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Messages - TailsMK4

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76
Projects & Creative / Re: why all teh dramas mang. why you dood dis.
« on: July 06, 2014, 05:05:52 AM »
This thread is just turning into unproductive arguments...so I'm not going to spend much time here, but one thing LD said made me really curious...


Quote from: "LordDamager"
Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness.


I'd like to know where you got the assumption that this mod was intended to be different from other SH mods. Rebirth was going away from the norm, not ++. Star said from the beginning her mod was aimed to be more of the typical kind of SH seen in the days of SilverSin and Balrog. R++ is simply a fusion of our projects, with the gameplay of ++ being mostly intact with a few Rebirth elements mixed in, namely in the form of ammo for some boss rages, Curly Brace's Nemesis rage, and the boss concepts of Morshu, Ra Thor Rebirth, and GutsManG, all of which whose concepts were going to be in Rebirth, but instead were refined by Star and used in the fused mod. Might I say that Star agreed to mostly keep the concepts of the three bosses intact? Also quite a few of my other suggestions along the way were implemented, so it's not like she wasn't listening. What about all of the bugfixing that occurred due to Celebi working its beta-test magic? Am I saying that Star isn't guilty of all of the things said about her? No, I'm not, but some of the claims are quite fraudulent, or at least far from the truth, at best.

That is all I wish to comment on, because some lies were spread about Star. Now can we please stop talking in this thread and just let it sit idle until Star's next announcement about any of her projects? Probably not going to happen, Otaku or LD will take more stabs in this thread...when will people learn when enough is enough?

77
Honestly surprised to see an update to this mod. The SIN update for some reason doesn't work on Best Ever, so I guess I'll give this a quick test to see if it works. Because of the fact this only has four classes, though, I know people will not be interested at this time...but that may hopefully change soon. It depends if people are willing to do some mapping, if they are already provided enemies to work with, which has been my focus for a while now.

EDIT: Enemies do not spawn normally except in Single Player. Even offline Cooperative doesn't have enemies, and I've tried this by selecting a stage in the HUB map first. Of course, enemies spawned from scripts still spawn (including the bosses), and I also noticed that the Hyper Cutters in Cut Man's stage also spawn normally. To be honest, though...I've had this problem the entire time I've tried to spawn enemies normally like other power-ups on the maps. I'm probably just going to suggest new map makers make enemies appear by script, unless there's some secret to the enemies appearing in Single Player as opposed to some other mode.

78
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 04, 2014, 03:04:57 AM »
Wow, thank you very much Geno for all of your help. I guess it's time to allow others to take the stage to show their work, eh?

79
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 04, 2014, 02:25:23 AM »
The reason it looks like the spikes are roundish is because it's the Front frame. I simply just recolored the GB sprites and added a black outline since the spikes were not black. Here's the enemy at a slight angle:

(click to show/hide)


However, I think I may just make the spikes look more like spikes for the Front frame as well. What I wasn't sure about was the color of the enemy, since I'm opting at this point not to go with the straight GB version of the sprite like 4MI did. I think at this point I'll do the sprites according to the artwork for now, and I'll see what the opinion is later. It's very easy for me to edit the sprites further if necessary. I can also try to resolve the "Cutting Box" issue that Geno pointed out earlier.

EDIT: I think I got all the feedback I needed. I'll be sticking with the color style from the art, but I also made the spikes look more like actual spikes on the Front frame. I also double checked the blue color to make sure the corners were rounded. Thanks for the input, guys.


While it comes to mind, does anyone know if the sound this enemy makes when it gets ready to attack has been ripped yet? I'm having to deal with playing King's alarm sound first and then the laser buster sound, and it's funny to hear, but it's the closest I can do with the sounds in the core, and it just isn't too fitting.

80
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 03, 2014, 11:11:30 PM »
Put together a quick image to show the difference. I don't know about you guys, but now that I look at it, I think the overall brightened look of the enemy is much better than the generally dark look to it.


81
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 03, 2014, 10:12:02 PM »
Been working on my Enemy and Boss Resource Pack quietly behind the scenes as usual, and I think I'll revive a little known Classic enemy from the grave. This will be part of the MM1/MMPU portion of my resource pack for future Coop/Invasion projects. So, if you really know Mega Man enemies, then you'll recognize this enemy:

(click to show/hide)


Here's the answer to this edition of "Who is that enemy?":

(click to show/hide)


Other than that, I actually have been working on the Robot Masters from MM1 and Powered-Up, though it will take some time still since I only just now got help with sprite rotations. I'm a little more than halfway done, though, with the RMs. As for what I will do to showcase my work, I think I may merge the enemies and bosses into Endless Mode, since I keep getting disappointed with the quality I put into that mod. We'll have to see what happens.

82
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: June 30, 2014, 10:51:35 PM »
It pretty much already has, though people don't rename the wads to show this.

83
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 28, 2014, 03:43:23 PM »
Quote from: "Dr. Crasger"
Quote from: "TailsMK4"
If you know how silly Unknown Robot Master's mechas can be, you'll understand what's going on here.

He was jumping, resisting the current, right?

Haven't played SH in a while.

A long while.


