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Messages - ice

Pages: 1 ... 159 160 [161] 162 163 ... 166
2401
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: November 13, 2010, 08:19:56 AM »
idk, I think both tilesets look good, maby if you mix and match them (then again, it might remind me of X-mas with all the green and red)

2402
Skins & Bots etc / Re: List of Skins
« on: November 13, 2010, 08:15:06 AM »
edit: HOW THE HECK DID THIS GET HERE!?!?!

I must of accidently put a response to a PM here by mistake

2403
Skins & Bots etc / Re: List of Skins
« on: November 13, 2010, 08:10:53 AM »
:shock: wow, that wasnt there earlier (quick edits it)

2404
Skins & Bots etc / Re: List of Skins
« on: November 13, 2010, 06:38:50 AM »
I was sniffing around the shyguy kingdom and found these
http://tsgk.captainn.net/?p=sheetinfo&t=1078  anyone getting any ideas?

2405
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 12, 2010, 04:54:55 AM »
Quote from: "Wil"
hilariously, even original tilesets don't seem to exist for mm&b
I can rip the GBA textures out of the game, I'm using them, ones from this site http://www31.atwiki.jp/rockman8/pages/15.html , and existing sprites for mine, should I upload some tiles?

2406
Quote from: "ice"
gonna bug you guys about one more thing. for some reason the deathmatch start points dont work for some odd reason and aslo a really weird one, for some odd reason nothing respawns, if I grab a weapon energy, its gone forever, proto, bass, E and W tanks dont respawn either, and when I grabed flame mans weapon, it dissapeared. can someone please tell me what I am doing wrong?
still awaiting a answer

2407
Maps / Re: K-Wolfe's House 'O' Mods (Kyuubi Naruto Uzumaki Released!))
« on: November 11, 2010, 04:46:15 PM »
if we're going to make a MMracing mod, need anyone to help with stuff like spriting racers?

2408
MM8BDM Discussion / Re: Future bots' chats & taunts
« on: November 11, 2010, 07:26:53 AM »
megaman powered up

2409
MM8BDM Discussion / Re: MM8BDM Funnies
« on: November 11, 2010, 02:19:56 AM »
playing in quickman's stage with bots and watching them blindly run into lasers, (especially with zaney music in the background)

also back in the demo days apparently, I was a meme called "Ice fell too far" cause I had a really bad habit of not watching where I'm going when I back up and I fell to my death alot, then in some cases when its 5 or 6 on 1, I just jump over the side (only to spawn right in front of them 5 more times)

2410
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 11, 2010, 12:41:20 AM »
so we can finnaly make the weapons and take this project off hold, here's some powerups
I had to work from the MM&B powerup icons and the 8bit sprites

2411
gonna bug you guys about one more thing. for some reason the deathmatch start points dont work for some odd reason and aslo a really weird one, for some odd reason nothing respawns, if I grab a weapon energy, its gone forever, proto, bass, E and W tanks dont respawn either, and when I grabed flame mans weapon, it dissapeared. can someone please tell me what I am doing wrong?

2412
Mega Man Discussion / Re: Fan Stuff! (Art, Music, Sprites, Etc.)
« on: November 10, 2010, 05:33:32 PM »
I may of mentioned once that I was a experianced Blender 3D user, and well, I was on IMVU and noticed way too many megaman, megaman X, and zero outfits and 2 failed protoman helmets, so I decides to do a combo breaker and created these

also, its cut off by the sheild but the scarf blows in the wind

2413
MM8BDM Discussion / Re: Race Mode in next MM8BDM Release
« on: November 10, 2010, 05:07:01 PM »
and besides, imagin frostman racing.
although we could have the cars work like weapons, everyone will have different cars at random, like in lastman standing. and you can have stuff like the rush roadster with just a megabuster, quickman's sonic formula just shoots forward when you fire but takes a while to recharge, or the Skull Machine XX having a sheild on the back. and ofcorse make MMB&C minor cars or characters like 4 Roader (no weapons at all, just a normal racer thats slightly faster), Truck Joe(if I'm not mistaken, he droped crashbomb like weapons on the track), Yellow Devil (he just had the ability to shove others off the track)

...frostman on a 4 roader...wow

2414
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 10, 2010, 04:52:57 PM »
Quote from: "Mr. X"
That's odd considering about 2 thirds of the stage was indoors.
I admit I could extend the building back further, and maby add holes in the ceiling with ladders that you can climb to go to the upper area with more of a larger building feel (seeing as most of the building had ALOT of electronics , it would look weird fresh out of the forest, and maby incorperate some spikes somewhere)

I had alot of doubts about my map making capabilities, but you know, I'm feeling pretty good about this

2415
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: November 10, 2010, 06:04:31 AM »
Quote from: "Korby"
Hmm...That bottom part looks a little bland. Perhaps mess with the heights around there, similar, but nowhere near as drastic, as what was done in Stone Man's stage, or perhaps similar to Napalm's.

Also, 2.5D screenshots plox.
I would of added 3D pics but unfortunatly, I cant get the textures to showup in the test, I added all the textures and the music into the wad but none of them will regester (and besides, it looks horable right now with its current textures. Airman blocks for the sky and bombman walls for the building) but the hardman rock textures do look exactly like the ones on burnerman's

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