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Messages - -Daiki-TheOni

Pages: 1 ... 5 6 [7] 8 9 ... 23
91
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 27, 2013, 01:44:46 AM »
Quote from: "Crunchy"
Not sure if this has been brought up, but...

(click to show/hide)

That was fixed long ago, ¿What core version are you using? ¿V2,V3a or V3b?

92
Skins & Bots etc / Re: Official Request Thread
« on: September 26, 2013, 11:12:13 PM »
No one is gonna make this, but I request this, since I used to love that TV show, and is very similar to megaman.

-A exact megaman edit for the great "Iron Kid/Marty"
If someone mekes this happen I'll never request anything more' take those words very seriously.


an image
(click to show/hide)

the intro

I recomend you to watch it, is glorious, makes me feel like a samurai full of honor....

93
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: September 26, 2013, 12:58:46 AM »
:3 Thanks! I'm glad to be part of this forum! (thanks to helpfull like you and Knux and Hilman and ChaosFantasy, etc)

94
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: September 26, 2013, 12:10:13 AM »
Thanks, Hilman, Knux and Lego!
About the music, I want to put custom music, but I'll try to put custom boss music on the future.
also, only 1 or 2 things:

-About the Zheight what do you mean, the skybox viewpoint or the sector himself?
-can I put one of those "par" codes in the VICSONG line?

(sorry about this being the third time the boss music question is asked)
Thats all, no more questions, thanks for everything! :3

95
Resources / Re: NemZ's tileset emporium
« on: September 25, 2013, 12:51:37 AM »
Quote from: "NemZ"


and there we go, all of mm&b is done

If that "THING" is going to be used like a "Skybox", the map will be epic.....

96
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: September 25, 2013, 12:47:24 AM »
Quote from: "<*Hilman170499*>"
Quote from: "TheunlosingQuint"
I need a bit of help here.

-To make a map pack, you need to make a new zip on SlumpEd, then place your map wads in said zip and save the zip as a .pk3.

-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO. For example:
Code: [Select]
par = 2This line would make it so that the MM2 boss theme plays. To make custom ones, you need scripts.

-I don't know a video, but here is how you make a skybox. Firstly, make a sector of the map which is completely detached from the rest of the map. Naturally, you put the sky textures there. Then, in the (rough)centre of the sector, place a thing called "Skybox Viewpoint" which you can find under "Cameras and Interpolation". To make the sky visible, a floor/ceiling in the actual map should have F_SKY1 as the texture.

Thanks Hilman!! Also I know how to put a map on a PK3 and such, but I didnt know if global acs or things like that were needed. I tried that of the skybox long ago but some weird things hapened, I'll try again using your steps. Also, thanks for that thing of the music (bad thing is, I dont know about scripts)

97
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: September 24, 2013, 09:39:14 PM »
I need a bit of help here.

-what things I need to do a mappack aside from the map? I mean, the map itself, the MAPINFO....and what more? I dont know about global ACS or ACS or anything.

-How make you play the music when only 5 frags remain? where I put that information?

-Someone knows about a GOOD VIDEO-TUTORIAL for Skybox and such? I have seen some videos, but they're not helpfull.

(also, I'm doing the maps on UDMF, seems like the same as Hexen format in terms of use)

Thanks in advance!
(And the always "sorry for my trashy english")

98
Projects & Creative / Re: Class based modification (v6g)
« on: September 17, 2013, 02:33:30 AM »
Quote from: "DiegoGamer1820"
just wanna know somewhat will have sprites quint mounted on sakugarne?.

I liked that from KY, and I asked the same as you. the answer will be no (sadly) because thats from KY classes they would need permision from kingyamato to ad the sprites here, but kingyamato is "sleeping like a princess" but hey, KY classes are like abandoned, they should catch the sprites from KY classes and include KY in the credits list for the sprites. but thats up to them, we can't do anything. (also,Jaxof and Korby, please, fix quintbuster color hud to fit with the skin and the sakugarne weapon hands hud)

99
Projects & Creative / Re: Class based modification (v6g)
« on: September 15, 2013, 10:38:35 PM »
Quote from: "Korby"
(click to show/hide)
Progress is slow.
This dude's not even finished yet.

Now I feel more relaxed, thanks korby :3

100
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 15, 2013, 10:35:07 PM »
Quote from: "Beed28"
(click to show/hide)

Jelly world? or is what ceridran says?....

that bubble is suspicious....

101
Projects & Creative / Re: Class based modification (v6g)
« on: September 15, 2013, 07:02:36 PM »
Quote from: "Ceridran"
They're working on the MM8 classes.

I know, I'm a bit nervous....

102
Projects & Creative / Re: Class based modification (v6g)
« on: September 15, 2013, 01:22:27 PM »
Quote from: "-FiniteZero-"
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.

I know how you feel, but I think, thats something that can only be changed by the zandronum dev team.
(also, ¿will this be updated someday with MM8 classes (And the quintbustercolorfix I did?)?

103
Projects & Creative / Re: [MINI EXPANSION] Mega Man 8-bit Halloween! - 2013
« on: September 12, 2013, 09:42:25 PM »
Quote from: "MusashiAA"
The Front/R frames' chestplate design is exactly the same as Front frames'. You should change that.

Also Akumajou Wily?


You see that, YD? That's a Skull Reaper.

I love that skull reaper, seems better than the other one.

104
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: September 12, 2013, 09:25:25 PM »
Quote from: "albtoonlink"
hablo y esribo español me gusta este nuevo ajuste
 xD

"tranquilo, no eres el único :3"

relax, you aren't the only one :3

Also, yes, every new expansion makes the game more wonderfull and adds a lot on playability.

105
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: September 12, 2013, 01:33:55 AM »
Quote from: "Ivory"
Think it's about time for a new look into what v4 has to offer. So no more clowning around, it's time for a little magic! And Magic Man does have a little something up his sleeve to show off too... something that didn't make v1a...



...what does it do? A magician won't reveal~


*^* by my dog! thats wonderfulltastic! Reggae is in? hohohohoh!
Awesome work like always, the dev team never stop to impress me!

also... if theres some work done already....¿¿can we expect v4a for crhistmas??

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