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Messages - Zomo.exe

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1
W.I.P Forum / Re: The official TheMod thread
« on: July 12, 2016, 08:22:33 PM »
I LIVE.

One topic people bring up time and time again is the fear of clutter and 4+ bar snydrone; I myself am guilty of this kind of coding but it's what makes me feel at ease. That being said, one ongoing class project I've taken up recently is the Red Mage you may have noticed since way back in version 1. Well... discussions happened, and what was once an average performing class suddenly became quite the versatile tool:


Yeah, you saw this right. It is a kind of innate ability I'd like to call Spell Fusion. It takes whatever two spells you currently have rolled (excluding Diara), and combines their effects so to speak. Generally you will get a more powerful spell or something completely new and interesting altogether. I will say it is definitely not canon but I see it as a good twist on the typical dualcasting ability Red Mages feature in their respective game. The example being shown is Falchion, which requires some kind of wind-based spell and a sword buffing spell. This in general, as with any sword-based spell fusion, gives a temporary spellblade kind of powerup to give your physical attacks a good deal more force. The rainbow-colored bar represents your fusion ammo (activated by a custom button currently, this is still experimental), and rerolling (the red bar) spells uses a second button. While this does take inventory clutter out of the picture, it does add more button management so if that seems like a turnoff, please realize it's being looked into.

2
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: January 25, 2016, 10:05:27 PM »
A little bit of information to help explain some points:

I created that boss back before Celebi started managing, and believe it or not it was actually my first work in either decorate or ACS. I had some knowledge of both before starting but not to the point where I could pull off tricks of major note. That was a year or so ago... and now, I think Rogue deserved a fresh coat of paint. Before he had clunky attacks and RNG picked them, but now you have complete control. That is fine and all but I know it may lead to attack preference; as I see what people want out of him or what is good/bad, then the guy will hopefully be tweaked to reflect opinions. Pik honestly thinks the old one is better but I don't, it shows my novice-level coding and just does NOT work.

I can't say much else but I'll leave it to the public to decide how it ultimately turns out; although if you play around with certain attacks I can guarantee you might find there is more to some of them that what they appear to do. Oh, and the shield is meant to block one attack every 5 seconds, and by any attack I mean ANY attack... including those annoying rubberbands and meteors that may never appear because of how scripting works.

3
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: December 18, 2015, 09:53:53 AM »
Just a bit of some clarification for those wondering... Celebi stated his reasons for all the delays, meanwhile people like me and Pik just simply don't have as much time as we used to. Life, work, college/university stuff, work on other 8bdm mods, etc. but rest assured things are coming along fairly nicely. I'd love to talk about changes being made but not only would that ruin the surprises, there's WAY too many of those to bring up in one sitting. I myself did contribute a small bit to v7, namely the return of 2 old friends of mine, a couple of bosses some of those Battle Network enthusiasts may recognize, and MAYBE something else... very mysterious.

I don't think a WIP update is likely but it has been brought up before so there could be that... otherwise keep those pants on.

4
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 14, 2015, 01:07:53 PM »
Ohno what have I done.....

(click to show/hide)


Actually I don't regret making this thing at all, enjoy needles in your butt (coming soon)

5
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 13, 2015, 02:50:53 AM »
Meanwhile, I am not dead and cooking up trouble.

(click to show/hide)



And I heard people wanted a certain guy (not quite THAT guy but pretty similar)

(click to show/hide)

6
W.I.P Forum / TheMod Public Beta
« on: August 31, 2015, 03:43:11 AM »
So uhh yeah... just another one of those guys doing Yet Another Classes Mod™ type of things, but didn't we all start somewhere like this? Whatever I'll get straight to an introduction on the classes and features being presented:

<FEATURES>

-An option to play with Smash Balls: Most stages have a Yashichi, so why not use that to provide the chance to spawn these lovely little things? Each class has a generally powerful attack suited to how they play to earn you some frags. Don't worry, unlike Smash it will not favor people doing horribly, as that could easily upset a bunch of people. This option can be turned off with the cvar "TM_NoFinalSmashes 0." Setting this cvar to 1 will turn them on, and that is the default option.

