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Messages - TheDoc

Pages: 1 ... 5 6 [7] 8 9 ... 101
91
Skins & Bots etc / Re: Blade Man Release(My First Skin)
« on: September 24, 2016, 02:28:45 PM »
Personally, I'd prefer to see a full-fledged sprite sheet first.

92
Anything Goes / Re: How old is this community?
« on: September 23, 2016, 01:51:26 PM »
I'm 20 today B-)

Just one more...

93
Help & Editing / Re: I need help with loops.
« on: September 16, 2016, 02:55:27 PM »
Actually, I do it with milliseconds just fine. When you export it, just create a new category called LOOP_START (underneath the categories like Artist, Author, etc.), then fill in the corresponding box likes Lego shows. Be sure not the forget the colon at the beginning and you should be good to go.

Ex:
Quote from: Lego
The value of the tag should be :5.432.

94
MM8BDM Discussion / Re: MM8BDM v5 save problem!
« on: September 11, 2016, 05:40:20 PM »
This may be a stupid question, but did you make sure to enter the next level and wait for it to display "Game data saved!"? If you dont see that in the chat, then that means you didn't give it the chance to save.

95
Rejected / Re: (Suggestion) LMS time limit
« on: September 07, 2016, 09:55:08 PM »
I don't understand why the current timelimit counter wouldn't suffice.

96
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 04, 2016, 01:22:41 AM »
Considering the number of expansions that actually get released (read the front post), it's a good idea to keep the scope small for the first release so that it....gets released. I don't think there's even a campaign planned, but the fact that any expansion is progressing so well is very refreshing to see on the forum. I'm not saying a campaign/secret bosses is a bad idea per se, but like Max said, "expansions barely ever get finished around here and it's better to aim low and add more than never release, fusions and fortresses can easily be added into next versions."

97
The Canodumb's cursor can hit Megaman before the whole thing has actually encompassed him. For example, Megaman can be on the back square and the cursor will sense him just as it's leaving the middle square. It's a bit confusing for people who've played a BN game in the past/me.

98
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 16, 2016, 12:39:21 AM »
Quote from: LlamaHombre
Name: The Doc
Skype: thedoc37
Preferred Stock Skin(s): Doc Robot
Preferred Custom Skin(s): No preference. I don't use them often.
Favorite Game Mode(s): TDM, SP, CTF (both with or w/o mods)
Least Favorite Game Mode: If I had to say, it'd be LMS because I'm awful when I'm alive and impatient when I'm not. Honestly, though, I'm fine with any.

Favorite Weapon(s): Air Shooter, Ice Wave, Ballade Cracker
Least Favorite Weapon: Spark Shock

Favorite Stock Map(s): MM5DAR, MM6KNI, MM6MRX, MM7SLA
Least Favorite Stock Map(s): MM4DRI, MMBGRO
Favorite Campaign Boss: Wily in the kitchen King; atmosphere was great and the difficulty was spot-on
Least Favorite Campaign Boss: Punk; way too difficult fight with no weapons for one chance at a Mid Tier circumstantial weapon.

Greatest Rival(s): No
Reputation: I don't know if I get on enough to have a reputation. How about "radically average"?
Contributions: Few and far between. I'm definitely not an ace at programming, but I think it's the fact that I don't believe I'll actually finish it that keeps me from taking anything. That and the fact that I don't finish anything.
Plans for the future?: I want to get into mapping more, not just to contribute, but also to have a valid, thoughtful opinion on others' work. My biggest hurdle in that, though, is that would require discipline, and my gosh, am I lazy.

99
Anything Goes / Re: Training of Nightmares
« on: August 02, 2016, 02:03:40 AM »
Just want to note that this kind of game, due to the learning curve Rui mentioned, is really not for everyone. The advice that's been given is good advice, but the best way for you to learn is to keep on getting back up when the game knocks you down (because it will). When I first picked up the game, I didn't think I'd make it past even Cutman's level (although that was when you needed 20 frags but still). The Campaign does a good job of getting you past that learning curve if you have the perseverance to keep trying. Once you master it, though, you never forget :)

100
As a person who likes playing any mod offline first before going online, I've had a lot of offline experience particularly with SP mods (including this one at some point), and I've noticed that using CVARs as progress recorders never seems to work out, at least for me. I don't know if it's like this with everyone who plays offline (I seem to be the only one ever reporting it), or if anyone even plays offline at all, but every time I close out MM8BDM, launch it again, and go back into my save file, the CVARs recording the progress of unlocked parts and tools, bosses defeated, etc. are always 0. I've had to archivecvar every time I unlock a part or beat a boss, and it's kind of a nuisance. Again, though, I don't know if this is worth the trouble addressing if no one plays offline that much anyways, but if you do, the only solution I can think of ("me" being an amateur coder here) is recording progress through inventory and/or flags rather than CVARs. This way even multiple save files for the same class can function properly and independently. Just a suggestion, though; it's probably not going on the top of your priority list :mrgreen:

101
I'm completely okay with the difficulty in this mod (except for Bomb Man's stage, but I get to that later). Currently, I've done Cutman, Bombman, Fireman, Heatman, Oilman, and Iceman (battle), and there's a lot of situations where you have to take your time or you simply have to remember where enemies are. That's what Megaman is, isn't it? Learning from your mistakes and having the patience to try the stage again is what made clearing the stage so satisfying. Yes, there are several cheapshots throughout the game (those fleas...), but when you start again, you're that much wiser about the stage than you were before. Besides, being very careful about moving forward (usually) prepares you for those surprise attacks. Yet, MMW doesn't chuck loads of instakill bullcrap at you to make for fake difficulty; the difficulty comes from your ability to react to an onslaught of enemies in new areas, and if you fail, then you start again knowing more about the encounter the next time you run into it.

