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Messages - LlamaHombre

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Mega Man Discussion / Re: Mega Man 11
« on: September 01, 2018, 01:38:47 AM »
I don't do a lot of posting here (often times just because I forget the forums exist until muscle memory just has me typing "cutstuff" in my search bar), but I assure you that I've been ecstatic and hyped to the moon ever since its reveal back in... December?

This looks like the game I've been waiting eight years for. My favorite game of all time has always been and likely will always be Mega Man 9, and living in a reality where the series is progressing long past it is heartwarming and incredible for me. We've got like a month left, right? I can't wait.

My favorite master so far is Blast Man, I love his cheeky grin and his over the top attitude and how non-standard he is in comparison to other bomb-type robot masters. I'm really excited to get to know the ice master and the bio? master too, they seem like they're incredible.

Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: May 20, 2018, 03:33:53 AM »
Sent my piece in. Looking forward to seeing everyone's work!

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
« on: May 13, 2018, 11:22:56 PM »
I'm gonna drop by and say I'm really glad we got this thing out. I've had a blast working on the project, and I hope everyone enjoys!
MMRFDEA is second only to MM9TOR on "maps I had a blast making", so I'm looking forward to hearing what people think.

Events / Re: Silent Fall Competition #2 - MM6MRX
« on: April 06, 2018, 02:17:29 AM »
These are always incredibly fun to watch.

Looking forward to watching the runs, and hopefully to clear at some point lol

Events / Re: Cutstuff Mapping Jam 4: Jams Bond
« on: June 11, 2017, 04:57:56 AM »
Very exciting - looking forward to seeing what people have to show!

I was actually talking about this with some others a little bit ago. Try this out and see if that works.
Go to these two directories in the MM8BDM-v5b.pk3 and delete the duplicate sprites at the following directories

"sprites/skins/MMKillers/enker/" - delete the first 52 entries
"sprites/effects/" - delete the duplicate PIXLA0.png

MM8BDM Discussion / Re: Top and Bottom 5 Favorite V5A Vanilla Maps
« on: May 01, 2017, 08:22:48 PM »

Least Favorites:

Lots of maps I wish I could've put up top, but limited to 5 I guess I have this

Mega Man Discussion / spent text on something no one will read fully
« on: January 06, 2017, 08:01:14 AM »
I'm super biased towards Classic and Battle Network games because they were my first exposures to the series, but I haven't played a sub-series yet that I've outright hated.

As far as I'm concerned Classic will never die. Fans keep making some pretty damn cool stuff with the formula, and while none of them have captivated me as much as MM9, I find the efforts admirable.

X has super exhilarating highs in X1, X4, X5, but I'll be damned if I ever find motivation to even gaze at X6 again. X2 and X3 just feel like useless attempts to make a sequel different for the sake of it being different, and I haven't played X7 or X8 yet. At its core, I think the X series has the most potential for an enriching, engrossing game with a lot of replay value. I just don't think there are enough games like that to really place it higher than others in my book.

I intend on replaying Zero 3 and 4 soon, but my opinion on the Zero series remains fairly positive. There's definitely some bullshit with how upgrades can be completely gated out for being bad at the game, but I don't think it outright breaks the experience. If anything, 100%-ing the Zero games seems like the most brutal, grueling challenge the franchise has to offer. Props for that.

I love ZX to death but I haven't gotten around to playing ZXA in-depth. It's been ok from what I've played, but the presentation is significantly uglier and the forms kinda lose their luster when there's 30 something ones of varied effectiveness instead of 6 or so highly detailed forms. Will get to a full playthrough sometime after I revisit Z3 and Z4.

Battle Network is arguably more hit or miss than the X series but in general I found the highs actually lived up to potential. BN3 is a brutal game with this expansive battle system that rewards both planning and execution, and the level of customization based on how you play the game is incredible. It was technically my first Mega Man game so there's bias there but I definitely would consider BN3 a must play for any Mega Man fan. BN2 is arguably more comfy than BN3, with some easier fights and less forcing you to play the game a specific way (two style slots, no forced NaviCust programs for story, etc), but I remember the feeling of legitimate rivalry with bosses like BeastMan and I can't help but edge in favor of 3.
BN5 and BN6 are both pretty good but I have to be in a specific mood to want to play them over BN2/BN3. They're more formulaic and the two-version nature of both games feels limiting.

Battle Network is a better series than Star Force. A 10/10 Battle Network game will always be better than a 10/10 Star Force game solely based on how much more the Battle Network engine can offer. That said, Star Force is still pretty fun. SF3 is an incredibly satisfying game for card collection, and the variety and intensity of the bosses and enemies always provided some sort of pressure to up your ante and be able to live up to whatever challenge approaches. Fun game, definitely one of my favorites in the franchise.
I assume SF1 is just less of the same? SF2 sucks.

Never played a Legends game, don't really know if I want to? They seem ok if a bit generic.

Favorites from each series are MM9, MMX5, Z2, ZX, BN3, SF3, with Mega Man 9 being my favorite game period.