-Custom Maps: Built for this mod's play and planned for a future release. Future plans include the chance to insert custom items, but as of now they are acceptable for Vanilla. This does not mean they are top-quality, so please talk to the map makers and help them out.

-Assists: The Power Stand is an item based off of Smash's own assist item. As of now, 3 summons are ready to go, but you'll have to use it for yourself! Might want to try looking in Party Balls, they seem to come up from there...

-Eddie Changes: Not only does he give out weapon givers (more on that later), but may also be... something else. You'll see a green head replacing Eddie in stages he can be gotten from, and it also appears in Party Balls.

-Item Replacements: Some classes can get different items that are more personalized to themselves. I'll leave this in the dark to be figured out for yourselves but I'll give one free hint: Proto has slightly different item effects if you walk over Vanilla items...

-TheMod Copyweps: This mod comes with its own set of copyweps, generally based on other Megaman hacks or other games.
One example is the Blue Shell, a 1-use attack that comes with a heavy bit of homing and pain behind it. You only get one chance and it takes a good bit of effort to refill it, so make it count!

-Domination music: Getting in enough of a lead to bring the game down to 5 frags to go will trigger a music change to give an idea of who's winning. Just one of those little detail things that can motivate people to get into a fight or motivate others to step up their game. Should also work with few problems during LMS/TLMS/CTF, although this mod isn't heavily designed for that type of play... yet. Keep in mind that as of now things may be unbalanced for such gameplay, and should NOT be played with CTF. It may crash; you have been warned.

<CLASSES>

Yes, there are some shameful things done such as userclass inserts, but I'll at least be nice enough to explain any important details.
For obvious reasons I will keep the Final Smash details secret

-Mega: Most mods gotta have him for stability reasons (although you could forgo him, but you might be met with torches and pitchforks from the older players). Can slide with all his weapons and also use his Final Smash on all of them too.

-Bass: Same as Mega, except has a slightly weaker power scale-up and a bit faster/easier to kill armor-wise. Has a double jump, a slide/final smash on all weps, and bass-specific HUDs/projectile colors on some weapons.

-Duo: Has a different playstyle than one might except. Borrows moves from some of his canon appearances and comes in with the power of a true tank! Watch out for his powerful fists...

-Zomo.EXE: Who the hell is this guy? His playstlye revolves around the world of Battle Network. Serious talk though, even though OCBMR had Auron out first, this class was in design way before that one was. Regardless, this class has chips doing most of the damage, although the elemental busters can be used as a way to do some lower but more basic damage. A small selection of chips were put in to demonstrate some concepts, and if one wanted, you could make a keybind to allow the use of program advances (go to the bottom of the controls menu). Fusions of 3-4 chips will create a powerful combo, generally outdamaging the total potential of the 3 used to create it. Figure out what chips do what and use combo'd attacks to win. Think of this class like Megaman but more RNG-dependent.

-Sal: Totally not an Espeon on two legs. Has two weps that use psychic and dark-based attacks respectively. Most are based on existing Pokemon attacks, although 1 or 2 may have been adjusted to fit a 3D environment. A bit of a lightweight class, just try to stay away from fighting and you'll do fine.

-Rin: Based on a female fighting character Mii made in Sm4sh, Rin is a true meleer at heart. Her moves mostly involve having to get up close to punish your victims, but you will get what you pay for. Something that holds back meleers a lot is the fact that they tend to be all melee and nothing else. Well, Rin does have something fairly rare: a ranged option and a great Final Smash to Boot. She also has a button bind that works right off of the same button you may have bound for Zomo's Program Advance mechanic (it turns off aerials if you wish to stick to the ground, although I don't see why you would when Freezia Kick + anything makes easier kills).

