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Messages - TailsMK4

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46
Forum Games Archive / Re: Super Smash Mafia for 3DS- NIGHT 4
« on: October 23, 2014, 02:32:41 AM »
I approve of your resolution. Now, hopefully the game will resume without another incident...

47
Forum Games Archive / Re: Super Smash Mafia for 3DS- DAY 4
« on: October 23, 2014, 12:52:01 AM »
I've been watching this thread for a while now, though unfortunately it was after sign ups were finished. I do not like everyone just all of a sudden giving up on a game just because it's not going the way you wanted it to. Sure, I guess the mafia members could have posted some more, but that's still no excuse for this behavior. If you're going to just bail on a thread when it doesn't go your way, you shouldn't be participating in the first place. And you want to know why no one really participates? You people keep voting to abstain. A mafia member or two COULD have been killed by now if you guys did actual votes rather than just abstaining, hoping for a mistake by the mafia to go upon. I never even played mafia before, but even I know that you guys aren't really trying this time around. So what if you end up making a mistake by killing a townie? You could at least TRY to get something out of that. I am doing this on my own as I watch the events unfold and I had leads to go on myself, but since I wasn't playing, my votes were not going to count anyway. Don't commit to a game unless you know you can stick it out no matter what happens. This is what happened to various MM8BDM contests that failed a while back, too.

...My rant is over, if this is going to continue regardless, it's about time for the mafia to make their move again. At least THEY are being productive.

48
Well, it's been a while since my last post, so I think this can be made an exception to the double post rule...so, just a small update on what's been happening with the project. Pretty much everyone that wanted to help out has been pretty busy providing the new content for this project, myself included. While I'd love to mention anything major like new maps or new weapons, I'm not going to mention anything about them...just yet. Rather, the stuff behind the scenes that I'll be revealing throughout the life cycle of this project will just be the tip of the iceberg. So, I have a couple of pictures for you guys showcasing two new features to MMWorld, and one of these I had hinted at in an earlier post. Both of these new features take place on a still WIP remodel of the HUB map. So, hopefully this'll be enough to prove that the project really exists, and is alive and well.

(click to show/hide)

(click to show/hide)


There is no expected release date soon even if you ask me for one, as there is still a lot of work to do. A lot of the stuff that was needed in order to get started on the project is pretty much completed, though. What I do hope to show before the end of the year is some actual screenshots of maps in progress, but I cannot promise that. A tiny amount of weapon discussion might be in a future update, though. For now, this is what I am willing to show. This project is very much alive and I might say that an entire team accomplished a lot more than what I could have done on my own, so I'm very thankful for everyone on the team contributing in some way. Let's hope October continues to be a productive month!

49
Cutstuff Discussion and Feedback / Re: Departure from MM8BDM/Cutstuff
« on: October 12, 2014, 04:37:29 AM »
I'll admit, I don't really have anything to say personally since I think the only times I ever interacted with you was either regarding locking/unlocking my threads or the VERY RARE instance of seeing you in a server. I do understand why you've chosen to leave, though. You realize that although working with MM8BDM can be rewarding, you could be doing a whole lot more with your life. I imagine at some point I'll have to stop modding as well when I end up in my career. At least you can take away from MM8BDM the experience you got, and some of those skills, including the leadership you needed to display to keep MM8BDM going, can be applied in your future jobs as well. You will be missed from pretty much everyone on the forum, but your efforts here will not be forgotten. Good luck with your future, Ivory.

50
Zandronum 1.3 was just released a few hours ago, and there certainly seems to be talk about a database and an account system. I might talk to Jenova later, as I might be able to make use of these for future mods, especially for Mega Man World.

Link to the thread: http://zandronum.com/forum/showthread.php?tid=5318

51
MMSPSIN won't be supported at this moment, but the fact we got so many weapon ideas...maybe something will come out of this later. Anyway, just a little announcement that a team is being formed so work can be done by people other than myself as my focus shifts to mapping, the one thing this team really lacks...

Expect occasional updates to the first post, especially since I gathered all of the enemy sprites I could find on my computer, and as I eventually claim a map for myself to do (thinking Guts Man).

52
I want to avoid having to make another topic altogether just for this mod, but I guess I might have to if it becomes a problem searching for ideas previously suggested.

53
From the amount of work I heard that Max has done to MMXSP, I believe at this point it's too much work to try to implement those classes. I won't rule out perhaps making them compatible later, though. As for SIN, I'm probably going to rule that one out as well unless we get tons of weapon ideas for the other four classes. Like I'm doing with the hub map, though, I will be using SOME of SIN in the mod, just probably not the classes.

54
Quote from: "Rozark Kyouko"
...but I'm too busy being curious on if Megaman World is actually going to be finished or its just another pipe dream.


I'm assembling a team soon so that some work can get done, but I definitely do not blame you for the mindset you currently have on this, since projects like this have a high rate of failure, sadly. I think the first goal I've set is reasonable, considering aside from coding a few bosses, the only big things remaining are maps and weapons for Proto, Bass, and Roll. What I hope to accomplish in the next month or so is meeting any reasonable expectations veterans like you have for a new ambitious project. I'm even willing to attempt some mapping myself so this goal is met, since the project needs mappers badly. I'm already revising the hub map area anyway, so I might as well do some more mapping, since I've got others on the team that can also do coding.

