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Messages - Ivory

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5071
Help & Editing / Re: Single Player/Coop mode maps?
« on: August 05, 2010, 04:56:02 AM »
Don't get me wrong, even if I don't post, that doesn't mean I'm not around.

Anyways, levels. My thoughts on them are simple. Even though it would be awesome to play classic Megaman levels in 2.5D. Eventually the novelty of it wears off. For optimal gameplay experience, I would prefer to create entirely new levels that mimicked the feel, flavor, aspects, etc of the original level, but features entirely new layouts designed specifically for the third dimension.

Case and point, my aims with this project is to create a re-imagining of the first 6 Megaman games. Same general story, with some differences. Such as working to include the Megaman Killers into each game arc. As for the levels. The aim is a Dr Light Labs for a central Hub for level select, plot advancements, buying items from Autos shop, etc. Level Select for each level, go through them, beat the boss, gain all the weapons, stop Dr Wily, proceed to the next game.

Details are still being worked out, but I just wanted to give the general idea of what this campaign could be like... but nothings set in stone yet. It is a team decision after all.

5072
Oh, I know. Is it Megaman vs Ghouls? Combining Cutties two most popular titles into one game.

Roll(Marine Replacement, why? Why not.)
Protoman(Hunter Replacement, with Charged Shots for normal arrows, Fireman,Elecman and Iceman weapons for the elemental arrows)
Bass(Cyborg replacement, and can fly with Treble Boost)
Megaman(Ghost Buster Replacement, due to "Copying" ghoul abilities)
Metalman(He's just screaming to replace the engineer.)

5073
MM8BDM Discussion / Re: uuugh yeah...hitboxes
« on: July 29, 2010, 05:38:26 AM »
Besides, there are no "head shots". This is still Doom! Everything has one rectangular hitbox, regardless of what the sprite dimensions are. So don't try aiming for specific body parts. Just aim for the center of the body and you will be fine.

5074
Mega Man Discussion / Re: Favorite Tips for megaman games
« on: July 21, 2010, 10:33:08 PM »
Most infamously used for destroying the Yellow Devil quickly.

5075
Quote from: "PressStart"
Yea the final release will blow you away
Can't beat the final release~

5076
MM8BDM Discussion / Re: SGC Demo feedback
« on: July 17, 2010, 10:58:12 PM »
If Cutman was going to make us pay for MM8BDM, I'm pretty sure Capcom would have shut him down.
Unlike Action Doom 2, Megaman is copyrighted material.

5077
MM8BDM Discussion / Re: Things to improve this awesome game
« on: July 16, 2010, 06:03:18 PM »
Quote from: "ZooL"
metroid prime. what was so great about that game? it was a fps that still felt like metroid.
Metroid Prime is NOT an FPS. It's a First Person Adventure. They're two completely different genres.

Quote from: "ZooL"
so i basicly think getting away from doom gameplay and getting closer to mega man is the only logical step.
This also includes the movement of the player. right now u have that akward movement accel. that makes playing doom feel a bit like a driving game, while megaman is moving spot on. same goes for changing directions in mid air, the view bob etc.
To be blunt, you're playing a doom mod with tons of Megaman Paint over top of it. Cutty has done a brilliant job of capturing the Megaman feel. However, it's still Doom in the end. Not that I find a problem with that, Two amazing games mixed together  :cool:

Quote from: "ZooL"
And finally, i found out that skulltag rencently had its source code released, so basicly anything is possible.
I want to add in that if you make specialized additions or changes, then any update that happens to Skulltag that would have to be ported over.

5078
MM8BDM Discussion / Re: Things to improve this awesome game
« on: July 15, 2010, 07:09:05 PM »
While it would more Megaman like, you must understand there has to be a balance between the gameplay and Megaman elements. Too many hazards irritate the player and honestly, I don't imagine the slide to be that useful. I think Cutty has done a great job in making fun gameplay with Megaman elements.

Remember, this supposed to be Deathmatch.

5079
MM8BDM Discussion / Re: SGC Demo feedback
« on: July 13, 2010, 12:43:48 AM »
Welcome to the Doom  ;)  Where you can stand perfectly still, sliding along the ground shooting.

