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Messages - Trillster

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151
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: January 30, 2016, 01:01:59 AM »
The main thing I'm looking for in stages is a mini challenge somewhat similar to CX's original stage (Example: Toad Man's stage having a small spike maze). Along with this, there of course needs to be a boss room (640x640x256), I would suggest using a MMSP boss room as a base for the door and boss spawning. Depending on the map there'll be a bit more such as Shocker Man and Quick Man having a hidden spot for I. Needle and D. Cutter respectively. I'm not really going to be too strict on map details so feel free to make a few changes if a challenge just won't work in 3D or the textures aren't looking quite right (This'll definitely need to be done for Elec Man's challenge). I'll probably write a checklist on the main page in a bit for what each stage needs, in particular Elec Man, Toad Man, and Magnet Man as they need two boss rooms, one for the boss of the stage then a hidden one for the secret bosses. Anyway, I'll just end it with this, as long as I can tell what stage it is and it isn't a complete eyesore, it'll be fine for me. Also anyone looking to code some more stuff is fine by me, the quicker bosses and stages are finished, the more content I can release.

152
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: January 30, 2016, 12:32:40 AM »
Man, I had to check out that Drain Cutter weapon and it works awesome, I'll probably make a few speed and damage tweaks for balance but this is definitely the one I'm using. Anyway, if you want to work on any map or bosses (I. Needle is an option too if you'd like), just send me a Cutmail message and I'll go ahead and update this thread. I might also set up a beta testing Skype group if anyone would be interested in that, considering I do have practically all of the weapons with this new Drain Cutter.

153
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: January 26, 2016, 07:30:13 PM »
Chances are I'll most likely end this mod on Fortress Stage 2, rather than trying to make up my own bosses. Anyway, I decided to open up another poll, this time for the HUD design. Should I go for the MM8BDM standard with weapon icons and the NES bars, or should I use the MMCX bars with no weapon icons?

154
W.I.P Forum / Re: Mega Man Cross X SP [WIP]
« on: January 26, 2016, 04:47:50 AM »
With all of the main weapons finally being finished, I think it's about time for an update. This update brings weapon concepts and screenshots. These will give you a general idea of how the weapons will work in a 3D enviroment. Along with those, the two poll winners are Shadow Man and Toad Man, so next update will be bringing Shadow Man in his home turf. All of the new update information can be found on the main post or right here.

New Screenshots :
(click to show/hide)

Weapon Concepts :
(click to show/hide)

155
W.I.P Forum / Re: Robot Master Fusion
« on: January 15, 2016, 09:19:15 PM »
Yo, I heard we got some teamwork classes in here, sign me up for beta testing.

Skype : Sonicfam1102

156
W.I.P Forum / Re: The Idea(s) Topic
« on: January 14, 2016, 01:29:02 AM »
There actually was an old project for that, though it mysteriously died. It'd be really awesome to see that rise from the grave though, it was one of the first mods I ended up playing.

157
W.I.P Forum / Mega Man Cross X SP [WIP]
« on: January 12, 2016, 02:16:14 AM »


Once again another cooperative mod rises to the scene, though this one aims to be the most difficult out of the bunch. Mega Man Cross X SP as the name suggests, is based on the Mega Man 5 romhack of the same name, Mega Man Cross X. Unlike most romhacks, Mega Man Cross X was more of a boss rush with some mini challenges on the side, though the bosses were no laughing matter. This cooperative mod hopes to keep it the same way, with small stages that lead immediately into a boss fight, so without further ado, here's the important stuff.

For those who haven't seen what Cross X is:
(click to show/hide)

Screenshot(s):
(click to show/hide)

Q & A: [Will expand on this section later if more questions come in]

Q: Will this mod support Multiplayer?
A: Although HP scaling for large groups of players won't be added until later demos, the mod will work in Multiplayer, albeit unbalanced.

Q: Will this mod include the entirety of Mega Man Cross X?
A: Definitely plan on putting all that I can in, the romhack was never finished but that won't stop me from putting what was finished in.

Q: Are the bonus weapons like Ultra Buster and Drain Cutter going to make an appearance in this mod?
A: Yes! In fact, the Ultra Buster has already been implemented, the only weapons that I won't include are the ones that are non-functional, as no one wants a gun that fires nothing I'd assume.

Q: Any plans to add the entire SP gang to this mod?
A: Not yet, the main idea is to add Mega Man first, then I'll expand from there.

Q: Will Mega Man be able to charge his buster and slide?
A: Mega Man will have both of these abilities, and the sliding does mean that each weapon will have an altfire.

Q: Can I help with [insert task here]?
A: Go for it! I'll look at any maps, weapon concepts, or bosses you send my way. I would suggest sending them to me over Cutmail or my Skype which is, Sonicfam1102.

Q: When will this mod be finished?
A: I don't really have any release date on this, so the only answer I can really give is it'll be done when it's done.

