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Messages - Rozark

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46
I cant even get the damn square to be blue. Ive almost broken my laptop screen because of this. This tutorial doesnt help at all. Just have Mike implement a map builder in V6 why am i expected to understand DOOM to enjoy this game fully?

While modding can improve or diminish someone's experience of the vanilla game, they aren't essential to the enjoyment of the vanilla game.
You're allowed to fully enjoy the game without having to create any content for it.
Many people do exactly that. Modding, depending on what it is, is generally a large scale commitment (developing, feedback, updating, etc) and it simply isn't for everyone. MM8BDM is a doom mod, so some knowledge of the editors it uses and the engine itself or the dedication to learning those tools is required.

With that being said, if you still want to create something, by all means do it and don't let anyone convince you otherwise.
If you need assistance on anything, let me know and send a few screenshots.
Images help a lot better than text in most situations as it can paint a broader picture of how things look.

47
:( It says the archive is corrupted...
Could you provide a few more details?
Some screenshots would help too.

48
W.I.P Forum / Re: Mega Man Unlimited - Fanmade Campaign (Idea?)
« on: April 30, 2019, 02:35:23 AM »
Sure, let's discuss.

As far as I'm aware, there hasn't been any restrictions on fangame expansions.
A Rockforce expansion exists along with DOSreborn.
However, outside of those expansions (huge exceptions), unofficial fan expansions are never really completed.
It takes a large amount of time to develop these sorts of things and the quality resources (Spriters, Mappers, Programmers, etc) required are often working on either the core game or other projects. High demand, low supply.

Unlimited's overall reception, while you hit the nail on the head with overrated, is a general "mixed" for assorted reasons.
Not exceptionally good or bad, just mediocre with relatively good PR to make it one of the more known fangames.
I personally don't mind the game outside of a few quirks, but I know a lot of people who hate it for some arbitrary reason or another.
Long story short, you're likely going to have a hard time finding enough willing people to work on a fan expansion, let alone an Unlimited campaign. They either wouldn't want to or are already too busy with something else to add yet another thing to their plate.

Here's the rundown on what would even get used from an Unlimited expansion. The only things that end up generally being used from fan expansions are either skins or maps. Weapons don't ever get noticed. Skins are more of a client thing and only show up to someone if they also have that skin. Maps however, if good enough, will probably be put into mappack server rotations.

That being said, I applaud you for making at least making a demo before presenting the idea.
Part of fan expansion failure comes from the general lack of the "suggester" doing any sort of pre-work to try and convince people to do something. Best of luck on your search.

49
Skins & Bots etc / Re: I made a pepsiman skin I guess
« on: April 21, 2019, 05:59:58 PM »
Your preview links are currently broken.

50
MM8BDM Discussion / Re: Question on Gamma boss theme in V6
« on: April 14, 2019, 06:39:02 AM »
Please.
Literally stop.
Nobody is believing you.
Why in ANY way do you think either of those songs or ideas will be used in the game at all?
Just saying, if it's a joke nobody is buying into it.
I don't think anyone even believes you.

I'm not a mod but I am a dev and I believe him.

51
Is it normal to have 708 errors when doing this with GZ Doombuilder
I've been meaning to update this with more GZ Doombuilder stuff for awhile now, but the general mood of those errors is to just hit the clear button on them. A huge majority (if not all) of them don't actually affect anything with what we use it for.

What happened to pictures? When I show, no pictures come up.:shock: 
Oh, and this is MasterMc0124 from a while ago :)

All of the pictures on the topic are working fine unless you mean something else?

52
Projects & Creative / Re: Rozark's Palace: Rozpack 4.5 Release!
« on: March 18, 2019, 08:02:48 PM »
Hi I have an important announcement.

To push play away from the beta/release candidate versions and on to the actual release (which was released 8 days ago now), I'll be removing those versions from TSPG on March 31st 2019 around 11:59PM EST. This two weeks notice should be plenty of time for server hosts to update their configs should they choose to continue to host my content.

