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Messages - Stardust

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406
W.I.P Forum / Re: Fanmade Co-Op Map List
« on: April 06, 2013, 08:03:25 AM »
My, this is so tempting... ! But I just can't do the wiki and all this SIGHH
Nice initiative, Dood. CutmanMike's coop mode idea sure was something, and it's clear that people (including me) wanted to map their own stuff. Teehee, if nobody wants to make a Gemini Map, I think I could handle it, but I can't confirm I'll make one. (Through if you guys could take care of any random map, "pls" leave me my dear Gemini Man's :I there are so much others. Except if it'll be official or it'll HAVE to be made by another hands than mine)
By the way, I was wondering, is creating a map long ? Do you guys usually count days or months ?

407
I didn't tried it since only the Cut Man map was released, and oh snap it sure is a wonderful mod now. Hey, it should really be confirmed to go in the official MM8BDM engine. Anyway you did an amazing work and it sure took a lot of time, and after all it's even more Mega Man related because it includes more platform game and especially gimmicks (through somehow I find them funnier to hit in the original games, I don't know why, maybe because firing with the mega buster is almost not limited on the fire rate thing.). If we guess that each Robot Master will get its map (well I'm seeing faaaaaaaar forward right now >w<) the game will probably balance at 50/50 between Deathmatch and "Arcade/Adventure" (this mod's maps). Conclusion and problematic, should the actual game keep its current name ?

Also on a side-note, my favourite idea is to have platform map for each level, through I'm not really fond of this class idea and even less of the word (at least, for a cooperation level mod). I'm especially looking at you, Roll. MM10, the latest MM classic series game, eventually proposes the use of Proto Man and Bass, but when I heard "Roll is a playable class", it reminded me of Medic instantly. The three guys robots are independant and with different abilities, like in MM10 (firing rate, speed/dashing, etc) but on the other hand she's supposed to "play with an offensive character". I was wondering if we couldn't give her abilities to help herself to make her look more like an "unique character", not an "unique class" : removing her healing thing that only work when in coop and, like, increase the amount of health she gains when she gets some health capsules, etc. It's just an idea I throw there. I think a character is more fitting than a class for this mod =w=

Oh and yeah, I can't help, sowwy for that. Not only that I'm busy with the Wiki, but I can't draw sprites. I should really learn pixel art ~.~ Apart from that, coding stuff isn't requested, so... I can only wish you all of my respect for the continuation of it :I

408
MM8BDM Discussion /
« on: March 31, 2013, 10:30:07 AM »
Strategies* for the title. And only for weapons ? It's not like there aren't a at least 60% part which are on moving strategy and stuff other than weapon.
I discussed earlier with Human Destroyer and Tsukiyomaru, we should create a strategy guide page on the Wiki and place it in the main page. By the way, MM1~MM6 weapons have on their page a "Using and Vs. [this weapon]" part that can give some tips (and visiting the wiki will also make me happier to update it >w<).

I won't go deeper, but in a general mood, in a non very populated server (let's go with 2 or 3 people doing a DM)
Moving is the most important part and involves 95% of strafing and jumping, and often checking behind your back in doubt. This is the most important defensive strategy.
On another TOWER of PANCAKES with JAM, anticipating is the most important offensive strategy. Any weapon is actually awful without a correct mastering, and since most of them "shoot something", shoot a missile, anticipating is the key of fragging. Of offensiveness =w= Always using the most adapted weapon in a situation is also an interesting factor to execute (a.k.a use Type 2 weapons at distance and Type 4 weapons in closer range, through a nice bunch o' weapons have their own use momentum :3)
Mhwell anyway about strategies, I know the infamously unloyalty Hyper Bomb spamming over the map... oh wait. Here's a very useful tip for bouncing-on-walls weapons such as Noise Crush and Gemini Laser. Assuming you use the WASD + Mouse control, set the "Center View" action with the Mouse 3 command (mouse 3 is the wheel click of the mouse, Center View is an action that set your current view to  Z = 0, height = 0) and shoot. The missiles will keep the same height. Also use the weak-fire Atomic Fire, it isn't trivial and really surprises and frag the players who thought you were going to charge in front of them. Bubble Lead is supposed to be a close range wep but actually is a deadly long range one to me, this may be a little coward but spamming 35-damaging bubbles from a cliff is deadly for a crowd of players ~_~
Oh and yeah, also a last one. And by the way this should be restricted in a future version... if you hold the fire when Star Crashing, you'll be able to throw 28 shields in total. Let's remember that a thrown shield deals 40% of the full life... and boy the fire rate sure is cool for all that ammo. It's a little cheating on it actually, throwing the shield doesn't cost anything, only holding it costs.

