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Messages - idiot9.0

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16
Skins & Bots etc / Re: Official Request Thread
« on: April 07, 2014, 01:16:59 AM »
Thank you kindly, works and looks great.

17
Skins & Bots etc / Re: Official Request Thread
« on: April 06, 2014, 07:41:23 AM »
Since I'm lacking motivation to learn how to operate Slade at the moment I'll just post this request.
Would someone compile this into a skin? All the sprites are made, just needs to be recolored and converted and whatnot.

The second and fourth move frames use the standing frame, hence the lack of them.
Thanks in advance if anyone does this.

18
I'm going to try what I did before and and try to rework one of those hales. This time it's for Goku, and it's rather minor but it does have a few differences.
(click to show/hide)

19
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: March 16, 2014, 02:55:12 PM »
And? It's not affecting gameplay whatsoever, so I don't see why you care if something from a single game is hidden all over the place. It's a fun little thing to notice while you're waiting to join the game again, like someone already said. That's all.

20
I want to go ahead and try to rework that Sakuya idea. I like the idea of her being a long-range boss but how she was put she seems like a Dio Clone. So here's my attempt at it.

(click to show/hide)

21
Anything Goes / Re: Anyone's art thread
« on: February 05, 2014, 07:59:20 AM »
I'm going to assume this would be the best place to put sprites and ask for feedback so here goes I guess?
Trying to make Espurr a skin since I haven't seen anyone making one yet, and just wondering if anyone can find anything wrong so far that could be fixed.

(if someone is making one please tell me I don't want to look silly yet)

22
Playing with the public beta I have to say most if not all the changes made to the mod are a success, and it makes all the hales actually fun to fight and play. I haven't had a chance to play with every hale yet but I'm liking what I've tried.

I especially like the changes to Gilgamesh, specifically with the speed boost. That was one of the major pains with him that I saw needing improvement. Also the fact that his sword doesn't cover up a good portion of the screen anymore is a major bonus.

Morshu also got a needed change which I see as..... good? I certainly miss the main bomb attack but I like how the oil works as well. Also the rage is MUCH more useful.

The only other optional thing I'd want to see worked on are custom skins for the hales. I asked about this already in-game though so I won't go into detail.

But other than that I say good work so far. Waiting for that Version 1.

23
MM8BDM Discussion / Re: MM8BDM Skin Contest #1! Winner Announced! (page 14)
« on: September 09, 2013, 04:30:48 AM »
Wow. I was expecting them all to be awesome, but them entries.... just beyond amazing.

24
MM8BDM Discussion / Re: MM8BDM Skin Contest #1! (ends september 8th)
« on: September 06, 2013, 09:51:09 PM »
Quote from: "Spec"
Excuse me while I fade out of MM8BDM Forums and the game (Plus the update) Itself... Also my cussing.
Kind of a bit extreme to quit the game/forums entirely just because an idea was taken and you started a bit too late.

25
MM8BDM Discussion / Re: MM8BDM Skin Contest #1!
« on: August 25, 2013, 05:32:18 AM »
Excuse me for the silly question, but is there any way to get all the sprites/frames from one of the robot masters currently in the game? Since this is based around robot masters and we needs the full rotations I'd like to have some sort of base to work off of.

(I'm making one for Quickman if it will help.)

26
Skins & Bots etc / Re: Smash's Skins and Misc. (Rotations are bleh)
« on: May 14, 2013, 06:23:54 AM »
I'm pretty sure I've said this before but those sprites are just amazing.

27
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 21, 2013, 08:52:15 AM »
In game name: Idiot9.0
*only name I go by because I hate fiddling with the color codes*
Favorite game mode: Deathmatch (any form), Roboenza, Saxton Hale,  Bot Apocalypse, and that one Assasination game mode with all them shadowmans
Least Favorite game mode: Classes of any sort
Favorite weapons: Ice Slasher, Flame Sword, Napalm Bomb
Least Favorite weapons: -position available-
Preferred skin: Cirno. You will probably never see me use anything other than Cirno.
Favorite stage: I don't have a favorite, but I do tend to enjoy medium-sized maps more.
Favorite class: Megaman or Random pick. I tend to steer clear of classes. They're just not that much fun to me.  
Greatest rival: -position available-
Reputation: What's that?
Anything else: I need to post on this forum more, considering I play the game a lot.

28
Mega Man Discussion / Re: New Takes on Existing Weapons
« on: March 23, 2013, 08:10:47 AM »
These were harder to think of than I thought. Anyway, Megaman 2 weapons

Metal Blade: Becomes the shield weapon. Fires 3 metal blades that circle you and damages enemies who touch it. Blades can be
one at a time in eight directions similar to how they work in the original game. Can not block enemy bullets.

Leaf Shield: Lobs three leaves in front of you a short distance, or upwards if the player holds up. Leaves float down slowly, and
can be used to hit enemies below you effectively

Flash stopper: Fires 5 bullets in a spread shot formation every time it's fired. Can be charged, and releasing
the charge freezes time for about 8 seconds. Spread shots fired during the time stop will not move forward until time is resumed.
Charging takes a little over a third of the ammo bar

Quick Boomerang: Shoots 3 boomerangs in a shotgun style that come back to you after hitting a wall/screen edge. Charging this
makes Megaman run faster and the boomerangs move faster. Charge lasts until the screen does the scroll transition via ladder, pit,
etc. Charging takes about a fourth of the ammo bar.

Air Shooter: Shoots a tornado that will push small enemies and enemy shots off the screen and do damage to normal/big enemies.
Can be fired diagonally if holding up or down.

Atomic Fire: Will throw a fireball that will create a fire pillar when it hits the ground, similar to how Heatman attacks.
Can be lobbed different distances depending on if you hold, up, down, or neither direction. Above average rate of fire.

Bubble Lead: Fires a large bubble on the ground that sits there. Running into it will make it travel forward similar to how
the weapon works normally. Jumping on it will cause it to split in two bubbles and push them in opposite directions. If a bubble
is on screen the buster gun can be fired as a slower-than-normal fire rate.

Crash Bomb: Same weapon, but becomes remote activated. Once it's fired, it Will not detonate unless an enemy touches it or
the player presses fire. (This one is so unoriginal it hurts)

29
Projects & Creative / Re: [Weapon Pack] D.I.R.P. v2
« on: March 11, 2013, 02:46:54 AM »
God all these weapons are just absolutely awesome. Great job.

30
Those Captain Flacon sprites. They're simply amazing.

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