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Messages - Ukiyama

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166
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers
« on: May 16, 2013, 01:15:31 AM »
You do know that it has existed for forever, and that it probably will be massively changed whenever MM9 comes into existence right? Wouldn't be too worried about it.

167
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: May 10, 2013, 12:51:08 AM »
"this evening...but again can't promise anything, as something might come up." .... I guess probably sometime soon >_>

168
The magnum glitch I really don't understand, since I changed it to hit scan, it hates online in general, and the invisible item probably has something to do with the revolver hud switch thing, that is a simple fix.

------- Edit:
They are both fixed as well as another bug with magnum not launching you in the air online, will wait for more bugs though cause lolnorush.

169
Bump for a major update, Uki weapons 2.2 is now available, including a few fixes like fire lighting oil, ice freezing lava, and lightning piercing junk shield. There is also three new weapons included, 2 based off of Zelda weapons, and a X3 one, and a "Fun Stuff" weapon in OP Time Bender. Also I have a new pack of weapons that are all based on Unreal Tournament (specifically the 2004 version), that is seperate from the standard pack mainly cause of how different they are from the standard weapons (altfires yey). So go to the front page and enjoy the new weapons!

170

There is a small crack right there that kinda sticks out with no gutsman mountain. Otherwise the new maps seem pretty nice. The star hill's trees look nice but they seem to like eating my frames when I get most of them on the screen. The layouts of the maps are simple to navigate. Doom Water is so much what though :I And the breakable boxes in Neo City trap you inside them, as well they should have some sort of indication of being destroyed.

171
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: April 28, 2013, 05:03:40 AM »
Quote
It's terrible when others don't learn from it and throw everything in a blender.

Challange accepted. I threw Classes, Saxton Hale, Single Player Campaign, Bot Apoc, Chaos Generator, Rage Robo, Screw Scramble, Bonus Soda, Dps Dummy, Halloween, and most importantly, the Joust mod. Bet you could imagine all the shenanigans that came with this.

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172
I have come to bring you a pointless announcement.




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173
General Gaming Discussion / Re: Pokemon Discussion thread!
« on: April 12, 2013, 01:03:44 AM »
No, a copy pasta went wrong, was Gurdurr... so much copy pasta it hurts

174
General Gaming Discussion / Re: Pokemon Discussion thread!
« on: April 12, 2013, 12:46:14 AM »
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Whelp its not perfect, but its good enough I guess :I

175
Events / Re: Smashing Streams - are you kidding me
« on: April 07, 2013, 12:53:07 AM »
"THE WIND"- Megaman, I was quiet due to a serious case of hiccups >_>

176
Skins & Bots etc / Re: Official Request Thread
« on: April 06, 2013, 06:25:23 PM »
http://www.twitch.tv/smashbroplusb/b/387165131
In the credits of Megaman Hyperball at about the 1:26, Wily did a very hilarious running away animation of flopping away like a fish. I request this as a skin. Firing frames can just be him begging as usual.

177
W.I.P Forum / Re: Steve Johnson's Map Pack ( W.I.P Title )
« on: April 05, 2013, 04:49:19 PM »
Quote from: "Steve Johnson"
(Please note that the lighting is 192 for a reason, so my eyes don't burn when i'm in the visual mode of DB2. )
Think he has that figured out Knux  :ugeek:. But anyway, the map looks small atm judging by the pictures, probably should be a bit more wide, otherwise, its a good start.

178
Forum Games Archive / Re: Super Happy Fun Cut-In-Line Mafia
« on: March 31, 2013, 12:54:41 AM »
I sign up for this hilarious mafia with no purpose of trolling what so ever.

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179
The main reason I did it this way was because of the fact that I wanted to have every weapon available default. I like the variety. I hate seeing weapons, even vanilla ones, get ignored.

180
Maps / Re: L.S Map Pack 28/13/3
« on: March 30, 2013, 03:06:03 PM »
I am also gonna throw out there, that the platforming, even though it is Megaman, should not be a entire room, *points at slash claw cove in Gemini*. And you could probably do pretty well making just standard layouts rather than just editing core maps. Also keep a eye on your texture offsets in maps, some are out of place.

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