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Messages - Hallan Parva

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5686
MM8BDM Discussion / Re: Mega Cool Story Bro!
« on: October 19, 2010, 09:14:05 PM »
Is there any chance of Duel, LMS, or Terminator being played on this server?

5687
Really dumb question.

I was wondering if Doom Builder 2 was portable; that is, it doesn't require any device drivers or anything to run.

Deathmatch is portable, I run it off my flash drive all the time!

I got DB2 to work, but I just need to know if it's possible to use it on a different computer or off a flash drive. If not, that's fine, but I won't be able to map as much as I would like.

Thanks in advance.

5688
Help & Editing / Re: Canon vs. Fanmade
« on: October 19, 2010, 08:36:59 PM »
Wow, greenlighted from Mike and Korby! I feel a bit better about this idea now. :mrgreen:

The stages are going to be loosely based on the plans I had for my fangame. For instance, Geyser Man's stage will mainly be in a sprawling pump works maze, and the floor of Tectonic Man's stage will slowly shift from side to side. Oh, and if the weapons can be successfully coded into Deathmatch, expect to use Tackle Shell to get to some pretty sweet things in Hermit Man's stage.
Maybe stuff like Sakugarne and Flash Stopper, WE NEED MORE FLASH STOPPER

Oh, and I'm going to be hiding Yashichis too. :p

5689
Help & Editing / Canon vs. Fanmade
« on: October 19, 2010, 08:24:28 PM »
I was going to get into the editing scene for Deathmatch. You know, we can never have too many CTF maps, am I right?  :mrgreen:

The thing is, I was going to make stages based on my Mega Man fangame, and I was going to ask for some help with coding their weapons.

HOWEVER
A lot of you don't seem to think that material that is not canon can be accepted. Hell, many of you hade fanmade SKINS that aren't canon. So why am I going to crank out maps if they aren't going to be used?

For grins, the list of weapons is below. I made descriptions based on how I think they would work in 3D.



(click to show/hide)

5690
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: October 19, 2010, 08:06:52 PM »
Quote from: "Korby"
...SmashBro, Megaman and Bass had 8 stages, 12 when Wily/King/Intro stages are added.
Astro Man and Tengu Man were rehashed into the game. You seem to think there are only 6 robot masters.

Not really. I know that there are "eight" RM stages, but since Astro and Tengu were from MM8, I never really counted them as RMs from MM&B.

Whatever, the point is that I think six RM stages plus the two bonuses would be fine. Just promise me that the museum stage won't have all those moles everywhere!

Oh, and Pirate Man needs his pirate ship DAMMIT

...
...
...

That will be all.

5691
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: October 19, 2010, 07:52:36 PM »
Quote from: "Yellow Devil"
EDIT: Going by the 9 maps in a game (8 masters, 1 fortress) Maybe we can have the 6 MM&B masters, two kings and the robot mueseum?
Not neccessarily...

Look at Mega Man 1. Only six Robot Masters. Instead of one bonus stage, we used two bonus stages (the two Wily Hideouts), and it seemed fine.

Now look at MM&B. Only six Robot Masters. I suggested we use two bonus stages (Robot Master Museum and King Stronghold), which would bring the number of maps to eight.

Mega Man 1: Six RMs, eight stages.
Mega Man & Bass: Six RMs, eight stages.

I don't see why we need two King stages, to be honest. Then there will be another stage that Mr. X can whine to us about its crappy layout. :p

5692
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: October 19, 2010, 05:49:38 PM »
Instead of two King maps, how about one King map and a map based off the Robot Master Museum?

Sorry, I just think that the museum was pretty badass. :p

5693
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: October 19, 2010, 05:37:02 PM »
Where does King change color at? So far, the only thing that looks like it changes is... his crotch. :lol:

5694
Mega Man Discussion / Re: Yellow Devil answers your questions!
« on: October 18, 2010, 07:39:13 PM »
Hey Yellow Devil. If there was a Touhou game with Robot Masters, would it be good?

5695
MM8BDM Discussion / Re: So, who are you online?
« on: October 18, 2010, 05:43:54 PM »
Actually Tengu, I was on that server with you and CopShowGuy on Thursday! I was "Dr Mikhail Sergeyvich Cossack" with the Enker skin.

