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Messages - IamaMedalHunter

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46
Closed / Re: Changing Team Colors: A New Team?!
« on: May 10, 2016, 09:40:51 PM »
Well. It's no doubt the Stardroids are going to shine in the spotlight in the future. They will eventually play a great role in the story and Dr.Cossack still doesn't. Unless Cossack plays a very major role as a leader too, I'd say the Stardroids should replace the Cossack team soon.

47
Mega Man Discussion / Re: The Robot Master Sorter
« on: April 26, 2016, 10:20:01 AM »
Neat ! Five days ago, I tried out a Touhou character sorter and then, I searched for something similar for the Megaman series, but it didn't exist back then. So, rather perfect timing !


Top 10
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11->77
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Bottom 10
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I think this is a really recent sorter as it only has 65000+ views and RoahmMithril posted a video about it just 2 days ago. So I'm hoping for this little project to grow bigger by including more megaman characters, major characters (Megaman, Dr.Wily, Roll ...) and minor ones (Tango, Breakman, Mr.X ...) without forgetting MM Killers, Darkmen, MMV Masters, the DocRobot, the Super Adventure Rockman new characters, the Genesis Unit ...
Hey, it could even extend itself to the other MM series, who knows ?

48
Here's something I discovered by total accident :
if you somehow get Oil Slider in MM6BLI and shoot oil on the boat's rails, the oil blobs will be normal when the boat floats up, but when the boat floats down, the blobs go freaking crazy ! Like they shift between two alternate forms at an insane speed. Moreover, they last forever, until they're eventually stepped upon by an opponent, or get lit on fire. It legitimately made me giggle for straight 5 minutes

49
I'd like to point out that these limitations don't and shouldn't apply to the weapon icons since, as stated by ice, they're shown in a menu screen that hides the game ; and while MM3's menu didn't hide the whole screen, you can observe that all sprites vanish while the menu is up, effectively freeing color layers.
And as pointed out by fortegigagospel, megaman can have up to 6 colors, but he only uses 5 of them, leaving another free color possibly for the weapon.

So, Sakugarne, Laser Buster, and Duo fist would need these corrections ; I think these arranges could go well :
-  Saku's blue color would be colored in Mega's secondary color
or Mega's secondary color would be colored in Saku's blue ;
-  the Arrow's lighter yellow would be colored in Mega's skin color ; same for Laser
-Your change for Mega's duo colors + Duo Fist projectile is good, and the projectile's white could get colored in a lighter blue.

Personally, I don't mind if changes regarding color limitations are made because SplashWoman has been caught cheating : she has 7 colors instead of the formal 6 (white & black & skin, blue & light blue[armor], yellow[gem, tail joint, trident], and red[lips]) and this is still her official sprites.

50
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: April 01, 2016, 11:23:14 PM »
Yo people. It is I, Medal, one of the MMD Expansion team's spriters.
This is the first non-weekly mini-log, and since the others are still coding and mapping behind the scenes, I'll allow myself to show my progress on one of the 9 skins. Please take a look at this ~



Meet SonicMan, a cool music-loving robot that can transform into a super-sonic jet ! The reason I'm showing you this is because SonicMan has several ways to move, shown in the gif image above, and so our team's members have shared opinions on what the "running" frames should be.
Yes, you understood me : you can help me decide by voting for your favorite animation on this thread poll.

The choices are ordered from top to bottom !
-Flying A is a static jet form that bobs up and down, a standard yet fitting and simple animation for a transformer ;
-Flying B is Sonicman's jet form that does ailerons rolls ! (Barrel rolls are completly different things) It reflects Sonicman's dynamic personality well ;
-Skating A is Sonicman using his roller-skates to move, showing the tricks that he's able to do ;
-Skating B is Sonicman relying on his motorized wheels, keeping a pose that is easy to understand.

And while waiting for the anwsers, I'll just carry on my task. Thank you for following MMD Expansion's development, and another log shall come, not too soon, not too late.

EDIT : Thank you for setting up the poll directly on this thread. Please revote if you've used the link that used to be in this post.

51
MM8BDM Discussion / MM8BDM Funnies - Unfortunate melee
« on: March 28, 2016, 11:05:44 PM »
(Did this thread really stayed dead for 10 months ?)

MM8BDM flash news :
In the CBM TLMS server, MM3MAG : IamaMedalHunter TopSpin'd an adrenaline-mode Grenademan inside the central tower. Unfortunatly, Medal didn't fall off the tower as a Magfly captured him, resulting in Medal getting disintegrated into the Grenademageddon. Hilarity ensued ; may his soul find peace in death.

52
W.I.P Forum / Re: AMP02: Glazgow Style Mile
« on: March 22, 2016, 05:34:09 PM »
Quote from: "Mendez"
I need you guys to give me ideas for shop names based on Cutstuff members.

