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Messages - LlamaHombre

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121
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 02, 2016, 03:12:16 PM »
Since we've built up enough stuff to talk about for a while, we're going to try to bring out a bi-weekly update schedule. This means information will be flowing out at a more consistent pace, and that there won't be any need to ask the team for screenshots unless we've missed a deadline by mistake.

Starting tomorrow, we'll put this into effect. As we close in on our desired final release, however, we may tighten the release schedule to be more frequent.

But for now, get excited for another Mega Man 9 map.

122
MM8BDM Discussion / copypasta from kderino
« on: December 24, 2015, 04:58:39 AM »
So we've seen some fruit come out of this thread, and I figure now would be a good time to start gathering a consensus about a map similar to the prior polled MM2QUI. This map has seen minimal modifications since the game's first release, and opinions about this map tend to vary rather radically. Be it complete acceptance to disdain towards the layout to disdain towards the gimmick, there's always some kind of disagreement about MM5GRA. So please, share your thoughts, even if you need to reiterate on points you've already made in this thread.

What do you think about MM5GRA? Do you feel it's fine as-is, or do you feel that it could use some changes to become better? Or do you think it needs completely replaced??? Share your thoughts about MM5GRA here!

123
MM8BDM Discussion / I agree
« on: December 20, 2015, 05:15:19 PM »


Considering I've mentioned it in a previous post, I may as well show this off then.

Skull Castle Core, MM2DW2, was introduced in v4b to rather mixed reception. In attempting to search for what I could do to help improve the layout that I personally loved, I ultimately looked towards the underwater sections. In prior versions they were heavily reliant on platforming, which conflicted with the rest of the map's structure.

So I combined what was already there, and flattened it out into a ravine-type structure. This will make travel across the map quicker, and standardize elevation. Hopefully Bubble Lead will really shine here.

This all happened because I wanted to rebuild the map from the ground up to help fix the general glitchiness of the map (ladders that shouldn't be there, being able to leave the map and travel infinitely outside in spectator mode????????). Hopefully these efforts will prove fruitful.

Happy belated anniversary, Mega Man fans.

(click to show/hide)

124
Anything Goes / different flavor
« on: December 20, 2015, 01:56:57 AM »
Sonia Nevermind again.

125
Resources / Re: Llama's Own Resources and Wishes
« on: December 09, 2015, 09:00:27 PM »
fuck me I never gave credit

umm I think the Zero base was made by brotoad, and the Hivolt base was done by Gaia from the sprites inc forums. (http://www.sprites-inc.co.uk/showthread.php?tid=493&page=2)

I did the partial rotations but I've lost the ability to work on anything more graphically complex than downcoloring tilesets so I stopped

126
Closed / how many times can I say layout
« on: December 07, 2015, 11:52:03 PM »
This map has been given an overhaul for v5 such that layout oddities and general annoyances in the layout are fixed. In general the layout is identical, but changes to the underwater and spiked sections should prove the map to be more worth the roll.

Also that fucking ladder's gone, thanks to Spikeboy for ensuring I'd never forget.  :mad:

Moved to closed.

127
Anything Goes / Re: Tengu's Annual Holiday Raffle 2015!
« on: December 05, 2015, 05:00:37 AM »
http://steamcommunity.com/id/llamahombre/

Thanks for showing up, friendo. Merry tentsmas.

128
Events / Re: YD Classes V8A Team Hoyp Tournament - Started!
« on: November 21, 2015, 02:14:13 AM »
Yo. Sorry for it being like a week later.

tl;dr we ultimately decided it would be best if we dropped out.
Morale was minimal among the two of us, and while we appreciated the approach given by the one guy who wanted to fill the slot (he can come forward if he wants but if he doesn't I understand) we pretty much would've just repeated this cycle of us just barely trudging along - either out of lack of time to actually do the match or out of interest in the matchup itself (fuck if we made any sort of attempt to figure out who Fight Kings were).

And that's not at all fair to our competitors or our hosts, so for the sake of keeping the tourney at a salvageable pace, we're forfeiting our matches against Team My B.
My apologies to the team, as from what I understand they were actually greatly looking forward to this game. As such, I'll promise them better games under less anxiety some time in the future.

You're up, Dio.

129
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 13, 2015, 04:07:09 PM »
You can play the finished product in the Halloween 2015 expansion out on the projects forum.
It's a good time and everyone involved worked hard on it, so enjoy yourself.

130
Anything Goes / Re: General Offtopic Discussion
« on: November 03, 2015, 11:50:25 PM »
No experience with Homestuck whatsoever but yeah, that seems to be the the case.
One of the game's most notorious tracks first showed up in an Earthbound Halloween hack before being used again in Homestuck (and of course now Undertale). No idea about the rest of Homestuck's music but I've had friends tell me he worked for more than that there too so iunno
I deliberately spoiled like the last three or so twists that Undertale threw at me and I still had a pretty good time, though admittedly I only really played the game because it was a good soundtrack on wheels.

Also, I'm really glad you all stuck around for the 5 years or so we've been doing this shit. It's been a good ride so far.

131
Map's layout is near finished, just need to do decor and items.
Might have it to you by the end of the weekend, but I'll definitely be done by the deadline.

132
Help & Editing / Re: Protected LUMPs error in Doomseeker
« on: October 29, 2015, 08:27:08 PM »
If one of said wads is Classes-v8b.pk3, redownload it from the thread in the projects sub forum.
Whoever handled its placement on best-ever never fixed the broken file.

133
spooker

(click to show/hide)

134
Projects & Creative / hopefully I'll have time to finish!!!!!
« on: October 21, 2015, 02:56:11 AM »
I'll sign up for a spooker map.

135
Closed / Re: [Suggestion] Visual for Ice Block Generators in MMBCOL
« on: October 16, 2015, 08:49:06 PM »
Figured out a full animation for this stuff exists.


(source)

Compare the machines to the one in core, they're the same.
Thanks for moving this, though.

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