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Messages - Linnie

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346
Maps / Re: GBT's Maps - BBB&B: Get it while it's hot!
« on: July 18, 2013, 03:02:21 AM »
Quote from: "fortegigasgospel"
Quote from: "Linnie"
One little suggestion: If Centaur Flash is too OP, why not make it Centaur Arrow in that room?
Cause Centaur Arrow is Classes only, and thus would leave a large <!> on the map if classes isn't loaded.
Ah. I wasn't aware of that.

347
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 17, 2013, 10:33:32 PM »
How would I go about that? Just post the .pk3 file that has the prop in it?

EDIT: Wait a second. I was looking around in my map, and I found one of my prop, but it was nowhere near where I put it. I'm going to fiddle with my code, to see if removing something fixes it.

EDIT2: Nope, it wasn't that. I'll just PM you the file.

EDIT3: Messatsu was able to figure out what was incorrect. When I aligned my sprites I accidentally did such as an HUD instead of a sprite.

348
Maps / Re: GBT's Maps - BBB&B: Get it while it's hot!
« on: July 17, 2013, 10:28:05 PM »
One little suggestion: If Centaur Flash is too OP, why not make it Centaur Arrow in that room?

349
Mega Man Discussion / Re: Megaman Unlimited
« on: July 17, 2013, 08:12:41 PM »
Quote from: "Beed28"
Quote from: "Beed28"
I have a request. Can someone find me a playthrough of this without any audio commentary?
(I'm fine with commentery being in subtitles or annotations)
(cough) :|
I found this:

http://www.youtube.com/watch?v=zFWt9TlZHNM

It's incomplete, though.



I've noticed Beat doesn't work very well. Twice I've gotten stuck with him. The first time I died on the edge of a wall and Beat got stuck in the wall and I ran out of Beat whistles, and the second time I don't know what happened because I was on Yoku Man's stage and the crystal thing was doing its thing and I couldn't see and the game just froze. Beat never came up, I couldn't pause or do anything to die, and I had to turn off the game even though I hadn't saved and had to collect all the Yoku pieces.

350
Mega Man Discussion / Re: Megaman Unlimited
« on: July 17, 2013, 07:09:06 PM »
Man, this game is hard. I finally beat all eight robot masters, and with the new weapons, it's definitely picked up and is a lot more enjoyable. Currently looking for Yoku pieces, have two and found the third.

I really like the shortcuts in this game. Once you have the weapon to get through them they're a major help.

351
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 17, 2013, 06:50:18 PM »
Yes, visually didn't appear.

Their filenames are SM2VA0, SM2VB0, SM2VC0, and SM2VD0.

352
Mega Man Discussion / Re: Megaman Unlimited
« on: July 17, 2013, 02:06:34 AM »
I found about and started playing this game today.

Oh my goodness this is hard. I've never played any of the ROMhacks, so I don't know the standard difficulty of those, but, this game is absolutely dominating me. I've been at it for almost three hours and the only RMs I've beaten (or even gotten to) are Yo-Yo Man and Comet Woman. At one point the game just started spitting lives at me because I was stuck on Yo-Yo Man's stage for so long. (I had gotten to the door, so I kept playing the level over and over again so I could beat an RM already.)

I'm not entirely sure I can beat this game.

EDIT: Okay seriously, half of Rainbow Man's stage is flat-out impossible without memorization.

353
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 17, 2013, 02:00:21 AM »
Quote from: "Linnie"

I named the text for my actor code "smb2props.txt" and here's the content of such:
(click to show/hide)

I put that in a folder titled "actors." I also made a folder titled "sprites" in which I put the sprites for my prop, which are titled SM2VA0, SM2VB0, SM2VC0, and SM2VD0, respectively. My map .wad is in the same .pk3 file.
It appears in Doom Builder but not in-game.

354
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 16, 2013, 04:10:23 PM »
Quote from: "Linnie"
I got rid of +NOINTERACTION, and doublechecked the sprites, but neither of those seemed to work.
Has anyone come up with another solution for why my prop won't work?

355
Quote from: "Beed28"
Quote from: "Linnie"
I dunno, I would've thought it would be simpler to get the maps out now for voting, deciding on a winner, then putting the winning maps in V3b.
They'll do an online playtest session before map voting.
Yeah, that's what I meant, sorry for wording it oddly.

Quote from: "Ivory"
Playtesting will occur for this weekend.
Good to hear, I look forward to it.

356
I dunno, I would've thought it would be simpler to get the maps out now for voting, deciding on a winner, then putting the winning maps in V3b.

357
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 14, 2013, 12:12:40 AM »
I got rid of +NOINTERACTION, and doublechecked the sprites, but neither of those seemed to work.

358
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 13, 2013, 11:36:23 PM »
Thank you for that, that fixed that problm, though it's still not in working order. The prop is now selectable, and it appears in Doom Builder, but when entering the map in-game the props are invisible.

EDIT: Oof, I didn't align my sprites in Slade, that's why I can't see them. Never mind with that.

EDIT2: Nope, that still isn't it.

359
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 13, 2013, 10:47:13 PM »
Thank you for that, although, unfortunately, I realized that, I had already wanted to have the music change close to the end of the round, and I imagine if I had coding to change the music when you enter a certain sector, then after the near-end music begins, if you went to that sector, it would overwrite said music, so I don't think I could include both of those. I apologize for making you write out that whole tutorial without me needing it. I plan on trying to make some maps that would be in any of the vanilla game modes (like an obstacle course map), though, which means I'll probably use such tutorial when I try that out. Don't think your effort is for nothing, just because I don't think I can do it in this map doesn't mean I won't use it for a later one.


Anyway, I already need further help on an entirely different matter, unfortunately. I'm trying to create a prop, a non-interactive decoration, but I can't figure out how to add it in-game. I looked at tutorials and actor coding for some of MM8BDM's props, and tried to code my own prop with such.


I named the text for my actor code "smb2props.txt" and here's the content of such:
(click to show/hide)

I put that in a folder titled "actors." I also made a folder titled "sprites" in which I put the sprites for my prop, which are titled SM2VA0, SM2VB0, SM2VC0, and SM2VD0, respectively. My map .wad is in the same .pk3 file. However, creating a sprite with that ID number in my map and loading the map leaves me with a ! mark where the prop should be. Is there an error in my code, or are there additional steps I must take?

360
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 13, 2013, 07:39:52 PM »
I've seen some maps in DOOM where the music changes when a player is in a certain location, but only for that individual player. I'm working on a map that will have two main areas and I'd like the music to change once they cross between areas. Is such a thing possible to replicate in MM8BDM?

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