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Messages - TailsMK4

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31
Anything Goes / Re: General Offtopic Discussion
« on: December 03, 2014, 11:48:20 PM »
I'm actually going for a Bachelor's in Computer Science, and so I'm finishing my "last Junior" semester this month.

32
Anything Goes / Re: General Offtopic Discussion
« on: December 03, 2014, 10:47:09 PM »
I still got next week before it's finals. My school is really weird about their weeks, but I do have Thursday and Friday off next week "for study time", so at least things are winding down. My Winter Break is only like 3 weeks before the Spring semester, though.

33
I discussed this with my team and I think I will attempt to revise some of the MM1 weapons for MMWorld (not going to budge on how Super Arm works unless another method besides being forced to place Guts Blocks all over the maps can be suggested). If people are fine with it, I may get some ideas from MBPX. I forgot that I wanted to edit the weapons to make sure people couldn't just tear through Big Eyes and other major enemies with weapons like the Thunder Beam anyway, so the suggestion to make the weapons more canon will be implemented in some way.

34
Quote from: "Perfectlylegit"
Now I'm really excited for when this comes out. Is there a specified release date?


I actually still cannot decide on a date yet, since it all depends on how quickly the maps get made (considering at this time Bomb Man is still unclaimed...). When the 8 RM maps are finished, then there's still the bonus stages to do, but since I'll probably make those a team effort, I might be able to come up with a reasonable release date by then. My team has also yet to finish Bass's and Roll's weapons, but I'll try to get that finished soon.

So I guess I'll just mention that my team decided to do some updates to Cut Man SP and about to look at the changes done to Heat Man SP. We probably will not touch Needle or Toad at this time, but then again, it's still a while before all of the MM1 maps are finished, so I could be wrong, but that's what the current planning is at this time. Until that time, all that I can really do is keep the hype with Coop going, and Max's MMXSP, despite it being a beta, is bringing tons of people back to playing Coop, so that's been really nice to see happen. I hope future updates to MMXSP would keep people coming back for more as well. I really want the interest in Cooperative mods to return, pretty much like how people had a lot of interest in MMSP back then to do their own work for it. MMWorld is probably going to be that interest boost needed to get projects going again, especially since a secondary purpose of the mod is that projects can be "built around" this mod, using whatever elements from the mod plus the team's own content to make their own projects. This WILL be released, it's just a matter of when we can finish the new content coming.

35
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 26, 2014, 06:32:44 AM »
One of the biggest glitches involves Stoneman and Blizzardman, in which they never leave their intro phase because the health bar never finishes filling. This script is the culprit:

Code: [Select]
script 7 (void) // Boss healthbar charge (same method as unkown bosses)
{
While(CheckActorInventory(1000,"BossHealthBar")<100)
{
AmbientSound("item/energyup",127);
   // This will have to change if you want more than 4 players
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int a=0; a<64; a++){ if(ClassifyActor(1000+a) & 34){GiveactorInventory(1000+a,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int b=0; b<64; b++){ if(ClassifyActor(1000+b) & 34){GiveactorInventory(1000+b,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int c=0; c<64; c++){ if(ClassifyActor(1000+c) & 34){GiveactorInventory(1000+c,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int d=0; d<64; d++){ if(ClassifyActor(1000+d) & 34){GiveactorInventory(1000+d,"BossHealthBar",4);}}
Delay(2);
}
Delay(20);
}

Now, for those that know coding, what makes the while loop terminate?

(click to show/hide)

Now, here's the big problem: the script relies on the first player being alive at the time the boss spawns. If the player is spectating or dead (or worse, not in the game), the script goes in an infinite loop. How can this be fixed? I have this fix myself in MMWorld, and I'll shorten the code free of charge as well:

Code: [Select]
script 7 (void) // Revised Boss Health Intro
{
for(int e=0; e<26; e++) // 4*25=100
{
    AmbientSound("item/energyup",127);
    for(int a=0; a<32; a++) // This fills the bar for all 32 players.
    {
        if(ClassifyActor(1000+a) & 34)
        {
            GiveactorInventory(1000+a,"BossHealthBar",4);
        }
    }
    Delay(2);
}
Delay(20);
}


