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Messages - Trillster

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91
Skins & Bots etc / Trill's Voxel Props (v2)
« on: May 26, 2017, 08:36:16 PM »
Voxels count as skins right?

Trill's Voxel Props

So voxels are finally usable in Zandronum thanks to the recent 3.0 update. They're like a mix between models and sprites, but they have the benefit of being rendered in both Software and OpenGL. Along with this, much like models, they can loaded in the "skins" folder and can be used to replace sprites. Currently Core 8BDM uses these models for only platforms, so I decided to create voxels for smaller props that you can see outside of the fighting arena.

Screenshots
(click to show/hide)

Download Here!
Mirror Download

Quick Beam Add-on

Feel free to make suggestions about which props you want to see for future updates!

92
Closed / Re: [Sprites] New Swordman Skin
« on: April 01, 2017, 04:00:08 AM »
For those who aren't keeping up with the Discord's #core_feedback channel, a bunch of discussion occurred with the hopes of improving this sprite, and these are the two options we ended up coming to, with both of these options including different sword angles. The first one tries to focus on mostly blue and cyan while the second one adds in some white for his feet and antennas.

Normal Size
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4x Size
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Personally I'm not sure which of these four sprites should be used, but I would say that any of these versions are certainly better than the one that is posted there.

93
Projects & Creative / Re: Justified Classes v4a
« on: January 11, 2017, 11:19:11 PM »
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though).

You keep bringing this up as an example or comparison to this situation, but I don't think you're actually aware of how these work in core MM8BDM. So I'll help you out here and break the code down to show why this isn't a valid comparison.

Code: [Select]
actor MegaBallKicked
{
PROJECTILE
+HEXENBOUNCE
-NOGRAVITY
+FORCEXYBILLBOARD
+BOUNCEONACTORS
scale 2.5
height 16
radius 16
damage(30)
bouncecount 10
bouncefactor 0.9
wallbouncefactor 0.9
Gravity 0.50
speed 40
seesound "weapon/megaball"
damagetype "MegaBall"
Obituary "$OB_MEGABALL"

So meet Mega Ball, it's your standard run of the mill gravity affected bouncing projectile. You see, core MM8BDM has fail safes already put into play for the case of this projectile not dying on walls. Going down the list, there's set values and flags which dictate how the projectile act.

PROJECTILE - This gives you standard projectile flags, the whole go through rails and stuff.
+HEXENBOUNCE - This dictates the style of bouncing that this projectile undergoes.
+FORCEXYBILLBOARD - This is irrelevant for the point but this makes it so that it actually appears from the top, a ball shape.
+BOUNCEONACTORS - This gives Mega Ball its defining characteristic of bouncing off of players.
scale 2.5 - This simply just upscales the sprite to be player-sized.
height 16 - Sets the height of the projectile.
radius 16 - Sets the radius of the projectile, so half of a circle
damage(30) - Self-explanatory enough, makes it do 30 damage.
bouncecount 10 - This is where the fail safe comes in, this projectile will always stop after 10 bounces, meaning it doesn't go forever.
bouncefactor 0.9 - This says that every time Mega Ball bounces, it gets just a bit slower.
wallbouncefactor 0.9 - Same as above, except explicitly for walls.
Gravity 0.50 - This sets the gravity scale.
speed 40 - Simple enough again, just sets the speed to 40.
seesound "weapon/megaball" - This says that every time Mega Ball bounces, it'll play the sound "weapon/megaball."
damagetype "MegaBall" - This sets a special damagetype that hurt players will go into when hurt.
Obituary "$OB_MEGABALL" - Finally, this is just the message that plays whenever a player is killed by this weapon.

As you can see, there's plenty of checks put into all weapons of core to ensure this type of projectile immortality doesn't happen. JC however, had none of this. As many others have said, this wasn't just your simple projectile spam. A player could spectate and keep their projectiles out forever. This didn't just lag out servers, this murdered them. While a simple timer could fix this issue, it's not the best solution. The easier and much more efficient solution to this would just be having the projectiles actually disappear upon spectating. Several hotfixes were released to do this, but they haven't amended everything yet. For example, Galaxy Man still makes levels into nothingness as he flies through out of bounds areas. There's also just various examples of things feeling unpolished, such as Snake Man being forced to jump while using his alt or Aqua Man needing to jump just to use his geyser.

94
I'd also like to mention that you have Doc Robot blocked, but considering you banned him in the Copywep Bundle, he's not usable at all, even as a nemesis pick. So you could just replace him with another class that you wouldn't be particularly fond of playing.

95
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: November 10, 2016, 01:20:55 AM »
That's definitely alright with us, especially considering how difficult it seems Terror Man would be to make. I wish ya luck in trying to rotate his ridiculous amount of limbs. If you wouldn't mind, could you join the Discord server for the expansion as well? It'd just make it a lot easier to keep track of skin progress. Here's the link again if you need it, https://discord.gg/bCWw2GK

----------------------------------------------------------------------------

Speaking of skins, I've seen a few requests for it here and there, so now there's a Rock Force skin pack. Just for the sake of keeping it easy to update, it does not have Crypt Man and Plague Man's skins despite them being finished, but rather they will be added with the V2 release of the Rock Force expansion.

You can download it here.

If you're curious who all made the skins, here's a quick list of credits found in the file.

