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Messages - Ashley

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31
MM8BDM Discussion / Re: Orange Juice
« on: March 24, 2011, 03:02:04 PM »
I didn't know OJ much, so I'll admit I could care less of his leaving.. But he will be missed, which is something everyone can agree on. Nobody likes to lose people on a decent community such as this. (Though, it could be better)

Shame on the people who poke fun at another's mental or physical issues, though.. Always bugs me to see people upset, and especially because somebody else was causing them to be upset. Even more-so about problems like that.

32
Quote from: "Ivory"
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.

I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.

I can write this code myself, if you'd like. I'm not sure how classes do it, but I can make a weapon edit to DrillBombs for this to work out. If you're turning NOINTERACTION on, everything passes through him, and he passes through everything. Turning it off makes him unlike that. This is how I did astro crush; specifically timed instances so that it would pass through low ceilings and only be explosive on your z-height (timing was perfect for it), so nothing would stop it from working.

Reply with a yes/no to me doing it.

33
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 23, 2011, 08:40:27 PM »
That's not a bug. I made it do that so the full sound would play with the full shot.

It shoots rocks perfectly timed with the SFX. It's fine.

34
I'll give it a shot tomorrow, YD.

Any word on that Drillman alt, Ivory? Somewhat curious to how it turned out.

35
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 22, 2011, 07:45:34 PM »
Quote from: "ice"
do you need a spriter?

We need sprites for the megasword hand, if you're up for that, sure.

36
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 22, 2011, 12:58:00 AM »
Herp Derp.

MMINV Weapon 15 is completed, but quite buggy at the moment.
Tomorrow I'll be buffing it out, and balancing it to fit the other weapons. Then I'll update the website with it and a complete weapons download. (I'm also fixing Self Destruct so it can't hurt your allies, but still hurts you THROUGH armour)

37
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 21, 2011, 07:49:07 PM »
Quote from: "Gummywormz"
Two more ideas:

Since you are going to replace the intermission music, why not replace the intermission screen too?

Maybe make the hub a sperate PWAD or something so people who want to just go through the levels one by one can do that.

(also update the map list in the map topic)
No reason to make it a PWAD; this is just another map with extensive ACS, like LightLab.
This can be played as Single Player, with or without a server. The MMINVHUB's name is MAP01, so it will take effect.

As for the intermission screen, what's the point of it? It's just going to show how many kills you've made. (The HUB and Intermission music are the same. I'll put a download for the song on the website sometime; thanks to my IRL friend Nemiru O. for creating it, and others.)

The map topic doesn't need to stay updated, because the website will be doing that. I plan on making the Map List webpage sometime today. If not, by the weekend. Rough week for me.

38
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 21, 2011, 01:09:50 AM »
I don't want people adding in anything specifically because it would drastically mess things up later when I had to remove them all, move some around, or whatever...

If you plan on doing maps, stay away from the Boss maps; I plan on doing all 5 of those to fit the Plot.

39
Quote from: "Ivory"
His alt fire is still up in the air. I really want to get him to dig into the ground and pop back up in some method, but nothing has been done so far that hasn't had large amount of bugs, exploits or other issues.

removedalotofwords

Or...

Code: [Select]
AltHold:
AltFire:
//some checks for if the player has enough ammo to do DIG...
Dig:
---- ~ 0 A_ChangeFlag("NOINTERACTION",1)
---- ~ 0 A_ChangeFlag("NOGRAVITY",1) //Prevents players from possibly falling down under the map.
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 0, restrict players movement.
---- ~ 0 ThrustThingZ(0, 40, 1, 0)
---- ~ 0 A_GiveInventory("DugFlag",1)
---- ~ 15 A_SpawnItemEx("DrillShadow",0, 0, 0) //This should have a specific spawn state that causes it to die after a tested time
---- ~ 0 ThrustThingZ(0, 60, 0, 0)
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 1, let players move now.
---- ~ 0 A_ChangeFlag("NOINTERACTION",0)
---- ~ 0 A_ChangeFlag("NOGRAVITY",0)
---- ~ 0 A_TakeInventory("DugFlag",1)
---- ~ 3 A_Explode(25,40,0)
---- ~ 2 A_Explode(5,50,0)

Untested, but in theory it should work. Of course, this wouldn't work out so well if the player was in midair! Use DECORATE to check if the player is on the floor or not to allow this happening...

