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Messages - Joseph Collins

Pages: 1 2 3 [4] 5 6 ... 34
46
Skins & Bots etc / Re: Official Request Thread
« on: September 14, 2013, 07:27:05 PM »
You know what I just realized?

Vectorman.

if Vector(the Crodocile)man didn't have a rapid-fire weapon of some kind in the comics, I'm going to be very disappointed.

47
Skins & Bots etc / Re: Official Request Thread
« on: September 10, 2013, 08:01:43 PM »
Quote from: "Fawful117"
Here's ONE sprite sheet I made:

(click to show/hide)
Okay, I have to admit, that's pretty funny and clever!  He works just like he does in the actual games, aside from having a normal hitbox!  Heh heh.

48
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 10, 2013, 07:57:16 PM »
You're totally going to get rid of the fake playerclass change bug too, aren't you?  *sobs*  No more blue-dress Roll with a revolver or or Doc Robot with a heal gun for me.  TxT

For those who aren't aware, the bug doesn't actually give you extra weapons or anything.  It just makes you look like another class while staying as your original one.  So for example, you could be Bass but look like Duo with funny colors, or play as Protoman, but look like Roll with a shield to other players.  Again, you're limited to your original class weapons, but you look like a different class.
It's also worth mentioning that this bug only works in online modes.  It won't trigger in Single Player or Offline Skirmish modes for whatever reason. (Probably the same reason you can't change your class and keep progress in the same game modes.)

49
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 09, 2013, 09:05:23 PM »
That reminds me of a fun thing you can do with DM Flags.

Unlike the vanilla Mega Buster and other unlimited ammo weapons, the Single Player weapons are not coded to vanish when dropped.

Enable "players drop weapons when killed" on your server and bam.  Suddenly, Fakeman is running around with Restore Flush (if he picks it up) and Roll has a her brother's charge shot.  It's basically the same thing as the "fake playerclass" glitch, except you can access both class' weapons.  And of course, people need to die for it to happen.  Could be useful in the maps, though.  Like, for example, if Roll dies while healing someone, someone else can grab her heal gun and pick up the slack~

The downside?  This only lasts until you die.  Gives you some real incentive not to, though, eh?

50
Maps / Re: GBT's Maps - BBB&B-v1b
« on: September 08, 2013, 10:05:13 AM »
Hey.  Sorry to bump this, but I have something important to say.

Your current music loops suck.  They're not efficiently compressed and they don't loop correctly.
But it's okay.  Because I fixed them for you. (I also made them the usual -6 dB volume while I was at it.)

The map itself is pretty great, though.  Much better than the old "Hotel Megaman" map from a while back.  Keep up the good work!

51
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 05, 2013, 06:10:35 AM »
Oh, hey, that reminds me...  Has anyone mentioned the hitbox problems with certain projectiles, yet?  For example, Fakeman cannot shoot his Fake Revolver while pressed up against a wall to the right.  A fully-charged Mega Buster shot also bumps into walls far worse than it should, making it extremely difficult to hit things a distance away.  Roll's Healing Gun also seems extremely fickle about actually working correctly, but that could be due to pings as much as anything else. (I should probably test this on a LAN server...)

I'm sure there's other things, but that's all I can think of right off-hand.

Also, I know I've been posting all negative stuff in this thread, but I just want to say, this game mode is absolutely brilliant!  I love the mode overall!  It's a lot of fun solo or online.  Though I wish there were a way to change classes in Single Player or Offline Skirmish mode without completely destroying your previous character's progress. (I usually just run a LAN server if I want to complete the whole set, but you can't save the game there...)

52
Skins & Bots etc / Re: Official Request Thread
« on: September 04, 2013, 02:59:28 PM »
Actually, tsu has a good point.  I completely forgot that Skulltag had a hard limit of, like, 200 skins or so?  I don't know what Zandronum's limit is, but I can't imagine they'd have changed it without a good reason...

53
Skins & Bots etc / Re: Official Request Thread
« on: September 04, 2013, 05:40:41 AM »
I have another request.  This one should be considerably easier to do, yet a whole lot more work might be involved.

