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Messages - Ashley

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181
MM8BDM Discussion / Re: Gameplay videos
« on: January 19, 2011, 01:34:00 AM »
Quote from: "CutmanMike"
Actually from my point of view it looked like it wasn't working correctly at all. Are the metools bad guys? How come the next wave is starting while they're running around still?

As of now, the mets spawn from Map Points on a set delay between each of them.

We're working on making actual spawners that ... Spawn them.
But hey, it works for the moment. Metools are bad guys, yes.... And we're working on more enemies. Slow Actordata is slow.

And the next wave starts because of Negative MonsterCounts. (The only reason waves exist is because of a maphidden spawner in its own little box, with a quickbeam)

But yes, you're correct in saying it doesn't work correctly. But it does work, and that's what matters.

182
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 18, 2011, 10:15:53 PM »
Quote from: "BradeDude"
Do the enemies actually have their mega traits? (I.e. met shoots then covers) but I believe I should ask are they actually mega man enemies?

Yes, they do, and yes, they are.

Lakister has created the infamous Helimets from MM3...
SSW has created Pengs, SuperMets, and is working on Bigeyes. (Sprites)
Blaze has claimed to have created something..
Megaman has provided sprites for something from Megaman 1 we won't spoil.
I have done work.

183
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 18, 2011, 01:37:44 AM »
Only over Skype, neko.

On a fun little note, MMINV4 is completely done, with the working (custom) boss effects.

184
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 17, 2011, 09:51:59 PM »
Quote from: "linklock"
Since my problem on DoomSeeker can't get resolved, is there anyway you can post a download for the wad?

If not, that sucks.

If so, thank you.

I will not be posted download links for individual WADs. They're being worked on slowly, and until it's all done and in a .pk3, only the people I see fit to help debug the maps over Skype will get these WADs.

I can't stop people from redistributing the WADs, but I look down upon people who do so... Since people know we're working hard on this.

Quote from: "smashbro27"
Only people with Skype can become a debugger, correct? Or is there another way?

Yes, because I'm paranoid @ credit.

185
MM8BDM Discussion / Re: Screenshots
« on: January 17, 2011, 05:22:21 PM »
Quote from: "Smunch"
(click to show/hide)

You forgot the part where you timed out.

186
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 17, 2011, 02:34:08 AM »
Maybe, but that's for another time.

187
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 17, 2011, 01:14:10 AM »
Perhaps, even though I find Roboenza fun, I find this MORE fun.

But of course, that comes with my making it. Most anything you make to be good is fun to yourself, after all.

188
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 17, 2011, 12:31:54 AM »
Quote from: "squidgy617"
I have to say, this invasion mode sounds awesome. These achievements are quite entertaining to read, too.

Do the different enemies have different ways of fighting, or are they all just like normal bots?

At the moment we only have two or three WORKING enemies, but hopefully we'll see some people willing to code in enemy actors to be used for this.

For now, we're using Mets, and pretty much nothing but.
(Even our own little Metdaddy friend on MMINV4; Not much of a secret now)

So, we're limited to the 5 types of mets and Metdaddy. Blaze and I have been making Actors for enemies, while I also worked on the maps. Progress is slow, in what I could be doing, but we play a lot of debug matches, and I have work irl to get through weekly... I'd say we can finish this by the end of February, possibly sooner. Just us three working on it, and players whom want to debug, we allow to help find problems within maps.

Eventually we'll be programming the ACS to set maximum waves (atm it depends on the server host where the waves end... For god knows why), and when that is final wave per map is completed (with a Boss-type enemy), you'll get an intermission, a mapswitch to an in-between map where you can pick up different weapons, exchange them with your group, or refill them (DMFlags set to keep weapons in between rounds), and after a minute wait, switch to the next INV map. After MMINV5's map, you get a surprise we're working out. Secrets for now!~

Quote from: "KillerChair"
What is this MMINV you speak of?
Cause i think im missing something.

@Aboveinfo; Project a few people have been helping me work on.

189
MM8BDM Discussion / Re: Pride: MMINV Debuggers' Logs
« on: January 16, 2011, 09:00:22 PM »
Gee, Llama. Is that a good thing or a bad thing?

190
MM8BDM Discussion / Pride: MMINV Debuggers' Logs
« on: January 16, 2011, 01:32:07 AM »
Making this topic for progress of the MMINV maps, since a lot's going in them.
I'm keeping this out of Editing because it really doesn't belong there.. Since there's only going to be walls of text on this, unrelated to a majority of it.

Unconfusion: This topic is for the progress of the people helping make the MMINV maps not-suck.

