1
Anything Goes / Re: Mega Man Roleplay
« on: July 14, 2014, 07:34:33 AM »
So, I heard you like 10 pages of non-progress. Can something interesting happen soon?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Quote from: "OtakuAlex"Yes, they have DM modes. But, do those DM modes hold anything we love about those games aside from the weapons and visuals? No, not really.There was no Rockman and Forte FC done, yet here we are, MM&B Expansion. Plus there were people who actually converted 16-bit textures into 8-bit ones, if my memory betrays me not.
Also, for all the examples you brought up, there's no 8-bit textures available to use for those textures since they were made after the death of stuff like the NES and GameBoy. This kinda defeats the purpose of an 8-Bit Deathmatch.
If anything, we could see 8-bit Deathmatch of other franchises in future, such as Kirby, Metroid, Zelda, Castlevania (Though this would be insane due to the sheer amount of weapons and skills existing through all of them)... Not sure if the MM8BDM team would be willing to do that, for they would still be as time-consuming as this one, but I'm playing with possibilities.
[/color](click to show/hide)
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.
When Auto is ready to create a weapon, pressing Alt will bring up a small menu, showing a selection of three random weapons. Each weapon corresponds to a movement key. If left is pressed, Auto will spawn the weapon in the left window, if the right key, the weapon in the right window, and either making no movements or pressing Up will make Auto spawn a weapon in the center window. With this, Auto could spawn weapons that are the most highly efficient in the given map/situation, incase a certain weapon he's offered doesn't work.
Auto can still move when picking a weapon, and he can still fire bolts with the primary fire button.