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Messages - TailsMK4

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61
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: September 06, 2014, 05:20:06 PM »
Just wanted to say that I'm glad there's interest still in making new coop stages. Hopefully the interest will spike higher once my MM1/MMPU enemy pack gets finished. Been waiting on it since I was starting my first semester going for a Bachelor's in Computer Science, but I think it's about time for me to do one last push to get everything done. We'll see what happens. Regardless, I look forward to seeing what Stone Man's finished stage will look like.

62
Quote from: "Max"
Could the completed Napalm resources (eg. sprites and enemies) ever see public release? Just to be used by other people, of course.

I was thinking of asking this myself if I ever get around to doing MM5 enemies. That was quite far in the future, though, considering I'm only almost done with the MM1 enemies...

63
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 22, 2014, 05:22:59 AM »
(So I guess everyone kind of does their own template? This is going all over the place...)

Guess I'll update since I do need to mention something that will affect my time soon.

Name: TailsMK4
Skype: thetetran (don't expect me to know who you are unless you mention your Cutstuff name. I'm pretty selective who I choose on Skype)
Preferred Stock Skin(s): Geminiman, Gyroman, Bass (usually you only see me as Geminiman if I'm not using a Custom Skin)
Preferred Custom Skin(s): Tails (most), GutsManG (in LMSGames), Wario (usually only with a user with the same name), Sinistar
Favorite Game Mode(s): Roboenza, Saxton Hale, Mission Mode/Coop/Invasion, TLMS, CTF
Least Favorite Game Mode: Any kind of classes that isn't SH or Mission Mode Classes, don't care much for Mess's 8-Bit Smash mod either. For vanilla I avoid Terminator (getting one shot at full health by a Magnet Missile was all I needed to stop playing it).

Favorite Weapon(s): Thunder Beam, Ring Boomerang, Napalm Bomb, Scorch Wheel
Least Favorite Weapon: Magic Cards
Weapon(s) I'm Good With: I'm usually pretty good with any weapon, but my favorites I use whenever I can.
Weapon(s) I'm Bad Against: Oil Slider, Wave Burner

Favorite Upgrade: Laser Buster
Least Favorite Upgrade: Super Adaptor (why won't you work in midair sometimes? >_< )
Favorite Stock Map(s): If by what I play the most on, even with private testing, that's MMWTDW2, otherwise I have no favorite maps. I can pick maps which have some of my favorite music playing on them, though.
Least Favorite Stock Map(s): MM7BUR
Favorite Custom Map(s): You know, I probably played like 12-15 map packs, so I can't remember any maps I like.
Least Favorite Custom Map(s): Can't really say what maps are the worst, but some of Rozark's edits to his maps in v3.5b kind of lowered my overall opinion about his map pack (seriously, how can you even provide a warning of an earthquake about to happen in real life?).
Favorite Class: Megaman (Copywep/Default class), I guess sometimes I like being Roll or Auto in Saxton Hale too, and when I played Unholy (I don't anymore), the one class I always played as was Trickster.

Greatest Rival(s): I don't consider anyone a rival, and as far as I know, no one considers me a rival either, so how about we skip this?
Play Time: Varies, depends if anything I'm interested in is being played. Lately, nothing.
Reputation: Mainly known for my work in Saxton Hale and Roboenza, really. I will hopefully soon be known for reviving Coop. Oh, and I'm quite known for being anti-Classes, and anti-TKing in a certain twisted version of SH.
Custom Expansion Contributions: If 4MI ever gets finished, the Ring Ring Prop and some rips of graphics for Pharaoh Man 4MI map.
Current Projects: Roboenza Epidemic and my Coop Enemy Resource Pack (on hold until probably next month, see below)
Anything else?: Attending a university in a week to go for my Bachelor's degree in Computer Science. My playtime will likely be significantly limited. So I'm having only a little on my plate in case I end up not having a lot of time for hobbies.

64
Help & Editing / Re: Cannot start v4
« on: August 20, 2014, 05:36:35 PM »
It might be related to your display devices. When I messed around with my display devices after being able to resolve an issue I had with one of them, all of my games crash when a certain device is loaded, but when I disable that certain device, the game loads. If you have more than one display or graphic device on your computer, try disabling one at a time and see if the game plays then. If disabling that device doesn't work, reenable it and disable another device.

65
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 07, 2014, 04:54:19 PM »
Excuse the pun here, but if you really wanted to be evil, you could have placed Mirror Buster in a Hall of Mirrors area (for those that don't know the term, it's an area where there are missing textures on walls). Regardless, I'll definitely have to check this map out at some point.

