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Messages - tsukiyomaru0

Pages: 1 ... 6 7 [8] 9 10 ... 149
106
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 06, 2014, 11:17:55 PM »
Tried making the Shining Laser beam more accurate to the MML design... Didn't work well...
(click to show/hide)
(click to show/hide)

107
W.I.P Forum / Re: The Idea(s) Topic
« on: June 05, 2014, 06:29:27 PM »
maybe stupid, but we could use a "MM8BDM Director's Cut", which would include content that could have been added to core but wasn't, such as Boss-only weapons being a rare drop from Party Balls or Eddie, Rockman World IV "4th Buster", Weapon Menu System (Someone is working on this, I see), and Arcade Weapons (Arcade-styled Super Arm, Centaur Arrow and others).

108
W.I.P Forum / Re: The Idea(s) Topic
« on: June 03, 2014, 05:34:14 PM »
Quote from: "Perfectlylegit"
I was thinking of making a sorta NES mod, where I take the hero from different NES games (Samus, Mario, so on and so forth) and make classes out of them. I had started working on it so I had somewhere to start, but a fatal crash corrupted my work. All 2 months of it. But I suppose I should ask; do you guys think this would be a good idea? I'm gonna need a team and a bit of a coding tutor for the more complex weapons and such.
If you need Contra and Super C weaponry, got it done already.

109
DECORATE and ACS Modifications / Re: [REQUEST] AK47
« on: June 01, 2014, 11:38:15 PM »
Talk to Laggy Blazko. His CSCC class is literally a CoD soldier.

110
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 01, 2014, 05:26:59 PM »
I'm seeing happy meals in that map, Ivory O_O

111
Just... EVERY sprite found in the Contra 1 Remake for iOS, Contra Evolution. This was a huge hell to rip.
http://www.mediafire.com/download/ze27g ... PRITES.rar

112
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 29, 2014, 07:55:59 PM »
Quote from: "-FiniteZero-"
Perhaps it could just change the floor texture instead of having that massive lagging flame? (something like Flame Man, I mean)
About that idea... Wasn't there a map in CSCM that had rising damaging lava layer?

113
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 29, 2014, 06:34:00 PM »
Quote from: "Ivory"
Mike actually made a new Air Man that made use of 3D Floors, but the map was unplayable in software mode and was scrapped for a later version/indefinitely.
Is it more unplayable than Burnerman? I mean: I'm forced on Software Mode until ZDN2.0, and Burnerman map slows the game to a crawl.

114
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 29, 2014, 02:43:27 AM »
Quote from: "Jakeinator"
First things first; In the Air Man map, the little 32 width areas really need to go, they just cause people to camp and non dm matches to just drag out unnecessarily.

To the conversation at hand, the caves are a nice touch and add some variaty to the map, but it's seemingly the maps focus now because people want to use copy vision and ice wall to their advantage in the smaller space. however completely removing them shouldn't be the way to go in my eyes. Maybe have them as a means too connect two bunkers, but not have a connecting way in the middle, to keep people from crowding in there

I wish we had a newer Airman map, honestly... Not that this one is bad, but perhaps we could have those red oni head things (name which I forgot) as a 3D floor with drills that may poke up slowly from the side of its head, so people standing there will need to mind when not to jump from the horn.

115
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 28, 2014, 08:06:24 PM »
Quote from: "Blutorus"
Hm...if you think you'd like to remove the caves, perhaps add a few hollowed towers that stretch up to the sky limit, or something? Perhaps this would be a good excuse to throw in Item-3 to get to the top like in the original Mega Man 2?
I feel this is missing too. The left and right sides of the Castle's walls feels too empty.

116
Skins & Bots etc / Re: Official Request Thread
« on: May 26, 2014, 06:53:25 PM »
On note about my request, I just today felt inspired enough to actually start, so... This is a start

117
W.I.P Forum / Re: The Idea(s) Topic
« on: May 24, 2014, 06:01:15 PM »
Idea: Front Mission Gun Hazard DM mod. Don't know what I mean? Imagine mech battling with customizable loadouts before spawning, but only to these limits:
Wanzer: Sets Base Health, defense and attack multiplier.
Vernier Unit: Hovering and thrusters systems. Allows double jump and hovering. Not sure if there will be model variations.
Shield Unit: Allows the Wanzer to block frontal attacks, but can't move nor attack while defending. An alternative idea is that of a passive regenerative shield similar to Halo or Borderlands.
Dash Unit: Automatically activates after a set time from walking. The activation time and speed varies with the model.
Primary Weapon: The Main Fire weapon. Shotgun, Vulcan, Napalm, Laser... Each one with advantages and disadvantages, such as Shotgun firing three projectiles in spread but having less ammo and a reload time after the final shot. Other than reload and cooldown times, the primary weapons have no ammo limit.
Special Weapon: Most special weapons, such as seeker missiles, will have ammo limitation, opposed to Primary Weapons. Exception to these are Armor Plates and Hard Knuckles.

118
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 22, 2014, 11:14:59 PM »

And then I go and make the Wave Burner waggle

119
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 22, 2014, 10:35:19 PM »
Quote from: "Lagman"
Quote from: "Perfectlylegit"
Happy birthday, bro!
Thanks, bruh.

Also, that Waver Buner XYZ thing is making me curious. If you could, release it as a mod please.

For anyone willing to see the burner wagglefest, here is a MEGA link

120
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 22, 2014, 12:31:59 AM »
Quote from: "Knux"
But the current way Wave Burner behaves is just how it did in Megaman and Bass. There's no need to ditch game accuracy if it works neatly.

Not to mention, keep fucking TF2 of all things out of the core. That's what Saxton is for.
This one has made me wonder something... MM&B makes Wave Burner wave in the vertical axis (Y), MM8BDM's waves in the horizontal axes (X and Y). But, if someone picky enough comes up and says it should be on vertical axis (Z), then it would be an awful weapon, right? But what if it included all three axes (XYZ)?

Oh God I'm gonna play with this idea!

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