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Messages - Mendez

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91
Help & Editing / Re: GZDoom Builder is choking on MM8BDM-v5a.pk3
« on: September 11, 2016, 03:33:25 AM »
I talked to Lego about this, and this is what he suggested I do. Hopefully this helps:
[8/15/2016 7:17:01 PM] Russel: alright so under configurations in the GZDoom Builder folder
open GZDoom_DoomUDMF.cfg [or your custom config if you're using one] and find the structure that says thingtypes

at the end of that structure, before the closing brace, put:
include("Includes\\Skulltag_things.cfg", "doom");

then save this file into the "includes" folder: https://www.dropbox.com/s/zignapfygb07ng2/Skulltag_things.cfg?dl=0
[8/15/2016 7:17:11 PM] Russel: then reboot GZDoom builder

92
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 10, 2016, 07:48:24 AM »
How it works, essentially, is by instantly removing and adding invisible bridges to the top and bottom of the 3d floor, creating the illusion of solid blocks. Map spots are used to spawn the invisible blocks, and a sript run by the light bulb tells the map when to swap bridges in and out. So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running. This doesn't keep the player stuck and can be quickly rectified by shooting the light bulb a couple more times
Adding onto the list of bugs, it seems like rippers pass through the light bulb so quickly that sometimes the bulb doesn't change states. I don't know if we can perfectly remedy that, but I think someone like Jax can figure out a solution.
Edit 2: I take back what I said, I'm a dumbo who doesn't know anything about DECORATE. +DONTRIP is a life saver

93
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 10, 2016, 05:23:01 AM »
For today's update, we have another finished map, but this time it's from the FUSION collection. This is my rendition of MMRFFLA: Flare Man
(click to show/hide)

Magnet Dood has relinquished control of Circuit Man to the team. I've taken it upon myself to finish this map, and hope this video will convince you why


Hopefully we can get this map done and then turn our attention to Pulse Man. Regardless, we are over 75% done with the maps, so be on the lookout for a full set of maps by the end of September

94
Forum Games / Re: Rate the avatar of the user above you
« on: September 06, 2016, 06:46:52 AM »
Pretty generic and nothing really stands out about it, maybe removing the blue background would make it look a little more interesting. 6.6/10

95
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 31, 2016, 04:58:05 AM »
I've got another proof-of-concept for Flare Man this time, in case this expansion ever reaches that stage. All the textures and actors have been made, now it's just dependent on whether Max wants me to make it into a map or not.

Currently waiting on Smashbro and Dood to finish their contributions. Jake and I already finished our maps and are waiting on testing. If anyone wants to try making Flare Man themselves, just send me a message on Cutstuff or Skype.

96
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 29, 2016, 10:37:44 PM »
Finally "finished" Charade Man, here's some screenshots to show off the map:
(click to show/hide)
This version of the map is untested and likely to change before the final version

97
Forum Games / Re: Rate the avatar of the user above you
« on: August 27, 2016, 08:17:32 AM »
I kinda like the sprite approach, but the size of those NES sprites feels super inconsistent, and it doesn't mesh well with the higher-detailed counterparts. Either way, I give thisssss 8.2/10 it's nice on the eyes

98
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 26, 2016, 11:32:48 PM »
Max and I thought about how to make Charade Man interesting. Aside from invisble floors (which will be in the map), we decided to play with the idea of transforming platforms. Check out the youtube video below to see what I mean.

We plan to include the following platforms from the following stages:
    Shadow Platform (Shadow Man)
    Count Bomb (Blizzard Man)
    Plug Block (Plug Man)
    Magfly (Magnet Man)
    Plant Platform (Plant Man)
If there's any other platforms you'd be interested in seeing, let us know and we can probably include it by next week.

99
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 25, 2016, 07:23:40 PM »
Yo, can you sign me up for Charade Man? I don't think AMP 2 will get finished this year, but I'd like to be part of at least one finished project in 2016, if that's cool with you

100
Anything Goes / Re: General Offtopic Discussion
« on: August 23, 2016, 12:29:06 AM »
I asked this question to some folks on Skype and figured I'd ask the rest of Cutstuff this.
How do you deal with stress? I asked at first because I was on a massive tilt streak from League and the CTF compo, but realized that just lashing out with strikes to the wall wasn't getting me anywhere. So far, these seem to be the general responses I've received:
    Listening to music
    ASMR
    Walking outside
    Exercise
    Eating good food
    Watching stand-up comedians
    Watching relaxing streams
Today I was feeling bitter from a massive losing streak in CTF so I decided to exercise while listening to Noname's "telefone" mixtape. I honestly feel a lot better now, so I'd probably recommend that, but I wanna know what other people do when they get down and feel like the world is against them.

101
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 20, 2016, 01:08:57 AM »
I have this issue too, but I blame that more on League binges than anything else. I'd be fine meeting to play tomorrow at around 11 AM pacific, which is equal to 2 PM eastern and 7 PM British time. That way, everyone from NA and EU (and UK) can get together to play for at least a couple of hours.

102
Events / Brb violently punching the wall for ten hours
« on: August 17, 2016, 06:42:05 AM »
You know you messed up somewhere when it takes 9 minutes just for one person to score a point on your map.
Fucking shit, I really screwed the pooch with that gimmick. My bad, good luck to the rest of the competitors.

103
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 16, 2016, 06:41:24 AM »
Okay, so just like with High Tide, I decided to include a map-changing gimmick that you might find interesting. How it works is that there's a "base gravity controller" located near the front of each team's base. There will be two options: up arrows for high jumps (low gravity) or down arrows for low jumps (high gravity). Selecting either will transform the base accordingly, and you will have to wait 10 seconds before you can change the gravity again. Here's the controller I'm talking about:
(click to show/hide)
I'd like to thank everyone who decided to participate in this compo and wish them the best of luck!

104
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 16, 2016, 12:28:56 AM »
I don't see them, are you sure they're there? I think I might be booting up the wrong files, because when I look in the "Flags" drop down, I just see the four colored flags and nothing more.

105
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 14, 2016, 10:40:00 AM »
Hey, I just want to know if anyone else is going to be a part of the CTF competition because I'm already rushing to get a map done but I don't want to finish it if barely anyone else will take part in it. Here's what I have so far, expect it to be done by the deadline
(click to show/hide)

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