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Topics - CutmanMike

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151
Cutstuff Discussion and Feedback / Cutstuff Streamz
« on: August 03, 2010, 10:06:11 AM »
Last night I did a stream on Rockman No Constancy. And died a lot. Then later, I started streaming other roms, games and various other crud people sent me and whatever I had on my hard drive at the time. It was pretty fun!

The URL for the stream is here - http://www.ustream.tv/channel/cutmanmike

I will update on my Twitter whenever I start a stream (and twitter is now shoved under the logo of the forum ^^^)

If you've got any aching requests for something to be streamed let me know. I will stream any windows game/roms/doom wad that tickles my interest and doesn't have to be fullscreen or dick around with my monitors (aka WORMS). Just FYI I probably won't use my mic unless people are out the house, which happens rarely  :cool:

It comes with a nice little chat applet which could be useful for getting the Cutstuff community together temporarily.

152
The WWW board / http://thingsididlastnight.com/
« on: July 30, 2010, 01:03:42 PM »
http://thingsididlastnight.com/

What it says on the tin

153
I haven't forgotten my Ghoul fans!

I was playing GVH for a while yesterday, and I came up with a rather nuts idea. Maybe it will make the gameplay a bit too mad but I'm almost sure people will like it. It is a small expansion (no new maps, classes etc) that will switch up the gameplay and playing style dramatically. It shouldn't even need a GVH core update.

If I can get it working easily, you should all be in for a treat! Only Mobius knows about it so far, and I will probably be dragging him in for the test sessions very soon.  ;)

Wish us luck, and begin speculation!  :mrgreen:


154
Mega Man Discussion / Favourite songs from each classic series game?
« on: July 20, 2010, 10:58:01 AM »
We did this kinda thing on another forum, and now I'm bringing the pain here.

MM1: I never really liked Cutman's theme oddly enough, but it's grown on me and now I like it the most I think. Not only is it the first tune most people hear when they play mega man, but it starts all beepy and then it suddenly gets all heavenly as if you're climbing into the sky (and usually you are at that point of the song!)

MM2: F U Wily stage 1! I like Bubbleman's the best. Again it has that heavenly bit like in Cutman's but this time it's in the deep blue sea!

MM3: Sparkman's theme is awesome. Sounds all super and heroic, like megaman's on a MEGA MISSION

MM4: BOSS THEME! Seriously I love this boss music more than any other megaman boss theme. Shame cause I like skullman's theme a lot but I haveeee to pick the boss theme.

MM5: Wily boss theme for me. It sounds all THIS IS IT kinda thing, and it feel like Megaman has had enough. I hear this and imagine an epic struggle between Mega Man and Dark Man 4. C'mon you don't hear it?

MM6: Tomahawk man. Funny story cause I would have picked Mr.X stage 1 but I left this track playing on the bus for about an hour without realising and it hit me. This theme is awesome! It's all gallopy and makes me want to BATTLE FOR VICTORYYY

MM7: Spring Man's theme is pretty damn happy. I hear this and think of good mega memories. I'll go with this.

MM8: uhh title screen. I haven't played it past the stage selection screen because I heard I'M CLOWNMAN and turned it off. ACTUALLY now I've seen a playthrough I can safely say Tengu Man's is my fave.

MM9: This was a close battle between galaxy man and wily 2 but I'm going for WILY STAGE TWO! Why? Because it's soooooo awesome, and the title fits it perfectly. "We're the robots". Just listen to it, you'll see what I mean!

MM10: MM10 has some great themes but I'm sorry to say I have to go with Special Stage 2, aka punk's theme. Some of you may not have even heard it yet, but this theme is aaaaaawesome. It's almost as if punk is singing to megaman about how he's going to kick his ass. I know that sounds weird but listen to it and try to put lyrics to it! IT WORKS MAN!

MM&B: Fortress boss theme. Just another cool boss theme that I like.

155
Mega Man Discussion / Mega Man Universe
« on: July 19, 2010, 11:00:51 AM »
Of course I expect you all to have seen the trailer by now.

http://www.themmnetwork.com/2010/07/16/ ... -universe/

Your thoughts?

I really don't know what to expect. A lot of people are saying LBP knock off, which could be great. I'm just glad it has a mix of classic stuff in there because that's what appeals to me the most. The tie in with the other games also raised an eyebrow but again, this could be awesome having powers from other Capcom titles. All I say is, the more classic the better.

156
ITS OVER

157
Tutorial Collection / [TUTORIAL] Finding MM8BDM servers (for now)
« on: July 12, 2010, 10:19:02 AM »
Currently we have one actively played server hosted by Nam-Ereh-Won. Simply type the IP or hostname into the IP box. Alternatively you can browse for other active MM8BDM using a skulltag server browser such as http://Skulltag Server Browser (heh) or Doomseeker.