66
Projects & Creative / Re: Stardust's Workshop
« on: July 29, 2014, 06:08:54 PM »
Wadseeker for me personally hasn't been working, so what I do is right-click and click on "Open URL in browser", and it'll take you to a blank page with download links to all files hosted on that server,

67
W.I.P Forum / Re: The Idea(s) Topic
« on: July 24, 2014, 05:57:40 PM »
So I've had the idea recently of perhaps doing a "Tower Defense" type game, and I do have a main concept working, but I am unsure exactly how this should be made to be fun and worth replaying. I successfully created two Mettaurs, except one Mettaur doesn't target you at all but other enemies (and thus tries to destroy the enemy Mettaur). I'm considering placing an energy source to your base that the enemy mechas want to destroy, and you must protect the source at all costs. As you destroy enemies and protect your base, you will earn screws which you can spend to either upgrade yourself (like having extra weapons or perhaps increasing your own stats), or to summon friendly mechas (that can be destroyed by the other mechas), that will help you destroy the invading mechas. What I'm unsure at this point is what else could be done to make the mod more memorable. So, I hope some brainstorming in this thread could give me some other options to work with. I would have posted this in my workshop, but I don't want to double post and my last post was a little while ago. I'm fairly confident that the ideas I accept are things I can actually make. This will be a Cooperative mod. I could have made this Team Deathmatch for having two bases oppose each other, but I don't have the slightest idea of how to make mechas only attack specific targets.

68
DECORATE and ACS Modifications / Re: [GAMEMODE] Mega Mini-games!
« on: July 24, 2014, 05:38:01 PM »
I'm fairly interested in this, but I think I will wait to see how this gets received on its official release before I volunteer my services as a developer. I've had a few mini-game ideas of my own, and I know how to make them, but I didn't have enough ideas to try to make my own mod. I'll be watching this thread.

69
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: July 19, 2014, 06:35:34 PM »
He just stands there doing his signature eyebrow-moving motion looking at you. Nothing else to him. Not one of his brightest ideas to taunt you like that, though having all three Genesis Unit members fight at once was a good idea on his part.

70
MM8BDM Discussion / Re: Destiny of mm8bdm?...
« on: July 17, 2014, 06:47:43 AM »
Quote from: "cybersavior"
Once all of the core series games have been done Megaman 1 through 10, it would be nice to go beyond Just Deathmatch, Capture the Flag and the other included modes
and include the graphics and actors for as many of the various enemies from many of the megaman levels and continue building upon that, perhaps at some point, bringing into the fold the work from the Mission mode mod, for a more expansive non tournament style single player (not replacing it mind you, just an added option)


You may want to keep track of my Workshop thread in the Projects forum, then. It's not gong to be official work by the MM8BDM team, but I am doing enemy development for Cooperative gameplay, recreating the various enemies and bosses from the games into MM8BDM. Once V1 of those resources come out, I'm sure it's just a matter of time before more Cooperative maps and projects start up.

71
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: July 17, 2014, 04:44:03 AM »
Quite a few things have changed since last update, so time to change the profile a bit.

In Game Name: TailsMK4
Favorite Game Mode: CTF, TLMS
Least Favorite Game Mode: Terminator, DM
Favorite Custom Mode (V4 only now): Mission Mode, Roboenza Epidemic, LMSGames
Least Favorite Custom Mode: Classes anything, Mess's 8-Bit Smash Mod
Favorite Weapon: Ring Boomerang, Thunder Beam, Napalm Bomb, Scorch Wheel
Least Favorite Weapon: Oil Slider, Magic Cards, Wave Burner
Preferred Stock Skin: Gemini Man, Gyro Man, Bass
Preferred Custom Skin: Tails, Sinistar, Wario, GutsManG
Favorite Stage: N/A
Least Favorite Stage: MM7BUR
Favorite Class: Doc Robot (Mission Mode SIN), [Default/Copywep] Megaman
Least Favorite Class: ...Anything that isn't in Mission Mode.
Greatest Rival: I don't know if there's anyone out there that considers me a rival, but I don't think about labeling anyone a rival.
Reputation: A few things, I'm starting to get people interested in Coop again, I think, and that I'm pretty much anti-Classes because of all of the mods that get mixed up with Classes.
Anything else?: I don't mind Classes TLMS or stuff like that, but no Classes SH or Classes Mission Mode. I think people that only develop that stuff are wasting their potential skills and time to make more original mods. Aside from that, I am almost entirely focused on Coop now, with maybe some Roboenza mixed in later.

72
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 04:32:45 PM »
Quote from: "Linnie"
I want to ask you for the code you used to make the Killer Bullets, because I can't find it anywhere in your wad. Their coding is odd, to say the least, and I'd like to look at it.