-Darkile: A denizen of the darkness. With a dual dark whip and a good command over the power of shadows, this woman (surprise, surprise) will not put up with opposition. However, being of the darkness it can do weird things... such as make you more powerful the closer you are to death (don't bother trying to force low HP, you'll only be getting as far as 800).

-Red Mage: A jack of all trades girl and user of many types of magic, the Red Mage can be equipped to deal damage in many interesting ways. White magic can buff your magic/sword attacks or help you escape tight spots, while Black magic is what will allow you to deal your damage. Each spawn you start with 1 tome from each magic type.

-Dimpsy: A weird person equipped with an even weirder set of tools and arsenal. His love for Sega shows very much, as well as Dragonball Z. Also comes with very sharp drills.

-BoostTrain: A train on steroids. Has been known to scoot very quickly at the speed of stupid, and blasts his enemies with coal or heavy smoke. A deceptively lightweight class for obvious reasons, you cannot go wrong with using the boost to get through.

-Captain Falcon: Not at all like the recent Hale boss designs. If you ever wanted to spam Falcon Punch legitly or a bunch of Falcon Kicks, now is your chance. Built like Rin, he also has a fallback ranged option in the form of a ray gun so you're not completely helpless vs stalling targets. Now go, and show them your moves!

-Sergeant John: Does not take Johns or excuses for an answer. He brings some good artillery and high-tech gadgets into the fray to bring defeat to his enemies. The mechanic behind this guy is that a bar charges as you fire your primary, and when it is full you can either use the alt to fire an EMP shocker or fire again to get rapid-fire missiles. Or, you know, you could wait for people and surprise nuke them with a Napalm Shower.

-Blews: Kind of like Sergeant John, except more insistent. Disintegration Beams and Delta Bombs are the name of the game; lay the bombs and use your item to detonate them. Should you run out of beam ammo, at least you have a short range beam to fire in a pinch...

That being said, this is a WIP and any feedback will gladly be appreciated. And yes, X is bad because it's bad will be insta-ignored without a second thought. Also the beta is to help catch persisting bugs because I am stuck with the kind of team that isn't the best at catching them, so more people will definitely help catch them... and if it really concerns you, my own class was balanced in the best ways I could think of, but it's likely far from perfect and could give illusions of being imbalanced even though it might be after all, so once again I appreciate any useful feedback. Oh, and have fun with some of the easter eggs left all around this mod...

<LINKS TO FILES>

https://www.dropbox.com/s/kfyekm3vgfmvp ... a.pk3?dl=0
https://www.dropbox.com/s/k2ejg41b63zsx ... 1.wad?dl=0

HAPPY NOT-SMASHING.

7
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: August 21, 2015, 04:27:22 AM »
I could try to shed a bit of spoiler-free light on what people are seeing here... Those weirdly-colored demoneye-shaped things are bosses. As to what, who knows? I might... but why should I share? All I will say is that their color represents how they play. Meanwhile, just hang on because this mod is not dead, just lots to do with older content needing a fresh coat of paint or mechanics in general being reworked... not to mention 2.0 came with its problems. One of the main people helping out was tied up with CBM work so their focus was not all the way here... but since that is all fine and dandy the train seems to be rolling again, especially since 2 new spriters got picked up recently.

Now how do I know this? Well...

(click to show/hide)

And for people that are starting to figure out the significance of what I said above, I'll give another hint to progress:

(click to show/hide)

8
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: October 30, 2014, 04:13:03 AM »
We're backkkkkkkkk....! V5D is out, and with that brings tons more content and much-needed fixes! See the spoiler for the changelog from v5c to v5d (it is RATHER long):

(click to show/hide)

9
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: September 11, 2014, 09:30:39 AM »
As much as I'd like to see how monies would play a bigger role in this pile of assery, Larissa has a point; it'd be more of a hassle to keep track of that for EACH person, yet alone through rounds and people spectating and whatnot. Badz had the potential to make it happen but recently left for reasons I rather not discuss, so that is out of the question. Instead, here's some good news: a release in the near future featuring at least 4 classes and at least 1 boss (this one I actually made myself for my first serious attempt; despite not being OC, he'll be sure to put the teamwork of people to a good test). Needless to say, there should also be a bunch of fixes on the way that Badz never bothered with simply because he had other priorities.

