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Messages - cybersavior

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31
The only way it could conform to the 8 bit palette rule would be to replace the meter with the same one as on Protoman (removing one color), and remove the white highlight (removing the second color), though that would look foreign and unfamiliar to most. (more of a combination of protobuster and the megabuster.)

Something like this, lol


These can always be added as a mini mod anyways, or incoporated into anyone else's projects
(I've always been a non conformist anyways  :cool: )

PS: Going to make a compatible version for the other classes mod as well.

32
Projects & Creative / Re: Justified Classes v2dh
« on: June 25, 2014, 09:05:09 PM »
I agree, Needleman is fine and is effective as he is, also he deviates very little from the canon material. Making him decelerate while shooting when firing, makes him spend too much time in the air, rendering his needle headbutt ineffective.

Skullman (though true to canon) needs change

He needs a really slow move while his shield is on(even though its not canon), otherwise the fact that his shield does damage is almost meaningless, when you cancel his shield early it shouldn't drain the rest of the bar empty.

33
BAZAMMM!!!!

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JC Huds

"JC-Huds(alt)-v1c" the newest version with highlights is out, basically just fine tuning.
- Quickman copywep huds was changed slightly, replaced the purplish pink shadow on the arm to a better pink
- Water Wave was changed and now matches better the character sprite
- Freeze Cracker was fixed, somehow I missed it the last 2 patches, it also matches its character sprite  much better.

I haven't gotten around to updating the non highlighted version of JC-Huds to v1c yet, when I see moree demand I will do so.

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Pretty Huds

Pretty Huds-v1 has been released (this mod is for vanilla MM8BDM)
It has all the changes that JC Huds(Alt)-v1 has, but is compatible with vanilla MM8BDM4

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I meticulously went over all the content in these pk3's and as such they won't be updated again until either Justified classes or  MM8BDM4  are updated


Enjoy

Time for me to relax a bit and get back to building up my "Homage map pack"



PS: All the Downloads are in the first post

34
There is now a version of this mini mod with highlights, highlights were added for Bass' and Protoman's busters too (in this alternate version of my minimod for use with Justified Classes)

The download is at the beginning of the topic.

35
Quote from: "-FiniteZero-"
I find this mod quite interesting! It makes it look more like what the weapon would actually look like, with the buster being one color and the arm being another. It still requires a few tweaks, as some of the colors aren't quite there yet.

Also, Grab Buster's HUD when you slide has broken colors.

Remember, I have to use the mm8bdm palette for the translation changes, which means some of the secondary shades on the parts can only come so close, as there isn't always a perfect choice for a color in the 256 color palette.

but feel free throw your specific input my way anyways and I will address it and see what can be done.
(I am currently only matching the huds to the character sprite skins for each weapon that were decided by the parent mod)

Ok grab buster's slide for Megaman has been fixed, and will be in v1c with what ever else I may have missed.

I would like to change the colors of Saturn's weapon hud to an almost black for the buster and feet, an off white color for the legs and arms, but I do not have access to the proper pre-compiled wcolor file for the Justified classes mod, so even if I change the hud colors for that I can't make an edit of the actually character sprite translation for that weapon. (right now its using a red for the buster to match the skin colors) but I want it to look more like this.


Let me know what other ones huds aren't reflecting the character sprite colors.

I will release version 1c once I know and correct any hud issues that were over looked.

36
Quote from: "Korby"
why'd you remove the shine from the busters?

I did a great deal of thinking about whether or not to remove the shine off of the megabuster copyweps.

One reason I removed the third color (white) part on the Megabuster copyweps was that it does not even exist in Bass' and Protoman's buster design or barely any other weapon huds used by all the robots in the game except ones that were directly based off the Megabuster. (My aim was to make the designs follow a uniform coloring style)  So I removed it to conform to the design majority rather than add a white highlight to the 90 percent to conform to the 10 percent. (Two shades only, with no highlight are used for each part of most weapons in the game)

the second reason was, that I used the mm8bdm palette, I was thinking of replacing it with a light colored shade of each part, but for many of the colors there are not 3 different shades of the same color tinted the same way that are in that sweet spot of close enough in shade to look good, but far enough to be able to easily distinguish them.

While it doesn't look bad to have the white on some of the lighter colored megabuster copyweps, it doesn't look too good on some as it way too far out of step in luminance from the other shades on that part and therefore stands out too much and looks weird.

37
- - - - - - UPDATED - - - - - - AGAIN - - - - - -

There is now a version of this mod for vanilla MM8BDM :)

Pretty Huds-v1 (download link at the bottom)

and of course

There are two versions of this minimod for Justified Classes, one with highlights and one without

Through both graphical editing, and translation changes made within the texture files themselves, I have recolored all the huds for all of the copyweps, slides and dashes for Megaman, Protoman and Bass as well as the Megaman powerup weapons, for use with Justified classes as a minimod. There is a more extensive info in the readme.

To use these files, all you need to do is decide which one you want, download it, and just add it after "justified classes".