Mega Man Discussion / Re: My opinion on the Wily Bosses. Yours?
« on: November 10, 2016, 01:03:38 AM »
eh sure I like wily

MM1: Any excuse to use Rolling Cutter sounds good to me - it was my favorite weapon from that game by a landslide. Don't actually like Powered Up's much for this reason alone.
MM2: Worst boss in the game by a considerable margin. I'm convinced it's not possible to dodge those dumb fuck bouncing balls.
MM3: Neither the snail nor Gamma are particularly challenging but they're both pretty fun to fight. Could be better if they were harder.
MM4: Overall kinda boring - Wily Capsule's a fun fight though despite being short and easy
MM5: Slightly better than MM4's overall but pretty by the numbers. That said, I like it slightly less because not a single weapon in MM5 is as fun to use as Pharaoh Shot.
MM6: Easy and weak to Silver Tomahawk like the rest of the castle.
MM7: Probably the hardest fight in the classic series but having to endure the final boss Sigma fights lately have kinda nullified any challenge to this boss in my mind.
MM8: FC final boss theme is neat but aside from that eh I don't care much for mm8
MM9: Goofy, tough, and fresh on every playthrough. Great way to cap off my favorite game.
MM10: Good but too easy so you can't listen to the god tier music for as long
MMB: The Wily boss itself is just MM8's really - whatever man

Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 24, 2016, 10:51:37 PM »
Fought Gummywormz.

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Good games.

Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: October 05, 2016, 01:48:28 AM »

Since I already have a Halloween map in here it seems, I may as well sign up for a map on the Christmas ends of things.
Both because it's fitting and to kinda redeem myself for some of my own personal failures running Holiday Deathmatch beforehand.

I'll keep y'all updated.

Events / 8b meta hype
« on: October 03, 2016, 05:14:11 PM »
In-Game Names: LlamaHombre
Times available: 6:00 PM EST onwards every day, though weekends I have all day.
Contact Info: Skype (llama.hombre), Discord (llamahombre)
Your 45 banned classes:
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Events / Re: MaGMML2 (Make a Good Mega Man Level Contest 2!)
« on: October 02, 2016, 07:08:06 PM »
Quote from: Yoshiatom
Is there anything we will need other than the devkit? (since you mention Game Maker and the Mega Engine)
You can practice with the editor before the devkit comes out by exploring the Mega Engine in Game Maker, but once the devkit comes out that'll be all.
Pretty sure Game Maker's a constant though. You can get Game Maker 8.1 for free and it's pretty easy to set up though.

Quote from: Yoshiatom
Will we be able to have our own enemies and bosses or will be restricted to ones shipped with the kit?
You can, but they're not required. The kit will come with a large number of assets from MM1 - MM6, so using those for level design or for reference in coding new enemies / bosses is encouraged.

Quote from: Yoshiatom
Are there any specific judging parameters or is it just a case of "the level people liked most wins"?
The contest has a panel of judges, but I'm not too sure what their criteria is. Rule of thumb is probably just "whatever feels most at home in a Mega Man game" is rated higher. Ask SnoruntPyro or one of the other judges for specifics.

Events / MaGMML2 (Make a Good Mega Man Level Contest 2!)
« on: October 02, 2016, 06:40:42 PM »
Hey Mega Man fans! Who's ready to prove they're better at game design than I am?

Official Thread on Sprites Inc

I'm the messenger here but I'll try to summarize this as best I can.

Once upon a time the first Make a Good Mega Man Level Contest came out and brought a unique flavor to the fan game scene. Over thirty unique levels to explore with a strong set of robot master weapons, and a bunch of nods and clever ideas that both paid homage to the classic series and aimed to expand on it in a few ways. The coolest part about the original MaGMMLC was how much there was for the outsider to do - the player was given enough through a shop, hub world, and nonlinear progression to help make the player feel invested in the competition.

That said, it wasn't perfect. The weapon selection wasn't particularly well rounded, and the engine itself had a number of bugs.

However, the sequel aims to fix on these issues with the introduction of the new Mega Engine! Written by the user WreckingPrograms for easy use in Game Maker 8.1 and Game Maker Studio, the new engine will iron out the performance issues and provide a more authentic experience than the engine MaGMMLC1 ran on.
In addition, weapon selection ran on numerous polls to ensure the player's arsenal would be more well rounded throughout the levels.

They are as follows:
Hornet Chaser
Jewel Satellite
Grab Buster
Triple Blade
Flash Stopper
Slash Claw
Wheel Cutter
Rush Coil, Rush Jet, Super Arrow, Wire Adaptor

So in order to jump in, I'd recommend keeping an eye on the Official Discord for news on how the project is coming along and to get help with designing your level.

I'll make another post again when the devkit has been released, because by then all contestants will have exactly one month to make a level!
From that point I assume you just send everything to SnoruntPyro but I'll keep you all informed.

So get to brainstorming, and let's help make the largest fangame in Mega Man history something to remember!

Maps / [Map Pack] Alpacka
« on: October 01, 2016, 02:15:23 AM »
This topic and project are now obsolete and should be disregarded.  To find the most recent version of this project, go check out the REAL Pack!
Old post below:
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