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Messages - Ashley

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76
W.I.P Forum / Re: Nezumiman Expansion
« on: February 22, 2011, 10:07:41 PM »
Sure thing, Gummy. I'll PM you it later.

77
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 07:52:41 PM »
Things of note.

When using Sparkman's altfire, you see a little spark shock on the side where your health bar is.
Same with Snakeman's altfire. You see a mini snakeman in the exact same spot.
(click to show/hide)

Snakeman/Needleman's altfire, possibly others, uses a Hard Knuckle sprite whenever they shoot.
(click to show/hide)

78
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 07:37:27 PM »
Whatever that means, sure.

79
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 02:32:46 PM »
That idea was shot around, but we'd need the sprites for that.

We're not making enemies without the proper sprites completed.
That includes rotations. [I have been linked to the original sprites, but that's only sideview]

80
W.I.P Forum / Re: Nezumiman Expansion
« on: February 22, 2011, 02:31:06 PM »
Good so far.

I can do Ice Lance, the Smoke weapon, Shock Wave, and Butter Shield, btw.

81
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 22, 2011, 02:15:49 PM »
A message from xColdxFusionx, for they do not have a cutstuff account:

"To whom it may concern;

The MM3 Class Pack has a few blatant errors in its coding which should not have been missed by the bug-testing team.

-The new health-pack works fine for Hard Man, but not every class is Hard Man. You have made the things Health Bonuses that give 15-30 health. Way to go, geniuses.

-WHAT WERE YOU THINKING USING SCRIPT 2 FOR A SCRIPT!! ...Raging aside, Script 2 is used by many, many maps and should not be used by a game mode. Ever.

-...Shadowman's secondary weapons are a bit, for lack of a better term, half-assed. The smoke bomb is a bit forgivable since it actually looks pretty decent, but Muramasa, on the other hand, needs actual decent sprites. The freaking thing's a SWORD, for crying out loud! Why does it look like a bent and mangled throwing knife.

I apologize if this offends anyone, but you shouldn't release a pack to the public with such major flaws. It makes you look incredibly dumb.

Places that use script 2:
-Airman uses it for wind
-Blizzardman uses it for damage.
-Brightman uses it for.. something. Looks like actor paths.
-Centaurman uses it for low gravity. I'm assuming for the multidirectional water.
-Chargeman uses it for the train effect. Since the classes call it constantly, it messes
-Crystalman uses it for damage
-Fireman uses it for TackleFire spawning
-Flameman uses it for BURNING OIL PITS. That's kinda important, buddy.
-Geminiman uses it for low gravity. Probably water.
-Gravityman uses it for damage
-Gutsman uses it for... something. Looks like some sort of spawning system.
-Gyroman uses it for damage and "FloorPanning"
-Heatman uses it for damage
-Iceman uses it for water
-Metalman uses it for damage
-MMCTF2 uses it for gravity
-MMCTF3 uses it for credits
-MMCTF4 uses it for damage
-MMCTF8 uses it for... something bobbing.
-MMCTF9 uses it for Atomic Chickens

etc. etc.

~xColdxFusionx"

82
I'd rather not take help on something I've made. Doesn't fit my style, for something like that.

83
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 12:17:51 PM »
Well, I've already gotten a basic system down for how invasion would work, and that was released (to an extent).

Ice does have some good monster work, and he did help me figure out enemy distance systematics, so I thank him for that, but I don't think I'll be taking any monster-based help directly from him. I'd rather just make everything myself to keep things organized for myself.

As far as Killer Bullets go, sure.

84
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 02:24:06 AM »
I'm not using Robot Masters, ice.
Simple as that... But picketmen, sure.  ;)

85
Help & Editing / Re: Jousting mode?
« on: February 22, 2011, 12:50:11 AM »
I pity how few replies this has.

Sounds fun, if you have a limited ceiling height, a bar that could be shot through between the players preventing them from crossing their lines... And one or two weapons. [Give them circles to fight in, or something, so long as they can always be hurt, to prevent camping.]

I'd probably play it.

86
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: February 22, 2011, 12:41:25 AM »
Requesting this topic be deleted or locked. Either or.

