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Topics - CutmanMike

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91
The WWW board / Friday
« on: March 25, 2011, 03:14:55 PM »
Cringe inducing song that's getting many lols around the internet



Lyrics
(click to show/hide)

92
The Ghoul's Forest / Ghoul's Forest... Sprite "rips"?
« on: March 23, 2011, 09:56:23 AM »
I found it rather amusing to find spritesheets for Doom mods on the spriters resource.

http://www.spriters-resource.com/pc_com ... index.html

Ghostbusters doom, fair enough it has a lot of original and somewhat quality sprites... But Ghoul's Forest 3??

http://www.spriters-resource.com/pc_com ... index.html

93
Mega Man Discussion / No sleep until clear - Song
« on: March 21, 2011, 11:00:13 PM »


By the same ones behind can't defeat airman I believe. Not sure how many of you were aware of it.

94
MM8BDM Discussion / Playing as "cutmanmike" in deathwind's server
« on: March 16, 2011, 08:41:22 PM »
Yus I am, so don't be scared! (fupoo and hueg are coming too I think)

95
Cutstuff Discussion and Feedback / Recent forum issues
« on: March 03, 2011, 10:35:00 AM »
CURRENT STATUS: DarkFantasy theme is broken, can't seem to fix all the bugs it's causing. Subsilver2 is the default theme for now. Medals will be fixed later today.

Please keep an eye out and report any more bugs you find.

96
Cutstuff Discussion and Feedback / Removed some badges
« on: February 28, 2011, 03:53:44 PM »
As I am still getting bombarded with "mayb i deserv this medal???" PM's I decided to completely remove any medals that are slightly unclear or are becoming a nuisance to keep track of who deserves what. I could have simply made Ivory a badge moderator to solve this issue but I figured I'd just end it instead of shifting the problem onto someone else's shoulders (Ivory probably has enough on his plate just moderating the place normally).

Sorry if anyone is against the idea but don't forget they were only implemented to inspire people to help out or help spread the word of MM8BDM, which I feel is no longer a priority. The competition medals will stay as they're easy to keep track of who deserves what.

While I'm here here's a quick update! I was away last week to study C# with my pals so I haven't been able to do anything to do with MM8BDM. I am getting close to the end of my redundancy period at work so seeking employment is my top priority. If I can't find a job and this place starts eating into my savings I may have to shut cutstuff.net down for some time. Please don't use this as an excuse to panic/riot/donate though. The community is getting to a point where it can live on and evolve on it's own now, which is fantastic. I will try my best to keep this boat floating for you! Thanks for being a part of this community!  :mrgreen:

97
Mega Man Discussion / Art Competition - Finished!
« on: February 13, 2011, 11:26:36 AM »
Greetings traveler! I hope you had a safe journey getting down here, please feel free to rest your scrollwheel at the inn!

This is the voting thread. Voting will end in 24 hours of this post.. Be sure to look through all the entries before choosing the card you thing is the coolest/creepiest/cutest! If you're using a dumb screen resolution just hold ctrl and mousewheel backward to zoom out (in most browsers).

Good luck to all those who entered! The results and all the entries will be posted on my blog on valentines day.

Note: You can vote for your own entry (if you're a cowardly SNAKEman)

98
Maps / MM8BDM Mapping Competiton #1 - WINNER!
« on: February 01, 2011, 01:35:06 AM »
(click to show/hide)

SEE LATEST POST

Ok here's our playthrough and results of the competition!





If you can't understand my awful voice then... ner ner ner ner nerrrr. Watch the end of the second video to find out who wins!

(click to show/hide)

99
Mega Man Discussion / Art Comp: Show your love for megaman! SEE VOTE TOPIC
« on: February 01, 2011, 01:05:56 AM »
It's February and Valentine's day draws near. Whether you hate it or love it, it's presence is all around (thanks to all the damn shops trying to cash in) and if you happen to have a girlfriend I'm sure they'll be pestering you about it one way or another, especially if you FORGET!

You are competing for this badge:

So to celebrate, I'd like you to draw up a Mega Man themed valentines card. Bust out all the bad puns, hard man jokes, all that good stuff. The idea is to make it as funny/awesome/quirky/cute as possible. Even if you can't draw, you could succeed simply with an amazing punchline. Trust me!

EXAMPLE ENTRIES:

(click to show/hide)

Entries must be in by the 12th of February. Once submitted, the forum users (you guys!) will vote for the best one. The winner will get the badge and have their artwork displayed on the front page of the blog for everyone to see!

RULES:
    Entries must be posted in this thread.
     Only ONE entry per user. If you happen to make more than one you MUST choose one as a final entry (and SPECIFY this in your post)
     Characters can be from any Mega Man series.

Good luck, draw some awesome, ask a cute girl out!

