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Messages - JohnVyttalRay

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46
Forum Games / Re: Ruin-A-Wish
« on: May 03, 2017, 06:21:53 PM »
Granted, you'll get a photos of each of the seven wonders.

I wish I played better in mm8bdm.

47
Forum Games / Re: Ruin-A-Wish
« on: May 02, 2017, 01:44:31 PM »
The wish has been granted, but your wish is nothing.

I wish I could be smarter.

48
MM8BDM Discussion / Re: Top and Bottom 5 Favorite V5A Vanilla Maps
« on: May 01, 2017, 11:19:01 PM »
I fiixed it! Sorry for the mistake  :mrgreen:.

49
MM8BDM Discussion / Re: Top and Bottom 5 Favorite V5A Vanilla Maps
« on: May 01, 2017, 08:32:26 PM »
Top:

1-MMBGRO (a lot of rooms and floors, I like it)
2-MM5CHA (I liked a lot the sensation of being in a running train, though you could make each wagon bigger and make more wagons, so you won't see these wagons with wood a lot of times)
3-MM8DUO (Idk why, but I think Duo's map is very good)
4-MM5STA (The physics thing, the floors, I love it)
5-MM7JUN (I LOVED the lava mechanics)

Bottom:

1-MMBCOL (There could be a better representation of the MMB's stage, but since this isn't enough, I can say that if the map was bigger, it would be funnier to play there.)
2-MMBMUS (V4's was so much better in my opnion, even an "empty room" can be funny sometimes)
3-MM3DW1 (A enormous pain to win in campaign mode, and some places are simply very very small,this along with Gemini Laser makes this map a hell. The same applies to MM2CRA, except there isn't a Gemini Laser)
4-MM4DUS (We need less Crushing things)
5-MM6TOM (This stage is simply too small, not just its rooms, unlike in MM3DW3, the problem here is that the whole map is small)


Be aware that sometimes the map isn't just the problem, but the weapons in it. Examples of maps with bad weapons (in my opnion):MM3TOP,MM4BRI,MM4DUS, MM6TOM. (the latter 2 have both bad maps and bad chosen weapons in my opnion)

50
Help & Editing / Re: Boss music code
« on: November 24, 2016, 07:45:44 PM »
It did, but for what I remember it lagged a little bit, but I did a pk3 that has the music.wad in it.

51
Help & Editing / Re: Script Error. Help!
« on: November 22, 2016, 05:51:39 PM »
The problem is that v3ehhhhhh (I don't know how many "h" there are in this) isn't compatible for MM8BDM V5. That's why you got those errors in the script to play v3ehhhhhhhhh you need MM8BDM V4. In case you want to play JC (Justified Classes) with MM8BDM V5 you'll need to wait JC V4 get out, it shouldn't take too much time to get out.

52
Tutorial Collection / Re: [TUTOR] Doombuilder and You: Mapping Essentials
« on: November 20, 2016, 01:03:29 AM »
It's a texture.

53
Resources / Re: SJB's collection of Resources
« on: November 14, 2016, 11:29:11 PM »
Thank you. I'll even give you a file of the mod with onl your mugshots if you want.

54
Tutorial Collection / Re: [TUTOR] Doombuilder and You: Mapping Essentials
« on: November 14, 2016, 12:02:41 AM »
It's actually a texture.

55
Tutorial Collection / Re: [TUTOR] Doombuilder and You: Mapping Essentials
« on: November 13, 2016, 02:44:27 PM »
Well, I was reading your tutorial, but I had a problem

Can you see in the right corner, below the blue blocks, there's a uncovered "part" like in his left, it has those blocks with a giant rectangle and triangles around the rectangle, in the right you can see the "uncovered part" without this bloc of rectangles and triangles, I wanted to put this block there, but it's too big to put in that space. I want to know how can I edit the block, because I could edit it, make it smaller, bigger and etc., when I put on the wall, so how can I edit it in on the floor.

56
Resources / Re: SJB's collection of Resources
« on: November 12, 2016, 10:39:50 PM »
Could I use your mugshots in a little mod I'm doing for mm8bdm if I gave the credits to you?

57
Skins & Bots etc / John Vyttal's thread of mods
« on: November 10, 2016, 08:42:46 PM »
Silly name, for a thread, but ok, this will be my first mod that I did, but anyway. The idea of this mod came from a mod made by a user called "Rokim21", after seeing his mod, I loved the idea, the idea of the mod was replacing the mm1 musics by some musics created by a youtuber called  "Let's 8 Bit" (Link for his channel here:https://www.youtube.com/user/bsolmaz13/featured), he recreated the MM1 themes like if the game were done later in the series, he didn't only that, he also recreated the MMV music in 8 bits (and that, if cutstuff don't use his recreations, I'll update this mod to have it), and another things that are non-megaman related, but anyway, there was a small problem with Rokim21's mod music, they didn't looped, after that, he and I did a partnership to complete the work, since the musics were already extracted, I just needed to loop them, after 1 week and a half, I finish the mod, but this isn't over yet, it has more than just than "let's 8 bit" musics. It also has all the MM1 mugshots from MM8BDM recolored to look more like the bosses' real appearence. Well, I'm almost sure that running those mugshots in a real NES would blow it, but okay. (All the mugshots displayed below)
(click to show/hide)
And, still, it isn't just that, I replaced the titles of the games, if you played the campaign mode, remember when it had an icon to remember you in which game you were? so, I replaced them, the differences are, in the Mega Man 1 and 3 there was added an icon, being in the 1st game, it's a nes-ified title screen from the mm1 remake from wily wars and the 3rd game, being the icon from the japanese title screen, that was absent in the american title screen BUT, is in the weapon get process :
(click to show/hide)
In the MM2,MM4,MM5 and MM6, the roman numerals were replaced by our cardinal numbers. In MM7, MM8 and MM&B there are some obvious changes, being the MM7 and MM8 title screens being very interesting, because the MM7 and MM8 title screen are from Rock Man 7 and 8 FC. Both of them are here below:
(click to show/hide)
Well, I won't say the interesting fact about those two, but I'll just say both of them give a hint about something to you.Also there are some changes in the MM&B and Wily Tower title:
(click to show/hide)
Ok, there was so much text, so here the link to some of Let's 8 bit musics:
(click to show/hide)

58
Rejected / Re: A good aspect, but that should me used more times
« on: November 10, 2016, 12:35:21 AM »
Kinda shocking

59
Rejected / Re: A good aspect, but that should me used more times
« on: November 10, 2016, 12:05:04 AM »
So it isn't a boss battle door, it's just to people there just don't get flying out there and go to the space? lol, I swore it was a boss door, and I think very much people will think that because of bomb and concrete man's boss door, but still, it's a good idea, in jewel man there's another use of the boss doors without being to "lead" you to a boss, it's for a mine vehicle

60
Rejected / A good aspect, but that should me used more times
« on: November 09, 2016, 11:53:15 PM »
Well, while playing in concrete man and galaxy man's maps, I noticed that there is the "boss door" a very good aspect, it gives a mega man feeling, that's nice, I've also noticed that there's the same thing in Bomb Man's stage, and in the ground, that means exactly like in his level, where's the "checkponit rooms" has vertical falls, that's great, like, I didn't noticed it for myself, when I saw the door I remember about the fall and the vertical room. But this isn't in all the maps, to be true, just in few maybe less than "10%" (this if I'm right, because I'm really blind), it would be very cool to see those "doors" in all the maps

     

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