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Messages - Superjustinbros

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91
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 28, 2016, 01:51:43 PM »
Quote from: "Myroc"
You will then be happy to hear that TENVMUS has also been removed from the game.

Rip in pieces December 21st 2012 - July 29th 2016

92
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 27, 2016, 11:38:07 PM »
Quote from: "Beed28"
Don't worry, they won't be. I hope you enjoy getting stuck in them while Bass carefreely obliterates you from above. :cool: And then you restart, and he kills you again because you got stuck again. :twisted: And again. And again. And again.

What's that? You want that Super Adaptor that's sitting on the pillar? Too bad, you can't jump high enough to reach it anyway. And I was smart enough to not provide Rush Coil nor Rush Jet, either! Nor any of those rubbish weapons that will give you a height advantage! No Mega Ball, no Tornado Blow, no Tornado Hold, nada! You'll never be able to! Just you and your pathetic little Mega Buster!

It's the perfect plan! With Bass' flight ability and your unfavourable terrain, you're finished! And soon, the world will be mine!! Muahahahahahahahahahahahahahahahahahaha!![/b]


Just give me Freeze Cracker and I'll be good

93
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 27, 2016, 05:48:31 PM »
A part of me hopes that those cracks in the new Bass boss fight are just for show.

94
Resources / Re: SJB's collection of Resources
« on: July 27, 2016, 02:25:02 PM »

Elecman from Rockman CX and his additional poses/Thunder Beam

95
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 27, 2016, 12:26:24 AM »
Interesting. I'm guessing it's to match the default team colors on Zandronum/Doomseeker, then?

96
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 26, 2016, 05:11:53 PM »
So I heard somewhere that now it's possible for five and six-team game modes?

97
(click to show/hide)
The insanity begins

98
Anything Goes / Re: General Offtopic Discussion
« on: July 25, 2016, 03:11:13 PM »
I was just thinking that.

99
Resources / Re: Dimpsy's Resource Factory (TANKS & CAPSULES)
« on: July 25, 2016, 01:08:27 PM »
These look good, Dimpsy.

100
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 24, 2016, 04:31:21 AM »
IT'S BEEEN TWO YEARS.

TWOOO YEARS

/allcaps

101
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 23, 2016, 11:30:31 PM »
I know that feel Bass
This pre-trailer does give me the idea of a redesigned Roboenza mode where the "zombies" are instead that evil color, complete with the eyes turning neon yellow-green.

102
Resources / Re: SJB's collection of Resources
« on: July 23, 2016, 10:46:18 PM »

Another thing I made, primarily for co-op modes.
These serve like the backpacks in certain Doom mods; in which they recover both health and weapon energy. To show this, they flash between health and weapon energy colors.

103
Toad Man's stage has a particularly cheap segment after the wind-platforming area where you can suddenly get ambushed and slaughtered by two fish and a slime you can barely see before jumping in due to their absurd HP.

I would also suggest trying not to go overboard with the destroyable blocks in stages- MMPU used them in scarce numbers and only really incorporated them in secret rooms/paths, usually as a way of rewarding players for sequence-breaking and fighting bosses out of their weakness order (such as bringing Oil Slider into Fire Man's or Super Arm into Time Man's). In this mod I feel as it they were just placed on the main paths just to exist for no reason and get in the way (the Heat Man example TheDoc brought up being a perfect example).

104
At least I'm glad to hear the difficulty will receive a nerf.
Many of the stages raged from just annoying/cheap (Guts, Bomb, and Toad) to just outrageous with enemies everywhere that were made too tanky due to the health scaling.
I don't expect this to reach the difficulty level of the original MMSP, but at the moment it's currently all over the place.

105
Resources / Re: SJB's collection of Resources
« on: July 22, 2016, 02:43:47 PM »
MMPU's destroyable blocks redesigned. I built these from Fortegigasgospel's concepts for Mega Man World's destroyable blocks to provide more universal icons (rather than just using the icons for MM1's weapons but enlarged) as well as two sizes of the blocks (otherwise only Bomb's blocks are small, while the others are always big).

Left to right, top to bottom:
Basic, Cutter, Crash/impact, Ice, Explosive, Fire, Electric
Time/Gravity/Flash, Earth/Rock, Wind, Nature, Crystal, Water, Needle/Puncture
(alt palettes/V2)

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