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Messages - PotatoStrike

Pages: 1 [2] 3 4 ... 14
16
Projects & Creative / Re: Unholy Classes/Bosses (V7a-beta)
« on: November 02, 2016, 02:52:01 PM »
Seems like the new version of Unholy Classes uses the pre-v5 team colors.

17
Tutorial Collection / Re: [TUTOR] Loop some Music
« on: November 02, 2016, 11:48:29 AM »
Really nice! I bet a lot of mappers will use this trick for their musics, since this feature is one major feature they cannot miss!

Good job!

18
Alright everyone, I really need the music credits, like, right now. I'm about to finish the whole thing. Thank you.

19
Closed / [BUG/SUGGESTION] NEEMUS Loop Bug
« on: October 01, 2016, 08:12:35 PM »
Hello!

So I was playing on a random server and we were on MM3NEE. While I expected the song to be looped like in MM3, I got surprised of the incorrect loop.

Then I opened Audacity and tried to play the song from the LOOP_START metadata and I then noticed it wasn't the server.

So, the actual LOOP_START metadata is 1120287 samples. I suggest to change it to 1029387 samples because it seems to loop correctly.

20
Oh yeah, this. I listened to it, it's great, really. Would be wonderful if we added Trio in a MMX game!

21
Well you see, the Final Boss themes are only made for MM8BDM, and I don't think anyone would remake them. At least, I won't because I'm really bad at it.

But I'll add extra items, like the pre-v5 MM8BDM soundtrack, since v5 add this whole music revamp and loops.

22
See, I want to do an album for my own sake. However, when yours will be released, I'll think about downloading it and keeping the best of the two.

23
Thank you for the answer! I'm waiting for the music credits now.

24
Help & Editing / Re: I need help with loops.
« on: September 25, 2016, 04:29:01 PM »
Now it works with samples! Thank you so much, guys!

25
MM8BDM Discussion / Some questions about core features and music credits.
« on: September 25, 2016, 08:19:30 AM »
Hello everyone!

I started to do a MM8BDM album for my own sake; maybe when it's done you'll want me to share it.

But I have questions about the delays; in the core files we can easily see something like this:

Code: [Select]
sethudsize(800,600,0);
SetFont("CUTSTUFF");
hudmessageBold (s:"A"; HUDMSG_FADEINOUT, 1, 9, 400.0, 300.0, 4.0, 0.9,0.9);
Delay(4*35);

I really wonder what is 4*35 like in seconds, and how many of this delay thing we need to do one second.

Now, for my second question: who made the MM7 / MM8 / MM&B / MMWT arrangements? And who made the custom music tracks like the Evil Robot theme, the Genesis Unit theme, the Fakeman Chase theme? I need credits of every of these chapters' music.

Thank you so much!

26
Help & Editing / Re: I need help with loops.
« on: August 27, 2016, 12:08:40 PM »
Alright, thanks for answering. I tried some loop but when I did change the music, it shows this:

Code: [Select]
Invalid LOOP_START tag: '6.629'
Can you help me on this please?

27
Help & Editing / I need help with loops.
« on: August 26, 2016, 10:20:03 AM »
So as many of you may know, MM8BDM v5 had the feature of looping musics. Great changes, it feels more like Mega Man since the previous loops weren't conventional loops. Now I may ask:

How does it work and how can I reproduce it in a custom map?

Because it would be really helpful for any mapper that want their music looped correctly.

Thanks for answering.

28
Help & Editing / Re: I need help with an actor.
« on: August 09, 2016, 12:50:37 PM »
I have nothing like SS_START and SS_END in my file...
I mean, I have a texture for the spike (I named it MERSA0) and I put "MERS A -1" at line 17... This is the only problem I have right now: the texture didn't apply.

29
Help & Editing / Re: I need help with an actor.
« on: August 09, 2016, 12:06:55 PM »
Thank you! Now I just need help with the texture and how I actually can apply it to the actor...

30
Help & Editing / I need help with an actor.
« on: August 09, 2016, 09:36:46 AM »
I tried to make an actor: it's meant to be a spike-like actor. I copied Bubble Man's Spiney code and replaced everything I needed. This is what I wrote to make the actor:

Code: [Select]
actor MercurySpike 11714
{
//$Category MM8BDM-Interactive Props
+DONTBLAST
+NOGRAVITY
+THRUGHOST
Height 16
Radius 16
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("SpikeDamager")
goto Graphic
Graphic:
MERS A -1
stop
}
}

Then, I added this resource to a map and I see that it was indeed included in the MM8BDM Interactive Props, but, when I want to test it, there is no texture: look at this http://imgur.com/a/hCAs9

Can someone help me with this, please?

EDIT: Nevermind, it was just something about the sprite slot limit: 50000 is too much, now changed to 11714. Now there is a problem with the texture, it's missing.

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