No, the Sniper Armor actually is stuck because the Met is under it. It won't move anymore unless the Met moves out from under it.

84
MM8BDM Discussion / Re: General Project Discussion
« on: June 28, 2014, 07:20:33 AM »
Guess this thread is here to stay. Anyway, my primary activity will still be in my Workshop thread, which can be found on the Projects forum, of course. I've been doing little bits here and there, but since I got some help with graphics, I may be on my way to finishing up the complete Mega Man 1 & Mega Man Powered-Up Enemy and Boss Resource. That means that all of the enemies and (most) of the bosses from Mega Man 1/Powered Up have been recreated in 3D, and can be added to future Coop/Invasion/whatever maps. I suppose I should write up a readme file on how to use the resources...

85
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 28, 2014, 07:16:25 AM »
Oh hey, haven't posted here in a while, but I couldn't resist taking a picture of this:

(click to show/hide)

If you know how silly Unknown Robot Master's mechas can be, you'll understand what's going on here.

86
Cutstuff Discussion and Feedback / Re: Question About Double-Posting
« on: June 13, 2014, 06:59:13 PM »
I avoid double posting when I can, so if I need to make an announcement and I was the last one to post in my topic, I actually copy and paste my last post into a new post, and add my new content to it. I delete the old post, and submit the new post containing both the old and new content.

87
Events / Re: Target Blaster Competition #3 - MMBKIN
« on: June 13, 2014, 06:56:59 PM »
I think a theme with bouncing weapons could make for an interesting competition (I haven't played this current one, probably should at least take a look at it), but I think a map with weapons like Ice Wall, Mega Ball, Gemini Laser, Hyper Bomb, Wild Coil, and Rolling Cutter could allow for some creative target placement. Maybe a map pack could eventually come out of this where players can be tested on the knowledge of their weapons in order to get targets.

88
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 12, 2014, 09:19:59 PM »
This is why we have something that doesn't occur often, but it has happened before, called Fan Expansions. People are making efforts to do their own campaigns, and I think that's best where things like X and Mighty No. 9 should be made at. I say this knowing there are some people out there that know how little success these expansions actually have, but that's due to the fault of people wanting more in exchange of doing less. We get at least the official updates because people on the staff actually know what they are doing and are putting forth the effort necessary to do their parts of the whole package. I do think that maybe perhaps we do demand too high quality of maps. I mean, sure, we don't want maps that looked half finished, but I think what is expected of people when making maps is perhaps discouraging some people from trying mapping. It certainly discouraged me, trying out a map only for the map to be completely scrapped later, after spending several hours on it. This is why coding is much more rewarding for me personally, since not only are you left to your imagination just like the "freedom" you have with map making, but you get the satisfaction you deserve when your code actually works as intended. Of course, the reason we don't have that many maps may also be due to people being lazy, but I think the bar is set a bit too high at first for new maps. Take what you will of this thought, but I thought I'd brainstorm a bit as to why Fan Expansions don't succeed, and one of the problems imo is a high bar set for maps.

89
Quite a few updates to talk about, so I'll start chronologically:

- I will actually be forced to take a break from playing the game for a little while after Monday. I am about to have another hernia surgery, though a small one this time. I will probably be out for a couple of weeks or so, but the pain I will feel after the surgery will make doing something active like MM8BDM likely unbearable, so I will be doing small things like working on current projects. I will still check Cutstuff and Skype messages and perhaps pop up in a server every now and then to chat.

- Either during or after the recovery, I will work on v1c of Roboenza Epidemic, changing the infects a bit so not only will you know what type of infect you are, but the infects themselves will feel a bit different. Most of them may get an alt-fire to help catch the slippery players, though the players themselves will also get boosted in some way in v1c. The balance at this time is still leaning heavily on infects. Unless something comes up or I get an idea worthy of a major update, v1c will probably be the last update for a little while, especially since Coop is slowly getting my attention back.

- Upon hearing of another Coop project in the works, I have decided to put the rest of the RMs from Mega Man 1/Mega Man Powered-Up on the back burner for the time being (still waiting on graphics...may end up doing them myself later), and my focus will be shifting to Mega Man 2, since I was requested to provide the enemies and bosses from that game for the project. Also, I got the ok from Mike to use his enemies, so officially the enemies (not bosses), from Mega Man 1/Powered-Up are complete, so once the bosses are finished, I shall put together that resource file for the first game. In the meantime, I have put together an image showing the enemies and bosses that have been completed, though at this time the image is still a WIP, since I have content from other games to put on it. For now my work will be going towards getting 2's enemies and bosses finished, while still seeing if I can get help on 1. So the thread for the next day or so will likely get some more updates as I find out what I need to get done for Mega Man 2.

90
MM8BDM Discussion / Re: SERVER READY, bweeooop | The Thread
« on: June 07, 2014, 03:59:13 PM »
I just don't think people will check this thread, especially since Doomseeker lists all current available servers. It is kind of hard when people usually just take a look at the first few servers instead of checking lower down the list. Anyway, my server has been up for a while, but I'll just list it again.

:: [BE] New York :: TMK4's Roboenza Epidemic ::

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