87
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 12:35:59 AM »
The map one I'm leaving open because it was recently created, and some people might wish to reply with questions on that there.. No real reason to lock it/delete it.

As for the "unofficial release" topic, that can be locked or deleted. I'll just post the download here instead.

88
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 12:29:56 AM »
One. NO ENEMIES will be robot masters.. Except possibly the Shadow bosses.
We're trying to avoid bot-like gameplay!

Two. Camo mets? Good idea.. Considering we'll have a LIFE system soon enough.. Hopefully. It'll be a mess to create but I can try, after all.

1-ups are a go.

89
W.I.P Forum / Megaman Invasion Project - Official Topic for MMINV
« on: February 22, 2011, 12:16:24 AM »
MEGAMAN INVASION PROJECT
Ready to blast some mets?

WAIT! I've created a website (yay for old templates..) for the MMINV project, and you can view it BY CLICKING HERE. This topic will remain in-tact, but the map topic and any others will not. That website will provide every bit of Information you could want about this project, what's been done and what needs done, etc. It also has a list of contributors/credits, so I don't have to add that somewhere on here.

As for other stuff, I'm releasing the 6 weapons I approve of now.
Download here

Weapons consist of:
(click to show/hide)

Feel free to leave feedback on these weapons if you want. Any more weapon updates and downloads will be on the website.


What is the Megaman Invasion Project?
Well, the Megaman Invasion Project is an expansion, or game mode (Whichever you prefer to call it), that has been in the works for quite a few months now. The whole idea is to recreate the Doom-style invasion some of us have experienced, as a MM8BDM extra. Until now, Invasion has not been supported on MM8BDM, hence our working towards making it happen.
Okay, so what is Invasion, right? Well, Invasion is a game mode that pits a group of players against waves upon waves of different enemies. In our case, it's the Megaman family (and others) vs. Mets, Bigeyes, Pipis, and so much more. With a few new weapons at their arsenal, friends to aid them, and their ol' pal Eddie, the Megaman gang will surely be able to fend off a bunch of simple robots. They've done it before after all.. What would be so hard now?
We'll see...

This is the topic that can organize everything we're doing to make this become a reality...

First off, we'll need this To-Do list unmucked up. Anyone who is willing to pitch in where necessary and would offer their assistance would be appreciated.

To-Do List:
(click to show/hide)

Secondly, some helpful little links.
CURRENT unofficial Invasion release download. Click Here
Want to contribute some of the maps we need? Click Here {FOLLOW THE GUIDELINES!}

Third, PROGRESS REPORTS!
I'll be posting some progress here and there of what work we get done. I'll try and keep this as up-to-date as possible, so people can always stay in the loop. I won't alert when progress is made, so if you're that interested, keep an eye on this space!
(click to show/hide)

Fourth, an Enemy List. Need I say more? Completed and W.I.P. enemies.
If you have an idea for an enemy, or something else, feel free to reply with it. Most likely, if it fits, it'll be coded and added in an Invasion Map(s).
(click to show/hide)

Lastly, a credits section.
This will be a list of credits to everyone who's helped me finish this, and special thanks to those who gave awesome ideas and support.
(click to show/hide)

---------------------------------------

So, if you want to help get this game mode, expansion, or activity done faster, please help us!
We're working hard, and we feel the community may want some of their own work put into this. That way, you can feel special for contributing!

What can you do to contribute? Well...
You can:
·Give enemy or invasion weapon ideas. Most likely, they'll be accepted!
·Assist with the maps needed! Look above for the link to the topic that you may find out about this on.
·Do artwork! -Nobody helping me right now is truely good at art, and I'm not much of an artist myself. If you're willing to offer your skills as a spriter, we'd be greatly appreciative!
·Submit map ideas to people who've decided to help mapping. While none of us working on this [who initially started] will be mapping, you can reply in the map topic on some ideas on what maps should be like! [Don't hate on ideas!]

Hope to see you defending your maps out there, all! Invasion is meant to be an anger-killer, a fun activity, and a socializing area of gameplay.
The first fully (supported) co-op mode is coming our way soon!

90
Maps / Re: MMINV Map Project - We need YOU!
« on: February 21, 2011, 10:23:23 PM »
You'll get both. If you don't approve of what the community makes, too bad.

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