Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TailsMK4

Pages: 1 ... 5 6 [7] 8 9 ... 45
91
You need to set up a path link to your Zandronum file. There should be a category in the Configure section labeled Engines, and check the settings for Zandronum.

92
I actually have been trying to get his songs for a while now (since of course the both of us know a fan-game that uses this music), so now I can finally have them repeating in the background without constantly going back on Youtube, so thank you so much for this. Disappointed, though, that you didn't do the songs for MM9 and MM10 too. Some of his best songs were in that group (We Are The Robots would make a great duel theme, imo).

93
Projects & Creative / Re: TMK4's Workshop (Roboenza spreads again?)
« on: May 31, 2014, 11:19:22 PM »
*Reposted since Roboenza Epidemic is now V1*

Any help with maps would be great.

I have put my own twists into the Roboenza mod from CutmanMike, and with a quick testing session that occurred earlier, I have fixed some things up, and I think this is ready for the public for good now.

http://www.best-ever.org/download?file= ... micv1a.wad

Check the first post for all of the changes.

94
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 30, 2014, 03:47:05 AM »
In case anyone questions if I'm really doing work for Coop/Invasion or not..

(click to show/hide)

Oh yeah, I guess I should show this too...

(click to show/hide)

95
Hey guys, the enemies for the first game and Powered-Up are finished, though I do still need CutmanMike's permission to use the enemies he made...or I may have to reproduce said enemies, and I'd rather not do that. I do need help with boss graphics, though. I need jumping and intro sprites for Bomb, Guts, Ice, Fire, Time, and Oil, and some of these RMs also had sprites when performing their special attacks in Powered-Up, so if I got any help with these, that would be very helpful and would allow me to wrap up the first game (though updates to the enemies would come as reports come in). I want to finish the bosses for MM1/MMPU before I move on to enemies in 2. The first game is almost done!

96
I just watched the video posted earlier in the topic, and I must say that although I wasn't part of the so-called "Mega Man fanbase" that Clement refers to in his videos, it did open my eyes up to what was really going on. I guess part of the reason I haven't been paying attention to new games is because I don't have the money to buy new gaming consoles and portables, so I usually only heard things from the fan's perspective. The fact that I've been studying programming means that I'm having more of a view from a developer's perspective, so I understand somewhat the position Capcom is in. The fact that Capcom did sequels for games released 10-20 years ago means that Capcom is trying to not let any of their franchises get neglected, despite the fact not all of them sell well. This makes me feel optimistic that Capcom WILL make new Mega Man games in the future, but for now they're content with allowing Mega Man to get more exposure in the meantime, and THAT might actually drive up sales of the games more because more people will know about the games. Genius, Capcom, genius. So I'll be supporting both Mega Man and Mighty No. 9 for years to come. Heck, I wasn't happy myself when Sonic started his solo runs eventually since Sonic's gameplay doesn't appeal to me, but I still wish the series well since I've had good times with the series. I want Mega Man to continue to do well, but with the amount of games that Capcom has done with the series...I imagine Capcom had actually neglected some of their other series in order to do more Mega Man. I think I'm understanding now which side is actually right...

97
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 27, 2014, 09:38:35 PM »
I've only played a few matches of the new map, but the original map was very open and chaotic. If you were not on the buildings, then you were very likely a target for multiple people, and this comes from someone who enjoys Last Man Standing rather than Deathmatch. Having the new underground segment allows the battling to be split into several small battles rather than a few large ones mixed together. I have mixed feelings about the ladders that allow you to get on top of the area, as being up there allowed you to take a breather and perhaps wreck whatever havoc you can on the people below you. It is still possible to see people coming up the ladder after you, but basically the addition of the ladder removes the unfair advantage that people had on the old map. I still think the openness of the map could probably be a little less on top, but underground seems to be quite nice. Because I'm more of a Last Man Standing person, I don't have much to say about the weapon placement, so I'll leave that to others who play Deathmatch on a more regular basis than I do. If whenever Bot Apocalypse gets updated again, I thank you guys for the changes to the map, since the old map was a nightmare for the people opposite the bot team...

98
Rejected / Re: Level order in single-player campaign seems wrong
« on: May 26, 2014, 09:11:16 PM »
1. They shortened the chapters overall so that some chapters weren't so long (old Chapter 7 had 8 stages and 4 Wily stages to fight through, for example).
2. I don't see this as an issue myself, just as long as you get enough frags before the match is over.

99
Projects & Creative / Re: TMK4's Workshop (New Project Idea)
« on: May 26, 2014, 07:46:51 PM »
It did not even occur to me to check the skin list, as I had forgotten that originally I had a Shield Attacker skin as well (though I no longer do...I guess I removed it since I don't see people use it, like most of the skins I have). So that just reduces the MM1 enemy list to the Bombomb, which I think I'll take care of that one anyway. So that just leaves the bosses of MM1 and MMPU left before a game can be completely crossed off. So for now I will finish making the MM1/MMPU enemies and probably put them into a file that people can download for use in their projects and such. While I cannot test on my end if the enemies will spawn (even Mission Mode's regular enemies don't spawn for me offline if I go directly to their stage instead of going through the HUB map first, unless I spawn them via script), I will make it to where all that map makers need to do is just add the enemies to their maps. So on the first post I will have a place where the current progress of enemy/boss resource development will be mentioned, as well as eventually Dropbox links to resources that I have finished. So expect some changes to the first post of the topic soon.