409
Cutstuff Discussion and Feedback / [Suggestion] A suggestion topic
« on: March 30, 2013, 08:30:57 AM »
Because I didn't find any on the forums, and I'm super-duper sure it could be very useful and polyvalent because this'll avoid the creation of a topic for one idea.
Actually, I was thinking about this idea of creating a suggestion topic because I've got a lot of suggestions for the weapons, etc. Creating a "Several suggestions for weapons" topic is confusing, and of course, creating one for every suggestion, especially if those are small details (like a fire rate, or a damage quantity...), is annoying and takes all the bunch of the bumper crop o' apples.
There's also the small factor of "shy" people who are too tired or who don't want to create a topic for their opinion, as I said because it may be because of their suggestion's relevance (interest, impact), which is too much weak or too much yeah.

...'nd so, Don't you think it can make the suggestions come more often ?

410
W.I.P Forum / Re: [EXPANSION] Rokko Chan
« on: February 27, 2013, 09:30:42 AM »
Okey dokey, I can take Forest Whip. I have an idea to make it both faithful to the game and unique in MM8BDM.

411
W.I.P Forum / Re: [EXPANSION] Rokko Chan
« on: February 25, 2013, 05:39:39 PM »
Uguu Lighting Flash already taken
I think it's probably because the creator wouldn't see his sprites taken and released to people in the internet so easily. Like, finishing in the Spriters's ressource.
I don't bother which weapon should I take -if my help would be appreciated-, maybe the Ice Shield will be slightly harder, but I know how to use items as flags. Doom has so much possibilities and almost no limit, anyway.
...through, my major problem is about the sprites, yeah~ Not only that I never ripped anything, but I'm also bad at pixel art. It reminds me of an Ice Slasher that I wanted to port it in another Doomish game, without using the MM8BDM sprites.
(click to show/hide)
I hope Chaos will accept to give me the sprites.

412
W.I.P Forum / Re: [EXPANSION] Rokko Chan
« on: February 25, 2013, 05:08:33 PM »
Quote from: "CHAOS_FANTAZY"
Quote from: "Gizmo The Cat"
I'm pretty sure we have every single sprite in the game on our hands.
He speaks the truth.
No offense, but I just need something to be clearer~ by in our hands, I'm guessing you mean we... well, got ripped all the 2D (2D, as they appear in game, let's remember some weapons will need rotating 3D custom frames, huh) weapon sprites ? I saw the weapons' icon and their palette color in your first post, Chaos Fantazy. But do you already have uploaded or know a link to the weapons' sprites, so I can take a look ? It looks like players love custom maps and skins, that's perfect to me. I'm fond of weapon making, maybe could I give a hand with programming.

413
Resources / Re: NemZ's tileset emporium
« on: February 24, 2013, 07:30:55 PM »
Quote from: "Rozark"
Alright then, what would be considered the floor tiles in Wily Wars Cutman?
Even if there is a floor-considered texture by NemZ, you could still use the one which looks the most floorish to you, it's only a recommandation. Like, in the NES version of Cut Man's stage, the inside wall texture (a.k.a as "plain gray color" =w=) has been used as a wall but also a floor in the halls of the MM8BDM Cut Man-
Cre, cre, creative.

414
W.I.P Forum / Re: [EXPANSION] Rokko Chan
« on: February 23, 2013, 10:36:08 AM »
Sorry if I missed some posts answering this, but did someone already ripped the weapons sprites ?

415
Help & Editing / Re: Need help with respawning items
« on: February 19, 2013, 09:23:56 PM »
Sorry for some bumbump, but this problem is also annoying for my project...
I also noticed this respawning problem, through I was on Tengu Man's map (you know, there are 3D platforms on either side of the ship, where you're supposed to jump to travel them. These platforms near to the Astro Crush-), but the idea is the same.

Naturally, the objects are correctly respawned (in my situation, on the small platforms of the sides of the ship of MM8TEN, this means the health and energy capsules). It's not a problem about the object itself being a weapon or a pickup item, but instead, about the RandomSpawn thing... the RandomSpawner actually "drops" something. So the dropped thing falls to the ground (except if a 3D platform is blocking it from falling). And it respawns... below. Uguu-

...well, actually I just got an idea about that, but it may not fit in some situations, in mine, it might work.
Do you think that making a TIIIIIIIIIIIIIIIIIIIIIIINY "chameleon" platform to support the object could work ?

