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Messages - LlamaHombre

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76
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
Sakugarne
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!

77
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:
(click to show/hide)

78
Mega Man Discussion / Re: Favorite Generic Stage Enemies
« on: September 22, 2016, 02:04:36 PM »
I've always found the enemies from MM6 and MM9 to be the most charming, so I guess I'll just list my favorites from both games


Pookers are such a neat way to expand upon the oil pits from Flame Man's stage - they still keep the pacing somewhat slow, but don't feel as restricting as wading through the oil normally.


Curlingers are just kinda fun to watch move around - they're kinda simple and easy to beat but they're really fun to hit with the Power Adaptor.


Octones are fun almost exclusively because of the little ink effect Mega Man gets if he gets hit by one of their projectiles. It's just a visual gag, but I always try to rush through without using the pause screen afterwards.


Popo Helis are always set up in this way that you can just precision dodge around them whenever the game decides to set up sections with them in groups. It's pretty thrilling, and it helps offset the waiting you'll do for magma beams later on.

79
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: August 31, 2016, 09:38:39 PM »
Set the Linedef Action to 9. What's on the linedef won't matter.

80
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 13, 2016, 08:45:54 PM »
Name: LlamaHombre, The Regal Funyarinpa
Skype: llama.hombre
Preferred Stock Skin(s): Flame Man
Preferred Custom Skin(s): I don't use them but I appreciate the work that goes into them so if you make one and it looks good I'll download it
Favorite Game Mode(s): Duel, TDM, Classes TLMS, Ghouls VS Humans
Least Favorite Game Mode: Don't really care anymore - not a fan of idle servers though

Favorite Weapon(s): Super Arm, Water Wave
Least Favorite Weapon: Magnet Missile

Favorite Stock Map(s): MM2AIR, MM7SHA, MM9TOR, MM9DW2
Least Favorite Stock Map(s): MM5WAV, MMBMAG, MMWTDW1
Favorite Custom Mapper(s): I really like Lego's works, and I always enjoy looking out for more of his stuff.

Favorite Ghoul / Human: Choke, Marine
Least Favorite Ghoul / Human: Arthur, Engineer (Santa's better anyway)
Favorite Campaign Boss: Proto Man
Least Favorite Campaign Boss: Doc Robot

Greatest Rival(s): From a strictly competitive standpoint I love facing King Dumb and Lego out on the battlefield.
Play Time: Weekends, Breaks from School, etc.
Reputation: Hopefully-Ex-Supreme Douchebag, Mapper and Musician on the v4, v5 teams
Official Expansion Contributions: Tires from MM7TUR (with Kapus's help), Badge Man in the v3 credits (with Kenkoru's help), MMBBUR, and WTDW1MUS (with MusashiAA's help), MM2DW2, MM9TOR, MM2BUB, MM7STR, CHANGEMUS MM7BASS2
Custom Expansion Contributions: Working on MMDKNI and MMRFPHO
Current Projects: The Alpacka Map Pack
Anything else?: Really glad the MM9 expansion was overall a success - MM9 means a lot to me so it's nice to be able to share its legacy with others.
Plans for the future?: Gonna try to really refine and improve on my skills as a mapper. If you have any feedback for any of the maps I have listed above, please let me know!

81
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 13, 2016, 06:24:06 PM »
Fair enough - sign me up for Photon Man's map then.

82
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 13, 2016, 12:31:45 AM »
Yeah, I'm definitely down for helping out with mapping as well. Kinda at a standstill with most of my other projects atm so this would probably help rekindle inspiration

Maybe Photon Man? I'm down for whatever if people have a preference though

83
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 08, 2016, 08:51:31 PM »
Let's play with the new forum a little

(Contains v5 spoilers)
(click to show/hide)

84
Events / Re: [TOURNAMENT] Pokemon Tier Kings
« on: August 07, 2016, 03:11:19 PM »
Name: LlamaHombre
Tiers registering for: OU, NU, LC
Ways to contact: Skype (llama.hombre), Discord, Cutstuff PM
Favorite type of sandwich: Chicken Cheesesteak

I've never played NU or LC before but this sounds like a good way to figure it out

85
Anything Goes / Re: What is your avatar from/of?
« on: August 07, 2016, 06:46:57 AM »
Gyazo image links aren't quite working for some reason so I'm just going digging through my photobucket for now before I like never use it again

Lucca from Chrono Trigger.

86
Closed / [Suggestion] Respawn Timer on Skull Barrier removed
« on: August 01, 2016, 11:14:45 PM »
With the latest change, Skull Barrier has dropped in overall utility and is mostly reserved for strong blows and terrain crossing.

Before, full invincibility from all sources was reasonably given a respawn timer such that everyone on the map wasn't bullet sponges for the remainder of the match. However, when most weapons can reasonably handle Skull Barrier now, it would make sense to remove the respawn timer to make it consistent with every other shield weapon in the game. In addition, this would also help handle potential snowballing in small populations or duel.

87
Closed / Re: FPS drops on MM9MAG and MM7FRE?
« on: July 30, 2016, 10:11:44 PM »
I'm assuming that MM7STR's frame drops likely have to do with the rate at which Bunbi Tanks spawn, so in the future I'll knock those down a bit (especially if I get Mad Grinder rotations in the future).
EDIT: Actually, if you could freeze the map at the start and tell me if frame problems persist without bunbis spawning to begin with, I can see whether it's outside detail or the bunbis causing things

Last session on MM7CLO I was having some large frame drops around the tall ladders with Super Adaptor platforms nearby.

Haven't gotten any frame drops on MM9MAG, MM7FRE, or MM7STR for that matter but there's probably room for optimization here and there.

88
Anything Goes / Re: General Offtopic Discussion
« on: July 22, 2016, 05:25:40 AM »
Hey, I remember you! Welcome back.

Yeah, people still play the game quite a bit. TLMS and Boss modes tend to be most popular, but a recent revival to Mike's old singleplayer co-op/survival mod had an official release just the other day.
And then there's also v5, which will be coming out by the end of the month, so that'll also help things out quite a bit.

89
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 09, 2016, 12:02:00 AM »
Hey Mega Man fans, got some more info coming on through. Nothing to cover as far as the QnA goes, so I may as well just dive on in.

(click to show/hide)

(click to show/hide)

That's all I've got to say for today, but expect some big news to come out alongside this update!

90
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: May 07, 2016, 10:01:14 PM »
Alright, so I think that's about all we're gonna get out of Search Snake. Thanks everyone, now let's move on to our next topic.

Code: [Select]
Pharaoh Shot ---- IIII (Technically should've had 1 tally last time, my b)
Silver Tomahawk - III
Leaf Shield ----- I
Flash Stopper --- I
Scorch Wheel ---- I
Noise Crush ----- I
Star Crash ------ I

Overwhelming majority goes to Pharaoh Shot. Let's make some noise.

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