Found it in the Find the RM Mappack:

Code: [Select]
actor killerbullet 20018
{
obituary "%o was hit by a killer bullet."
  health 10
  radius 20
  height 60
  mass 9999
  speed 10
  scale 3.0
  painchance 255
  PainSound "misc/devilpain"
  Translation "192:192=4:4", "198:198=176:176"
  MONSTER
  +MISSILEMORE
  +SOLID
  +NOGRAVITY
  +NOBLOOD
States
{
Spawn:
KLRB D 0
KLRB D 1
KLRB D 0 A_JumpIf(floorz-z>0,"Spawn")
KLRB D 1 A_Look
Goto Spawn+3
See:
KLRB F 0 A_FaceTarget
KLRB AAABBBCCCBBB 1 A_Chase
KLRB AAABBBCCCBBB 1 A_Chase
KLRB AAABBBCCCBBB 1 A_Chase
KLRB AAABBBCCCBBB 1 A_Chase
KLRB BE 5
Goto Melee
Melee:
KLRB A 0 A_SpawnItem("MetoolAttack")
KLRB AAABBBCCCBBB 1 A_Wander
Goto See
Death:
KLRB FGH 3 A_Stop
KLRB B 0 A_Fall
KLRB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
KLRB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}


Since I've been coding a lot myself, I can tell just from the code that the enemy is going to act weird. It chases you (meh), attacks when you get close and then just wanders around helplessly for 12 frames (almost half a second), and the worst thing is that if you take this thing out too close to it, you WILL die. You would take 200 damage if you were right in its center when it exploded. From my personal experience, another problem this code has is that this will just focus on one target. Other players are free to get up close and attack it since it's focused on the first player it sees.

I know it's taking a while for my stuff to come out, but I don't want to release my stuff until the Mega Man 1 bosses are good and ready. I'm also working on a side project to demo the enemies I've recreated. When all of that is done, I will release the first version of my enemy resources...but it may not be until almost the end of summer when it does come out (the reason for that isn't my side project, but waiting for the rest of the boss graphics to get finished).

73
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1B Rele
« on: July 14, 2014, 07:22:32 AM »
Without a doubt, the maps are better. Still some things remain, though...

(click to show/hide)


So yeah, keep up the good work. It's tough to do maps like these with just the current resources. That'll end the day my Coop Enemy Resource Pack gets released (maybe the end of this summer, we'll see), along with some actual bosses to place in levels.

74
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps
« on: July 12, 2014, 06:46:02 AM »
Indeed, I'm the one coding enemies, and I actually do have a Bomb Man boss, but I lack a few sprites I need to make it complete. Anyway, I guess it was because I did not have the Find the RM mappack that I never saw any enemies in these maps, but really you should have included the coding for the bosses. I wasn't even aware until I saw this thread again that the bosses actually existed. So anyway, onto the maps. Linnie covered pretty much all I wanted to say, other than that the enemy placement is sometimes kind of evil on the Bomb Man map, like the Sniper Joe Defense Team there. I also wanted to say that the Bomb Man map is way too short. You need to probably triple the length of the map for it to be a decent size. Regarding the Giga Roll map, I will say that the map design was a little bit better, but as a WIP stage Giga Roll is a decent start.

(click to show/hide)


The Giga Roll map has some potential in it. If I am provided the necessary graphics needed for attacks and such, I actually can code a Giga Roll boss for you if you want. I'd really focus on increasing the quality of your maps first before you start asking for additional things. I'll let you use some of the enemies I made once I feel your maps are good enough quality that people will be interested in playing through them. I thank you for attempting to do some Coop maps, and hope you'll take our advice seriously to improve your maps. I'd really consider studying the MMSP maps, though, as people will definitely play and replay maps with quality near to that level. Good luck with your maps!

75
I'm not Star, but upon reading about the recent discussion regarding turning Dio into a secret boss...I was neutral about the idea until MrL started talking about why he should be a secret boss, and to be honest, I think I'm kind of sold on the idea. I think the mod's secret bosses should be Dio Flash (and this gives him a good excuse to get buffed a bit), Gamma's feet, and Akuma. It was interesting seeing Roll and NeoDS return, but it's been proven many times that neither concept was working out that well, and to be honest I get disappointed when Roll shows up after what seems to be like 30-50 battles or so before a secret boss appears. I think it's time to finally put Roll and NeoDS to rest, and make getting a secret boss actually exciting for once. Heck, people have actually suicided or spectated just before a boss is defeated that normally would count as a perfect, so perfects are not that easy to obtain. I think the current count of 5 is perfect at this time. At least it isn't 3 in a row.

That said, I don't think this mod is going to get updated for a while, but it's an interesting thought. I personally think it's worth experimenting with, but ultimately it's Star's call here since I'm not in development anymore.

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