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Topics - CutmanMike

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181
MM8BDM Discussion / Playable demo at Screwattack SGC! - Footage up!
« on: May 04, 2010, 03:31:54 PM »
http://cutstuff.net/blog/?p=2140 - Announcement

Me and a few others are planning to present a playable demo at Screw attack's gaming event in Texas this July, to finally give people a chance to play it. The demo version will include 4-5 maps, a handful of stable weapons to try out and a few skins.

Now I'm doubtful we'll get a spot for free, so most likely it will be played on the LAN or something. I won't actually be there myself either, so I will have to leave it in the capable hands of MugenMidget and PressStart.

... Well, that's the plan. If it does end up on the LAN that means MM8BDM will probably be leaked around and I'll have no choice but to release it as a demo version or something (by July I hope to it almost complete though).

http://screwattack.com/forums/thread/Me ... tch-at-SGC

182
The Ghoul's Forest / My idea of "Ghoul's Forest 4"
« on: April 20, 2010, 09:53:43 AM »
There's no guarantee I'd actually do this, BUT I get questioned about it a lot. So if I was going to make another Ghoul's Forest, this is how I would do it:

This time there's no messing around. No more copy/paste trees and 3 or 4 hi-res textures. The forest would be how I imagined it before the laziness kicked in, detailed and spooky. The WAD would have two modes, traditional and endless. In the endless mode, you would fight Ghouls over and over and try to get a high score. Traditional is how the first few games played, only there would be more Ghouls (I'm talking like 20+) but you only fight 4 picked at random and then the final boss. To keep things varied, there would be invnetory items randomly scattered around and dropped by ghouls. Items would include arrow upgrades (temporarily give you 10 fire/ice/lightning arrows from GVH), an eye that can be used once to reveal what Ghoul is next, Shield item which gives you armour, haste which increases speed etc etc. It would play more arcadey but still have some screwed up lookin' Ghouls, as well as updated versions of the old ones. In endless mode, Ghouls would get stronger, faster and even gain new attacks the longer you survive.

REMEMBER, this is not me announcing a new GF project. I still have other crap I want to do in Doom  ;)

183
The Ghoul's Forest / GVHv2b8 released!
« on: April 11, 2010, 06:37:23 PM »
http://cutstuff.net/blog/?p=2001

Enjoy! Read the log, give it a go and send me some feedback.

184
The Ghoul's Forest / Map submission thread
« on: April 09, 2010, 10:16:01 AM »
As stated in this post, I am going to start accepting new map submissions. I find it's the biggest want in the community, so as well as updating the old maps I will accept new ones if you're willing to submit them here!

If you'd rather not have it viewed publicly, simply drop me a PM instead!

I know some people posted some maps in this forum but just to make sure you want them in the official version, please post them here with the link  :cool:

185
MM8BDM Discussion / ST features (that would be nice) before release
« on: March 29, 2010, 12:28:03 PM »
Here's a list of features missing from Skulltag that I need before I can finish MM8BDM properly. There's no way anyone can help me out with these except the Skulltag devs, but I thought I'd better note it somewhere in case I need reminding later.

Ignore Skulltag resources
Right now, running MM8BDM results in a ton of texture errors. This doesn't effect MM8BDM in game but it takes a minute to boot up while it prints all these damn errors. The reason is Skulltag uses a lot of Doom 2 graphics to produce new textures, but those graphics do not exist in the Mega Man IWAD file. Luckily they are aware of the problem.


FORCEPAIN flag
Required for Flash Stopper. This flag is in ZDoom but currently not in Skulltag. Without it, there's no way to do zero radius damage to force things into their pain state which is required to do non-damaging special attacks. In this case I want to blind the player if they're closer than so many units to the attack.

A_Explode, fullradiusdamage
Required for Flash Stopper, Centaur Flash, Gravity Hold, Rain Flush, Explosive weapons and more. Right now radius damage increases the closer you get to the caller of this function, which is not desirable in many cases like these.

NSF support
Not required but would be extremely helpful. NSF is the nes format for the music files, which is the only way to fly when it comes to mega man music. If I can't get this, I'll have to make an ogg for every single track (ew).

