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Messages - tsukiyomaru0

Pages: 1 ... 4 5 [6] 7 8 ... 149
76
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 09:08:32 AM »
I have noticed this thing that really bothers me: some weapons cannot be aimed properly (they are locked in XY axis, having no Z variation or way minimal) and the cutter-type weapons often stand out way too much in the DPS (use Infinity Gig against Stoneman. It's fun!).

For X's version of Cutman's weapon I was thinking Sonic Slicer (Overdrive Ostrich weapon) would be more suitable, having even 8-bit sprites for it.

77
Rejected / Re: MegaMan Adventure Story For The Game
« on: November 19, 2014, 05:52:59 PM »
The extra animation frames won't happen because it would mean that they would need to redo EVERY skin in the game to adapt to this change, I think

78
MM8BDM Discussion / Re: User accounts and MM8BDM: What can we make of this?
« on: September 29, 2014, 07:04:27 PM »
You mean to say it'll be soon possible to make a mod that allows players to retain their "level" and stats even after server resets?!

79
MM8BDM Discussion / Re: MM8BDM V4A - V4B Roll Call!
« on: September 29, 2014, 06:57:18 PM »
Quote from: "Lego"
What specifically do you need to test that requires Open GL? The only things I can think of that require it are models, dynamic lights, and fog.

Just some effects and gimmicks.

80
MM8BDM Discussion / Re: MM8BDM V4A - V4B Roll Call!
« on: September 29, 2014, 04:11:25 PM »
I wonder if ZDN1.3 will work with OGL on my end... I need to test stuff, but it can only be done on OGL.

81
Projects & Creative / Re: Mega Man 8-Bit Death....SMASH!
« on: September 17, 2014, 04:41:23 AM »
The dashes things have bothered me too in previous experience. Double tapping direction doesn't seem much reliable, so may I suggest an interaction where BT_CROUCH While holding a certain direction does the dash instead?

82
Skins & Bots etc / Re: Official Request Thread
« on: August 14, 2014, 09:12:14 PM »
Not a request (specially since I can't be using skins any soon), but rather an idea for those who seek them: Five Nights At Freddy's, Animatronic's skins (Chica, Bonny, Foxy and Freddy himself). Bonus of the pack could be a security guard and maybe Markiplier dressed as a security guard (since he seems to be the cause of the popularity spread).

83
MM8BDM Discussion / Re: How the "RAM" can help for mm8bdm ?
« on: August 11, 2014, 11:13:23 PM »
Quote from: "Gummywormz"
ZDoom / Zandronum have evolved greatly from basic Doom 2. Sure, you can still run it in low / medium resolution software on almost anything, but using the advanced features such as OpenGL require somewhat decent hardware. 1gb of RAM isn't much. I had 2gb on my old computer and would get crashes somewhat often. More RAM does let you load more things in, however, you don't really need to go crazy with it. I only have 4gb in my current computer and only very occasionally get crashes. There is a limit on how much Zandronum will load, though. This is why having a large skins folder ends up breaking everything sometimes. More RAM should also increase performance, but it also depends on your graphics card if you're using OpenGL. The mods or Zandronum itself could also be unstable, in which case there is nothing that can really be done.
^This covers pretty much everything.

Just in case you don't get enough RAM to play it, look around for applications or ways to free up RAM by terminating processes that aren't relevant nor causes security issues. They may be able to free up a little more RAM, but might do the job.

84
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 09, 2014, 03:47:32 PM »
Quote from: "Lego"
[10:10:23 AM] Lego:
(click to show/hide)
I reworked horizontal bars
[10:10:43 AM] Lego: RIP Bar sandwich


Tempted to submit a suggestion thread for it, but I want to know what people think first.
Reminds me of GB Bars

85
Closed / Re: [Suggestion] Pharaoh Shot Bar Aesthetic
« on: July 28, 2014, 02:58:42 AM »
An idea I had for this case was to have the top portion of the screen show a small part of the Pharaoh Shot charging, as if it was "within FOV"

86
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 18, 2014, 08:33:46 PM »
Quote from: "Kapus"
watch your eeeyyyesss
(click to show/hide)
I'm tripping so hard I- Is that a cow flying?!

87
Projects & Creative / Re: Ghouls vs Humans NES
« on: July 11, 2014, 04:06:45 AM »
Need more spider legs I guess? he looks like he got squashed or something... But man Eyesore was an eyesore back in my days in Skulltag Invasion

88
Rejected / Re: [Suggestion] Double-Click charge weapons
« on: July 09, 2014, 06:59:23 PM »
I think I did something to that effect in the past. I think it was Aurora Cannon, which had a Needle Cannon uncharged burst and a huge laser for charged one...

What I mean is: I like the idea, it gives us a choice rather than the illusion of a choice.

89
Projects & Creative / Re: Ghouls vs Humans NES
« on: July 08, 2014, 03:03:31 AM »
On hitscan matters, you can do fake hitscan (fast projectiles that are invisible and their first death frame is a blank, this technique is used in Dark Arena for GBA (except the "hitscan projectile" is about 64 units per tic instead of average maximum's 80 units per tic))

90
Help & Editing / Re: Zandronum crashes on startup
« on: July 06, 2014, 07:29:38 PM »
Don't install the alpha builds unless you ONLY plan to test it. If you plan to keep playing online, follow Messatsu's instructions. It's an effective workaround, but expect a lot of mid-game crashes if you are playing in a server with mods for MM8BDM in software mode (for some confusing reason, it rarely affects direct modifications of Doom, Hexen and others. I assume it's due to all files being loaded into RAM and "reaching a cap", but I will investigate further)

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