100
MM8BDM Discussion / The best review of MM8BDM so far
« on: January 31, 2011, 03:43:28 PM »
http://www.starquestgame.com/mega-man-8-bit-deathmatch/

Read it out aloud without smiling if you can.  :geek:

101
Maps / Invasion test/template/thing
« on: January 22, 2011, 03:20:29 PM »
http://www.sendspace.com/file/t72e7h

As Ashley and team are trying to figure out how the heck invasion works, I decided to make a test map with some invasion monsters and spawners. Hopefully, like the weapon template, it helps figuring things out.

The trick to invasion is that all the waves are defined in the monster spawn spots themselves. There's some more info on this in the DECORATE file.

102
MM8BDM Discussion / Things about MM8BDM that bug you?
« on: January 18, 2011, 04:37:22 PM »
Not only is v2 going to include new maps and weapons (from MM7), I also plan to improve a lot of things. So I'd like to ask the community a few questions! Mainly, what things bug you about MM8BDM that you think can be improved?

For example, most of the shield weapons don't do what they do in megaman. Does this annoy you, or do you think it's fine? Do you find shields useless, and would want it so you can activate them and change to a different weapon (junk shield currently does this)?

Do you find jumping up stairs annoying? Would you care if I broke the 32x32 limit and added steps/slopes (some CTF maps already do)?

Are there any weapons you feel are lacking in usefulness some way? Do you think certain weapons should NOT be on some stages, or should be included on stages?

Is the launcher too complicated to use? Would you like less options to make it easier for people who want to jump in, or include as many options and configuration settings as possible?

Do you think any of the map layouts could be improved? Should centaurman's map have more places to go, for example?

Is there any other techie issues you'd like to be changed, that haven't been explained why they work that way? Let's hear it!

Note: No roboenza stuff here please!

Note2: I am also happy to answer any questions here why the way things work, if you've been wondering why and it's never explained anywhere.

103
Maps / [TUTORIAL] Importing new textures into MM8BDM
« on: January 17, 2011, 03:42:06 PM »
Introduction

Importing textures into MM8BDM is not a simple case of dragging and dropping pictures into your new map files, as many of you may have noticed. In this tutorial we'll cover the steps for importing your own 8-bit textures into MM8BDM.

Download

The tool we're going to be using is SLumpEd. While any Doom lump manager can work, I use SLumpEd because it's the friendliest looking and most powerful tool I find convenient for me. Slade is the up to date version of SLumpEd, so feel free to use that if you prefer using it.

Download here: http://slumped.mancubus.net/index.php?page=downloads

Creating and refining your images

Before we begin let's understand the TEXTURE lump. The TEXTURE lump tells skulltag what images to put and where on new textures. The images you import into the wad are called patches. A texture can contain one or many patches, and TEXTURES is where you define where they lie, what properties each patch has etc. We'll get into that later.

The first thing you want to do, naturally, is create your textures. Once done so, there's a couple of things you need to check first:

    Make sure the image is to the power of 2. Textures in Doom MUST obey this rule or they will get scewed in certain situations (especially for software users). Textures will usually be be 16, 32, 64, 128, 256, 512 or 1024 pixels high/wide, meaning they can be rectangular.
    Image format should be PNG.
    If your texture is going to have transparent areas (such as a fence or window), be sure that the transparency is set correctly (use Photoshop or GIMP).

With these rules in mind, create your textures. I usually make mine 32x32 or 16x16.

Creating the TEXTURE lump

Now you want to open your newly created map WAD file in slumped. Once you do this you should see a few lumps here. These are all to do with the map data, so try not to touch these AT ALL (I have accidentally hit save changes on one of these lumps and lost a whole map!). The safest way to create a new lump is to click the bottom lump (usually SCRIPTS or BLOCKMAP) and then click the new lump button. Name it TEXTURES.



Importing the images

Before we begin typing in the code, we're going to import the images. Skulltag will only detect the images as patch files if we insert them between two special lumps called PP_START and PP_END. Do this the same way you created the new TEXTURES lump. Make sure PP_START is above PP_END (if this is not the case, use the arrow buttons at the top to arrange them correctly).



Now we need to import our images BETWEEN these two lumps. To do this, highlight PP_START and hit the import new lump button at the top (the L with the green arrow). Now browse for your images (note you can select more than one and I highly recommend you do so). Once imported they should all appear between the PP_ tags. If they do not, use the arrow buttons to arrange them so they do.



Writing the TEXTURE code

Now it's time to tell Skulltag how to use these images. TEXTURE uses a unique format that is fairly easy to understand compared to ACS and DECORATE. Each texture has to individually be defined. Here's an example of a new texture I just defined using Magnet Man's patches.

- MAGNET9

Code: [Select]
texture MAGTEST, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch MAGNET9, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}

So this would create your basic texture that tiles infinitely. It's 32x32, the same size as the patch, so there's not much effort involved.

Let's look at a more complicated one. Let's say we wanted to take the below patches and create a long texture that has a different top and bottom to it.

