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Messages - MusashiAA

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1636
Anything Goes / Re: Musashi-COM's Shameless Music Shack
« on: September 03, 2011, 07:25:35 AM »
Please also note that, if you wish to use any of the music posted in this thread, you may do so without giving any mandatory credit, since these are all crap edits (except when I say otherwise).

You may continue not paying attention to this thread.

1637
Anything Goes / MusashiAA's Shameless Shenanigan Shack
« on: September 03, 2011, 06:53:13 AM »
Since I don't like original compositions, I will shamelessly show you doodles, covers, and other crap I'd like to show around in here.

With a little bit of magic, anything can happen. Look at your Famitracker. Now look at mine. Now look at yours again. Now back at mine. Bam, mine is better, just because.

With a little bit of "imagination", you can do anything.

Like this. Magical Doropie - Stage 2 (Import edit)

Or this. Super Dodge Ball - Russian Team Match (Import edit)

Hell, you can even pull this kind of horrid things. Super Dodge Ball - Russian Team Match (Import/Moskau edit mix)

Now watch, as no one pays attention to this thread.

I'm on a pony.

EDIT: Bonus points to anyone ('cept Famitracker connoisseurs) who can recognize the difference between the original songs and my edits.

EDIT2MUSASHINONAZO: All these edits are possible thanks to a secret ninja technique that allows me to import NSF tracks into Famitracker. So no, I did not made these songs from scratch.

1638
W.I.P Forum / Re: [EXPANSION] Rockman & Forte 2
« on: September 03, 2011, 04:29:21 AM »
Then use non-MM&B songs. Hell, you could use non-MM songs, or non-Capcom songs. Or 8-bit covers of non-8bit songs.

But again, why do they have to be original compositions?

1639
W.I.P Forum / Re: [EXPANSION] Rockman & Forte 2
« on: September 03, 2011, 03:40:16 AM »
Well, then use those GB remixes.

Again,why do they have to be original compositions?

1640
W.I.P Forum / Re: [EXPANSION] Rockman & Forte 2
« on: September 03, 2011, 03:38:35 AM »
Why do they have to be original compositions?

1641
DECORATE and ACS Modifications / Re: Uki's Weaponry
« on: September 03, 2011, 02:00:55 AM »
Tip:

Don't stretch the images.

Paint>Select sprite>Press Ctrl+W>Where it says "Expand", type 200 in both fields>voila, bigger sprites.

Just try different sizes (300, 400, 500. Always the same number on both, and only hundred numbers, so no 453 or 215) until you get that little ball at the same size as the hand. Which BTW, you'll know when their individual pixels have the same size.

1642
DECORATE and ACS Modifications / Re: Uki's Weaponry
« on: September 03, 2011, 01:47:52 AM »
Just make it pixelated, like the hand. There's nothing wrong with doing that.

Bitmixed graphics in a non-bitmixed game look incredibly out of place and ugly.

1643
DECORATE and ACS Modifications / Re: Uki's Weaponry
« on: September 03, 2011, 01:42:19 AM »
Oh God, the bitmixing. My eyeeesss~

1644
Projects & Creative / Re: [Map Pack] IX-Pack {V1B Released!}
« on: August 30, 2011, 03:24:58 AM »
Missile Base has one of the most bizarre yet cool weapon location I've ever seen in a MM8BDM map. Hell, the overall map is so big and full of stuff and roads I can't imagine it being unfun.

Thumbs up for S3&K music. Thumbs down for original music that isn't Mr.X's.

1645
Projects & Creative / Re: [Map Pack] IX-Pack {RELEASED}
« on: August 29, 2011, 10:27:53 PM »
Finally. I was thinking about this merging for a while. It's really convenient :D.

Having a crap ton of community mods and map packs really turns me off when I want to play 8BDM :/

1646
Projects & Creative / Re: AMP map pack. FINISHED, SO SEXY!!
« on: August 24, 2011, 05:34:55 AM »
Quote from: "Bluebrawl"
Next version of the map pack, you're hearing a different version of STIMUS. And it's not your version either. Prepare for something good.

Oh well. Just pointing that out.

1647
Projects & Creative / Re: AMP map pack. FINISHED, SO SEXY!!
« on: August 24, 2011, 03:58:10 AM »
Quote from: "In Music credits, Terrorsphere and Bluebrawl"
STIMUS = DarkAura - MMX Sting Chameleon's theme 8-bit

Bitch, please.

EDIT: Ok, maybe I'm going a bit too far on subjective criticism here, but come on. Lava Lake's Sting Chameleon is subpar compared to mine.

Hell, if you actually wish to keep that song as a 2A03 cover instead of an MMC5 one, I actually have an updated version of my 2A03 cover of this song.

1648
Scopes? Are you mad? NO. That's completely out of place, you can snipe perfectly in this game.

"Snipe" as in "no headshots because whatever". It's more like shooting stuff FROM AFAR, not sniping some poor Bubble Man's leg or something. There's no need for scoping.

EDIT: Or to put it simpler:

DO YOU SEE A SCOPE MOUNTED IN SNIPER JOE'S BUSTER GUN? NO

ARE SNIPER JOES CAPABLE OF SHOOTING YOU FROM BEYOND YOUR VISIBILITY RANGE? NO

They don't have built-in scopes to begin with. They're generic assault units, not "snipers".

1649
Don't worry, I still have an ace up my sleeve:

3 Joe classes.

First would be the one I just posted.

Second one would be the Machine Gun Joe from MM9/10.

M1 is a nerfed version of the Bass Buster, with the same damage output, but with a notable reduced fire rate. While firing, your movement speed would be reduced a bit. M2 would be the same shield Sniper Joe has.

Third one would be a "Bazooka Joe".

M1 would be a rocket launcher (with limited uses), that does explosive 40-30 damage, and propels enemies into the sky akin to Wind Storm, just not as much. M2 does nothing.

1650
Can I also suggest something else?

A Sniper Joe class.

M1 would be a bit more powerful version of the regular buster, with a very slow fire rate and a very high bullet travel speed, for sniping.

M2 would make Joe raise his shield, which would cover him entirely, except for his back. When M2 is active, you aren't allowed to shoot and your movement speed is reduced, but all shots are deflected, except for explosive weapons.

Sniper Joe's special weapon would be a Joe grenade akin to MM8's Joe. It would be an item weapon that has limited uses, and would be used to either dish out more damage or help Joe to get out of a sticky situation.

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