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Messages - CHAOS_FANTAZY

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1186
W.I.P Forum / Re: Nezumiman Expansion
« on: February 21, 2011, 03:07:08 AM »
I really should be working on my own Expansion if I'm to make any custom content, BUUUT...

I'd be willing to assist with skinning, but, like Brawlman, only if you could provide the original sprites.  The first Google result for "Nezumiman Sprites" is, well...this topic.  :P

1187
W.I.P Forum / Re: Pokemon stadium
« on: February 21, 2011, 02:10:06 AM »
Quote from: "MagnetMan497"
Chaos. For spriting, see Pokemon Mystery Dungeon 2 on Spriters Resource

I know--that's how I made Shaymin.

1188
W.I.P Forum / Re: [Expansion Pack] Mega Man Rocks!
« on: February 21, 2011, 02:08:27 AM »
Quote from: "Korby"
He stood like that in the game, according to the spritesheet, soooo.

Also, Drill Man.

While I would argue that Doorman doesn't idle very much at all...
Whatever.  I stand corrected.  Carry on.

1189
W.I.P Forum / Re: Pokemon stadium
« on: February 21, 2011, 01:04:31 AM »
Just my two cents here, but one of Pikachu's attacks TOTALLY needs to be Volt Tackle.

Also, if you don't want to use any legendary Pokemon, I suggest Salamence as the Dragon Pokemon (If the opposite is true, then Rayquaza) .  Also--just my personal preference here--Misdreavus should be the Ghost-type.  I'll help with spriting any of these if you like them--of course, it'll be way different from a typical skin, but I'm willing to help anyway.  ;)

1190
W.I.P Forum / Re: [Expansion Pack] Mega Man Rocks!
« on: February 21, 2011, 12:38:22 AM »
Quote from: "Korby"

Who's Door Man? I only know General Man!

LOL, can't believe I never thought of his appearance like that.

Good work so far, but you may want to rearrange his arms to that the busters are pointing downward, not upward.  Just looks more natural.

Quote from: "Tails_Hatsune"
I can't think of any skins to do at the moment (Maybe because I never made a skin), but if you guys need help with bots, I think I can help with that. Or do we neeed to do a bot and a skin ._. Anyway, good luck with the project i guess :p

Bots and skins can be done separately; otherwise, I would've kept them together.  I can combine the skin and bot into one file.  Any submissions are appreciated, really!

Also, thanks for the good luck.  Considering the low post count, I think we're gonna need it.  :|

1191
I haven't taken a look at it in-game yet, and I have no authority to do this, but...do you think that Kackebango Cavern would be a good addition to the Cutstuff Community pack?

Also, I'm trying to brew up a map for the pack, but no promises.  I suck at making maps more than I do at weapons.  I have little understanding of vertical depth perception, making a large map seems to take FOREVER, and--worst of all--I have little inspiration.  So maybe, maybe not.

1192
W.I.P Forum / Re: [Expansion Pack] Mega Man Rocks!
« on: February 20, 2011, 12:46:04 AM »
Quote from: "LlamaHombre"
Ah god.

I'd love to do policeman, but I still have TorchMan and Roll.EXE to do...

Quote from: "Korby"
Pfft. I still have Mr. Shine, Mr. Bright, and King to do.

The less time you spend complaining about doing work, the more time you have to actually do it.  =)  Besides, you wouldn't be doing it if you didn't enjoy it.

In all due seriousness, I'd like to point out the "no deadline" part.  Take your time and do everything you do with the utmost quality.

1193
General Gaming Discussion / Re: Most awesome boss in any videogame?
« on: February 19, 2011, 10:38:11 PM »
In terms of mere epic--with no relation to difficulty--first place goes to Mario & Luigi:  Bowser's Inside Story's final boss--Dark Bowser.

Also up there is Mega Man 2's Alien final boss.  Hmm...nothing else comes to mind.

1194
W.I.P Forum / Re: [Expansion Pack] Mega Man Rocks!
« on: February 19, 2011, 10:25:55 PM »
D'OH!  I knew I had forgotten something.  I'm being really stupid today.

Mega Man Rocks!, sometimes abbreviated to MMR, is a fanmade Mega Man game, created by EricRuthGames.  As far as I am aware, the Robot Masters involved are all created by him.  All this has been arranged with his permission.
...That's pretty much all there is to it.

I, too, first believed that an MMR expansion pack would fail at first, which is why I did not create it earlier.  But, after my Snowman received over 40 downloads--not to mention being singled out online and being asked to create a Policeman skin, my thoughts took another direction.  Call it hubris, call it arrogance, call it what you like.

1195
W.I.P Forum / [Expansion Pack] Mega Man Rocks!
« on: February 19, 2011, 09:42:06 PM »
Now the time has come for one legendy legend to recreate the other.

That's right, I'm getting in on the expansion pack shenanigans as well.  You can't say you didn't see it coming.  Yes, Korby--this is why I wanted to see your Door Stopper.