This can work as well if you have a hate target or some kind of actor that is alive at the time the boss is spawned:

Code: [Select]
script 7 (void) // Revised Boss Health Intro with Actor Dependence instead
{
While(CheckActorInventory(?,"BossHealthBar")<100) // Replace ? with active actor that cannot die or be dead during the critical moment.
{
   AmbientSound("item/energyup",127);
   GiveactorInventory(?,"BossHealthBar",4); // Same as above actor.
   for(int a=0; a<32; a++)
   {
      if(ClassifyActor(1000+a) & 34)
      {
         GiveactorInventory(1000+a,"BossHealthBar",4);
      }
    }
    Delay(2);
Delay(20);
}


Ultimately, this could have been prevented if the code was tested online with at least two clients (that's how I do my testing, host a private server using the MM8BDM launcher). There's other things that can get fixed as well (such as the force spectating script not being needed from the start), but I won't mention them unless Max needs some help later on. When you do things for multiplayer, the stuff needs to work for more than one player at a time. It's very frustrating to deal with that fact, I know, but it must be done.

36
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 06:42:35 PM »
Quote from: "Isaac940"
Quote from: "TheDoc"
Quote from: "Isaac940"
Safety spoilers if someone doesn't want to know anything regarding capsule locations.
(click to show/hide)

37
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 04:02:48 AM »
Freeze Ray is great against the shielded Joes since it goes right through the shields. Water Pistol I'll admit I didn't use much aside from charging it up before going against a single enemy for some quick damage. Don't forget you can hop on the stones you shoot with the Stone Cannon as well.

38
Events / Re: The Real Super Power of Teamwork - 3v3 TLMS Tournament
« on: November 22, 2014, 01:19:12 AM »
Whew, this match went neck and neck...

Round 1 Pick (Mecha Breaker): MM6MRX
Results: MB 1-2 DESPAIR

Round 2 Pick (DESPAIR): MM7SHA
Results: MB 2-1 DESPAIR

Round 3 Pick (All): MM4COS
Results: MB 2-1 DESPAIR

Team Mecha Breaker won, but it was not an easy win as you could see. GG everyone, and I think I didn't do too bad myself, but it was all Smash/Gizmo for getting us the win.

39
Since I've been on this project, I've heard of so many attempts at Coop. People really wanted to do their own quest ever since the release of MMSP. The good news at this point is...I'm keeping my promise. It's just a matter of time and map work now, so for those that have attempted Coop in the past...your work will not be in vain. We're too far into MMWorld now for us to fail. So, after hearing about a Coop attempt by Glazty, Max ended up giving me the Oil Man SP map that was done a long time ago, and I just had the chance to play it. I think MMWorld will finally give the map the love it needed back then. So I am claiming Oil Man at this point so we will not need a new Oil Man map, and my rough estimate of map progress on Oil Man is...90%. It was that far along, so it's such a shame it's been sitting unused for such a long time. I mainly need to update the enemy placement and whatever adjustments the staff feels the map needs. So expect to hear news on both a couple of Proto Man's new weapons and also a brief stage overview of Oil Man's map. This was really a great find, so thank you Max and Glazty.

40
Events / Re: The Real Super Power of Teamwork - 3v3 TLMS Tournament
« on: November 17, 2014, 06:19:20 PM »
There isn't anything specific because we are not sure when the match can be held on Friday. We will, of course, keep you updated if we end up finding a good time for the match.

EDIT: Gizmo's post below is generally the time I'm available as well, as long as it's not 6-8 PM CST unless I mention I've already had dinner.

41
Events / Re: The Real Super Power of Teamwork - 3v3 TLMS Tournament
« on: November 10, 2014, 06:34:37 PM »
Kind of surprised (and also not) that this started early. I do have to make sure the matches don't interfere with my school work, but I will make attempts to try to be available. It's best for people to contact either Smash or Kage for Team Mecha Breakers, cause if they're available to fight, they will contact me to make sure everyone is good. The time I am available varies, but I will just say that trying to get a match around 6 or 7 PM CST probably isn't a good time for me since I have dinner around that time, but times before and afterward will probably work for me. I'll make this side note in my profile.