5080
Help & Editing / Re: single player campaign.
« on: July 11, 2010, 11:26:29 PM »
Correct. Just don't expect it to be done any time soon. No real progress can begin until MM8BDM is released.

5081
MM8BDM Discussion / Re: SGC Demo feedback
« on: July 09, 2010, 12:19:31 AM »
Quote from: "PressStart"
A perfect recreation of CutMan's stage would be wayyy too big[...]

Well actually, I wasn't looking for recreations. That would not be favorable to the game play. Rather, I would have loved to see the 8BDM map to have the same flavor the original stage had.

Quote from: "PressStart"
but if you or anyone else wanted to work towards making a mod for it, that'd be awesome!
That would be pretty cool. While I love Mega Man games, I wouldn't be the one to do so. Even though I've spent large amounts of time with doom based editing. I'm not a sprite artist. The campaign would require enemies to be sprited and coded(which I could only do the coding bit). I'm just a coder and mapper.

Besides, if I was going to actually do something like this, I would stop being lazy and actually start making a Metroid Prime deathmatch mod.

Edit: and no, I don't mean like Hunters. It would be more true to Classic Metroid.

5082
MM8BDM Discussion / Re: SGC Demo feedback
« on: July 08, 2010, 09:26:22 PM »
Well, after getting past the initial "wow" factor, I've been studying the demo, and will give my feedback. Mostly everything is fine. The weapons are nice, the sprites are excellent, the stages will be different in terms of weapons in the final release. However the stages were the main let down for me.

From a game play stand point. They are fine, a good selection of weapons(that will be different in the final release). They were well varied. The texture use was good. In terms of game play, I see no problem.

From my Mega Man fan stand point. I was very disappointed with the levels. When I actually sat down and started to really analyzing the levels. It came apparent to me that something was missing. Example. Cut Man's Stage. The textures are there, the music is there, the elements in there but for me, it still failed to capture the feel of Cut Man's level. Same goes with the rest. I know you weren't trying to make the 3D versions of the levels, I was never expecting that. However, there was still an expectation of feeling. That I would play the level, and really feel like I was Mega Man fighting in a 3D version of Cut Man's Level.

It's not hard to come up with a layout, but its another thing to come out with a feel of the original flavor. Making a level that not only plays well, but retains the flavor of the original. Well, that's the hard part.

This is just my thoughts on the levels. In closing, the game play is always the number 1 concern. You can make a 3D rendition of the stages, but it wouldn't necessarily play well. As long as the levels play brilliantly, and still retain to the stage's likeliness, it's well done and you have my support.

5083
Tutorial Collection / Re: [TUTORIAL] Making custom Crosshairs.
« on: July 08, 2010, 08:41:15 PM »
I'd like add some pointers in creating Crosshairs, since I worked with custom Crosshairs a lot in a mod of mine.

1) The Crosshair will look exactly how the graphic looks. If you don't want your custom crosshair to be pixelated, then be sure to make it more then a circle made out of single pixels.

2) Use a nice range of greys. It can really enhance the feel of your crosshair. Look at DTD's screenshot to see what I mean. If you make a solid white box, then it will be a solid color.

3) Positioning is critical on the crosshair graphic. If your center is off on the graphic, it will look very strange in game.

5084
MM8BDM Discussion / Re: Megaman 8-bit Deathmatch
« on: July 07, 2010, 07:34:00 AM »
I love it. Been waiting so long to finally try it. It's so much fun.  :D

I'd like to also suggest the addition of 8-bit Crosshairs. The standard Skulltag ones don't feel right. And I don't like being crosshairless.

5085
The Ghoul's Forest / Re: Map submission thread
« on: June 17, 2010, 05:34:30 AM »
I've ran small private testings, about 4v4 - 8v8 range. It played very nicely and my feed back was positive. As for the more tranquil theme, I thought it was a nice change from GvH's typical hellish, destroyed, factory, evil, etc maps.

It is possible to widen the outside, but I'll just keep it as it is for now until I get some more feed back on it. The private testing shown it to be an ideal size. No classes were too overly powered. But then, 16+ games are a whole different story.

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