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Messages - Megaman

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61
DECORATE and ACS Modifications / Re: Project Jitterskull
« on: November 22, 2010, 07:14:04 PM »
Yeah.  He does.  I guess technically, you could consider him a skin, but at the same time, he's kinda not.  Trying to go onto a server with Jitterskull will result in the server saying you need the same WADs.

62
DECORATE and ACS Modifications / Re: Project Jitterskull
« on: November 22, 2010, 07:09:07 PM »
Quote from: "Ivory"
1. Not sure about that one.
2. You'll need to take the sounds from GvH
3. Exactly what it was like in GvH. A direct chomp kills.
4. Exactly how he moved in GvH. short teleports forward and scales any height.

Thanks.  That's how he moves.  And alright. I'll leave that in then.  Also, I have the sounds imported from GvH, but his death is completely silenced still.

And Yellow Devil, he's not a skin per-say (Which is why I didn't post it in my skins topic).  Putting Jitterskull in the skins folder won't add him into the game like other skins.  You have to use the add file feature.

63
DECORATE and ACS Modifications / Project Jitterskull
« on: November 22, 2010, 06:45:21 PM »
I was considering posting this in the topic about GvH crossing over with 8-bit Deathmatch, but since that's about using the GvH WAD in 8-Bit Deathmach, I decided to make a new topic.  Basically, I decided to contribute to this cult (even though I've never played GvH.) by importing the Jitterskull into 8-bit Deathmach.  I've even taken the liberty of making him 8-bit using HyperShadowClone's original sprite and changing the colors a bit to allow Robot Master Weapons.
(click to show/hide)
(click to show/hide)
Unfortunately, I've run into a few problems as well.
[*]Whenever Jitterskull gets hit, his sprite reverts to Megaman's pain sprite. -FIXED
[*]There's no sound for when Jitterskull gets hit or for when he dies. -FIXED
[*]His bite is overpowered sometimes killing Robot Masters in one hit. -FIXED
[*]I'm unsure about this one, but Jitterskull moves jittery.  As the name suggests, I assume he's supposed to move like that, but I've never played Ghouls vs Humans. -No need to change.

EDIT: All the Ghouls are now done.
Sjas Version 1.5
Jitterskull Version 1.5
Creeper Version 1.5
Choke Version 1.5
Frostbite Version 1.5
Secret Class Version 1.5

If you don't want to download 6 files, you can download them all in one pk3 here.

EDIT:

A new version has been released!  Download Version 3 here!

64
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 21, 2010, 12:01:44 AM »
Quote from: "Korby"
I sense Atomic Chicken legs.

Well that was Brotoad's idea.  I asked for help and he said to use that.

65
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 20, 2010, 11:10:51 PM »
With Thanksgiving just around the corner,I figured I'd give you all something to be thankful for.  And what's thanksgiving without a Thanksgiving Turkey?

(click to show/hide)

66
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 14, 2010, 02:26:15 AM »
Actually, I've seen someone use it in an actual match, and it seems to work just fine.  Of course, he does tend to go through the ceiling, but the point of this skin is to see your opponent from a mile away making him an easy kill.

67
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 14, 2010, 02:23:10 AM »
Quote from: "Mr. X"
Mecha Dragon is way way too large.
Hence why it's a joke skin.

68
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 14, 2010, 02:20:49 AM »
Quote from: "Mr. X"
Mecha Dragon is way way too large.
Hence why it's a joke skin.

69
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 14, 2010, 02:16:47 AM »
Quote from: "Alucard"
2) That was only on the box art .-. His eyes were green in-game, if you look closely enough at the sprite.

Yep.  Totally green.

70
Maps / Re: FANMAP01
« on: November 13, 2010, 11:47:32 PM »
At first glance, I thought this was Needle Man's normal stage (instead of his Doc. Robot stage). But not that I look at it, I see Centaur Man's background.  But I digress, for I'm downloading this map.

71
Skins & Bots etc / Re: RainsLikeSnow Museum(Lightning Lord Fixed)
« on: November 13, 2010, 03:54:17 AM »
Sorry for being nit-picky, but maybe you could swap the blue and cyan?  I don't think it looks right like that, but maybe it's just me.

72
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 12, 2010, 04:35:19 AM »
Sorry if it's been so long, but school's really cutting into my time.  Anyway, here's Pulseman.

EDIT: Sorry.  It was a joke.  Actually, it's the Mecha Dragon from Megaman 2.
(click to show/hide)
Sorry to get your hopes up, but Pulseman will come soon.

73
Skins & Bots etc / Re: Megaman's Custom Skins
« on: November 10, 2010, 02:18:11 AM »
Quote from: "MLDKF"
With Wil's Launch Octopus, Mr. X's Megaman X,  and Megaman's Sting Chameleon, they should release a Megaman X bonus pack for skins.
Well, a Megaman ZX pack is in the works, so why not?

74
MM8BDM Discussion / Re: Race Mode in next MM8BDM Release
« on: November 10, 2010, 02:14:19 AM »
Quote from: "TrueTenguMan"
Quote from: "PressStart"
I'm sticking with shoot to kill mode for now!

Speaking of which... we need less Robonenza servers :D

I couldn't agree more.  Speaking of which, I think Roboenza itself should be a game mode.  That way I wouldn't need to constantly put on and take off the WAD each time. I would like Race mode to be done the same way.  Maybe even have some courses with laps.

75
MM8BDM Discussion / Re: Mega Man Soccer Game Mode
« on: November 07, 2010, 05:45:49 AM »
I'd like to see some crazy gimmiky Robot Master stages for this game mode, but still possible to do.  Like Quick Field having lasers for instance.

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