100
Projects & Creative / Re: TMK4's Workshop (New Project Idea)
« on: May 26, 2014, 03:35:44 AM »
Lately I just cannot help myself...I just feel that recent development (and for me, personal success on enemy development), on Dood's Mission Mode has really made me crave more Coop/Invasion type mods, so I may attempt to get something started in addition to my work so far with Dood, despite the fact people may question my map design. I've been looking through my notes again regarding Mega Man 1 enemies, and we are just so close to completely finishing MM1/MMPU. I know I just said that a few posts ago, but my craving for more Cooperative mods against enemies and bosses from the Mega Man games just continues to grow the more I code. So, although I made a call a little while back for map makers to help out (and I still would greatly appreciate it if people did), but since another weak area of mine is sprite work, I've got some small favors to ask regarding graphics. A lot of enemies already have their graphics thanks to CutmanMike and Magnet/Star Dood, but a few enemies still remain. I need sprite rotations for the missing enemies, and for bosses, I'm mostly asking for jumping sprites and intro sprites (though I think when Time Man and Oil Man use their specials, those also have their own sprites). So, here's the list, and if anyone is willing to make some sprite rotations, let me know. Don't worry about enemy coding; I can take care of that.

Missing Enemies:

Bombomb (though I THINK I may just use the same sprite for all of its frames)
Crazy Cannon (getting this also would knock off an enemy in the MM2 list in the future)
Shield Attacker (almost would do this except I'm not sure what the back of the shield would look like)

I did actually have a few others on this list, but I discovered animations for them in the core, so I'll use those.


Missing Bosses:

Bomb Man (he actually is finished coding-wise, but otherwise I am missing jumping and intro graphics for all bosses on this list)
Guts Man (he was partially started coding-wise)
Ice Man
Fire Man
Time Man
Oil Man


I do not have plans at this time to add fortress bosses. If this goes well enough I'll make a list for MM2, though I know that one will be quite large. But hey, all that will remain is weapons and actually making the maps for the RMs. As for me, I may do like an Invasion-type series or else do an enemy/boss rush once the MM1 stuff is finished. I hope people can volunteer some time to do some graphics, as that would help me GREATLY.

101
MM8BDM Discussion / Re: Hosting MM8BDM V4 UTC-8:00 (4 PM PDT/7 EDT)
« on: May 25, 2014, 09:41:48 PM »
Depends, what mode do you plan to host? There's quite a bit of vanilla already, but with the return of Classes mods, you might not get too many people.

102
MM8BDM Discussion / Re: Idea: 5-Team Support?
« on: May 25, 2014, 04:31:19 PM »
Quote from: "Ceridran"
Does Zandronum itself even support more than 4 teams?

From the research I did, no. I figure this team limit in Zandronum was going to get mentioned at some point. If it does somehow support more than four teams, I've yet to see an example.

103
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: May 25, 2014, 06:56:31 AM »
Not much in terms of updates regarding V4 itself, but other things that happened before and after V4.

In Game Name: TailsMK4
Favorite Game Mode: CTF, TLMS
Least Favorite Game Mode: Terminator, DM
Favorite Custom Mode: Mission Mode, Bot Apocalypse, Saxton Hale, Rage Roboenza
Least Favorite Custom Mode: Pretty much all Classes except for Unholy, 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, Trickster (Unholy)
Least Favorite Class: ...Anything that isn't in Mission Mode or Unholy.
Favorite Boss: Tomahawk Talbain (R++), Cave Johnson (R++), Soviet Union Igniter (Unholy)
Least Favorite Boss: ??? (Unholy), Shin Megaman (Unholy), Mudkip (R++)
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: People are starting to come to me about ACS questions and such. Otherwise I'm pretty much known for being Anti-Classes.
Anything else?: Making bosses for SH was ok...but I really enjoy making enemies and bosses for Mission Mode. Expect a lot of Mission Mode-related stuff to come this summer.

104
Projects & Creative / Re: TMK4's Workshop (New Project Idea)
« on: May 22, 2014, 04:25:59 PM »
As far as I know, Zandronum doesn't support lua scripting, but you might be good with ACS, since it mostly is basic programming. As far as your desire to see SAR, the closest you got so far is the Ra Thor Rebirth boss in Saxton Hale R++, since his attacks are directly based off of Ra Thor in SAR (Rebirth meaning that his movements originally were in my version of SH that I was making until Stardust and I joined forces).

105
Projects & Creative / Re: TMK4's Workshop (New Project Idea)
« on: May 21, 2014, 04:43:38 AM »
So while I was still in the mood for enemy development, I figured that I would take a look at all of the enemies from Mega Man 1 (and also Powered-Up), and see what enemies haven't been made yet. For stage enemies, there actually aren't that many left (including Powered-Up, I counted 7 enemies, which two are from different games, Crazy Cannon and Shield Attacker). I figure as a side project to Dood's Mission Mode that I would go ahead and finish designing enemies from Mega Man 1 (I got to design another enemy anyway for RM #1 in Dood's Mission Mode). Bosses will take a little longer, especially since I don't have their intro graphics, but I may consider coding all of the other 6 Robot Masters as well (Mike did Cut Man, and I DID technically finish Bomb Man, though he's missing graphics). So coming this summer will be all enemy resources for the first game for those thinking about tackling a stage from the first game for Mission Mode or other projects. At least regular enemies have somewhat easy behavior to mimic in 3D. So, if this interests anyone, I'll keep a list on the first post regarding my current progress on enemies from the first game (and maybe from other games later). As I said before, I'd love to see more COOP/Invasion stages made. Getting enemy and boss behavior out of the way leaves only map design and possibly weapon design to make a full stage, so that might help.

Pages: 1 ... 5 6 [7] 8 9 ... 45