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Messages - Messatsu

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121
MM8BDM Discussion / Re: UNKOWN map's secret
« on: October 04, 2014, 05:36:18 PM »
Actually there IS a secret in UNKOWN that I don't think most people know about.  It's nothing earth shattering and you could fairly easily figure it out by looking at the code, but I'm curious now if that's what he found.  Either way, I'll make this interesting.  If it's NOT what I think it is, then I'll reveal that little secret.

122
MM8BDM Discussion / Re: MM8BDM V4A - V4B Roll Call!
« on: September 30, 2014, 07:05:05 PM »
Actually, few things about that.  Generally for 8bdm, gameplay > accuracy.  If it helps the overall game, then typically gameplay wins out.  This is in part why you have shields that aren't all the same thing.  Also, the not pickup up ammo thing IS actually accurate for MM&B iirc.

123
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« on: September 23, 2014, 03:04:01 AM »
I'm afraid I don't understand?

124
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« on: September 20, 2014, 09:08:39 PM »
As Knux said.  As a side note, I will NOT be updating this for v4a as v4b is right around the corner.  Expect a release after that.

125
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: September 17, 2014, 08:48:49 PM »
Install v4a OVER v3b and that will carry over your saves and convert them to the new format.  It's all stored in your Zandronum-%username%.ini file anyway, so just don't delete that and you'll be good.

126
Projects & Creative / Mega Man 8-Bit Death....SMASH! v2a
« on: September 17, 2014, 02:40:45 AM »
Update!: v2a is live

Grab it here! http://www.mediafire.com/download/kl4n85pnfap8emp/8BitDeathSmash-v2a.pk3
Changelog:
(click to show/hide)

So what happens when you take MM8BDM and apply the rules of Smash Bros? Well, you get this mod!  

The mod plays as such:

(click to show/hide)
Grab OLD v1  here

Constructive feedback is always welcome.

Credits:
BROS00 - SmashbroPlusB
BROS01-BROS09 - Rozark
BROS10 - Ukiyama
BROS11 - Ivory (From Legacy IPack, Used with permission)
BROS12 - Megaman
BROS13 - Nemu
BROS14 - Cutman Mike (From v2c, Used with permission


On a side note: Any map that has pits and a skybox can technically be played in this mode.  The perimeter kills won't work, but sky and pit kills work as well as 255 damage hazards.

127
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [Release v1f]
« on: September 12, 2014, 09:21:43 PM »
Quote from: "Lego"
RockmanI have spoken with Myroc about updating to v4, he said he will talk with the developers about having it done at some point.

 :ugeek:  Gee, I wonder who.  Ugh, okay, fine I'll update this.

128
W.I.P Forum / Re: Weapons in inventory display
« on: August 31, 2014, 05:32:50 PM »
I like this concept quite a bit.  There is one major drawback in design that's I'd say would prevent it from getting into the core.  By design it appears the array itself defines the order the weapons appear in.  This makes a ton of sense as there is an extremely limited number of ways you can determine the weapon order.  This does create a massive problem from a modding standpoint though as not only does the person need to create the weapon, but they'd need to know where to place it in the array in order to get the weapons to show up correctly.

A more minor design choice I would make it appear and fadeout on weapon switch rather than be on screen at all times.  That's a minor thing though.

If I'm wrong, or you can think of something I'm missing, let me know.  I'd love to see this move forward.

129
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 26, 2014, 03:10:05 AM »
Bubble Lead isn't much different.  It destroys people in that hallway as well, limited only by ammo.

130
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: July 24, 2014, 11:15:48 PM »
It's quite possible. Now the real question is should they be in color or canned spinach?

131
So, looking to update Rage Roboenza for the first time in forever.  Now, I've kinda felt that in v5 the balance wasn't too bad, but I wanted to get a bit of feedback first.  Just a side note, the goals of v6 right now are to introduce multiple alphas when there are more players (a commonly requested feature) and to make it compatible with v4.  If there's anything else you'd like to see, lemme know!

132
If there's enough interest I can update it.

133
Help & Editing / Re: Zandronum crashes on startup
« on: July 06, 2014, 01:21:54 PM »
Er, don't install the alpha unless you have no intention of playing online.  As for checking to see if OpenGL is your problem, you can force software (or opengl) at the startup by adding +vid_renderer 0 to the Extra Command Line Parameters section of the launcher.  (setting it to 1 forces opengl at launch)

134
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 05, 2014, 01:35:13 PM »
Ah, a good discussion on the weapon here:
Quote from: "Knux"
I was thinking about Ring Boomerang perhaps stopping to be a ripper and just rebound from opponents.

I really like this idea, except for two things.
Quote from: "Knux"
If this method was used, I'd prefer if there was a grace period for being hit by it, so that doing what Mega Ball does when it bounces (continuously hitting a player by bouncing off a wall) would be impossible.
The idea of a grace period is interesting, but that also means that another player shooting at them at the same time will not be able to score damage and thus not be able to get a kill.  The other factor here is that Mega Ball isn't bouncing off a wall so much as it's literally getting lodged in the player and killing them by bouncing around inside them (yay netcode)
The second problem to consider here is damage since at the moment it's a 15 damage ripper.  If it were to only hit once, how much damage should it do? 20? 25? 30? Once you get into this territory you now have to consider other weapons like Thunderbolt that do 25 damage, have a moderate speed and moderately fast rate of fire.

Still, something along these lines is worth considering.  Though if it were up to me I'd probably just slightly slow down the RoF.

Lastly:
Quote from: "Bikdark"
Because the projectile is fast, where the apex or "sweet spot" is located, and because the projectile STOPS at the apex, instagibs are extremely common and easy to pull off with this weapon.
I'm gonna make an assumption here (which I know is a bad idea so please feel free to correct me) and assume that you haven't actually looked at the code itself and are assuming this is what it does.  The projectile is a ripper UNTIL it reaches the point at which it stops.  It then loses it's ripper property and thus would 'die' upon hitting a player and immediately begin it's return trip.  I'm not saying instagibs aren't possible, the net code can be shoddy as hell after all, but I don't think there are common or easy as you claim.

135
Help & Editing / Re: Zandronum crashes on startup
« on: July 04, 2014, 07:54:59 PM »
Just for laughs, try moving your MM8BDM folder off your desktop.  Preferably to c:MM8BDM.  I noticed two things

1.) "C:UsersÀíòîí" - Not sure,but it's possible the username is throwing ZDR for a loop
2.) "Not in a level." - Possible explanation for the above.

See if that does anything.

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