416
MM8BDM Discussion / Re: MM8BDM Wiki Revival Project: Apply Within!
« on: January 20, 2013, 10:01:34 AM »
Okie dokie lokie, I just started in mind with "editing stuff here and there", but since there aren't a lot of people who are editing with me... I feel a little free on it, so this motivated me to modify everything on my plans (these are good plans, don't worry =w=) so here's my post-it.

Wiki Name : Different than here. It's Margatroid Alice.
Desired Position:Dedicated Contributors for each section. Specifically, I'll mostly update and write for Stages and Weapons first, then I may transitioning to mods and the other stuff. I'm not good at file upload management, through.
How Efficient You Are: It's my first Wiki "big" contribution, but I know the basis and some tricks (templates, maps information boxes, etc...) anyway the most important is on getting informations, and writing. I'm actually pretty ok with them.
How Dedicated You Can Be: I want to have the Wiki quickly floating back to the surface ; also I think I may edit it once I finished my homeworks until the next day. Notice that this means I'll only go and work for school, and edit Wikis when I get at home ~_~ but don't feel guilty, I really enjoy spreading my some knowledges on it.
Why You Deserve This Position (a sentence or two): I like MM8BDM. Potatoes is quite a good dish, but not as tasty as cucumbers.

EDIT : Also, do you know where could I see an official's map creator ? Most of the MM1-6 maps already have their creator mentionned on the Wiki, but I don't know where to find their name for MM7-8 maps.

EDIT2 : Okie for the Category:Weapons page creation. But two things, the old table looked better with the weapons icons and all.. and it was also easily possible to check for a weapon by looking at the order of game...
And second thing, would you like me to do the same for the Stages page (turn it into a Category page) ?

EDIT3 (my, my brain...) : the older Mega Man weapons (1~6) have an animated gif to show the one who's looking on the Wiki, how do the weapons look like. I was wondering what softs do you use to :
    Record MM8BDM and convert the video into a gif
     Add a picture on this video (you know, the kyute robot master on the top right-hand corner)

EDIT4 (teehee) : If I get done with the official MM8BDM weapons, could I make pages for some custom ones ? I'll point out the creator's name, of course.

417
MM8BDM Discussion / Re: MM8BDM Wiki Revival Project: Apply Within!
« on: January 18, 2013, 05:28:42 PM »
I don't know if you guys are still keeping in mind the Wiki project...?
The great thing is that we won't have to make any boring-for-the-wiki-writers editing pages about actions (A_SpawnItem, ThrustThingZ...) or any kind of editing properties, the ZDOOM wiki already has those.
On my side, I'm not a regular maintainer, but I may edit random stuff here and there. Like, map structure descriptions or weapons properties are my favourite topics. Should I spend some time doing this, or is it not worth ?

EDIT - Also, I wonder why did you turn the Weapons page into a Category one... loved so much more the old one with the weapon's picture, name, original game, damages, etc... in a table.

418
The WWW board / Re: Megaman 8-bit Deathmatch Skype Family
« on: January 17, 2013, 08:13:32 PM »
Mine is stardust_motion.
I would love to have an eye into your instantaneous Mega Man discussions~

419
Help & Editing / Re: Editing music
« on: January 14, 2013, 07:02:34 PM »
(...I tried everything ?)
I'm guessing you're asking help about how do you create custom music, right ?
All what you have to do, in your PK3 custom music file, is to create a lump, import your music file inside (right click and "Import..." with most of wad editors like SlumpED, Slade...) and select your music file. MP3 files are accepted, I didn't tried with the others, but I think WAV works as well.
Then you have to overwrite an existing music by the one you just created. To do so, rename your lump by the name of one of MM8BDM's musics. The list with all the names of stages, boss or menus musics is situated in MM8BDM-v3a > musics.wad. The nice creators even put some markers here to organize them and so, you may find the tune you want to replace easier.

420
Help & Editing / Re: Player.damagescreencolor
« on: January 13, 2013, 10:32:26 AM »
Ah I see. Well, everything can't be perfect. That being said, when V3 has been released on Zandronum, for some reasons, some things were looking better, like the graphic, or- well the engine itself looked more powerful, so it's not that bad...
Through I found another way to change the screen color ; it seems that the PowerupGiver item class allows to change the screen color with Powerup.Color "RR GG BB". I think I'll go with that !

EDIT TO AVOID ANOTHER POST : Then your idea was really interesting, this new palette is so much diversified and..."alive" ! The colors are really interesting, also Mega Man isn't at all the kind of game that will use the dark Doom colors...

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