MMINV1 Debuggers:
(click to show/hide)

MMINV2 Debuggers:
(click to show/hide)

MMINV3 Debuggers:
(click to show/hide)

Debugging Awards:
(For anyone whom gets these within debugging periods)

MMINV1 Awards...
(click to show/hide)

MMINV2 Awards...
(click to show/hide)

MMINV4 Awards...
(click to show/hide)

Participant Award: Be one of the debuggers during creation of the MMINV maps.
Given to: EVERYBODY!

Super Telefrag Award: Telefrag one of the many Metdaddy 2.0's in a non-debug or non-test match. (One with only two lives, hosted by one of the people not working on the project.
Given to: Team Flanny...

MMINV1 Screenshot:

(click to show/hide)

A video is here and here.
Parts 1 and 2 of stuff. I'll be uploading a similar test video soon.

...And because people are so derped over to debug this with some people, here's Build 5! (The only build I'm releasing over forums)
MMINV_Build5.pk3

As a note, MMINV1 is ALMOST done... Don't solo it.
MMINV2 is done. Don't host a server and neglect to kill mets or prepare for lag.
MMINV3 is... ... Buggy?
MMINV4 is OVERWORKED ON AND IT SHOULD BE FINEEEEEEEEEE. (Pharoah Shot Bug notable)
MMINV5 not added.

191
MM8BDM Discussion / Re: MM8BDM Hamachi Networks
« on: January 16, 2011, 12:35:05 AM »
This is a bit silly, in my opinion, as more often than not pings double triple, and can sometimes quadruple in amount using Hamachi's middleman technique to connect, rather than port forwarding ports.
(Although some people simply cannot forward some ports.)

I suppose if you're desperate to host a server, go for it, but there's also some people willing to host FOR you, if you know them well enough.

Quote from: "Alucard"
How does I GET the IPs?

Inb4 edit, you look at the Hamachi users' IP when in a network. Whoever's hosting; look at that person's hamachi IP in the network, and connect using that, and port 10666 default.

192
MM8BDM Discussion / Re: Screenshots
« on: January 16, 2011, 12:05:26 AM »
We MAY do that, Anima, if we can find out where to place a texture for it... I could easily make a beautiful CyberDemon...

Also, on a similar note.

Upon doing a 1-hour run of MMINV1, Lakister, Bunny Must Die Yo, Amberose, Llama Hombre, Blaze, Tails (At a high wave), xColdxFusionx (At a high wave), and Myself, all went through the waves up to 99, whilst Lakister and I recorded the whole ordeal.

So, we went through waves 1-99 before we lost due to metifulness.
(We went by a three-life limit; if you died three times, you were force-spectated until everyone ELSE died)

Really, it was fun, and I believe when this is released, the invasion game mode SHOULD be adapted for MM8BDM, as we've (clearly) succeeded in creating it. All that we really need is to create other enemies besides Mets.

With that done, it's back to work for me, on finishing up MMINV4 and 5...
You can expect some one-hour videos from us on Youtube sometime tomorrow, or Monday.

Invaders unite!

EDIT: +3 Screenshots thanks to Bunny.

First: Of Bunny viewing what happened in Amberose's server on Wave 47. We lost at that point.

Second: Of Bunny showing off killcounts.

Third: Of Bunny showing that Wave 99 is viable with a huge ass team. 19000 Mets are METIFUL. (Guess what? No lag during!  :mrgreen: )
The rising number of mets per wave gets hellish way up there.. But we lost on 99 because people reached their death limit!  :cry:

(click to show/hide)

193
MM8BDM Discussion / Re: Screenshots
« on: January 15, 2011, 09:34:41 PM »
It's a W.I.P., Zellough.

It's for the D2MM Expansion, and I have been working hard on these Invasion modes.

I do the map and implement certain parts, while and Blaze codes in new enemies and some trickery for players to find out about.

We were just debugging it today. MMINV2 needs FAR more work.

194
MM8BDM Discussion / Re: Screenshots
« on: January 15, 2011, 09:18:55 PM »
Just a few screenshots of MMINV1. (With Megaman enemies!)
The third one depicts our last wave (47) where the game went crazy and added in a crapton of enemies. Bugs are plentiful!
Fourth one is where Bunny died.  :?
And the fifth is where we finally accepted defeat. (If you die, you cannot respawn)

At least we got the Invasion mode working. :3

MMINV2 was done, but far buggier, so we just went through this a bit.

MMINV4 is being worked on for a BIG surprise. >.>

(click to show/hide)

Round two (attempt number two):

(click to show/hide)

As a fun little note...
Round 47 is the endgame limit to MMINV1, and possibly all others. We don't really know why, but the number goes from 0 to 5935 as the lowest number.

We'll look into it, and if no fix can be found, we'll put an intermission at wave 46's completion, saying YOU WIN. :3

195
Maps / Re: Ashley's Things
« on: January 15, 2011, 04:02:20 PM »
Anything I make can be added to the Wikia, except my music WAD. I'd like to keep that to wherever I post it.

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