And thus, countless names were mercilessly butchered :

(click to show/hide)

Yeah. You asked or it. Although I'm sorry for the slaughter, I really like the names I've given to Blaze's, Blews's, Jax's and Stardust's shops :3 .

53
Projects & Creative / Re: [Game Mode] Light vs. Wily
« on: March 14, 2016, 06:47:52 PM »
Now now. They've said everthing I wanted to say, but I'll express my thoughts nonetheless.

I really like the concept of this. Really. I find this mod rather unique as it's like some fusion of "One vs The World" and "Decimate the other team".
It really would have been good if the execution's flaws didn't set everything back though.
Every round begins with the "TDM phase" and everything goes all well, until a boss shows up.

When in a Boss Phase :
-the team members have to look out for their HP and should prioritize their boss's safety, as they share the same HP bar
-the boss can't allow himself to fight head-on and should help their allies on the battlefield
-in the current version, Giga Weapons aren't implemented yet : the Boss only has Giga Fist which is mainly a fall-back weapon, based on the damage input (30 per mid-fist and 65 per charge-fist) and on the fact that these fists don't require cooldown compared to the Giga Weapons (maybe?) and on the Giga Fists' rate of fire.

These imply major issues for now :
-In crowded servers, Boss's HP drains too fast mainly because of the allies. This encourages team decimating instead of Boss hunting. Just imagine an enemy with a scary weapon : Astro Crush, Top Spin and Star Hug could be good examples. They're good for clearing groups. And there goes the team's Boss health.
To correct that, it was suggested by others to stop the HP drain when the Boss's HP reaches an absolute minimum value (as in a number scaled for x enemies instead of 1HP). I'd suggest a percentage minimum instead, maybe 25% or 33% of HP left so the boss always has some health for enemies. Having the allies' deaths drain way less could be a good option too.
-Although the Boss must be very cautious for his health, he cannot let his allies die on the front. He must support them. Except that all he has is a Giga fist : a weapon made either for self-defence and finishing off(mid-fists), either for raw damage at the price of rapid fire (charged fist). And with slow projectiles at that ... The boss certainly can't really help his allies who can often snatch way better weapons ! With a current limited support role, and being hypothetically the most important member of the team, he compares more to the useless king that you have to babysit when playing chess than to an amazing general leading an army.
It's very obvious that this mod is incomplete without the Giga Weapons that would make the boss so much more helpful than the coward who has to run away and hide, waiting for their team to destroy the enemies' Boss.

The boss itself should have some really needed buffs too :
-May be an issue with the boss itself : he's not protected at all against fatal damage. Weapons that deal lots of damage at a fast rate, such as Astro Crush, Top Spin, and Star Hug, and SakuGarne, just destroy the boss like with ordinary players. Bosses also die instantly when falling far to their doom.
Maybe the boss is intended not to be resistant to pits and these weapons, but I saw in the code that the boss is indeed resistant to AtomicFire3. So ... I don't know if they were to be resistant to the destroyer weapons indeed, but if they were ... it would make games much more interesting than "Hahaha ! You fell !" and "You got One-Hit Destroyed !!! LOL".
-A small issue with Giga Fists : fists just get blocked by shields. Proto Shield, Leaf Shield (and maybe Jewel Satellite soon ?) just completly ignore alien energy punches. Anyone using these shields makes the boss even more useless.
Just have the fists rip through shields to make them a decent fall-back option please.

With all of that said, this mod could become really liked by most of us if the needed fixes are brought. I'm looking forward to the real complete Light vs Wily.

PS : One last thing. It's just nitpicking but I'm not really fond of having a victory jingle from Megaman mixed with a defeat jingle from Kid Icarus. Do you think you can either use a Megaman defeat jingle OR a Kid Icarus victory jingle (https://youtu.be/GFvPamVRFRg?t=8m10s) ?

54
Yo. I'm getting things out later and later, don't I ? Do not worry, I'm not slacking off. Just having work split between my project and another one.
Anyway, Aile came here again. And he told me more about his world : I never thought it would be so similar to ours, being plunged into chaos that often ... Hopefully, there's always a form of resistance that brings some order back, and according to Aile, in this resistance, there are 3 "reploids" that were unlikely to become elites. Meet them as SHIFT datas that you can find on the first page of this thread !

(PS : And if you haven't seen it yet, I cleaned up my place "a little". I replaced the super long "stories" by brief descriptions of the datas. Yup, I've hit the character limit because of all of this writing. If you miss them, you can still read them inside the pk3 themselves.)

Changelog :
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55
Closed / [Bug/Suggest?] How not to ignite oil pools with fire weapons
« on: December 05, 2015, 10:29:31 AM »
Discovered this while messing around offline :
It works for every vanilla fire weapons except Scorch Wheel ; and it works on every "oil ground", in both vanilla and custom maps.

