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Messages - MusashiAA

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16
Projects & Creative / Re: Class based modification (v8d)
« on: October 31, 2016, 01:40:23 AM »
low priority Request time:



(click to show/hide)




oh btw we kinda got the other mm9 dudes' design mockups at least somewhat done and decided on, still none made yet, go and play jc mm9 when it updates in the meantime



and pirateman steals because he does what he wants, he's free

17
So I just realized:

Mothraya, the Cossack Stage 1 boss pays homage to Toho's kaiju, Mothra.

Then I thought "where's Godzilla, then". Well, it's in Slash Man's stage: the gian t-rex that chases Mega Man, called King Gojulus.

And then I thought "what about the Wily Stage 2 boss", and yup, he and his babies are based on Daiei Film's Gamera, another famous kaiju.

And then I thought "well, there must be more!", and I assume Mecha Dragon is coincidentially the closest we'll ever get to a homage of Toho's King Ghidorah.

18
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 27, 2016, 03:31:20 AM »
Spooky



FINALLY, we'll be able to fight the true final boss of the Chapter 4 campaign.

(click to show/hide)

19
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 05:30:28 AM »
I said non-pointed because it would convey more accurately the shield's hitbox. But I guess there's no point in doing that.

20
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 12:48:53 AM »
In some instances it's pointed, in some it isn't, probably because of design inconsistency between sprite artists and pencil artists, and between them and the original pencil designs for MM3, which are honestly kind of outdated: MM7 and MM8 art style, both sprite and pencil, are way more elaborate than Inafune's MM3 art style. Drawing styles evolve, and with them inevitably old character designs redrawn in newer art styles.

Go with non-pointed.

21
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 19, 2016, 11:53:35 PM »
Maybe if the museum was like, two structures besides one another, one with an exhibit of robot masters, and the other using MM&B's intro stage as basis.

22
Projects & Creative / Re: Class based modification (v8c)
« on: September 17, 2016, 04:52:57 AM »
classes-v8d is out

http://allfearthesentinel.net/download?file=classes-v8d.pk3

CHANGELOG:

http://pastebin.com/raw/jD28Kirh

Changelog is pretty much v8d-beta's, but with extra stuff added based on public beta input and new stuff and whatever. Sorry for no differentiation between changes in v8d-beta and v8d :c

If nothing big happens, next update WILL BE v9a with MM9 classes. The current ones out in public, plus the really old internal class designs we had most likely will be looked at and changed. Please understand.

EDIT: Welp, if you have already downloaded this file, please redownload: we did a quick hotfix to change some things for Magnetman, Topman, Waveman, Woodman and Plantman. Sorry for the inconvenience, changelog contains the exact changes made for the hotfix.

23
Projects & Creative / Re: Class based modification (v8c)
« on: September 15, 2016, 11:47:24 PM »
Quote
player.startitem "WaterWaveWeakness2", 1

//player.startitem "DustCrusherWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "IceWaveWeakness", 1

Quote
Celebi - Today at 7:25 PM
Starman is weak to wave burner and protoman slide sprites renamed to Y from I

Celebi - Today at 7:28 PM
The point is who else in mm5 would be weak to wave burner
I'm not seeing anyone else
So its fine for Starman to be weak to it since it doesn't break the weakness rules

24
Projects & Creative / Re: Class based modification (v8c)
« on: September 14, 2016, 10:30:00 PM »
After this compatibility update, as in v8d, we'll start working on the rest of the MM9 classes.

25


MM5CHA: It can spawn in either the far left or the far right, and teams/players on the side outside the circle will start getting damage almost as soon as the gas spawns...

Also, there seems to be an issue with the gas despawning midround, though it might have to do with setting the timelimit beforehand...for some reason, I changed the time limit between rounds, and when the next round came and the gas started pouring in, the moment the last man standing on one team was left, the gas just desapawned??? It's pretty iffy to test this for now, it's still quite novel.

26
Projects & Creative / Re: Class based modification (v8c)
« on: September 12, 2016, 04:20:15 AM »
A week has passed, we've deemed public testing had enough of a run. Next release could/should/would incorporate fixes and changes based on feedback given, which should happen shortly.

Please, if you have any feedback to give about this last public beta, post about it here, or you can go to the CBM Discord and we'll hopefully address it: https://discord.gg/9ND9DBE

27
Rejected / Re: (Suggestion) LMS time limit
« on: September 07, 2016, 08:42:35 PM »
How about making health and ammo pickups never respawn again after being collected, once there are only two players left?

I think OJ's idea of "roboenza seeping into the map", damaging players that are inside areas filled with "roboenza", and forcing players into a "central area", is on the right track. The problem lies in redesigning maps to fit such notion, and to create the LMS-only scripts necessary for it, if even possible.

28
Closed / Re: Add team spawns to DM maps
« on: September 06, 2016, 12:31:16 AM »
I'd like to also bring up the fact that certain CTF maps have team spawns inside the opposite team's base. This should not be the case, even if maps aren't perfectly symmetrical. I know that DM maps were not designed with team modes in mind, but territorial advantages are far better than the usual "oops I spawned around 5 enemies" scenario.

29
Projects & Creative / Re: Class based modification (v8c)
« on: September 05, 2016, 12:27:09 AM »
classes-v8d-beta is out

http://allfearthesentinel.net/download?file=classes-v8d-beta.pk3

CHANGELOG:

http://pastebin.com/raw/jD28Kirh

This is another public beta, so same procedure as v8c-beta. Report broken things here and there and werehogever we may be present, if we forgot anything please tell us.

This is a v5a compat update, so things are perhaps more likely to have been missed.

30
Anything Goes / Re: General Offtopic Discussion
« on: September 04, 2016, 04:46:08 AM »
Solution comes with a simple answer: which route is faster? Whichever route is fastest, that's the route to use for any%. All Bosses would be a potential separate category that includes the other route's boss AND the secret boss, unless it's agreed that said category should only include non-optional bosses (v5's two campaign bosses, you have to choose one or the other, the secret boss is completely optional). Bosses that only show up under a certain condition met during matches would have to be approached by a simple factor: is it faster to go through the matches fast and fight them, or to go through the matches without triggering the conditions to fight said bosses?

OpenGL is most optimal unless software saves time in some way (load times, glitches/tricks). Obviously, every fucking thing you can do on the engine that's not blocked off by sv_cheats should be valid.

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