Known permanent servers

namerehwon.no-ip.info - As of now, this is using the Skulltag version packed with the demo

Finding servers in SSB

1) First download SSB here http://zalewa.dyndns.org/al/files/zalew ... SB0.56.zip
2) You should also have MM8BDM's launcher ready too (MM8BDM.exe)
3) Extract it into a directory and run it. You'll get a big window with an empty list.
4) Press the big blue button with the down arrow on it to get a list of all the servers.
5) Look for any servers with megagame.wad as the IWAD.
6) Type the IP Address (under the Address Column) into the MM8BDM launcher's connect box and hit connect.
7) Enjoy!

In the future I plan to have my own launcher bundled with MM8BDM for maximum ease. For now though, you'll have to use this slightly awkward method to find MM8BDM demo games. Hope it helps.

158
MM8BDM Discussion / List of reported bugs
« on: July 11, 2010, 12:47:40 PM »
Due to the HUGE, HUUUUUGE amount of bug reports I've been getting I've decided to make this thread to highlight ones that aren't bugs and show the ones that will be fixed in the final version.

General Bugs
    MM8BDM won't run/crashes! - Try in OpenGL mode and visa versa (from the launcher first). If it's still broken, Please post a new topic about it.
     Bots suck/get stuck/don't work with saves/blahblah - Anything related to bots is Skulltag's fault and not the ST developer's main priority. Save games etc will probably never work with bots.
     Speech bubbles/team icons remain on the ground - Working as intended. I like to see when my fallen foe is about to whine or whatever at me.

     Font is very difficult to read sometimes - Completely agree, will try to fix.[/color]
     Crosshairs are difficult to see - I agree, but I don't think there's too much I can do about it. We'll see what happens. (DTD suggests dropping the console with the ` key, and typing "Crosshairscale 1" to increase the size of your crosshair)
     Other none Deathmatch games aren't working correctly - Because they aren't supported. More will be functional in the final version.
     Some extra maps are selectable but don't work in offline skirmish - These are skulltag's base maps, they cannot be played correctly.

Weapon Bugs
    You can pick up weapon energy regardless of whether you need it or not - Hopefully it can be fixed, but due to the way the weapon system works it may not happen.
     Online, weapons sometimes fire from the wrong weapon when switching etc - The stability of the weapon changing should be fixed for the final version.
     Quick boomerang is too strong! - Keep your distance and you won't get murdered by it. This is harder in more popular games though so I can understand why people think this.
     Rolling cutter is too strong! - Dodge it. If someone hits you with this from a distance most likely they have good aim and deserve the kill!
     Napalm bomb is too strong! - In crowded games it is hard to avoid, but in quieter games you'll find that getting kills with this weapon is difficult.
     Magnet Missile is too weak! - Fixed for the final version.
     Thunder Bream is too weak! - Not sure about that, I seem to die to it often enough. Will consider fixing it.
     Atomic fire kills in one hit OMGWTF BROKEN - Look, try using it once in a while. It takes forever to charge and uses lots of ammo. If you kill with this you've earned it.
     Gemini lasers bounce around forever! - No they don't, they expire after a few seconds.
     Rolling cutter doesn't return to you through walls! - Yes it does, look again!
     Ring Boomerang vanishes when it runs out of ammo! - Fixed.

Map Bugs
    The teleport spot in Wily 3 is a serious camping zone - Should be better in the final version where the weapon sets are different. No napalm bomb up there in the final.

     You can climb the walls opposite the ladder entrances in MM1CUT - Will fix for the latest version.[/color]
     If someone enters the teleport after you, you die! - Have you not played Doom online? This is intentional!

More will be added when I get em

159
MM8BDM Discussion / Live stream of MM8BDM right now
« on: July 08, 2010, 01:39:09 AM »
http://www.livestream.com/theshadesplayslive

I'm answering questions live too  :cool:

160
Should you be able to acquire the demo version (this will probably happen very soon ;)) here's how to create and join games using the MM8BDM launcher.

Before you do any joining though, you should probably hit singleplayer and set up your controls. Some practice wouldn't hurt too!

Making sure you have the right version

The ST team have decided it would be a good idea to not show older Skulltag versions (like the one bundled with the demo) on the master list, meaning you can no longer use the internal browser, IDE or whatever to get lists of servers. Yes it sucks, not my decision sorry.  :?

The Skulltag team has recently released a new version of Skulltag, which is good news for all but it's at a rather inconvenient time. The ST version bundled with the demo was an alpha version of 98c. Now the final build of 98c is out, people have started making servers with that version. Problem is, you cannot play if the server has a different version of Skulltag to you.