I will be color-coding the lists to make them easier to interpret, much in the way Cave Story is being done.
Things marked in green are finished.
Things marked in orange are being worked on.
Things with no mark have not been started/claimed.
Things marked in purple are optional.  As with Cave Story, try to work on other things first.


SKINS
(click to show/hide)

BOTS
(click to show/hide)

MAPS/TEXTURES
(click to show/hide)

WEAPONS
(click to show/hide)

ACTORS
(click to show/hide)

MUSIC - CHAOS_FANTAZY

Eric, when making this game, chose to leave the sound files unprotected--any SFX needed can be found by downloading the game.

There is no deadline--partially because I doubt this Expansion Pack will receive much attention.

"I sat at my chair, rereading my post over and over.  I check for spelling mistakes, once, twice, three times.  There is nothing wrong with it; it's perfectly logical.  And yet the voice drones on, getting louder until it screams like a banshee.  It sounds incomprehensive, but past that, there is a small chant. 'Don't click submit, don't click submit, don't click submit...'
I tell it to shut up and do it anyway."

1196
Quote from: "Korby"
Hmm, now I feel bad 'cause I made the weapon for you, essentially.

LOL, it's fine, really.  I follow CutManMike's philosophy of "nobody can reserve a weapon."  'Sides, you said you wanted practice making weapons.  I'm rambling, though...

Quote from: "Korby"
Also, to compile, Download the latest one and put it in your SlumpED folder, then right click and compile.

I'm not sure what that file is supposed to do, but it didn't help.  Whenever I click "Compile ACS," it opens up another window in SLumpEd.  This new window is--supposedly--a compilation of WCOLORS, but it has no files or lumps in it.  You can save it, but that doesn't seem to mean anything to it.  Upon being confused and exiting out of this window--like a normal person would--a message pops up, reading "compilation failed."
What am I missing here?

1197
Quote from: "Korby"
http://zdoom.org/wiki/A_Explode

...I should read that website more often if I'm going to get into making weapons.

Quote from: "Korby"
Third is if it hurts you. Keep this set to 0.

And now for a stupid question:  I've never played Mega Man 5, but from what I hear from rants, the Charge Kick is supposed to deal damage to mega Man upon use.   Any idea why this is not in effect in MM8BDM?

Quote from: "Korby"
EDIT: I made a fully functioning version based on your coding if you want it.

...Sure, why not?  Like I've said, I don't believe in wasted ideas.  Let's take a look.
At this rate, I'll never make a weapon myself...

1198
You guys make me feel so alone when I don't get responses...

BUMP.  I don't know why, but BUMP.

"Snow-Man has received an update: due to his--quite frankly, surprising--popularity, with over 40 downloads, I've written a bot chat for it."
Download Here!

1199
Wow, you guys are being awfully helpful.  Thanks for your support so far!

Quote from: "arkman"
Centaur flash just creates an invisible projectile that explodes instantly. the damage is determined in A_Blast or A_Explode.

Thing about that--I see three different variables.  Changing the first two doesn't affect anything, and changing the third one actually made the projectile cause damage to the user.

Quote from: "DoomThroughDoom"
If you wanna make it kill everything on the screen, then A_BFGSpray

http://zdoom.org/wiki/A_BFGSpray

I'll be sure to keep that in mind--I plan on redesigning the BFG sometime--but I think it's kind of broken to begin with.  I don't think I'll use it for this weapon.

Quote from: "tsukiyomaru0"
Big-ass quote featuring a very interesting actor

This'll greatly help my weapon along--but then it'll be almost exactly like yours.  Thanks anyways.  I'll see what I can't do.

(SLIGHTLY) UPDATED VERSION--STILL NOT DONE

The gun isn't lined up properly with all the others, and the palette keeps changing to Flash Stopper for some reason--probably because the file isn't compiled, which I still have no clue how to do.  The ammo amount isn't changing, it can't get ammo from Energy Capsules, and--as already mentioned--it doesn't deal damage yet.

1200
BUMP FOR NOT-AS-GREAT-AS-COULD-BE JUSTICE

That's right, I'm up to probably mind-blowingly complex weapon-making shenanigans again.  It's another weapon seen in Mega Man Rocks!, this time, the Door Stopper.  If you're familiar with the game, you know it kills anything.  Instantly.  And its reach is the entire screen.  To prevent brokenness, I've cooked up a way to handle it:  four uses of ammo, slow fire rate, but enough to kill you by expending the entire clip.

So basically, a heavy-duty radius weapon.

PROOF THAT I'VE ACTUALLY BEEN WORKING

Production is actually further along than both you and I think, but I still have a couple questions.

-For the third time over, I don't understand compiling.  Why is it necessary, how do I do it, blahblahblah.
-I'm looking at the codes for Flash Stopper--the weapon featuring my preferred fire rate--and Centaur Flash--just a good guide for radius weapons in general--and I don't see where I'm supposed to input the damage it does.  Where it normally goes is marked with 0, so...I'm kind of lost.

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