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Messages - Shyster

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16
MM8BDM Discussion / Re: State of the Servers
« on: October 28, 2013, 02:43:49 AM »
Whatever the cause and effect of Saxton and the decline of MM8BDM, at least not having any cutstuff veterans on the Saxton servers makes them actually somewhat fun to play on. There's nothing more satisfying that beating up on an incompetent Hale sometimes.

On topic, I think the separation of an original core of players from the game to their only presence being on that game's forums is inevitable. I've seen it happen before on this one flash strategy game I used to play. When time passed, the only real interest in the game was indirect because of the existence of a forum community wrapped up in the forum itself. I guess people can get tired of a game, but not a message board.

17
Mega Man Discussion / Re: Ninja Wily
« on: September 14, 2013, 11:44:12 PM »
Quote from: "Beed28"
So, this thread was originally nitpicking Ninja Wily. We have gone way offtopic, so I'll nitpick the beginning of the same episode, when Yuuta is playing Rockman 5. Let's count the inaccuracies I spotted:

1. Mega Man's health bar isn't visible.
2. The platforms at the end of Star Man's stage aren't moving up and down.
3. Star Man's stage theme continues to play into the boss fight.
4. "I can beat this guy." Sure you can. Star Man's the EASIEST boss in the game!! Also, you later mention that this was the last guy. Wouldn't you be better off killing him with Water Wave?
5. Star Man's health bar also isn't visible.
6. Star Man does not align his Star Crash into a line and fires. He throws the shield in the actual game.
7. Mega Man's charged shot is not supposed to knock Star Man back.
8. The game is not supposed to automatically pause when Yuuta's mother turns off the TV. When Yuuta eventually gets back to the game, he should have come back to Mega Man in the boss corridor beforehand because Star Man would have been able to kill him by then.
9. "Aw, mum, I'm almost there! After this, I can go to Dr. Wily's level!" Uh, excuse me, are we forgetting something, or somewhere? Are you forgetting that you have to go through Proto Man's Castle first?
10. Star Man's stage theme does not continue to play through the rest of the game.
11. Also, holy bouncing jelly cities on a trampoline how did you get to the end of Wily Stage 2 already?!
12. Pillars aren't supposed to be there in the background when fighting Dr. Wily. In fact there can't be any background at all because the background tiles would have been taken up by the Wily Machine and Wily Capsule since both are too big to be simple sprites.
13. The video game characters are not supposed to be self-aware. Therefore, Dr. Wily should not be able to escape the game world!!!!
14. Didn't Dr. Light get kidnapped in the game? I wonder how he's doing in that cage...

And yet, somehow this animation still manages to be more accurate to the games than any other. (Ruby-Spears, I'm looking at you)

18
MM8BDM Discussion / Re: MM8BDM Funnies
« on: September 13, 2013, 10:46:52 PM »
A couple days ago, I won on a hotel server by accumulating 256 frags over the course of three days. That's right, I beat Blue Bomber Bed and Breakfast.

Obviously I am the pro-est pro player out there, as the comments afterward suggested.

19
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 23, 2013, 06:37:50 PM »
Saxton Hale: Apocalypse Mode



Does this always happen with Uki's Weapon pack?

20
MM8BDM Discussion / Re: SBWT Mapping Competition: Top Man
« on: July 22, 2013, 07:24:04 PM »
I really think Copy Robot used the top platforms well without creating the useless upper sections of Reidakk's Topman (which are still a blast to navigate). I am a bit worried about the treble sentries though.

Rozark's was just a little too... boring I guess. Solid, but no flash.

I suppose Smash's concept is... unique. It really is just confusing  and too cramped in the end, and wouldn't be fun in most circumstances. Too experimental I suppose. And also, the wind gimmick really did come out of nowhere, and would look pretty glaring in the vanilla game.

21
MM8BDM Discussion / Re: SBWT Mapping Competition: Spring Man
« on: July 22, 2013, 07:11:25 PM »
Kapus got my vote too. The map really feels like Spring Man's stage with side and ceiling springs everywhere that are a real joy to navigate, as long as ping isn't an issue I guess. It also has sagukarne, which should have been in the original vanilla stage because reasons. Those reasons being a fun and kinda dumb weapon for a fun and kinda dumb stage. Put another weapon in the spring corridor near Ballade Cracker and I'd love it.

Linnie's just doesn't feel like MM8BDM. Good on a technical level, but the minute details on some of the platforms and such will make it stand out in the vanilla game. It's also a bit small-scaled.

Shade Guy's I really didn't remember too much about. Good use of springs like Kapus, but it somehow just wasn't as fun. It also feels a little too open, I guess? Nevertheless, a good alternative.

Messatsu's Gravity Hold area kind of ruined the whole map for me. Oh well.

Korby... it's probably at least four sevenths of a map.

22
MM8BDM Discussion / Re: SBWT Mapping Competition: Wave Man
« on: July 22, 2013, 06:55:26 PM »
^

Yes, I think that Beed's wave bikes only being needed to get from point A to point B is its strength. The center island feels like a place where fights will accumulate and the chutes that teleporter across the map give it a real vanilla feel. I'm sure with some weapon tweaking, it would be just about perfect. Except for the massive walls that make up each side of the map. Those are kinda unsightly.