All one has to do is equip a fire weapon, stand inside the oil pit, aim down enough and shoot ; it'll result in the oil not burning. So you can just hang out inside oil and literally play with fire.

For those who don't know, it's not really the fire projectile itself that ignites pits. It's an invisible and harmless projectile that is "infused" with the visible projectile. This invisible projectile's job is to indeed ignite oil pits/Oil Sliders and explode oil canisters.

By aiming down enough while standing in oil, you'll shoot these projectiles "inside" the floor, effectively not giving a chance to the igniting projectile to reach the oil floor and so to light up the oil. That's also why Scorch Wheel is an exception as the wheel will still be launched and roll on the oil regardless of how you aimed down. I'm gonna assume it occurs for custom fire weapons too.

So I know that in a deathmatch situation, shooting the ground is absurd. But fire weapons should still light up oil pits in this situation (?)

Another wierd thing is Scorch Wheel itself : holding S.Wheel boosts your speed but it doesn't light up oil pits even though it's clearly showing graphics of flames surrounding the player. The held S.Wheel doesn't even damage anything that grazes the player.
In Scorch Wheel's case, I won't say anything about whether or not it should have a damaging radius when held, but I'll say the held wheel should light oil.

56
Skins & Bots etc / Re: Medal's campsite : Under My Skin
« on: November 02, 2015, 01:01:13 AM »
Let me sum up what the heck happened : I know some foreign data glitched its way into my data bank so I quarantined it and made it harmless. But that's not the real issue. See, before I could do anything, it corrupted my most recent datas, the EBF Party. Now they are dark versions of their former state and I had to quarantine them too before it attacks everything ; Hopefully I backed everything up. And now I managed to make them harmless too. Head to the first page to acquire them if you dare.

Changelog :
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57
I just made a skin for this expansion and sent it. And it's not a cosplaying robot. Of course you'll be able to find it later on my thread too.

58
Yo, I've been away in lands far away, in hopes of seeing something new. After a month of wandering, still nothing very interesting so I headed back. But on my way, there were these ancient ruins in a desert that actually weren't extremely far from here. I figured I'd look inside and I've found these old runes and tablets that were probably used by the ancient civilisations ... Yes, "used". See, they're actually advanced pieces of technology. This old tablet acts like an actual tablet computer !

Anyway, I've also found this poem telling of 4 heroes along with complete infos on them. Guess what I did next ? Head on the first page of this thread to find out !

(Oh yeah ! And I did some hotfixes to the files "Breakman & Blues" & "SolidSnake". Just letting you know.)


Changelog :
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59
Well, I really thought it wasn't going to be announced this year. What a relief ; I should have something done for this if all goes well.

Anyway, where do we submit the horrific creations?

60
Closed / [Suggestion] Time Stopper with "offensive" power
« on: September 16, 2015, 04:24:25 PM »
It is very known that Time Stopper is exclusively used for critical situations. In MM2, it froze everything on place I can't remember if it could freeze bosses though.
But the level where it was the most useful is indeed Quickman's stage which featured insta-death traps and the one and only boss in the game to get his health drained in The World of frozen time.

But why does Time Stopper only hurt Quickman and does nothing at all on the other bosses ? Well maybe it'd be due to how Quickman runs FASTER than the others. Sure the other robots can move too but not enough to be affected by Time Stopper (counting out Heatman's tackle since he's invincible in this state). So since Quickman can reach a fast enough speed to be weakened by Time Stopper, if he ran even faster, he'd have more health drained, to the point where he could be insta-KO'd if he ran twice as fast as he did in MM2. *looks at Ra Thor*

So, I think you know where I'm getting at : Time Stopper in MM8BDM with killing potential. But let's not forget that Time Stopper is rare to find and hard to reach, and that is because its role is primarily allowing you to nullify threats around you for a while so you can get to safety. And especially it affects EVERY PLAYERS. You can easily imagine that giving too much offensive power to this weapon will make it fatally over-powered, occasionally resulting in many kill steals and in other players helplessly watching their health go away and complaining about that.

However, and fortunately, players normally move around at standard speed, which means they'll have next to no health drained from a Time Stop. Now let me explain how I see it working : the amount of health drained out of an enemy is proportional to this enemy's speed when time was stopped. That simply means that the faster you were running and/or falling when Time Stopper was used, the more health you'll lose ; this implies that you'll be completely safe if you were standing still when Time Stop takes effect. An enemy who was running with SR50 would have 5 or maybe 6 health points drained.

Giving killing power to Time Stopper would first finally give a reason for the weapon's obituary a chance to appear, and also give the escaping player slighty better comeback options, even though it's just few health. But this tiny drained amount could count, who knows.


And Time Stopper's sound effect doesn't play when activated. I'd like to hear it when time stops. I definitely remember this being suggested on another thread.

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