Weapon Concepts
(click to show/hide)

Map Specific Needs:
(click to show/hide)

Things Finished/Being Worked On:

Stages Finished : 0%
Main Weapons Finished : 100%
Bosses Finished : 0%
Bonus Items Finished : 60%

Shocker Man:
Stage - Open
Weapon (Ghost Cannon) - Finished
Boss - Open

Quick Man:
Stage - Open
Weapon (Quick Vulcan) - Finished
Boss - Open

Elec Man:
Stage - Open
Weapon (Electric Spark) - Finished
Boss - Open

Shadow Man:
Stage - Taken (LlamaHombre)
Weapon (Shadow Blade) - Finished
Boss - Finished

Air Man:
Stage - Open
Weapon (Air Sniper) - Finished
Boss - Open

Toad Man:
Stage - Open
Weapon (Toad Bomb) - Finished
Boss - Finished

Magnet Man:
Stage - Open
Weapon (Magnet Shield) - Finished
Boss - Open

Fire Man:
Stage - Finished
Weapon (Fire Storm) - Finished
Boss - Finished

Bonus Items:
Weapon (Ultra Buster) - Finished
Weapon (Drain Cutter) - Finished
Weapon (Item Needle) - Open
Weapon (Weapon Blast) - Finished
Collectables (O-DRIVE! Parts) - Open

158
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 10, 2016, 10:00:53 PM »
So I've got a question about the campaign, will there be any special gamemode for it, or will it stick to DM?

159
Anything Goes / Re: Tengu's Annual Holiday Raffle 2015!
« on: December 05, 2015, 04:55:04 PM »
Even with my awful luck, can't refuse a raffle like this.

http://steamcommunity.com/profiles/76561198044107100/

160
Mega Man Discussion / Re: Mega Man 3 Remake
« on: December 02, 2015, 10:26:19 PM »
Capcom, hire this man, he knows his shit.

On a serious note, this looks epic.

161
Skins & Bots etc / Re: Sanic's Collection of Skins (Cross X Eddie)
« on: November 27, 2015, 09:18:16 PM »
Finally got around to fixing an offset error in Bass's classes sprites, and I also added Cross X Eddie to my collection of currently two skins. Also added some rotating gifs for both skins just for some style.

162
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: November 26, 2015, 08:19:36 PM »
Oh man, this could be revolutionary. Does this confirm that Brightman's map is getting a complete revamp so it's always dark?

163
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 23, 2015, 08:51:11 PM »
I've always wanted to try helping with this expansion. To sum up my strong-points, I'm a jack of all trades... except for mapping. With that being said though, I don't exactly have much to show as for experience, mostly due to none of it being properly released such as projects like VGC and MMWorld. Though I'd still love to help with this project in the form of weapons or general spritework.

164
Skins & Bots etc / Re: SSOmega11's skins
« on: November 22, 2015, 04:08:34 PM »
Weirdly enough I noticed I can see them on my laptop but they randomly vanish once I switch to mobile. I'd just start using imgur in the future. It's free and easy to use, as long as you put the direct link which starts with i. iirc.

165
I think you're missing the point here, this might just be me that thinks this, though I really can't see this copywep class getting into CSCC. Your class reminds me a lot of Gizmo actually, however there's a bit of a difference between your class and Gizmo. Gizmo's weapons were all unique, you could hear the name and immediately recognize it, the class had identity to it. Your class however, it's so uninspired. It's just a mish-mosh of things that have no business being together. That's the theme with your entire class, you just threw a bunch of things together with hopes of making a good class but your class just feels overpowered and cluttered at this point. You're so focused on little details like the colour, speed, and exact damage of your projectiles that you forgot the most important part of a class, cohesion. Nothing in your class fits together, it's like a puzzle that no matter how you turn it, you won't be able to solve it. To elaborate, you have a hover ability, though everything your class is suited with, doesn't fit well with the hover. It's like giving a boxer knee pads. You just threw in a hover ability just because though your class doesn't have good reason to have one. ColdFusion gets away with his hover thanks to his altfire actually gaining from it. ColdFusion's hover is a method to attacking from above for quick attacks that may be unexpected. From what I see though, you're class doesn't gain anything from the hover. I'm not saying it's a bad idea to have, but if you're going to throw in a hover, build a moveset based off of it. But I digress, continuing on, your stats. Your stats pretty much make you Mega Man except not Mega Man. Your class wouldn't feel different at all besides different weapons. It brings me back to the entire theme of your class, a mish-mosh of unoriginal ideas. One more thing that just rubs me the wrong way the most is the Random Weapon item. Before I here the whole defense, "It takes the full bar so it's balanced," it's not. That just encourages camping and it doesn't make the gameplay experience fun. Imagine playing Mega Man with an Eddie that regenerated based off of a bar. You'd obviously wait to get a few weapons before running into combat. I just personally wouldn't go the copywep route, that's just me though. It's difficult to make a good copywep class with their own identity without making them too overpowered. Anyway, that's the end of my rant, just keep these things in mind if you restart with your class.

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