Code: [Select]
A_JumpIf(z-floorz<5, "Dig")
A_JumpIf(z-floorz>5, "--Some Other Thing--")

I believe you guys can make it work. :3

40
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 09:15:18 PM »
Thanks for the feedback, guys. (Though we know most of it looks pretty crappy as it stands..)

We'll be fixing these maps once the 15th Invasion weapon is completed, hopefully sometime today.

As a note: The "Weaponry" page on the website is built. Look under INFO and WEAPONRY.

41
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 07:50:59 PM »
Quote from: "Gummywormz"
BUG FOUND!!

The bigeyes can infight pretty easily it seems. These are the old bigeyes I think, but it might apply to other monsters.


Generic map critique:

MMINV1: Why elec man's music?
MMINV2: Needs mapinfo
MMINV3: There doesn't appear to be anything related to electricity in this map. Also the music doesn't really fit.
MMINV5: It needs better textures. Since it's a space level, why not use starman's textures?
MMINV6: Overuse of falling crystals.
MMINV7: Needs music change and something in the background like cacti.
MMINV8: There appears to be a bug inside. It looks like someone tried to use horizon line or something. I'll upload a screenshot later.
MMINV21: The hole is really hard to get out of, even with strafing.
MMINV23: why the random guts man? The other side needs a boat launcher, and some of the walls don't crash the bike.

I'll test the weapons later.

MMINV1: That's not going to be used as the actual stage's theme. It's a filler.
MMINV2: But of course.
MMINV3: Take it up with Smashbro27.
MMINV5: Being edited.
MMINV6: Nope.
MMINV7: Background effects will be added sometime.
MMINV8: We know of the bugs here. They were fixed in our newest version.
MMINV21: That hole is incompleted, anyways. It's going to be fixed and properly used later.
MMINV23: Good question. And the other side DOES need a boat launcher. Walls aren't meant to crash bikes because of the Midboss there.

The reason for infighting, is because these monsters can freely switch targets. Although, because they do 0 damage to each other, a player who shoots it would immediately become the monster's target. Shouldn't be too much of a problem.

42
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 05:26:21 PM »
Mirror'd on the website.

43
MM8BDM Discussion / Re: Screenshots
« on: March 20, 2011, 02:57:35 PM »
I was never named Layla, I never had ~200 ping on those servers, and I rarely used Splash Woman. Was mostly Roll for the first good part of my 8BDM adventure.

44
MM8BDM Discussion / Re: Screenshots
« on: March 20, 2011, 12:44:09 PM »
Upon joining the Roboenza server and playing with the mysterious "Layla" for a bit.. I got bored.
They left, and then came Windman's stage.

I started with crash bombs and whatnot, so I died with it.
I spectated, and rejoined. I got skull barrier.

So, I didn't activate it, and jumped into the middle pit. I got 2 deaths.. 3..

And.. THIS STUFF HAPPENED (notice the time)
{On the third one, you'll notice a chunk of white to the right. That's all the skull barriers that were dropped because Death pits apparently move you back the more you die!}
(click to show/hide)

Best part? That it was legitimately gotten. Somewhat.. This was done when nobody was in the server, and Ze Swissroll joined so it started the match.

Swissroll is a witness to this strange event.

45
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 11:49:23 AM »
Quote from: "tsukiyomaru0"
Still on lookout for weapon? Speak me of type and I'll get the wrench to do it.
I make all the weapons myself, aside from CF who decided to make one without my asking. It was good enough, so I took it. I have ideas for the remaining few. Don't worry about it.
Quote from: "SmashTheEchidna"
I noticed. I extracted the map from the pk3 file because it wouldn't read otherwise, and it still said that I wasn't using the same wads.
Yea... Sorry about that. People on Skype get more updates than the website does. I try not to update the website every two minutes, but today (Sunday) I should finish up the weapons and work on the website itself more.
Quote from: "Gummywormz"
I still want you to mirror the map pk3 on another site so I can test it
It shouldn't have any problems anymore, Gummy. Try the map pack download.

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