Hopefully these will be implemented by the time I've finished every single map  :p

186
The Ghoul's Forest / Anyone still sore from Santa?
« on: March 15, 2010, 02:46:21 PM »
I played GVH Saturday and there were like 5 Santa players kicking ass. Seems like people have finally gotten the hang of him, but remember when people whined for days over the fact he was the new Cold Demise class?

This is, by far, my most favourite complaint I've ever had about GVH. I can't remember where who said this:

Quote
Are you really high or something? I seen Total conversions like Xmas doom. But seriously, can you get anymore child-like with the selections?

Doom is supposed to be serious, but this is turning out to be an expansion that now has 65% in favor of calling it a Joke expansion. Forget the new ghoul class... I'm too busy laughing at Santa Claus getting gored into bloody bits like a sugar-plum fairy getting waxed by my chainsaw.

Cutman, you make me spit in on your feet in disgust, and you make veteran FPS players laugh at your effort. Good mod, but don't get carried away with more joke ideas. We got people like Terry to do that and he already made and obnoxious joke mod of GVH!

SO SERIOUS

Anyway, have we gotten over him yet? Or do you still see him and think "ugh"?

More complaints here viewtopic.php?p=3618#p3618  :p

187
MM8BDM Discussion / Gameplay videos
« on: March 04, 2010, 03:20:35 PM »
I will be posting gameplay videos here. Don't expect to see them TOO often!

Here's the newest http://cutstuff.net/blog/?p=1959

188
MM8BDM Discussion / MM8BDM Screenshots
« on: February 17, 2010, 12:51:15 PM »
Note: Some of these screenshots are really old.

Missing in action (because I forgot to take screenshots ): Wily Hideout 2, Skull Castle Exterior, Skull Castle Interior, Hard Man, Centaur Man

MEGA MAN



MEGA MAN 2



MEGA MAN 3



MEGA MAN 4



MEGA MAN 5



MEGA MAN 6


189
MM8BDM Discussion / Official Trailer!
« on: February 16, 2010, 03:19:42 AM »

190
MM8BDM Discussion / Weapons/Powerups Guide
« on: February 04, 2010, 04:22:49 PM »
You can find the weapons guide here. I figured it would be easier for me to maintain on the main site.

http://cutstuff.net/blog/?page_id=1909

191
Skins & Bots etc / Skin template
« on: February 04, 2010, 01:38:31 PM »
Heaven forbid if anyone wants a go at creating their own robot master skin, here is a template you can follow to get an idea on how it should look and what frames you need to make.



If anyone is actually going to try and complete a robot master, LET ME KNOW so I can update it on the status topic so no one person can be working on the same robot master at the same time.

192
MM8BDM Discussion / What is MM8BDM?
« on: February 03, 2010, 10:46:17 AM »
Megaman 8-bit Deathmatch is a deathmatch mod for Skulltag which has been megaman-ified. Everything looks and feels the same as if it was on the old 8-bit Nintendo. The twist is that you're now in 3D and destroying other players in deathmatch arenas based on the Robot Master's levels.

The mod includes new weapons, levels, skins and more. It doesn't even require Doom to play!

Check this out for more information

193
The Ghoul's Forest / GVHv2 beta 7 released - No more expansions
« on: January 15, 2010, 10:48:48 PM »
http://cutstuff.net/blog/?p=1834

Check it out, lots of stuff to try. RIP expansion files!

Feedback as usual  :mrgreen:

194
The Ghoul's Forest / GVH30 Remix by ds201
« on: December 12, 2009, 06:31:06 PM »
Okay because I really have no opinion on GVH30 yet I'm going to let the public decide whether they think it's a good idea to make this map bigger. I was planning to remove some candles and junk from the map. Ds201 offered to update it a bit so I let him anyway, here's the final product:

http://www.mediafire.com/download.php?omhuowjlmu2

I'm releasing GVH:CD beta 2 on monday. Should the GVH30 be replaced with this new one, yay or nay?

195
The Ghoul's Forest / GVH:Cold Demise feedback
« on: November 30, 2009, 11:33:42 PM »
To save clogging up the forum, post feedback for CD here. Negative and positive welcome.

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