colors were cyan and white, the cyan was made the secondary color and gray was added as the main to look more unique and interesting and match Shark's colors.
Blade Launcher was purple/pink and white. Purple was picked to match Blade's color and not confuse with a similar weapon Yamato Spear, gray was added to not have white as the secondary.
Oil Stream was changed to black and gray to match the projectile as Mega's colors often do, while the original was brown and white, I could swap Oil Stream to brown and wouldn't have problem with it, not a lot of weapons use black and gray though while it would be close to the PC1 main colors.
So, because they were all white secondary and we wanted verity. Every one of them. Also Oil and Dyna are the only I changed since Badz finished the weapons.

150
MM8BDM Discussion / Re: filler chapters
« on: August 29, 2016, 08:03:32 PM »
Anything after v7 will most likely be Mega Man X. After all, we got that teased in the post credits cutscene in... uh was it v1 I believe? I dunno but I certainly wouldn't be happy if that cliffhanger wasn't resolved in a meaningful way. Plus there's the second to last stage of that secret boss....
That wasn't really a cliffhanger, that was supposed to simply be a visual of the text about how "you are a hero who is remembered for many years" and simply used X as reference to how many years.

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