Simply put, I want a skin pack of titanic proportions.  The latest version of every skin to this day, all in one big skin pack.  They don't have to be organized in separate ZIPs by type (original series, other series, fan creations, etc.), but that would be great if they were.  I'm just basically tired of seeing a million Megamen (or Anonymen) running around in classes servers all the time.  It's really frustrating to me, for some reason...

I don't expect this to actually happen, of course.  But I just thought I'd throw it out there anyway.

54
Skins & Bots etc / Re: Official Request Thread
« on: September 04, 2013, 12:36:57 AM »
Quote from: "Jdude330"
I need to bump again.
for important reasons
(click to show/hide)
i need a creeper skin.
i beg. plz
note: quote from galaxysergio.
pm if done
I did a Steve? skin a while back.  I'm genuinely surprised no one's done a Creeper skin by now.  As easy as the Steve? skin was, a Creeper skin would be a cakewalk!

55
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 04, 2013, 12:34:46 AM »
Quote from: "Superjustinbros"
I feel as if I should point out Heat Man's stage, while still possible (as I've beaten it numerous times) it's still got a few things that gripe me.
(click to show/hide)
See that bridge (marked red on the minimap)? When you initially raise the lava after lowering it, the bridge becomes submerged under the lava, stranding any player unfortunate enough to be in the yellow sections of the map. Sure on standard Survival it's tolerable since you have an infinite number of lives, but on Survival Co-Op (a recent trend in the MM8BDM netgaming community ATM), it's jarring.

Spring Heads are everywhere in the map, making it difficult for players without a Master Weapon to pass without taking a hit, given the speed of the Spring Heads.
All of this.  Except the thing about the Spring Heads.  It's not so much that there's so many of them.  It's that they're placed in extremely inconvenient and sometimes unavoidable areas.  Like after the tube with the Sniper Joe and the switch island directly after that.  Unless you're extremely careful and paranoid (or just plain lucky), there's no real good way to avoid those things.

The thing about the second switch is entirely accurate, though.  I've only been stranded once, but once was more than enough times for me.

56
Anything Goes / Re: General Offtopic Discussion
« on: September 03, 2013, 02:14:31 AM »
Quote from: "Laggy Blazko"
Zandronum 1.2 is out kbye
http://zandronum.com/forum/showthread.php?tid=3355
Quote from: "Ceridran"
I'd rather nobody switch to it yet unless they're switching inbetween both versions. I believe we aren't switching to the new version of Zandronum until a new update comes out for MM8BDM.
Quote from: "*Alice"
Well, I doubt Best-Ever will keep using 1.1.1 ... so we will have to once again switch around between versions, depending on the server, sadly.
Welp.  v1.2 is what "Best-Ever" is running for all Zandronum servers right now... but that doesn't seem to be stopping people from playing there in the slightest.  25/32 spots are filled on the "Rebalanced Class Saxton hale with Map Packs" server, for example.

Myself?  I guess I'll have to find something else to occupy my nights until the next version of Mega Man 8-Bit Deathmatch comes out, since I don't believe in forcefully updating things beyond their "official release".  Not since the last time I tried to manually the Java files for Minecraft, anyway, and ended up having sticky keys and a jump button that didn't work. (I'm sure that wouldn't happen here, but still.)

57
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 02, 2013, 12:06:43 AM »
I have to admit, it would be pretty funny, running around as an odd-looking metallic Dr. Wily.  Heh heh.

58
Skins & Bots etc / Re: Official Request Thread
« on: September 01, 2013, 02:00:06 AM »
So... this just happened.

I think you know what to do, ladies and gentlemen.  :>

Edit: I just realized how many different ways what I said could be taken.  XD  I mean, in this case, it might be fun to make skins of Beck and Call.  Heh heh.

59
But that would be rude!  And I'm not big on rudeness, so thank you for uploading that somewhere!  ^_^

60
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: August 31, 2013, 09:54:05 AM »
So...  How about some class skins?  I, for one, would like being able to play as helmetless Megaman or Protoman, or Classic or (Classic) Mobile Roll, for example.  Mega, Proto, Bass, Roll, and even Duo all have extra skins available to them in the vanilla game, so why not enable them in the mod come next version? (I'm not entirely sure what could be done with Darkman, Doc Robot, or Fakeman, but I'm sure something clever could be.)

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