(click to show/hide)

96
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 07:13:07 PM »
The pointed shield looks fine to me, probably could move it closer to the center as GBT said, but that might end up making it slightly more different to block shots with. Though changing the shield's look does bring up a bit of an issue with the HUD, it becomes inconsistent. So with that, I quickly threw together these HUD sprites based off of an old HUD that OrangeMario made. These ones try to add a bit more of a point to the top of it, probably could be sharper though.
(click to show/hide)

97
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 22, 2016, 10:52:56 PM »
I think for that one it really depends on the source, in concept arts it's shown as round, just about any time it's being held by Proto Man it's shown as pointing, and when he throws it to Mega Man, it's round.

Concept Art:
(click to show/hide)
Held By Proto:
(click to show/hide)
Thrown To Mega:
(click to show/hide)

In this case I'd say it wouldn't be too out of place for the shield to be pointed considering the pickup does give you Proto Man's buster as well. So with that in mind, updated this comparison image to include the pointed edges.
(click to show/hide)

98
Closed / [Improved Sprites] Proto Shield Front
« on: October 22, 2016, 09:59:15 PM »
Something has always irked me about Proto Shield and I'm quite surprised that (from what I can see) it's never been brought up here. Looking at some official art of Proto Shield, you can see that the entirety of the shield has an outline.
(click to show/hide)
Simply enough, 8BDM's Proto Shield only has it on one side, easy fix by just mirroring it to the other side as below,
(click to show/hide)

EDIT :
Figured I would put the pointed shield update in the main post as well.
(click to show/hide)

99
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 18, 2016, 02:57:02 AM »
Finally got to fight against Kraven, here's the results.

Round 1:
(click to show/hide)

Round 2:
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Round 3:
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All aboard the Redemption Train, choo choo!

100
Closed / Re: [Suggestion] Difficulty modes
« on: October 16, 2016, 03:33:03 AM »
For easier difficulties I would mostly suggest giving bots less health, lower damage, and slow them down somehow. Currently bots are a bit finicky and they seem to ignore physics entirely, being able to swap directions instantly, so a slow-down would be good I feel. Then on the opposite of the spectrum for harder modes, you could implement more health, higher damage, and possibly a speed boost. I could see it getting a bit crazy with weapons like Scorch Wheel though, so you might need to accommodate for that weapon.

101
Closed / Re: [Suggestion] Treble Sentry variant for team modes.
« on: October 16, 2016, 03:29:46 AM »
You could just change Treble to a projectile with no collision that deals zero damage, and have him fire shots that have pin-point perfect "homing" for 1 tic. The shots would redirect themselves to a player but continue to move straight forward (as they have now lost their homing), which replicates Treble's current behavior of aiming at an enemy player and firing. Actually, because Treble is now a projectile that shoots more projectiles, he'd have the added bonus of not killing its owner or any allies (since you can't normally take damage from your own weapons, but a monster can damage you because it's a monster).

I'm pretty sure that this solution named here would work.

102
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 11, 2016, 07:57:54 PM »
You know I kinda find it weird how Justiceman only takes 2 damage from the shock gauntlet and not 4 or 5, considering its his weakness and you get it from the guy that threw him on a loop for the evil behavior he had after the intro stage. Just a suggestion tho lol

I think this was already answered on the Discord but I might as well just mention it here as well. This is pretty much just a balance thing, originally it did triple it's normal damage against players. As you can imagine, this was way too powerful. You could kill Justice Man in about eight shots, not even using half of the ammo bar. Because of this, the multiplier was lowered to double the damage and ammo pellets were given on the sides. Shock Gauntlet still is rather quick though so it has it's uses over the Mega Buster.

103
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 10, 2016, 10:42:48 PM »
Wow, that's definitely looking amazing. I'm pretty glad that campaign's getting an overhaul. Looks like I'll have to replay the entire campaign once v5b is out.

104
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 05, 2016, 01:34:10 AM »
Not gonna lie, I'm pretty amazed we got this much done in this short of a time. I'd say it felt like it all happened in the span of months, but it literally did happen in two months aha. I'd say this was one of my best experiences in 8BDM modding. It never really felt stressful or anything, it was just fun from finish to end. From MedalPls emotes in the Discord channel to joking around about Mike being a pit magnet, there were tons of jokes had during development. I'll be honest, I wasn't even expecting to get this medal either. I went into this expansion looking to help revive the scene and I got so much more. Everyone who contributed did a great job, Mendez and Jake pumping out maps, Dimpsy and FTX pumping out skins, and various other contributions made by people like Blaze and Raze.

Thanks to Sonicfam for practically co-leading the project. First person to sign up, allowed me to bounce a lot of ideas off, and responsible for your awesome boss fight. Keeping things going behind the scenes while other contributors made the maps and skins deserves special thanks.

Heh, you surely know how to make messing around with cameras sound exciting. It was great having you as a leader though so thanks. I do actually want to share a bit of the behind the scenes of the campaign boss. So if you were curious about just how many objects are on this small arena, here's a screenshot that should give you a general idea.
(click to show/hide)
So to end this off finally, I guess I'll just say this. I hate octics and moving cameras now aha. I definitely look forward to working again with all of you towards v2!


105
This seems like a fun idea, so I guess I'm ready to smash some teeth or probably just get my teeth smashed, either or.

In-Game Names : SanicTrillster
Times Available : EST ; mostly in the afternoons on weekdays and pretty much all day on the weekends.
Contact Info : Skype (sonicfam1102), Cutmail, Discord (I'm on the 8BDM Discord so just go bug me there)
Your 45 Banned Classes :
(click to show/hide)

Man, that's a long list to make, even with the full list in hand. Also I do think it'd be cool if this tournament had it's own music pack with each person getting a song in it.

EDIT : In case a music pack does get made, I figured I would add my theme.
(click to show/hide)

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