42
(Oh, it hasn't been a month since the last update...I guess this wasn't overdue, but still should keep everyone updated every now and then...)

I don't have anything to show this time, but regardless, progress still continues with Mega Man World, and I say that some of my choices on what people to have as part of the dev team have rather surprised me. Even when I have been either resting or working on college assignments, some other members of my group have been hard at work producing their own content. I think what I got yesterday from the dev chat was that Proto Man's MM1 weapons have been officially decided on, so next update I'll probably cover a new weapon or two for each class (minus Mega Man, of course, since everyone is familiar with his weapons). I won't cover ALL of the new weapons, though, since you guys will just have to find out what the new weapons are. The weapon demonstrations should help you guys figure out the new weapons, hopefully.

Next thing I want to mention is that all of the planned bosses for the MM1 chapter have been coded, and we will constantly be testing the bosses as the project continues on. This also includes the fortress bosses, and they are quite a challenge! Rather, progress on bosses have been so quick that our team is already developing extra bosses like the MM2 bosses. There will be some way that you'll get to battle them, but that shall remain a secret as well until people find out about it in the first release...

The last thing I want to discuss is map progress. I know I haven't updated the first post in a while, but here is how everything stands atm:

Cutman: Done by CMM in his MMSP project
Gutsman: Taken (Myself)
Iceman: Taken (Knux)
Bombman: OPEN
Fireman: Taken (Someone outside the team)
Elecman: Taken (Someone outside the team)
Timeman: Might be taken, not 100% sure
Oilman: OPEN
Fortress Stages: Not developed but not open at this time.

When more progress is done on maps, I will spend some updates highlighting a few details about each new map coming to the MMSP scene. Since Ice Man is the most developed new map at this point, the update after I talk about the new weapons will probably cover Ice Man first. I am still open to anyone wishing to help do maps for the project, as the maps themselves are really the ONLY reason this project isn't already out.

That's all for now, the future updates in this thread should resume with screenshots and information as content becomes official.

43
Events / Re: The Real Super Power of Teamwork - 3v3 TLMS Tournament
« on: November 05, 2014, 12:01:39 AM »
Suddenly, I appear, after not having been seen in competitions in a while...

In-Game Names: TailsMK4 or SuperTailsMK4
Team Mates: Smash/Gizmo, Kage
Team Name: Likely will come up with one soon.
Please specify which team member is Sonic, which is Knuckles, and which is Tails: I could be Tails or Knuckles if you want, having fast matches is NOT what I was known for. lol
Ways to Contact (please include all relevant usernames): Skype (thetetran), Cutstuff PM
Time Zone: CST
Location (some sense of latitude): Texas
General Times Available: Varies, best to contact me to arrange a time. Generally I'm UNavailable Mondays, Wednesdays, and Fridays until around 5 PM, and Tuesdays and Thursdays until 1 PM, then on Tuesday from 5 PM to 8 PM, Thursday add another hour at the end. Weekends I'm usually free, though.

EDIT: 6-7 PM CST will probably not work for me either every day except for Tuesday and Thursday since I will be eating dinner with my family most of the time. I'd prefer a decent amount of time in advance prior to the scheduled match so I know not to have anything else going on at the time.

44
Anything Goes / Re: General Offtopic Discussion
« on: October 29, 2014, 04:22:31 PM »
Really you can't. We all have our flaws, otherwise everything in life would have been perfect. Heck, mods here wouldn't even need beta-testers if what everyone did is perfect without any bugs, but all drivers would obey the law and be courteous, your boss would treat you like a friend (no offense to those who actually have a good relationship with their boss), and heck, everything you do in your life would be perfect. So yeah, I think I get my point across...

45
Rejected / Re: [Suggestion] Final Boss
« on: October 27, 2014, 06:00:38 PM »
DECORATE is more for class/weapon behavior, while ACS does more of what you were asking for. Either one takes a lot of studying and practicing, though.

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