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Messages - Promestein

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151
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 04, 2014, 11:53:46 PM »
So. I don't mean to cast stones, or stonega, or whatever it is people cast, but what's with the Wily Tower boss theme? I don't think it loops quite perfectly. I mean, it stops and then restarts. Damn shame, because the song is still literally the best Mega Man boss theme.

152
Projects & Creative / Re: Justified Classes v2dh
« on: June 04, 2014, 03:10:20 PM »
Quote from: "sa173533"
Maybe you guys could make options for certain robot masters to have different abilities.For example,Mega Man,Proto Man,Bass,and Duo should have abilities from the Power Fighters.Same for certain robot masters from the Power Battles and the Power Fighters.
You say they should. Why should they? More sprite work, and for what? So Mega Man gets an uppercut? So Bass can do a flash kick? So Duo is basically just the Duo Fist from the base game?

Quote from: "DrMario2"
I have a question, will MM&B and MM&B2 (DanganMan, KonroMan, AirconMan, KomusoMan, ClockMen, CompassMan) be included? If so, May I do something for Danganman?
I asked a while back, R&F2 is not likely, aside from R-Shadow, I think. Bass classes are coming up, apparently.


I remembered what I was really going to ask in my last post. I finally got around to playing Mega Man 7, for no apparent reason, and while I didn't like the Wily stage bosses, I did take note of how Bass's version of the Super Adapter worked. Basically the same as Mega Man's. I thought it was interesting that Bass gets the Treble Boost upon grabbing the Super Adapter with this mod, but it doesn't have an ammo bar and it can't be used again when it runs out. I was wondering if anything would be getting done with that?
(Sorry for asking so many questions.)

153
Projects & Creative / Re: Justified Classes v2dh
« on: June 04, 2014, 01:24:46 PM »
Quote from: "sa173533"
Duo can copy abilities in the Power Fighters.Also,can you add Centaur Arrow and Pharaoh Wave for Centaur Man and Pharaoh Man as well as their special abilities(Centaur Man has his shield and his naginata and Pharaoh Man has his eye shield,teleport,and Pharaoh Wave)for the next update?
Duo is based off of MM8. Pharaoh Man and Centaur Man are based off of MM4 and MM6 respectively. Not that I speak for the team or anything, but I believe that's why they don't have those attacks.

I'm a little confused about how to use Tengu Man though. Is he meant to use Tornado Hold for combos, or use the Kamaitachi to throw enemies away then dive at them, or just hit the enemy with projectiles? All of the above?

154
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 04, 2014, 09:30:47 AM »
Quote from: "sa173533"
I hate to break it to you guys,but you don't need to do that.That.dll fixer might've cost us $500.So,since I can't rip the skins out of the core game,someone will have to rip them for me.
I'll have them on your desk tomorrow.


Also, it may just be software being software, but there seems to be a lot of weirdness going on when I use it. Mostly just things extending up into infinity, like Sword Man's lavafall. I ended up switching to OpenGL for the first time since V3B, and I have to say, considering the whole reason I switched from it was because Cloud Man's stage was basically unplayable, it moves much, much faster than it did before. My computer, with its pitiful processor and GPU, doesn't even slow down a little when I stand around in Burner Man's stage. Is it just the magic of OpenGL, or did you guys streamline it in some way? I distinctly remember Cloud Man's stage in particular giving me heavy amounts of slowdown, and downright freezing when it was raining, yet it's perfectly fine now.

155
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 04, 2014, 08:06:54 AM »
That reminds me. MM8TEN. Is the music still randomized, or determined through whatever complicated algorithm it was in V3B, or is it always TENMUS now? I found it used to always be TENVMUS or TENMUS2, but suddenly, I'm not hearing either of those anymore.

156
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 03, 2014, 02:04:51 AM »
Quote from: "Ceridran"
Quote
It comes standard on most computers and it can extract most archives.

No, it doesn't come standard at all.
Maybe I was mistaken. I just remembered it being on this computer when I got it, as well as my last four.

Regardless. It can be downloaded from here, if you somehow don't have it.

157
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 03, 2014, 12:43:20 AM »
Quote from: "Tfp BreakDown"
What the hell you mean "can't" do it? Is your computer being a smeghead with you or can you not extract a simple zip file?
It's the latter.

sa173533, use WinRAR to open it. It comes standard on most computers and it can extract most archives.

158
Projects & Creative / Re: Justified Classes v2dh
« on: June 01, 2014, 09:36:08 PM »
The same way you activated the other classes mod you asked about. You click Add File from the launcher. No downgrade necessary for this one.