After every match I would go "Russian Power FTW", lol

And I fragged CopShowGuy SO MANY TIMES

5696
MM8BDM Discussion / Re: Weapon "Tier List"
« on: October 18, 2010, 05:30:14 PM »
SILLY BOWSER
(click to show/hide)
Quote from: "Mr. X"
Quote from: "Mr. X"
Please, God, no, not the tier lists!  The last thing we need is pointless arguing on which weapons are on which tiers.
I warned you all!
HE WARNED US ALL

5697
Mega Man Discussion / Re: Mega Man: Insert Clever Title Here
« on: October 18, 2010, 02:47:22 PM »
Let's just answer both of you guys' questions at once.

First off, there WILL be voice acting. With all playable RMs, there's a very large emphasis on character interaction. And having boss dialogue in text... it just doesn't do justice to their unique personalities.

Pretty much anyone can try out and be a voice actor for any character; it's just a fan game, after all. However, I want Meteor Man to be voiced by Ian Shaggario (aka Shagg (aka "kuposan3" on YouTube)), or in the case that Shagg can't do it, someone that sounds a lot like him. Same thing for Dragon Man and RoahmMythril.

Because there is a large emphasis on voice acting, I don't think that an 8-bit style will work out. I picked up a really nice 8-bit engine from the YoYo Games forums and it has fantastic physics... but, honestly, do you guys think that having good, modern-age voice acting will match up with old-school, retro-style graphics?

I've actually been working out maps and layouts for the RM Stages. All weapons, items, and upgrades in the game have been planned, and I have basic layouts for the RM Stages. I can't really think of good puzzles for the Fortress Stages until the physics and engine are 100% done, but we'll cross that bridge when we get there.

The ideal perfect solution would be to have a 16-bit engine with MM&B physics (the MM7 physics felt too blocky in my opinion). However, 16-bit sprites are a pain in the ass to animate, and making a brand-new 16-bit RM from scratch...? It's nigh impossible to get something that actually looks GOOD. So, until I figure out what engine would be the best for the project, or (worst case scenario) realize that I may have to make a new engine from scratch, it's just a gigantic blueprint.

And now, for a little more information of the game. I'll confirm that Wily is not the final enemy of the game, as well that the Wire item from MM4 will hopefully be in the final game. Trust me, it will have a use! I promise the Wire won't suck!!

Any more questions or suggestions would be FANTASTIC. Keep 'em coming, guys!

5698
Mega Man Discussion / Re: Mega Man: Insert Clever Title Here
« on: October 15, 2010, 10:42:45 PM »
Wily's innocence? That would be a first. :p No spoilers for you!

Also, like in Powered Up, I'm planning on making every RM playable after beating them Buster Only, even the three secret Robot Masters! Mega Man, Proto Man, Bass, Roll, and Auto will also be playable. That means a LOT of boss dialogue, especially when you fight YOURSELF. Just imagine Meteor Man versus Meteor Man! It would be a nonstop fountain of references and internet memes! :lol:

Each character will have (at least) two weapons, and they can buy various things by collecting Bolts from enemies.

At Light Laboratory, you can buy support items like E-Tanks, W-Tanks, M-Tanks (YEAH YOU CAN BUY THOSE) and Eddie. Over at Cossack Citadel, you can buy infinite-use equip items like the Slide Adaptor, Energy Balancer, and Combo Breaker. And, if you collect 1337 bolts, you can purchase Auto for use as a playable character!

Auto is INSANELY overpowered. His standard shot is a punching attack that does absolutely massive damage at close range. Charge up Auto's attack, and he shoots a rocket launcher like in MM8's Rush Jet flying levels. The blast can destroy anything short of a Gamma Mini* in one shot, and the blast radius can go past shields to hit Snipers from behind! :shock:

*Gamma Mini: a very small version of Gamma that attacks by shooting a laser out of his chest. He can also try to step on you like a Big Eye. Gamma Mini is the game's "Big Eye impersonator" and usually resides just before a boss hallway.

5699
Mega Man Discussion / Re: Mega Man: Insert Clever Title Here
« on: October 15, 2010, 09:01:44 PM »
Both. :(

5700
Mega Man Discussion / Re: Mega Man: Insert Clever Title Here
« on: October 15, 2010, 08:47:38 PM »
STORYLINE ADDED

I actually don't have pictures yet. I know what I want the RMs to look like, but I fail at drawing and I'm pestering a friend to draw them for me. :p

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