If you can't connect to a server and you get a message about an incorrect version, you'll have to get the latest one. Either that, or find a server running the ST build found in the zip. Awkward I know, but it's a small process that will die out as soon as everyone is running the latest version of Skulltag.

The latest ST is also important for Mac users, as ST now has a Mac port! Yay!

Get Skulltag 98c final here

Joining a server

1) Run MM8BDM.exe
2) Type in the Host IP Address or name in the box.
3) Hit join.

Currently the launcher supports no server list or anything, but it will in the future.

Creating a server

1) Before you begin, make sure port 10666 is open on your router or no one will be able to connect. If you're not behind a router (I don't know who isn't these days) skip this step.
2) Hit host. A window will appear which is the server running. Minimize this to make sure you don't accidentally close it, because it will cut off anyone playing.
3) Tell everyone you want to join to connect to your EXTERNAL IP Address or DNS name (i.e something like no-ip.com) via the launcher. If you don't know how to get your external ip, simply go to http://www.whatismyip.com and it will tell you.
4) If you want the server to show up in server lists (only in 98c final though), go to the settings at the top of the server window and go configure server. Then check the "visible to public" checkbox!
5) Done! If you want to join your own game, do the Joining a server steps above but connect to localhost. If localhost doesn't work, try your external ip address.

As you can see, I've tried to make this as newb friendly as possible. While you can use Doomseeker or whatever to host and browse servers, any server created in my launcher will not broadcast to the master server by default. As for hosting via other programs, you can give it a go but make sure you change the IWAD to megagame.wad.

161
The WWW board / God damn awesome t-shirt sites
« on: July 02, 2010, 01:19:57 PM »
Post them here.

http://www.splitreason.com - Geek and gamer shirts here

http://www.snorgtees.com - Geeky and random shirts

http://www.tshirthell.com - Offensive (but funny) shirts

http://www.topatoco.com - Geeky and random shirts

162
Mega Man Discussion / Who has Mega Man 9 and 10?
« on: July 01, 2010, 10:01:48 AM »
Sign here if you have these games and on what console. I am thinking of starting up some speed running competitions to get the Speed Runner medal. MM9 and 10 would be the easiest way to record and keep track of these times.

I have both MM9 and 10 on Xbox 360

163
Help & Editing / This forum
« on: June 22, 2010, 03:11:43 PM »
Will be used in the future when people want to create their own crap for MM8BDM. Expect to see tutorials in the future for maps, skins, textures and more.

164
Tutorial Collection / [TUTORIAL] Creating new skins for MM8BDM
« on: June 22, 2010, 03:10:50 PM »
Creating new skins for Skulltag is simple. Creating skins dedicated for MM8BDM pretty much the same, but you have to keep a few things in mind. This tutorial will show you how to make a new skin for MM8BDM

You will need:

    SlumpEd (or Slade if you already have it)
    An image editor that can correctly set PNG translucency

Creating the sprites:

First you will need to create your sprite sheet. Click here for examples. MM8BDM uses specific colors for in game colour translations (for weapons), so you must use the exact same colours as the sheets features in MM8BDM. These colors are black (0, 0, 0), cyan (0, 248, 252), blue (0, 120, 252), white (255, 255, 255) for non-eye whites, and off-white (252, 252, 252) for whites used in eyes. Skins can have more colours if required (usually white), but you want to put as much cyan and blue on them as possible so it’s easier for opponents to know what weapon you’re using.



This template shows you what frames you will need to produce for the skin. The frames can be any size you like, but their hitbox in game is the same size as Mega Man. You will notice there are only two hurt frames, this was initially to save time but you can create them all if you like. Once you have all your sprites ready (make sure all the colors are correct!), you will have to change the background to transparent. Photoshop is a good choice if you have it, but any program that allows PNG transparency is fine (I think GIMP is a popular pick  for this).

Now things get a little bit techie. You need to save each frame as a PNG with a specific file name. It works like this. The first four characters define the sprite set, and the last 2 or 4 define the rotation and frame. So let’s look at Proto Man’s front frame.


PROMA1

“PROM” is the sprite set, “A” is the frame (standing), and “1” is the rotation (facing forward). So this would be PROMA1.png. You can rename these later in SLumpEd later if you mess up, so don’t worry. Use the following reference to understand what’s what.

These are the different frame letters:

A - Standing frame
BCDE - Walking frames
FG - Firing frames
H - Pain/Death frame

And here's the different numbers to accompany the frame letters above:

x1 - Forward
x8x2 - Forward/Left
x7x3 - Left
x6x4 - Back/Left
x5 - Back

So with these in mind we can produce the filenames for importing. As an example, here’s a complete list of Proto Man’s sprites:



The pain frames are copied for the rotations as I only use two, so PROMH1, PROMH8H2 and PROMH7H3 use the front pain frames, and PROMH6H4 and PROMH5 use the back pain frames. When these are all saved as png’s, they are ready to import into a new pk3 file.

