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Messages - TheDoc

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106
Currently going to try the Onbuubattan if I get around to it. No promises, but I just wanted to make a note of it.

EDIT: What's the difference between the first and second frame? What exactly is it doing?

107
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 12, 2016, 10:00:18 PM »
Quote from: "Llama"
Their speed isn't great, so you can run from them if needed, but if you try to dance around them you're most likely gonna get stung.

Yes

108
Quote from: "Max"
I'm not crazy, right? Doesn't it already work this way? I definitely did a test run just now where I didn't get the Gaea armour over the top of the Fourth, and I don't recall ever coding in any sort of overriding when picking up, only when un-armoured.

No, you're not crazy. I'm just an idiot. I could've sworn that was the way it used to be that I just assumed it hadn't changed before posting this. Sorry about that :(

Quote from: "Max"
You can use 'changemap MMXHUB' in console to simulate an exit unit if you want

Yea, that's what I've been doing. I made this suggestion under the assumption that not everyone will know about/want to use the console, but in the end I suppose it's a small thing.

109
May I make a couple suggestions? These aren't things specifically about this update, though, but more just two things I've been bouncing around in my head.
1. When X gains an armor from the capsule, I'd suggest it doesn't automatically equip. This helps particularly when you arm yourself for a particular stage and want to keep that armor throughout the level. I guess you could have it auto-equip only if the player has no armor on?
2. I personally would find it nice to have a sort of exit unit you could use if you've completed the stage before like in the X series, simply so you could leave a stage after finding an armor instead of having to chug through the whole thing. This would be only for single player, though, otherwise you'd have to get into all the crap with voting and whatnot, and that could be spammed anyways.

I may have mentioned a couple of these a while back, but I've forgotten if I did.

110
Quote from: "ice"
speaking of Blizzardman, could you replace the 2 tiny health capsules in front of the boss door to large ones?

I somewhat agree. Two small health capsules really doesn't suffice the submarine gauntlet, but two large health capsules is basically full health. Maybe one large one and one small?

111
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: February 09, 2016, 04:55:50 PM »
(click to show/hide)

112
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: February 09, 2016, 02:09:19 AM »
The locations of the Fourth and Gaea armors are...
(click to show/hide)

113
Anything Goes / Re: Look who's back.
« on: January 04, 2016, 09:44:42 PM »
I would also ask "who are you", but I don't think I have any room to talk.

114
Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: August 01, 2015, 03:23:44 AM »
Co-op & Versus Update:
(click to show/hide)

115
Quote from: "TheDoc"
Guts Digger/Item Digger
It's like Super Arm except for the fact that Roll digs up an item rather than a massive block. You wouldn't have to create FX for every item; instead, you could simply have her dig up and throw a rock (idk if it would look different than the original), preferably affected by gravity. When the rock dies, it randomly spawns a small/big weapon/life energy pickup, and rarely an E-Tank.

116
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 02, 2015, 04:03:11 PM »
Yea, and Jewel Satellite will probably...be...dazzling......

I have nothing.

117
Mega Man Discussion / Re: Mega Man Fan Game Collection Topic
« on: April 20, 2015, 12:37:38 AM »
Just wanted to note that Megaman Rock Force got an update and I love it to death. GO GET IT.

118
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: April 16, 2015, 05:16:10 PM »
Glad I could help! And good luck with UH-Rank ENEMEEZ Y U RESPAWN

May I make a couple of suggestions to make revisiting stages less tedious?
1.) Stealing this idea from MMSPSIN: have an option to (vote to) return to the hub from the stage of a defeated boss. You could potentially make this strictly Multiplayer so that in Singleplayer, you'd still have to go through the rest of the level like normal just like the Classic games (that didn't have Exit Unit), but making it for Singleplayer would definitely be less tedious for the player. Your decision there.
2.) In Singleplayer, have the player simply return back to the hub after enetering the boss room. If you make it so that Singleplayer can return to hub, this'd be a pointless change, though... Naturally, Multiplayer shouldn't change in this regard.

119
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: April 14, 2015, 04:33:52 PM »
Quote from: "BombHornet"
I got the Eddie problem covered, but no luck with the capsules and translation, and on top of that I get
Code: [Select]
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.

Redefining didn't help? Hmmm.....well, I'll just show you what I did in case you misunderstood me or vice versa:
(click to show/hide)
Yea I literally just rewrote the whole thing again not very efficient of me, I know... May not look pretty but hey, it works :D

Also, I got the "register more than once" thing, but once I took care of the other errors it ran just fine (even though it was in red).

120
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: April 13, 2015, 08:11:22 PM »
Quote from: "BombHornet"
So where's the code for the lab and ItemsSP? I'm trying to do this myself, but i'm having trouble looking for it.
I didn't think the items were the problem...the only errors I got were 1.) "EddieProp cannot replace itself" to which I changed
Code: [Select]
EddieProp replaces EddiePropto
Code: [Select]
EddieProp2 : EddieProp replaces EddieProp, and then
2.) "Parent type LightCapsuleBottom not found in LightCapsuleBottomPink"
Here I just got lazy and made another copy of LightCapsuleBottom (and Top obviously) and called it LightCapsuleBottomPink, changing nothing but the translation. Probably unnecessary, I know, but compatibility fixes aren't exactly my favorite thing to do :P

I don't recall any trouble with ItemsSP, though. Did you, uh, check to disable your skins folder? :mrgreen:

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