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Messages - Linnie

Pages: 1 [2] 3 4 ... 26
16
Projects & Creative / Re: Stardust's Workshop
« on: July 30, 2014, 01:49:38 AM »
I like all of these changes, except perhaps Dio's, but that might just be because I aimed it right so I'm neutral to it. Time to wait for Smashbro to jizz at four swords Gilgamesh.

EDIT: ...wait, last version? That's horrible news, though I understand you getting burnt out. Hopefully someone will take the mantle after this.

17
DECORATE and ACS Modifications / Re: The Skull Workshop
« on: July 27, 2014, 02:25:53 AM »
Have people extracted tiles from MMRF? I liked Rock Force (until the ending which, gameplay-wise I found stale for being copy/pastes of other stage parts, and narrative I found really out of place for a Megaman game, but to reveal why would be spoilers) and would have interest in making a map for it if tiles are available.

I'm honestly skeptical that this expansion is going to be made given the lack of progress, but even if it isn't I can just put the map in a mappack (I could do that even if it is made, since Rocpack has RNCBUB in it) so there's not much harm in me lending a hand.

18
Projects & Creative / Re: Class based modification (v7bh)
« on: July 26, 2014, 03:00:37 AM »
Yeah, I'll be content when Classes gets updated and we can have beautiful Classes TLMS, or even rarely Classes 4TLMS.

As to playing on V3B, I can't imagine that'd be very popular given people would complain about the lack of new maps.

19
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 25, 2014, 04:46:47 AM »
Brawl in the Family is ending? O_O

...shit, I checked, and you're right. I'm going to go eat a tub of ice cream to combat my utter despair now.

20
DECORATE and ACS Modifications / Re: [GAMEMODE] Mega Mini-games!
« on: July 24, 2014, 02:22:57 AM »
EDIT: Ignore this, thought this was the ideas topic. Yay for reading comprehension.

21
W.I.P Forum / Re: The Idea(s) Topic
« on: July 23, 2014, 08:34:30 PM »
Quote from: "Vajaran Nall"
What if mega man 8 bit death match had a specially programmed server like minecraft? My idea for a mid game supply drop would be if those "?" canisters from mega man 3 were beamed down by a quick beam or something. Hmm maybe I should learn how to code and then make contributions in the future depending on how popular this idea is at that time. If anyone has any other questions or concerns or ideas or comments then

message me at th.sniperjoe@gmail.com. or just put it here if you're online
It exists.

22
Mega Man Discussion / Re: Mega Man, easy, moderate, or difficult?
« on: July 21, 2014, 05:14:34 PM »
Yeah, really depends on the game. I'd say most games are easy, a couple like 1, 7, and 9 push into moderate, and then MM&B is balls-crushingly brutal. So I'd balance it out to moderate.

23
W.I.P Forum / Re: The Idea(s) Topic
« on: July 21, 2014, 05:12:47 PM »
Seeing your Pinball map makes me want to see a Waluigi Pinball map be made, even if it was mostly aesthetic. Thank you for the idea.

24
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1F Rele
« on: July 20, 2014, 11:21:01 PM »
I looked at V1F, and, forty Megabytes?

And the new music is already in the core?

For what purpose?


I'm not even gonna criticize the new boss rush maps, it's just the poorly-coded bosses from before, not worth playing.


I know I didn't comment on V1E, so I'll just say the changes from that look good. I think you should start privately seeking people out to look at your map because I don't know what to say anymore; they could be improved, but I don't know what to say in regard to how.

25
You know, kefka, ehhh is banned but ehh isn't, I think. You can always host an earlier version.

26
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 09:39:17 PM »
Try checking the "lower unpegged" box.

27
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 06:01:08 PM »
What specific frames do you need done? I could try some if i'd help.

28
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 03:19:25 PM »
I only now noticed the comment about the fences.

I checked back to V3B Bombman since it was done in Hexen, and here's how you add fences in that version:

On the linedef you want the fence, give it action 121, Line Identification. After you do that, go to "Flags" and check the box titled "3D Midtexture." Then you just add the midtextures and you have your fence.

Proof of concept:
(click to show/hide)

Now, I noticed there's one line horizon that still needs to be fixed in V1D Bombman, ironically the one that made me notice the line horizon issues in the first place. In the line of platforms leading up to the first place with fences, the next platform is still obscured. It should be immediately noticeable going through the map since it completely obscures the platform.


Fireman, is looking pretty nice. Now that the pit of inescapable death is gone, you could probably do well to widen that chute downward a bit just so it doesn't cause a stackup in multiplayer mode (most multiplayer servers will have players go through each other to avoid exploits, but it's still good to keep known issues like that taken care of just in case a host forgets to put that server variable up).

I want to ask you for the code you used to make the Killer Bullets, because I can't find it anywhere in your wad. Their coding is odd, to say the least, and I'd like to look at it.



Overall, I'm liking what I see now. You fixed the lift, have almost all the visual bugs taken out, and to be honest I think I'm running low on the advice I can give you since I'm not very knowledgeable on single player maps.

29
W.I.P Forum / Re: The Idea(s) Topic
« on: July 16, 2014, 12:12:41 AM »
Quote from: "Vajaran Nall"
What a about a mega man x expansion and misinformation mode? The sprites will come from the mega man  x treme Gbc games.
Knux has a Storm Eagle map in KNDM, if you're interested in looking at that.

Quote from: "Vajaran Nall"
What about MegaMan V GB mission mode expansion?
We'd need an MMV expansion before we made a mission mode of it.


Vajaran Nall, you know, the best way to get ideas to go through is to start working on them yourself, and if you start to show good progress, other people might join in on the expansion. Mapping is tough to learn, but if you take the time to learn how to do it, listen to criticism by others so you can get better, and then get better, you might be able to make a couple maps based off the expansion, kick off interest for it, get more support for it, and have the expansion started officially.

Just something to think about. MMV I'd wait on, though, since they're planning to do that in the core probably after MM9 and MM10.

30
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1C Rele
« on: July 15, 2014, 11:18:34 PM »
Alright, so I checked the Fireman issue and it's pretty simple. Even though you have the spawner there, you also need the Fireman script from the map for it to work:

Script 3 OPEN
{
Delay(35*3);
SetActorState(16,"Fire",0);
Delay(35*3);
SetActorState(17,"Fire",0);
restart;
}

After that, you just need to set your fire pillars with either the 16 or 17 tag, as shown in the code. If you set it to alternating codes, the pillars will alternate in their firing pattern due to the delay.


As to the second question, you should use action 35 (Floor Raise by 8px) instead of what you have, that way you can set the height you need, which would be 135 in this case (135*8 = 1080, the difference between the bottom of your platform and the floor of the boss door). You could do similar with action 36 for lowering the floor, though, again, I think it'd be more efficient to just have it go up once, remove the lowering code, and put a teleporter that opens when the platform gets there. Perhaps make it so when your platform starts raising a door behind you shuts so you can't just jump off and wait for the teleporter to open.

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