- MAGNET5, MAGNET6 and MAGNET7

Code: [Select]
texture MAGWIRES, 32, 512 // This texture will be 32 wide and 512 high. Don't forget, must be power of 2!
{
   XScale 0.5
   YScale 0.5
   Patch MAGNET5, 0, 0 // The patch to appear at the top
   Patch MAGNET6, 0, 32 // 32 pixels down the second patch is used.
   Patch MAGNET6, 0, 64 // Same as above
   Patch MAGNET6, 0, 96
   Patch MAGNET6, 0, 128
   Patch MAGNET6, 0, 160
   Patch MAGNET6, 0, 192
   Patch MAGNET6, 0, 224
   Patch MAGNET6, 0, 256
   Patch MAGNET6, 0, 288
   Patch MAGNET6, 0, 320
   Patch MAGNET6, 0, 352
   Patch MAGNET6, 0, 384
   Patch MAGNET6, 0, 416
   Patch MAGNET6, 0, 448
   Patch MAGNET7, 0, 480 // The patch to be used at the bottom
   WorldPanning
}

This defines the long texture. I often use this format so create walls with edges, such as dirt at the bottom and grass at the top. Feel free to copy and tweak this code. As you can see you can use as many patches as you like. You could simply make this texture yourself in Photoshop or whatever, but because the texture is repeated so many times it would become a burden on the filesize.

After that you're pretty much done! The texture is ready for Doom Builder 2 to recognize and be used. Unfortunately there's no way to preview these without going into Skulltag or Doom Builder 2 yourself, so you will have to save your changes and close slumped every time.

If the texture appears in DB2 but displays a red X, it means that one of the patches is missing. Double check the TEXTURE code. If the textures do not appear at all, or some are missing, it means that there was an error in the code (usually a missing , ). Double check the TEXTURE code.

Note: It is important that you do not work with DB2 and SlumPed at the same time. Saving changes while another program is open can cause progress to be lost if you save with the other program. Be careful!

104
DECORATE and ACS Modifications / MM8BDM Weapon Competiton #1 - THE WINNER
« on: January 14, 2011, 06:14:06 PM »
It's over! Let's do a quick overview of all the weapons I received. I'm proud of all those who gave it a go. I hope you all learned a thing or two about making weapons in Skulltag, and get inspired to do more and help other users out who have questions!

To give these a try, open the launcher, add the file and use "Give all" to find the new weapon. You CANNOT use more than one of these files at a time however.

ENTRIES (in no partic order):

DTD - Flame Rail: This weapon charges up like the BFG in Doom and pretty much deals out the same amount of pain... if it connects. You can hold the charge and it seems to send players sky high if you don't hit them directly!
Yellow Devil - Flamethrower: This is a flamethrower type weapon that spreads fire rapidly in front of you (but has a very long range!). The altfire throws OHKO tackle fires but we weren't judging for altfires.
Blaze - Solar Mine: This weapon creates huge balls of fire that linger around in the map and damage any enemies that happen to run into them. They last forever (I think) and hurt like crazy.
tsukiyomaru0 - Gun De Sol: When the fire button is tapped you fire fast projectiles, but if you hold it you create a sort of beam shield that damages enemies (but blocks your view). It eats ammo like no tomorrow though!
Lio - Will-O-Wisp Knife: This weapon is a knife with ghostly properties. It can be charged for 3 different attacks. Without a charge it fires a ghostly projectile. Second charge fires a bigger more damaging projectile. The final charge uses the knife as a melee attack, which can murder people!
Kapus - Flame Shield: This weapon is a bit buggy (crashed me on few occasions) but I get the premise of it. It's supposed to be the flame shield from sonic 3. It hurts players while it's active, and pressing the fire button charges you forward like charge kick (I couldn't tell if it did extra damage in this state).
TheBladeRoden - Fire Flower: It's the Fire Flower from Mario! This weapon fires the iconic bouncing fireballs from super mario bros. They can be thrown upward/downward but always have the same bouncing height once they land.
MagnetMan497 - Flame Knife: This weapon had some problems, I had to manually go in and fix a few things before I could play it properly. Anyway this is another knife weapon that is thrown.

Once all the entries were obtained, I sat down and tried each one out. I tested them with bots and with a human player online to see which one felt like it belonged in MM8BDM based on balance, look and feel.

And the winner is.... *drumroll*

(click to show/hide)

If you didn't win, don't worry! I enjoyed playing with all the entries and was surprised how unique some of them were. Keep it up, ask for help if you need to, learn more cool tricks and I'll see you next weapon compo!  :mrgreen:

Old info here:
(click to show/hide)

105
Cutstuff Discussion and Feedback / More editing forums?
« on: January 14, 2011, 03:29:35 PM »
DTD requested more forums in the editing section of the mm8bdm forum. I thought it might get a bit cluttered.

Would you like some for Maps and Skins as well? Or any more for that matter? Are the moderators willing to keep track and move the correct threads (probably me and Ivory)?

Speak up!

Edit: This is actually a good place to request new forums for community projects, which I am happy to do (as long as there's sufficient evidence that the project is actually going somewhere)

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