53
Projects & Creative / Re: Rozark's Palace: Rozpack 4.5 Release!
« on: March 10, 2019, 11:57:46 PM »
(click to show/hide)

Hey everybody! Thanks for attending the online test sessions if you participated in those!
I'm so jittery right now; it's been 3 and a half years.
3 and a half years.
3 AND A HALF YEARS

Yeah, crazy I know. During my downtime at college and when I was feeling alright to work on this, I did just that.
I'm incredibly nervous that such a long period of time would do something towards expectations.
I've undergone multiple mapping style changes over the course of this update and some of the more older maps' years might show.
That's fine. I can't keep this in the bag forever. I've got to release it at some point, right?
Today is that day.

LADIES AND GENTLEMEN
I AM PROUD TO PRESENT
ROZPACK 4.5

Links on the front page, as usual.

So, what's next then? Well, this version of the pack is the second to last major update that I plan on releasing, but this isn't
a V4 situation. Unlike V4 where it only had one version, I'm going to continue monitoring this closely and provide smaller
updates as necessary. Right now, I'm keeping a close eye on Roz04 and Roz14 as they're the prime suspects of problem children, but I'll be in and out of servers (along with general communication methods) obtaining feedback like I usually do.

As for other projects, I have plans to update the doombuilder tutorial. I have it all laid out and organized already; most of the writing is complete and at least 1/3 of the tutorial walkthrough is complete. I've been in the middle of updating GenesisTunes to fit with V5's songs and overall sound quality/extensions. I don't know when either of these are going to be complete. This is primarily because most of my focus has shifted to working on my own Metroidvania in GZDoom, which has been codenamed AREAG. AREAG has nothing to do with 8BDM and serves to expand my general game/map design portfolio to help prepare for future work. Given enough time, I'll return to give Rozpack its last expansion and upgrading the title to Rozpack V. I have all of the map ideas already worked out, so it's just a matter of actually sitting down and making five more layouts.

Thanks for everyone involved in the making of this pack. I mean it. This was not an easy feat and I'm glad to have the support behind it that I do. Have fun on my latest creations everyone!

54
Help & Editing / Re: Team Spawns. How do those work?
« on: January 11, 2019, 07:55:08 AM »
Place either a regular deathmatch spawn or a player 1 spawn somewhere within the map's playable boundaries. Having only teamspawns isn't going to cut it.

55
Help & Editing / Re: Team Spawns. How do those work?
« on: January 08, 2019, 09:59:27 PM »
What's the error message that pops up?

56
General Gaming Discussion / Re: Doom Discord out now!
« on: October 11, 2018, 03:45:28 PM »
Discord has advantages and disadvantages. Disadvantages include the fact it is not used by nearly as many people as Skype, and it has an uglier and more confusing layout. It does function, however. A good reason to have a Discord account is as a backup in cases where Skype is going bonkers. I certainly would not be against a Doomworld Discord group.

This statement would make sense back in 2016, when this topic was first made. However, all of this is quite the reverse in 2018. The only thing Skype still beats Discord at is consistent video calling, which has partially currently existed since almost a year ago and is still being fine tuned/worked on. Its userbase has grown substantially since this topic's creation. Even in the business world/gaming aside, people are starting to move away from Skype and on to whatever else they're using. Skype is nowhere near the dominant powerhouse that it once was.

57
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5C - RELEASED!
« on: August 21, 2018, 01:11:12 AM »
But the MM8BDM Dev Team needs to determine what to do regarding potential Mega Man 11 content and how they approach its integration. For all we know, the MM5GB content might get saved for V8 rather than V7.

V6 is MM10 and V7 is MMV.
No Fangames. No Dynasty Warriors. nice meme though I'll give you that
This has not and will not change.

58
Help & Editing / Re: Online activity
« on: August 16, 2018, 12:50:28 PM »
It depends on the time of day, mostly.
But yes, this game is still played pretty often online with a few servers either full or close to full every day, along with a few stray ones that attract more closed off crowds.

59
Maps / Re: Ideas for Maps
« on: August 04, 2018, 04:39:58 PM »
I mean, Pac-Maze does exist. It was made really early on in the game's life; search around Gummy's BME for it if that still exists.

60
Events / Re: Class based League - Season 2
« on: July 19, 2018, 05:22:49 AM »
Code: [Select]
map PRIV19 "Precipice of the King - LEG09"
{
next = "LEG10"
//music = "LDMMUS9"
aircontrol = 0.45
}

You forgot to clean the NEXT here; it should probably be PRIV20.

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