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Messages - DragoonEnRegalia

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16
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 15, 2010, 05:12:26 PM »
I don't know why he does that. It's really rather silly when it's right frickin' above you, and you're replying to a post.

17
MM8BDM Discussion / Re: Screenshots
« on: August 15, 2010, 05:07:52 PM »
Must be the swamps again. This does look promising, actually, and the grass cover is a neat idea.

18
MM8BDM Discussion / Re: SGC Demo feedback
« on: August 15, 2010, 05:07:01 PM »
The main issue with a great dueler like DogOLife is that he relies so much on Atomic Fire that you just have to use it yourself to get an instagib on him. Eventually the duel gets boring with prolonged use of said weapon, but he really does it to avoid getting trounced by his weaknesses, which are Magnet Missile and other special weapons like Gemini Laser, which he somehow has trouble dodging. The only solution is to keep dueling him to learn his pattern, and then become a tricky opponent yourself. Learning to change your weapons and your direction on the fly is crucial to dodging attacks and getting an advantage. Our matches usually start with Atomic Fire, but then move on to other weapons.

For those wondering, I've only lost to him once by forfeit, and every other time I beat him by the same odds: 5-4, 15-14, etc. He makes me proud to have this clan in good hands.

19
MM8BDM Discussion / Re: MM8BDM on Playfire
« on: August 15, 2010, 05:03:06 PM »
I have also started a clan page for the IRWC on the site, and I linked it to the main MM8BDM page. Feel free to join the site if you're a member.

20
MM8BDM Discussion / Re: IRWC | Insurgent Robots of Wily and Cossack |
« on: August 09, 2010, 02:35:56 AM »
Our temporary hang-out, for now, shall be Brandon's 24/7. Please stop by either there or on our forums if you wish to make an inquiry.

21
MM8BDM Discussion / Re: SGC Demo feedback
« on: August 08, 2010, 05:33:41 AM »
Rolling Cutter, on the contrary, is a killer when the opponent is near a wall, as in Cutman's stage. Ring Boomerang is a repel and strike weapon for me. Both weapons are my forte, though.

--I wish someone de-maked Rockman and Forte into 8-bit now.

22
Jumping and avoiding the blobs could be difficult if they're as fast as they are in the original game. They'd have to be slowed down a slight bit for it to work out, as I don't think we'd want to change the actual jump height or speed of our avatars.

23
MM8BDM Discussion / Re: Screenshots
« on: August 07, 2010, 09:55:12 PM »
Jizzed for a sec there. An excellent looking castle it is!

24
MM8BDM Discussion / Re: IRWC | Insurgent Robots of Wily and Cossack |
« on: August 06, 2010, 12:28:47 PM »
That is balls, man.

I generally only take whoever I have fragged with or against regularly on Brandon's or IRWC, and said player has to be damn kick-ass at what they do. So far, Bluebrawl, Tornadoman, and OrangeMario are the guys I got from Brandon's, and Blaze recently recruited Shinoda as well. We will also have training partners to help improve the skills of lesser players who need advice from the big ones (like me).

Blaze will be our resident mapper, while I'll handle video production. If FuPoo could help us on that front (cinematography), that would be fantastic.

25
MM8BDM Discussion / Re: IRWC | Insurgent Robots of Wily and Cossack |
« on: August 06, 2010, 11:52:26 AM »
Technically, me and Blaze are running the clan, but I do the bureaucratic work a lot of the time.

@PressStart: It would be great if you joined the clan, btw.

@Cutman: lol yeah.

@Namo: Suit yourself.

26
MM8BDM Discussion / IRWC | Insurgent Robots of Wily and Cossack |
« on: August 06, 2010, 05:23:12 AM »
The main thread is here: http://skulltag.net/forum/viewtopic.php?f=4&t=26331&sid=2945e2728f896f8db3dc76f1021133dc.

And the main forum is here: http://z7.invisionfree.com/Mega_Man_Fan_House/index.php?act=idx.

This is my clan for the MM8BDM mod, and I am gladly playing every day to find the best players who are on the currently-played servers, which are Brandon's and Nam's (unless it is down). Read the ST thread, and you can comment here.

Toodles.

27
Help & Editing / Re: Single Player/Coop mode maps?
« on: August 05, 2010, 02:16:48 AM »
You could definitely adjust the settings if that's what you're going for. It seems to be the case. I'll gladly support this effort in any way possible, so long as it does not conflict with my slave life over at school.

28
Help & Editing / Re: Single Player/Coop mode maps?
« on: August 02, 2010, 09:34:39 PM »
How exactly the maps should be built is another issue to attend to. The logical choice for those who wish to recreate MM 1-6 in game is to map the levels in a progressing fashion that completely replicates the levels featured in each game, but there would have to be some interpretation of the levels when making walls to prevent the player from falling off the sides of the map, as opposed to just falling into the pits.

So yeah. The maps would need walls/railing to prevent that potential nuisance.

29
MM8BDM Discussion / Re: CTF?
« on: August 01, 2010, 06:27:31 AM »
If we're talking about making a CTF map, then I'd like to see a Wily Stage that takes influences from each Wily Stage in MM 1-6 and then creates a new Wily Stage. The music would preferably be an 8-bit demake of this little ditty: http://www.youtube.com/watch?v=50D26uBQnrQ

Etc.

30
Skins & Bots etc / Re: Namo's Addons
« on: July 25, 2010, 06:20:42 PM »
Kite just finished Volnutt, so you can go and do Barrel and Roll. Banner would be interesting, but we only really know Joe.

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