55
Whew, actually quite a bit to answer now, but hey, I appreciate the support everyone! Getting MM1 finished to me is reasonable enough since really I just need help with maps and weapon design. MM2 and further on will be a different story, but better mentally to set a much easier goal first before the work really increases. Now for the individual responses:

Quote from: "TheDoc"
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!

Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.


Sure, go ahead if you want. Typically I model my bosses after the way Mike did his in MMSP. The RMs have their usual attacks from the games, but at the halfway mark (in MMWorld bosses may or may not need that much health reduced to use specials, depending on difficulty...), they use a much more effective attack, like Needle Man pulling off his twisting attack or Toad Man flooding the arena enough so he can perform surprise hops. So aside from modeling Spark Man's original behavior in the games, the only thing I require is that any bosses made need some kind of special attack to make sure bosses are a little more unpredictable.

Also, though my focus is MM1, if a combo of stages, enemies, bosses, and weapons from another game are finished, I'll include them in the next big update, so for example if Spark Man is all finished by the time MM1 is finished, I'll include Spark Man as a selectable stage/boss in the update (after all, Heat Man, Needle Man, and Toad Man will be selectable since they're done already). Either way, I'd like the enemies you did design at some point, unless you end up getting your motivation back and try to finish his stage, in which case I can wait until it's ready.


Quote from: "coolcat7022"
Okay, but could I do some weapon idea work? Specifically, coming up with weapons for some classes.

Rather I would encourage weapon ideas, since aside from the Mega Man class, I got no ideas for Proto Man, Bass, or Roll (and that list will grow even more if MMSPSIN and MMXSP should be supported...I'll let the community decide that). I do have people interested in weapon design at least, so really it comes down to finding mappers for the project.


Quote from: "TheDoc"
Quote from: "Lego"
Oh, and back up that camera bit.
The reason that they couldn't back it up before was because the camera was up against the wall.

Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.

EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:
1.) Take away all of the weapons not yet unlocked in the chapter.
2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?
3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.
You theoretically could combine Options 1 & 3, but that's not very canon is it?

The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.

Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.


1. I can just make that room a little larger so the camera can be pushed back that far.
2. I won't go into too many details just yet since I need to fully test the idea I received to see if it works out, but I'm trying an idea very similar to option 3. I might be able to code a way so that you can select your loadout the way Wily Wars did.
3. Damagefactors, yeah, that list is going to get huge, so I might do element damagefactors instead of listing every single weapon.

56
Quote from: "coolcat7022"
But, how will the different games be done? In a chapter system similar to core MM8BDM? With different sets of RMs all over the place? Or just with a unique mechanic?


In the future, you'll first need to beat each of the MM1 stages once, then beat the stage that gets unlocked when you do so, and when that stage gets cleared, you'll enable the option to take on the MM2 RMs by choosing "Next" on the screen. You will be able to revisit stages you've beat, and if you want all of the unlockables with the game, you'll want to do so. Clearing missions will unlock bonus content, such as the stage I just mentioned before, but you might get other things too...

57
Quote from: "Lego"
Quote from: "TailsMK4"
(click to show/hide)
Hi Light's Lab SIN.

I wouldn't recommend including that select screen unless it uses static screenshots...it tends to lag for most players [I never experienced this problem myself, but eh.]
Oh, and back up that camera bit.


Yeah, I decided to use your lab since I liked the additions you made to the hub. I never experienced the lag myself, but it might be best in the end to just grab some pictures of the maps and use them as textures.

58
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 22, 2014, 02:59:00 AM »
With enough support, my new Mega Man World project would fulfill all of that, and more, with new stages and basically more things to do as well. But...I need the support in order to make that happen.

59
Quote from: "coolcat7022"
OOOOOOOOOOO..... I have both MMSPSIN, and MMXSP... And you said this would be compatible with both, why there's a limit on selectable single player classes for this engine, I'll never understand, but I can dream.

Right now I'm only planning for the original classes in CMM's MMSP, but if there's enough interest to include MMSPSIN and/or MMXSP, then I would figure out a way to make the classes themselves able to work in Mega Man World.

60
Well, I guess it's time for me to unveil a new project in the works...and I'll start off with a screenshot:

(click to show/hide)

Introducing...the Mega Man World project! This is a full fledged project that aims to stay true to the original spirit of CMM's MMSP mod while adding some additional features...at the same time, any of the future content in this mod can be freely used by map and mod makers in their own projects! I will need quite a bit of help to make this a reality, but since this project is building off of the work I had finished for my enemy resource project, I'm more than halfway done (minus maps), to the first official release (once Mega Man 1 is finished)! Be sure to check the first post often, as the post will be updated when progress is made or OPEN projects are claimed. I hope people can offer some time to help out, because the more help I can get, the sooner this project can become a reality! I certainly would love to see this happen so that people wanting to make Coop/Invasion/whatever content have resources available to them, and those that played MMSP a lot even now would have new stages to explore!

In case any one wonders, yes, the hub area will be an edit of Lego's hub in MMSPSIN, but hours have been spent just to make that thing look the way it is atm. As for what Classes can be used by this, I haven't determined that yet, but if weapon makers are up for it, I hope to include compatibility for MMSPSIN and MMXSP classes as well (other classes not based on coop will NOT be supported).

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