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 - fortegigasgospel

Pages: 1 ... 10 11 [12] 13 14 ... 155
166
W.I.P Forum / Re: Original DOS Completion Project
« on: August 10, 2016, 07:58:54 PM »
Weapons are looking neat. I'm interested in seeing for myself how Shark Boomerang works.

I am a tiny bit confused about one thing though. Sonic Wave splits into two when it hits a wall, but how does it split when hitting a floor or ceiling? Does it bounce back off the floor at a similar angle to the one it hit it from? That sounds like it could get pretty crazy.
Sonic Wave will ALWAYS split on the horizontal axis, the only time it will go vertical is the original shot. If it hits a floor or ceiling the 2 shots will split off towards the direction they came from horizontally meaning it will stay near which ever it hit (so try not to hit the ceiling unless it is a really low one like the Magnet Missile hole in Metal or something). Hitting a single enemy isn't as easy with it but sending it into a crowd will certainly get some hits in and potentially nab a kill of someone weakened. You though do wanna try to hit with the main shot as much as possible since the damage drops off in halves and the main shot is 20 damage (5hko) meaning the first split is 10, the second bounce is 5, and the third is only a measly 2. This of course is subject to change, if it turns out the bounces are simply TOO weak they could be swapped to dropping 5 damage each so 20>15>10>5.

167
W.I.P Forum / Re: Original DOS Completion Project
« on: August 10, 2016, 03:46:24 AM »
Thanks to Lego I was able to actually get the weapons to work correctly along side the MM9 weapons, as well as fix the colors on the skins for Nuclear Detonator and Oil Stream.
All of these weapon wise are now completely implemented into the file with the exception of making Sonic Wave's smallest projectiles visible, though looking at it I do wanna make Sonic Wave look better too.
(click to show/hide)
I'm also gonna give a little run down of each weapon once again, some extra visuals as well as some Mega Man style descriptions akin to Mega Man 7.
Sonic Wave
(click to show/hide)
Force Field
(click to show/hide)
Nuclear Detonator
(click to show/hide)
Bit Cannon
(click to show/hide)
Shark Boomerang
(click to show/hide)
Water Shooter
(click to show/hide)
Oil Stream
(click to show/hide)
Blade Launcher
(click to show/hide)
Torch Arm
(click to show/hide)

168
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 07, 2016, 10:54:15 PM »
Or just move all the new stuff into the old folder and have it replace anything (except your skin folder)

169
Resources / Re: FGG's resource stuff (Weapon Get + Pick ups)
« on: August 07, 2016, 10:52:18 PM »
Next update of my stuff time.
Complete list of characters weapon gets for Mega Man, Proto Man, and Bass using Mega Man 10's screens. Both using MM10's coloring system for all three, and using their official coloring systems of the 32bit games.
These ones feature weapons from official media (1-10, &B, V, SAR), which includes licensed material (DOS, &B2, Archie, Strategy) and simply things backed by Capcom's name (SFxMM) with a bonus appearance of Magnetic Shockwave from Marvel vs Capcom 1.
Note these images are very large, expect to have to zoom in to read actually read all the names. Also Proto Man had no room to fit the weapon names so he has abbreviations, they are in the same spots as the other two's though. Also colors for support characters not used by the character are not featured for them.
To view the whole images use right click and view image, since they don't stretch the forum at the moment.
Mega Man
(click to show/hide)
Proto Man
(click to show/hide)
Bass
(click to show/hide)

Also update for other things.
DOS
(click to show/hide)
Strategy
(click to show/hide)
World's Collide/Unite
(click to show/hide)

First post updated, all first and final pages of all my threads have been fitted for the new forums.

170
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 07, 2016, 08:28:49 PM »
MM4 Wily Capsule theme is like, a 12 second loop. You don't want that playing for the entirety of Met Daddy.

171
Skins & Bots etc / Re: Official Request Thread
« on: August 07, 2016, 08:22:14 PM »
Is there any reason why you can't make the skin file yourself? Do you not know how to use SlumpEd?
Seeing as he only has 24 posts I assume no, he probably doesn't even know what it is.
But seriously this is like, the easiest kind of request there is, the spriting is already done.

Hello i would like to request a skin based off this old sprite sheet:



Link in case image doesn't work: http://orig07.deviantart.net/b0c7/f/2014/304/6/3/roy_sprites_by_roytheboy1213-d84r6be.png
Here is your skin, do note since there is a lack of blue and cyan on the basic frames people might not want to download it, which might not be a problem for you, but just know people won't see you in it online if that is the case.
And an image
(click to show/hide)

172
DECORATE and ACS Modifications / Re: Megaman 9 possession v1
« on: August 07, 2016, 12:27:48 AM »
Provide some screenshots too man, so we can have a visual of what we are supposedly downloading.

173
DECORATE and ACS Modifications / Re: Weapons and items on the minimap
« on: August 07, 2016, 12:26:29 AM »
Beed had one long ago that only showed weapons, I used it all the time to show item placement on my maps I was making. They were centered properly on that, maybe ask how he did that if it can help fix that.

174
Fixing images is as easy as hitting the edit icon on your post and then saving, they will show back up.
Not sure about youtube links.
As for old spoilers it seems to have added some coding after "spoiler" so simply remove those and the spoiler will show back up as intended. If you edit without removing these they will show up in text. Anything that was inside your spoiler won't show up until you edit though.
Also SPOILERS INSIDE SPOILERS! We can compact our posts a lot more now which I've already gone and done on key pages (first and last) of all my threads.

175
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: August 06, 2016, 08:03:32 PM »
Ok, sounds good. Looking forward to seeing the other 5!

176
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: August 05, 2016, 10:05:05 PM »
Quote from: "JaxOf7"
Quote from: "JaxOf7"
*"Sonic Boom" Launches 2 sound waves at 30 degree angles, bounces off walls, time based. Quicker but weaker gemini laser.
Quote from: "JaxOf7"
Were my weapon concepts looked at?
Quote from: "Magnet Dood"
They were considered, but we ultimately decided that we didn't want to use them for various reasons.
You say that Jax, but Sonic Wave from the original DOS did the same thing already, so this is kinda similar to the original.
Only since it seems similar I'm asking, do the shots weaken and does it still bounce horizontally? All in all it looks great, happy to know at least 1 concept stayed for the most part.

177
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 02, 2016, 02:51:52 AM »
But why are you guys talking about the production of MM10 here, in the Justified Classes thread?

178
Maps / Re: *my dad has a kingler flashbacks
« on: July 30, 2016, 08:03:05 PM »
Quote from: "TheRealRoyale"
How do i make animated tiles, like a conveyer belt (for solar man's stage, i want to contribute to v6)?
Hope this helps, obviously set it up to fit your map codes, change the tics and test what works best, the highlighted section on the bottom is the texture names for reference of where I'm fetching them from. If you need more help then this I'll go into better detail.

179
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 07:51:46 PM »
Quote from: "PotatoStrike"
(click to show/hide)
(click to show/hide)

180
Projects & Creative / Re: Class based modification (v8c)
« on: July 30, 2016, 12:41:49 AM »
Quote from: "MetalMasher"
you must update this mod for v5a, this mod is great! pleasse
Most mods tend to wait after major version updates to give people time to play the new version.

Pages: 1 ... 10 11 [12] 13 14 ... 155