159
Projects & Creative / Re: Justified Classes v2dh
« on: May 30, 2014, 04:02:07 AM »
Quint is kind of a tricky character. The only thing he has ever been shown doing ingame was using the Sakugarne to kick up rocks. If you're going for source game canon, there seem to be several options for nerfing.
-Lower his armor. In Mega Man II, I remember him being enough of a pushover that I was able to trounce him when I was 6.
-Cause him to linger upon landing with the Sakugarne, delaying the next hop. In II, he would stop and kick up rocks whenever he landed. That might be a bit much, but a bit of a landing lag might help?

But giving Quint any of R-Shadow's moves would just be silly. Though that reminds me. With R-Shadow technically already a class, is there any chance of The Dimensions getting their own classes as well?

160
Projects & Creative / Re: Justified Classes v2dh
« on: May 23, 2014, 11:31:58 PM »
Here's a question I don't think has been asked yet: Will Bass's copyweps for the &Bass robot masters be visually distinct from Mega Man's?

I mean, since his version of each copywep is separate from Mega Man or Proto Man, it would seem possible.

161
Projects & Creative / Re: Justified Classes v2d
« on: May 22, 2014, 10:31:22 PM »
Quote from: "OtakuAlex"
Trust me, that game is not obscure, just overshadowed.
Merely sarcasm.

Quote from: "Fyone"
At this point I would refrain from posting anymore compatibility bugs since all of these bugs are most likely fixed next version (which is meant to be  released today). Frost Man's Ice Wave was never meant to climb walls since it didn't climb walls in MM8. I'm not really sure what you mean with the Auto thing though, perhaps elaborate?
Yeah, I figured they were either handled or meant to be that way, respectively. Thought I'd just make sure the crew was aware of them.
Auto's bazooka is visible in the grass surrounding the fountain. When you start up singleplayer, walk to the foot of the porch step, then turn left and take a few steps forward. It should be visible.
EDIT: Or just jump on top of Ice Man. You should definitely see it then.

162
Projects & Creative / Re: Justified Classes v2d
« on: May 22, 2014, 09:04:47 PM »
Quote from: "BlackEmperorJet"
FTX6004 who is that in your avatar?
Not him, but it's Agahnim from The Legend of Zelda: A Link to the Past. Pretty obscure game, not shocked you've never heard of it.

Also, a few things I forgot about or didn't notice, though I understand the last update was just to make it compatible with v4a.
-Proto Man's shield seems to be blue. At least, that's how it looks in the singleplayer mirror.
-Frost Man's Ice Wave doesn't climb up walls.
-Auto's bazooka exists under Dr. Light's lawn. I'm using Software rendering, though.

163
Projects & Creative / Re: Justified Classes v2d
« on: May 21, 2014, 07:48:58 AM »
Yeah, I'm guessing you've already been made aware of the very interesting effect this mod has on Burner Man's stage right now (though it certainly makes it more accurate to the actual stage from MM&B). I noticed a few other oddities when I was messing around.

-Some of the ammo bars don't look right. Is Aqua Man's supposed to be green?
-None of the &Bass weapons have ammo bars. I only tested Lightning Bolt and Spread Drill, but that should be enough to soundly say all eight have the same issue.
-The conveyor belt in Dynamo Man's stage outpaces Quick Man, but just barely, and only if you don't use his boost. That's not a bug, I just think it's amusing.

I'm very eagerly anticipating the next iteration of this mod. It wouldn't be much of an exaggeration to say I was excited for v4 solely for the chance to use the robot masters in Justified Classes. Keep up the good work.

164
Projects & Creative / Re: Class based modification (v7bh)
« on: May 15, 2014, 04:30:03 PM »
Quote from: "TheDynamoKirby"
There is gonna be a Mega Man and Bass classes?
I need reallyyyy know pls answer meee
 :?
What are you talking about? There are already classes for Mega Man and Bass. Mega Man is the very first one after Random, and Bass is just a couple of spaces later.



Nah, I'm just kidding. The team has no plans at all to do any classes from that game in the near future. They need to get through MM9, 10, V, Rockman & Forte 2, Rockman Strategy, and the cartoon's classes first.



Nah, I'm just kidding. I don't see why the team WOULDN'T do MM&B's classes. I mean, MM7 classes (eventually) came after MM7 was added. MM8 classes (eventually) came after MM8 was added.

165
Interesting. That's the same day that the last episode of Gundam Unicorn is coming out. I wonder if there's any connection.

Regardless, it looks like Christmas is coming early for 2014. Bravo.

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