Choose your sprite name wisely! It cannot conflict with any other sprite names in the game or any other skins you’re using. To avoid such conflicts, try to keep your name unique. If it was Battery Man for example, use BATM or BTYM.

Importing into a PK3:

Open SlumpEd and create a new zip/pk3 file (). You will get a blank column on the left. The first thing we want to do is create a new folder () and call it “sprites”. Save the pk3 as whatever you like, and enter the sprites folder. Hit the import lump button () and browse to the folder where all your ready sprites are. You can select them all and import them in one nice big batch. They should show up as blue, which means they haven’t been saved yet. Hit save again.

Now we need to edit the offsets, which can take a few seconds or to a number of minutes. The first thing I tend to do his highlight all the sprites, right click on one of them and hit modify offsets. Then click the drop down to “Monster” and apply the offsets like this:





This automatically corrects them to an extent, but in game their feet will be in the floor. Select the lumps again, hit modify offsets and this time check “Relative” and type 3 in the second box like so:



Your sprites will now be aligned properly, so hit save once more. Scroll through the sprites. You will want to make sure the character’s body is in dead center with the line going down the middle (at this point, you also want to check if the PNG transparency was successful). You can drag the sprite as you wish to align them, but make sure you hit save at the top of the window after each time you do this. Make sure your sprites don’t jitter around too much during their animations (you can do this by simply clicking on each frame).



When you’re happy, make sure all the frames are there (including pain frames) and hit save. Should there be any problems with the filenames, you can rename them here too (press F2).

The last thing we need to do is define the skin so Skulltag knows what it is. Go back a directory () and hit create a new lump. Call it SKININFO. Clicking it should give you a blank text box on the right to type stuff in. Copy the template below and edit it accordingly to match your new skin.



Here's the code:

Code: [Select]
{
name = "Protoman"
sprite = PROM
class = Megaman
dsnoway = LAND
dsoof = LAND
dspldeth = MEGADEAT
dspdiehi = MEGADEAT
dsplpain = MEGAPAIN
dstaunt = dsnone
gender = male
}

The only things you need to change are the name (the name of your skin) and the sprite (the first 4 characters of your sprites). You can customize it a little bit by changing the filenames of the sounds. You can change LAND to  FATLAND for heavy characters if you like. You can also change MEGAPAIN to MM2PAIN, MM3PAIN, MM4PAIN to give different pain sound effects. When you’re done, save the pk3.

Testing the skin:

The only thing left to do is to put the skin in your skins directory, which should be in the same folder as Skulltag. If one does not exist, simply create it. Once the pk3 is in, launch MM8BDM. If you get a sprite rotation error (regardless of what sprite it tells you), you’re missing a frame. Do a thorough check of all the file names in the pk3, there should be at least one problem. When you’re done, save it and try again.

Be sure to try out different weapons in the mirror. If your colors don't change when cycling through weapons, it means the palette is wrong. DOH! Unfortunately this means you have to fix it and extract the sprites from the sheet again, which is a pain! (trust me, I've done it a few times)

You won’t be able to select it through Dr. Light’s lab but you should be able to see it via the player setup menu. If you can’t, retrace the steps above to try and find where you went wrong. If you can select it in the menu, congrats! Check in Roll’s mirror to make sure all the rotations and offsets are okay. If they’re not, go back into SlumpEd and tweak them until you’re satisfied.

Notes:

    In order for other players to see your skin, they must also have the same skin in their skins directory. If they don’t, you will appear as Mega Man.
     Your sprite should follow the 8-bit law, which is colors, amount of colors, size and style. If your sprite doesn’t look 8-bit enough, it will look bizzare in game and less people are likely to install it.
     You can indeed create more than one skin in a pk3. Just add a new line in SKININFO and paste the template again, editing the required fields.
     I will be creating and hosting skin packs based on decent skins. Just a little something to motivate you!

165
Cutstuff Discussion and Feedback / New to the forum - Medals!
« on: June 16, 2010, 08:26:51 AM »
I now have a medal system set up on the site. What's that you ask? Well, think of them as forum achievements. You do something to match the criteria, you get a medal under your user info in your posts and in your profile. What do they do? Well... Nothing! Just to show off.

You can check out the medals and how to get them here.

If you think you've earned a medal but haven't got one yet, post here or drop me a PM.

More medals will be added in the future. In the mean time, feel free to post some ideas for medals!  :mrgreen:

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