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Messages - hansungkee

Pages: 1 ... 10 11 [12] 13 14 ... 18
166
Rejected / [Improved Bug] Explosion of Crush Bomb
« on: December 09, 2018, 04:28:26 AM »
actor CrashBomb
{
PROJECTILE
Radius 6
Height 6
DamageType "CrashBomb"
Obituary "$OB_CRASHBOMB"
Translation "192:192=4:4", "198:198=225:225"
scale 2.5
damage 0
speed 40
States
{
Spawn:
CRAS A 1
loop
Death:
CRAS A 0 A_JumpIf(z-floorz<5, "Floor")
CRAS A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CRAS B 3 A_PlaySound("weapon/crashland")
CRAS C 3
CRAS DCDCDCDCDCDCDC 3
Goto XDeath
Floor:
CRAS E 3 A_PlaySound("weapon/crashland")
CRAS F 3
CRAS GFGFGFGFGFGFGF 3
Goto XDeath
Ceiling:
CRAS H 3 A_PlaySound("weapon/crashland")
CRAS I 3
CRAS JIJIJIJIJIJIJI 3
Goto XDeath
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX B 1 A_Explode(9,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX E 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
stop
}
}

actor CrashBombFX
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
HARD B 0
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1
stop
}
}

actor CrashBombBit
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
HARD B 0
MMFX BCDE 1
stop
}
}

actor DocCrashBomb : CrashBomb
{
Translation "192:192=4:4", "198:198=174:174"
states
{
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX B 1 A_Explode(5,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX E 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
stop
}
}

It's For MM8BDM V6

167
Resources / Roll Chan And Auto has Updated!
« on: December 04, 2018, 08:56:59 AM »

https://www.deviantart.com/hansungkee/art/Skins-Updated-Set-Roll-and-Auto-775297849
-Roll : Classic(1~7,9,10), MM8~MMB, MM11

-Auto And With Hat

-Updated Proto Man Battle and Tango from Megaman 5 for GameBoy

Roll MM11 Sprites by ZynkOxhide

168
Graphic Alterations/Submissions / Roll Chan And Auto has Updated!
« on: December 04, 2018, 08:54:30 AM »

-Roll : Classic(1~7,9,10), MM8~MMB, MM11

-Auto And With Hat

-Updated Proto Man Battle and Tango from Megaman 5 for GameBoy

Roll MM11 Sprites by ZynkOxhide

169
MM8BDM Discussion / Re: MM8BDM V5D - Released!
« on: December 02, 2018, 10:40:48 AM »
My gosh, that cutscene...Official Megaman would never dare enter such territory! I am shook! :shock:
Like, I'm glad I'm not easily impressionable, otherwise, it would have traumatizing.
a Player Get Saved by Duo!

170
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: December 02, 2018, 08:03:46 AM »
I Hope Bass Boss,Proto Man's Back,Roll and Rush Walking Sprites was Updated. :(
Roll and Auto too...

171
MM8BDM Discussion / Re: MM8BDM V5D - Released!
« on: December 01, 2018, 10:51:41 PM »
Oh my Lord! a New new postgame cutscene was It's Horrible And Terrorful Nightmate Like Sigma Virus! :shock:

Well... I Guess Saved by a Duo...

172
MM8BDM Discussion / Re: Megaman (PC) Special Chapter?
« on: November 29, 2018, 08:03:27 AM »
No. It will not.

However, you might want to check this out:  http://cutstuff.net/forum/index.php?topic=10122.0

It's a fan-made expansion based on the PC/DOS Games except it's actually good. There's new sprites, new textures, new weapons...
Now, if you're looking for something that's closer to the original games, here it is: http://cutstuff.net/forum/index.php?topic=10250.0

You should probably search through the forums and get an idea of what's done before making a new thread right away....just saying.
Nah, DOS Reborn are Cool.

173
Resources / Aburtos's Cool Enhanced X and Zero ReEdited Xtreme for MM8BDM!
« on: November 26, 2018, 03:41:47 AM »


Thanks Aburtos!

174
Projects & Creative / Re: PROJECT XOVER [ALPHA 0.2 RELEASED!]
« on: October 29, 2018, 03:28:32 AM »
Skins Set
X-Type Armor
Zero-Type Armor
Duo-Type Armor

I Maked Skins.

Finded or Fixed Or Moded for MM8BDM Sprites Set


It's For you.

175
Pending / Re: Final Boss visual glitch
« on: October 27, 2018, 10:18:24 PM »
What The Heck?

176
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 27, 2018, 02:01:19 AM »
Sorry I meant the weapons.
It's Okay CutmanMike. ;) and You can Make It a Weapons.

177
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 25, 2018, 10:00:40 AM »
I Have a Updated, Improved and Revamped Sprites for You All!

https://www.deviantart.com/hansungkee/gallery/61319648/MM8BDM

178
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 25, 2018, 03:32:45 AM »
But hansungkee, MMV Released In 1994, But 4 Months After The Wily Wars, While MM11 Is The Newest Mega Man Games That Released In 2018 But Mega Man 11 Is Released 8 Months After Dynasty Warriors 9 Is Released
Or After Battle With King(Megaman and Bass) and Fighting Genesis Unit (Buster Rod G, Mega Water S , Hyper Storm H) as Well.

179
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 24, 2018, 03:30:20 AM »
I Hope That Double Gear System on V7 and Battle on Stardroids from Outer Space on V8!

180
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 23, 2018, 05:08:42 PM »
YES! Let's Do IT!!!  :mrgreen:

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