That being said, a couple of things I would change (for the record, I'm playing as Protoman offline when reporting this):
1.) Bomb Man: The elevator gauntlet plus the placement of the checkpoint right before the grueling demolition segment that's before the elevator gauntlet is asinine. The demolition segment is simply too long; you have to spend time blowing up, like, 9 segments of wall going back and forth between switches only to (almost definitely) die 10 seconds into the elevator gauntlet. Personally, I would move the checkpoint to after the wall demolition or just remove the demolition thing completely, and/or nerf the elevator overall. Without my Triple Cutter being able to get under the elevator to hit the cannons ahead of time (TC being my only weapon at this point), I couldn't have beaten it. I cannot do it without killing the cannons long before I pass them. Getting past the Killer Bullets and Beaks was just luck.

2.) The Heatman rising lava segment became nigh impossible as soon as I hit the destroyable blocks. Destroying the first set was easy, but to get past the second set, I had to use Icicle Fall and just let that take care of it. Either that or running back and forth between the safe area and the 2nd set of blocks with a charge shot; it makes this segment way too tedious. I'd recommend removing the second set of blocks at least, maybe the third. There's a difference between requiring caution and requiring obedient, unnecessary patience. The above two points were the latter.

3.) Cutman: There's a couple of segments where a wall drops down in front of you and 1-2 Crazy Razies come out followed by a freaking Big Eye. I know I said caution can avoid cheapshots, but it doesn't solve all of them. Things like and the first checkpoint at Guts Man's stage is over the top. Speaking of which, please put checkpoints in SAFE PLACES. It's not uncommon for me to reach a checkpoint and see some god-forsaken flea jump out and gnaw my face off as I'm touching it, which means that happens every time I respawn. Megaman Deus Ex Machina did the same thing and I hated it.

4.) Boss and stage difficulty is inconsistent, which is one thing I personally look for in particularly in Megaman. Oilman's super is easier to dodge than his normal pattern, but Heat Man and Fire Mans' supers are......terrifying. I genuinely got scared when Heat Man did his super for the first time, and after barely escaping his 1-minute long invincible super, he just did it again right away. If you wish to keep such "survival supers" where the boss is invincible and does something outrageously, please make it much more uncommon to reoccur, if at all.
The stages also vary significantly in difficulty. Fireman's stage was a cakewalk compared to Cutman and Bombman. Bosses and stages should be consistant enough in difficulty so that the player actually feels like they have a choice on who to go after first. I would never, in a million years, try Bombman's stage first.

You guys did and are doing something amazing here, and even though you might just stop after MM1 is complete, recognizing the full scope of this mod's ambition is something that many, many people here would appreciate and enjoy. Just the sheer amount of effort poured into this kind of thing is crazy. If you guys have the time and energy, I want you to know that this kind of work does not go unappreciated. Maybe I can help out sometime? yea we'll see about that... I wish you the best!

102
If you're hosting it in a server, the map should automatically go back to the hub after defeating a boss. It already has co-op functionality.

For reference, though, the map code is "MMSP" then the first three letters of the RM's name. If it's the hub you want to go to, just do 'MMXHUB".

103
Quote from: "SpringSonic1987"
2 Problems: Unlike Black Zero and White Axl, Depending on the Armor, X's Third Person sprites doesn't change anymore. Also, after i unlock the Ultimate Armor, it doesn't save on the Armor Changing capsule at the Looby.

They won't change if you have a skins folder

The armors lock/unlock using CVars, and offline, CVars don't save with the game when you quit it. I've had this problem, too; you just have to set the corresponding CVar value to 1 to get it back sometimes.

104
Found a bug (however helpful it may be) where the Tellies in Nightmare mode explode harmlessly when they make contact with the player; you literally take no damage.

EDIT: Noticed a couple small things while perusing the main post :)
1.) It says the Fourth and Gaea Armors can be found in the four RM stages when it should say seven/eight.
2.) Blade Armor's not on there.

EDIT2:
(click to show/hide)
As shown above, there's one specific segment that isn't affected by the candles lighting up in Shade Man's stage. Small thing, but just thought I'd report it.

105
If you kill a humanoid enemy with the copy pistol (like a Sniper Joe), he'll drop an item that you can use to turn into that enemy. Once you turn back in Axl, though, you'll have to pick it up from another enemy. Not sure if anything was changed about that in the recent update, but that's how it worked in v2.

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