10
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: July 28, 2014, 09:05:56 PM »
Gonna have to say no to this. Reasons why are below:

1. How many Shadowman bosses do we have again... 2? No more please.
2. 2k health, not to mention 25 damage from THE FRONT. That's barely 1/40 of a typical player's HP in this gamemode. Remember, hp is scaled up to 10x the normal amount in most cases.
3. Sounds a good bit like a cross between 4MI Shadowman and Sutoka if you ask me.
4. You want a rage to call in a bunch of AI-controlled actors to try attacking people and disappear after a while. Right.....

Need I say more? There's nothing to gain out of putting this in really.

11
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: July 09, 2014, 08:43:30 PM »
Can you sprite? Can you make fancy HUDs that could totally wow people who play this obviously not-popular mod (not joking here)? Can you put up with subtle jokes in a chat and make stuff look unique? Then we have a position just for you... dedicated spriter! We need it, and maybe you can provide it! I do ask that you either PM me if interested with examples of work (if possible) or post here if at all interested.

12
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: June 30, 2014, 04:20:11 PM »
Not sure... the entire point of the bosses is that they are corrupted versions of their class counterparts in most cases. For example, feeding darkness to a decoybot gets you a Shin Hellbot. Also, you're referring to how RNG controls that boss; try looking at his file in SLADE and you'd see what I mean.

13
Resources / Zomo.EXE's Resource Thread
« on: May 21, 2014, 02:48:08 AM »
Seeing as though we recently had a release for V4A, I thought that maybe I can throw around a few resources so that modders and mapmakers don't have to go looking around for specific things when they need it. It might not be much, but if you're the type of person that is big on saving filesize and doesn't like to sacrifice too much quality, then I might be able to help. For now, I can do SNES pack requests as needed... so keep checking back here for updates and leave requests, perhaps? Don't worry, I assure you that any links I put here are from either my own DropBox or from a site I personally checked myself.


The Megaman 7 and Megaman & Bass Combo Music Pack! (SPC FORMAT):

Instructions on how to use music packs:

1. Download it.
2. Go to wherever the directory is for MM8BDM (I can't foresee where this is for each person, bear with me) and find the skins folder.
3. Insert music pack.
4. ???
5. Profit.

And should you have SLADE or something similar, I encourage you to use it to find track names for each game (if I left out any tracks, it was likely because I didn't see a reason that anyone might actually need it) and perhaps extract them or replace tracks with those used in the V4A file (make sure they are renamed to what they were before; it should be done automatically in SLADE).

If I messed up on something, either tell me on this thread or PM me and I'll do my best to fix it as quickly as possible. Other than that, have fun with this and be sure to come back later!

14
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 18, 2014, 12:01:14 AM »
I'll have to second GumBall's take on the fact that previous chapters, while at the time were pretty fun and interesting, but more recent versions of the mod show more of the time and effort that are put in. Needless to say, Team DeathMatch in a campaign? New weapons, items and effects? New way that scripting is organized? Let's see where modders will go this time around...

(click to show/hide)

15
Help & Editing / Re: Adding static PNG graphics on-screen
« on: May 15, 2014, 11:03:06 PM »
I apologize, this is one of his nitpicks that I've had to deal with unfortunately. His deal is that he isn't willing to adjust his screen size because as far as I know ACS can't adjust an image based on something like that... unless I'm missing something here. Where I put said image(s) is right under the HP/Ammo bar where it would be in full size, but his bars are horizontal and apparently that is an issue.

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