Yellow Devil's is laid out a water park attraction, making it spectacular eye-candy. However, the map will be dominated by Astro Crush spammers thanks to its simple availability. Since you don't crash, you can just try again and again. That, and the extreme multiple-floor action makes it feel like it wouldn't belong in the vanilla game.

Knux's... All the problems of the original Wave Man remixed. Too big, wave bikes are useless and dangerous, feels too complex for vanilla.

23
MM8BDM Discussion / Re: SBWT Mapping Competition: Burst Man
« on: July 22, 2013, 06:43:41 PM »
Odd how most people who are posting like Fyone's, and yet he's coming in behind. I blame everyone just substituting Ivory's opinion for their own.

#1: Good layout and weapon choice I suppose, but it just feels too complicated, especially the second yellow water area. That, and I think the spikes look ugly, even if they are a gimmick from the original stage.

#2: Plenty of "fighting space" here, yup. I can really picture matches on this map going well. I actually like the concept of burst man's original water gimmick, but agree it needed to be implemented better, so another plus there. It's a shame it couldn't use rising water, but I think it would just be too impractical in the end. And yes, ditch the time stopper. The last minute change Fyone made is good too. Has the best "vanilla feel."

#3: This one just makes the water annoying. Making it the central focus of the stage will just make it hated worse than the original Burst Man. Good job making the Super Adaptor great here, but in the end it will become the only useful weapon. That, and it's kinda ugly. Especially the outer wall.

Winner: #2, Fyone

24
MM8BDM Discussion / Re: MM8BDM Wiki Revival Project: Apply Within!
« on: July 12, 2013, 04:25:17 PM »


Actually two, but whatever.

I've finished with about half the vanilla maps, but I've encountered a bit of a problem. The pages after the Mega Man 4 maps don't seems to have map pictures, and I have no idea how to take them. Could someone instruct me on how the others were acquired? Stardust said she would do it if it wasn't for her low-end computer, so I assume she knows how. I'm sure my computer can take it though!

25
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 10, 2013, 05:52:36 PM »
I'm no mapper, but is it that hard to make maps that don't do this?

(click to show/hide)

inb4 spider-man reel for chaos generator

26
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: June 28, 2013, 02:40:49 AM »
Version 4 is out, time for an update!

In-game name: Shyster MkIV
Preferred Skins: Usually Snake Man. Top Man if I'm feeling peeved. Darkwing Duck, rarely (that crazy front sprite!)
Favorite Modes: DM or TLMS with or without classes, Roboenza and Saxton ONLY without classes

Favorite Weapons: Thunder Strike Bolt, Silver Tomahawk, Star Crash, Ice Wave, Super Arm
Least Favorite Weapons: Screw Crusher, Noise Crush, Flash Stopper, Hyper Bomb

Favorite Classes: Punk, Top Man, Snake Man, Fire Man, Ballade
Least Favorite Classes: Dark Man 2, Junk Man, Enker, Yamato Man

Favorite Stages: Fire Man, Mr. X, Hard Man, Knight Man
Least Favorite Stages: Spring Man, Frost Man, Aqua Man, Magnet Man

Greatest Rival: Changed Daily
Reputation: Wiki writer, I hope. also DED
Else: Those people hosting Saxton on Hotel GBT with classes in general aren't serious, are they?
I also think roll-players are crazy weird, but strangely admirable.

27
MM8BDM Discussion / Re: New Gamers, how must we do with them?
« on: June 25, 2013, 04:08:42 AM »
Believe me, let's players and internet celebrities work the best. I first got here around V1 from videos by PinkKittyRose, a let's player that you might remember. At some point, I got tired of roboenza or something and waited a year or so before returning under this name.

With video of the game, people will know exactly what it is and if they might enjoy playing it. This probably increases the amount of "good" newbies vs. "bad" newbies that would only have a forum post to go off of. Who posts that video isn't important, every fanbase has good and bad parts, even Pewdiepie's (maybe).

Also:
Quote from: "King Dumb"
One huge thing we can do to improve the quality of people coming in is improve the MM8BDM Wiki. Little progress has been made since the project was stickied to the MM8BDM Discussion forums. It's common practice nowadays to look to wikis for information about a new interest. If you ask me, ours makes us look shallow, lacking content and character. It's also not as useful as it could be. We can start by copying all of the content from some of our forums' more useful tutorials into the wiki. We can continue by marking our articles more comprehensive and less personalized, because that turns people off. We can improve from there by adding articles on mods, and... more tutorials! People should be able to scour the wiki and come to the forums with a good working knowledge of everything.

I'm trying, I'm trying. Kind of hard to run a one-man show here. I'm not even halfway done with the vanilla maps.

28
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 12, 2013, 08:26:37 PM »
Guess who just figured out how to use the freeze command while taking notes on Drill Man's Stage.
(click to show/hide)

It sure has an interesting reaction with Super Arm to say the least.

29
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 02, 2013, 10:44:58 PM »
So, playing Saxton on Wave Man's map with an army of Bomb Men named morshu as the joke du jour. When the dropped hyper bombs fail to explode on water, you get this...
(click to show/hide)

Wave Man's minefield should totally be a map.

30
Help & Editing / Re: Doomseeker's only showing doom servers?
« on: May 26, 2013, 07:29:25 PM »
Quote from: "That One Boss"
Was there a master server address change again?

Apparently so. Changing it was what worked for me, not IDE.

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