Check out some pics for my original version of the mod without highlights
(click to show/hide)

Check out some pics for the Alternate version with highlights:
(click to show/hide)

---------------------------------------------------------------------------------------------------------------------------------------
Mediafire download links:
Pretty-Huds-v1 mod without highlights for Vanilla MM8BDM
JC-Huds(Alt)-v1c minimod with highlights
JC-Huds-v1b minimod without highlights

---------------------------------------------------------------------------------------------------------------------------------------

Best ever wad links:
Pretty-Huds-v1 Best Ever Wad link
JC-Huds(alt)-v1c Best Ever Wad link
JC-Huds-v1b Best Ever Wad link

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If you wish to incorporate any of my work in any other project, just give me a heads up and of course give credit.

38
Skins & Bots etc / Beck Skin V2, less like megaman, more like Beck...
« on: June 11, 2014, 11:14:25 PM »
I have made some modifications to my completed a Beck skin, and bumped it up to version 2.

here is the revised version of Beck, all poses done.


(click to show/hide)

Beck-v2a


PS: As long as you credit me and drop me a line, you can use it in any of your projects.

39
Projects & Creative / Re: Class based modification (v7bh)
« on: June 01, 2014, 03:24:37 AM »
Quote from: "Korby"
actually it was more like a week or two

jax is working on converting it to v4, i don't remember if we're releasing 7c for compatibility. i'll start working on my &B classes when it's updated.

Well that is good news, love this mod.

40
Projects & Creative / Re: Class based modification (v7bh)
« on: May 31, 2014, 04:36:16 PM »
Quote from: "TheDynamoKirby"
Amm I want know when is gonna be released the next version of classes?
 I need really know plss

Korby just recently said this

Quote from: "Korby"
that's nice
this won't be updated for a while to allow for vanilla to be played
I'd also prefer if people didn't update for me

So, to be fair, based on what was said, You should have given it at least a month from May17th before asking.

41
Projects & Creative / Re: [Weapon Pack] D.I.R.P. v3c
« on: January 04, 2014, 09:30:02 PM »
With all the weapons you and others have made, it would be cool for a group of talented modders, skinners and mappers to eventually make a "Marvel vs DC 8 bit Deathmatch" mod

42
General Gaming Discussion / Re: Horrible Video Game Music
« on: December 19, 2013, 09:54:00 PM »
Love the game, but hate this song
Its extremely annoying and very repetitive as it repeats every 9 seconds.

"I wanna take you for a ride"- Marvel vs Capcom 2

Actually most of the music from that game sucks

43
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: November 14, 2013, 05:53:20 PM »
As it concerns argument over what maps are good and which aren't

I feel that its all opinion based, some people like the wide open Paintball arena style maps like were made popular in the Unreal tournament series,
others happen to like maps that have multiple hallways and routes with various cover and even the odd hiding place giving them a feel of a Goldeneye/Perfect Dark feel.

Neither viewpoint is wrong or right, its just personal preference, I personally do not like use of gimmicks too much, as I feel they are sometimes over used, but some people do?

I personally prefer maps in the style of the complex or even mazelike layout of Golden eye/Perfect Dark, versus Wide open Paintball arena style maps.

We are all entitled to our opinions, we all have things we would have done different about maps that were made, this is our opportunity to share that, if someone disagrees don't take it too personally, some people have already voiced differing opinions of things I mentioned, and that's fine, they are all opinions nobody is right or wrong. If you do have an opinion though, give details to back it up.

Maybe some of the new maps will be variants, but even if maps get replaced, I am sure the originals will eventually be incorporated into either the Legacy Map Pack or some other form of Nostalgic map pack some time down the road, all in all we will just have more maps, and that can never be a bad thing.

 :)

44
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: November 13, 2013, 05:33:15 AM »
I don't have anything to say about total redesigns, I would like to see alternate versions of the smaller maps, don't remove them just give us alternate versions with a similar feel that support a larger amount of players.

Elecman's stage could use a couple blocks in the air connecting one side to the other in the big open area. The biggest offender here though is too many of the deathmatch starts are in the main area and there aren't many in other areas, instead there are numerous player 1 starts all over the outlying areas instead, WTF??? (perhaps an oversight?)

Slashman's stage needs the speed of the rivers in it to be reduced, significantly, as it currently stands the rivers are too much of a pain and most everyone I play with avoids them altogether(which isn't hard), because of this, the rivers themselves become pointless. Not to mention the travel speed does not match the animation of the water either, not even close.

Gutsman's stage has one area in the lower cave where the ceiling is too low for Gutsman to use his weapon, he cannot currently throw his weapon without it hitting the roof most of the time (I mean COME ON!!! Its his level after all, his own weapon should not be rendered useless anywhere in the level) A simple increase for the raising the lowest part of cave ceiling height by 32, Especially when playing classes mod as Gutsman.

Skullman's stage needs a major dialing down of the Skeleton Joes (I know we can turn them off, but I don't want that) I just would like to see their number reduced by a lot, I mean 25 Skeleton Joes for such a small level is a bit much.  I understand we are going for a spectator theme, but they're a scourge.

45
MM8BDM Discussion / Re: i'm ronery :C
« on: November 04, 2013, 05:40:08 AM »
Well like when something is translated from Japanese to English and romanized, because "R" and "L" are basically the same letter, and pronounced somewhat like a combination of the 2 of them at the same time. That is why many things are translated different ways depending on who translates them, ie "Loto/Roto" from the Dragon Quest series.

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