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Messages - cybersavior

Pages: 1 [2] 3 4 ... 6
16
Projects & Creative / Re: Justified Classes v2dh
« on: August 26, 2014, 05:54:47 AM »
I can help here.

I fixed in this in some of my personal mods and the custom HUDS I made as a mini mod for Justified classes, because I have a wide screen monitor.

You will find that most weapons that aren't translations of the buster, they also have unique dash sprites(as the actual images for those dashes are located under Bass in sprites), and those will do be fine.

The attacks that use a color translation of the buster and the dash will not be as they have been cropped below their actual size, in the translation.

The "A0" sprite translations do not need changing as they are just the one arm part and are very narrow already in width, and therefore do not extend outside the frame.

The "B0" AND "C0" translations need changing, as the images are wider than the frame containing them (they may look fine on a 4:3 monitor, but everything wider than that is cut off.)

(click to show/hide)

17
Projects & Creative / Re: Justified Classes v2dh
« on: August 24, 2014, 09:34:33 PM »
Quote from: "!o! woohoo"
The mmb classes are done. Right now, we are rebalancing the classes and seeing how we can improve them. This could take a week or two weeks at most.


I like the sound of that

I enjoy all the major class mods in the community

18
General Gaming Discussion / Re: Duke Nukem discussion thread
« on: August 23, 2014, 04:42:41 PM »
I love Duke 3d for the pc

That's the game that I cut my teeth on, as far as mapping is concerned

I spent a hell of a lot of time back in the 90's on the old 486 dx66 doing mapping on Duke 3d

19
General Gaming Discussion / Re: Final fantasy discussion
« on: August 23, 2014, 04:33:42 PM »
I like the FF series,
and rate them as such From best to worst IMO

FF VI
FF IV
FF VII
FF Tactics
FF I
FF V
FF XII
FF IX
FF III
FF II
FF X
FF XI
FF XIII Lighting Returns
FF VIII
FF Tactics A2
FF Tactics Advance
FF X2
FF XIII-2
FF XIII



but I really do prefer the Dragon Quest series to the FF series

20
Projects & Creative / Re: Class based modification (v7cbefix)
« on: August 23, 2014, 07:28:03 AM »
Only thing I noticed so far, is where Galaxy man appears in the selection order. He appears with the Megaman 4 Robot Masters, instead of with Hornet man and Magma man. Just a a small oversight, as I see in the keyconf file that his name is entered twice, once early in the roster and active (with the MM4 bosses) and later on inactive (with the Megaman 9 bosses)

This is something that's easy enough to live for the time being.
Other than this I have not seen anything else as of yet.

I am glad this is done, I was working on an unofficial v4 compatibility patch, I think the only thing I could not quite figure out properly was fixing the ammo bar issue. It was making me quite frustrated, I am glad I don't have to finish it now.

Here is a huge Thank You

Below is what I managed to figure out and fix
(click to show/hide)





I'm looking forward to more mm9 classes down the line :)

21
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 20, 2014, 07:49:31 AM »
Hey Listen!

(click to show/hide)

22
MM8BDM Discussion / Re: Destiny of mm8bdm?...
« on: July 17, 2014, 04:39:21 AM »
Once all of the core series games have been done Megaman 1 through 10, it would be nice to go beyond Just Deathmatch, Capture the Flag and the other included modes
and include the graphics and actors for as many of the various enemies from many of the megaman levels and continue building upon that, perhaps at some point, bringing into the fold the work from the Mission mode mod, for a more expansive non tournament style single player (not replacing it mind you, just an added option)

23
Mega Man Discussion / Re: Whats Your fav robot master stage
« on: July 17, 2014, 02:07:06 AM »
It would have to be Shademan's stage, I find it stands out against all the others, and I have played all of the main series, 1-10 and Megaman&Bass as well as  I-V for gameboy.

I am not sure what I would pick for Megaman X as I have only played the first 3 X titles.

24
DECORATE and ACS Modifications / Re: Gummy's Micro Game Modes
« on: July 17, 2014, 12:56:04 AM »
I love your "think outside the box" approach to making mods Gummy, I am always eager to test out your releases.

25
Help & Editing / Re: Simple mod for Robot Master's original colors?
« on: July 16, 2014, 04:18:21 AM »
Well technically it is possible (but not in the way you thinking, not with skins) if someone was a sadist and liked to do an insane amount of work for very little payoff. The workload would be horrendous. BTW

but don't count on it happening. Its too much to ask for.

Lets say you wanted to do this for all the robot bosses from Megaman 1 to Megaman 8.
The only way it could be done is first make each character its very own class(64 new classes would have to be made). Then make a unique version of the megabuster for each and every boss robot in the game.(64 new weapons) These would be copies of the megabuster named differently, lets say megabuster1 through megabuster64. You would also have to put the proper
ACS_ExecuteAlways(998,0,?)
where the ? corresponds to that characters proper translation inside each unique megabuster.

then put in each actor(class)
player.startitem "????"
where the ???? would be the proper name of the unique megabuster that corresponds to the actor you are giving it to.

Make 64 new definitions that call upon each character's appropriate color. Also you would have to put 64 new translations in the WEPAC's.

but wait there's more, but I won't go into it, enough has been said already.

If you wanted to make something like this it would be easier (but not by much) to make a supplementary mod to justified classes, and do everything I said above except making new classes. One thing to note though, the WEPACS and WCOLORS in that mod are already compiled and as such cannot be edited, unless one of the mod developers were to give you a uncompiled version of those two files.

Essentially you'd be making your very own classes mod from scratch, if you look around the community those are hard to make and have many intermediate to advanced coders working on each of them, and they still take a long time to update bug test and fine tune, for each individual release.

Personally, if I were you I'd just be happy with the amazing game you already have before you, and try out the many mods the community has to offer, you will surely find one that you love.

26
Projects & Creative / Re: Justified Classes v2dh
« on: July 05, 2014, 05:43:02 PM »
Why not just make each actor invulnerable for their pain state, that will stop ripper overload, or at least a big enough portion of frames to prevent this, without it adversely affecting damage from rapid fire weapons.

27
Anything Goes / Re: What is your avatar from/of?
« on: June 27, 2014, 01:11:25 AM »
.3 roirraW/tseuQ nogarD morf radnaK si ratava yM

28
Projects & Creative / Re: AMP map pack. FINISHED, SO SEXY!!
« on: June 27, 2014, 01:05:28 AM »
Quote
DOWNLOAD NOW!!!!!!!!!!1111111111111111111111111111


I guess I have to download it now...

Good thing I was already going to do that anyways  :p

29
Projects & Creative / Re: Justified Classes v2dh
« on: June 27, 2014, 12:44:49 AM »
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.

The problem would be that it would be horribly unbalanced. But whatev.


I would like to be involved with that, I enjoy the meticulous attention to detail that would involve.

I am constantly making minimods called "Deviations". A Deviation is a pk3 file that is added after a major mod, to make major or minor modifcations in ways to the mod so its plays how you want it. They are added as a second file in the add file bar and contain many changes to various classes from the various class mods in pk3's for my friends and family, making changes to the game which make it exactly how we want it to be. Different visions breed different Deviations.

30
Projects & Creative / Re: Justified Classes v2dh
« on: June 25, 2014, 11:13:01 PM »
Never mind about skullman not being able to cancel out of his shield, it was only a glitch that happened a couple of times apparently, not sure why though, code looks fine. some limited movement would be great though.

Still would be nice though that when you cancel it early, it didn't drain the remainder of the bar.

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