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Messages - Russel

Pages: 1 ... 3 4 [5] 6 7 ... 158
61
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 04:05:46 AM »
I like pointed shield

62
Help & Editing / Re: Boss music code
« on: October 19, 2016, 01:27:48 AM »
MM1BOSS is the MM1 boss theme, MM1PBOSS is the Powered Up boss theme

63
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 16, 2016, 05:15:34 AM »
The 9 bots weren't in the tournament and evil energy arcs because they were busy during those times. They were to be forcibly scrapped during the revolution arc, and they returned for revenge during their arc.

This is why they show up in the v5 OP as their first appearance.

64
Help & Editing / Re: Bridges
« on: October 16, 2016, 03:08:29 AM »
This thread lists a bunch of general mapping tips.
Chapter IV lists how to create basic 3D floors, which are used for floors-over-floors. Bridges fall under this category.

65
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 10, 2016, 04:14:12 AM »
Yuhhhhh
That stage has needed underwater tiles for a while.
I would recommend a darker color to replace the yellow, however. It stands out rather harshly against the greens and blues.

66
W.I.P Forum / Re: Mega Man Rocks! REVIVAL ATTEMPT
« on: October 10, 2016, 03:56:29 AM »
Alright uhhh...

The primary reasons most expansions fail is due to a nasty combination of lack of interest or motivation from developers or leaders, or the inability for a leader to motivate progress for any number of reasons.

Rock Force got a full expansion's worth of content in weapons and maps because its leader, Maxine, was rather diligent about kicking people's asses when they promised to have content for her and if the person didn't follow up with them or did not have content to present she either did it herself or got someone else more capable to complete the required content for the expansion.

I wasn't around for Rockman no Constancy's expansion but I assume the situation was similar.


Basically what I'm trying to get at is you need a capable leader and willing people to complete a project such as this. If you can't even present resources or credibility that you can carry your own weight as well as that of those who aren't willing to put in any effort, your expansion will not succeed.

This post was not meant to be dissing you or anyone else, it was supposed to be a realistic [albeit rather pessimistic] view on projects such as these as a whole.
Create some meaningful content. Give us something to chew on, maybe prototype a weapon or something. Get people excited about your content, something to look forward to, then attempt to rally people.

67
Closed / Re: Wind Storm
« on: October 06, 2016, 08:49:41 PM »
B-TLMS has toyed with Solar Blaze being in the LMS/TLMS rotation.

As for Wind Storm it'll be fixed.

68
Rejected / Re: Weapons in need of replacing/reworking (Time Stopper)
« on: October 03, 2016, 05:49:34 PM »
Alright. Quick thing.
This is bugs and suggestions where a person will put down what they think should be implemented into the game.
You brought up Flash Stopper, among other things.
Additionally, your previous post immediately talks about and described in detail what Flash Stopper does.

Then you shut down someone else who is trying to contribute to the discussion you created.


I think it's fine you want to create a topic similar to the v5 weapon tuning thread here, but I'm not fond of your shutting down discussion on Flash Stopper when you're the one who brought up Flash Stopper to begin with.

69
Help & Editing / Re: Activate on damage
« on: October 03, 2016, 05:38:30 PM »
I'm not sure of a reliable way to check that outside of damage types, which means that weapon might act strange in certain custom maps.

Even then, I'm not sure how to fully keep track of such a trigger since the only way you can check damage types is through specific pain states on the player itself. Leaf Shield and Mirror Buster both work by spawning a shootable actor over a location near the player and responding when it takes damage, but this doesn't work for things like pits.

If it were me, I would simply do what Leaf Shield does [which was derived from CBM Woodman to some extent] and have it ignore stage damage types such as those of fire traps and ice blocks. The largest downside to this is it provides a weird form of protection in that non-ripping projectiles will deal no damage and be destroyed upon impacting the effective range of the damage check.

So in short, the only ways that I at least know of either rely on checking that you lose health, which is indiscriminate of damage types and damage sources, or checking that a projectile came just short of hitting you, which removes the projectile if it isn't a ripper or an explosion.


For reference I'm the one who put together Skull Barrier and Leaf Shield for this last version. Skull Barrier has a really stupid way to handle what happens when you get hit by Laser Trident that will be getting removed next version for purposes of abstraction.

70
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: September 19, 2016, 05:17:17 PM »
He doesn't like how the textures of the Mega Man 7 museum look compared to that of the Mega Man & Bass ones since the style and coloring are so drastically different.

71
Tutorial Collection / Re: [Tutorial] MAPINFO + Custom Music
« on: September 17, 2016, 11:07:11 PM »
No I mean... the script I told you to remove is redundant. The script I gave you was explicitly better as it applies to all game modes.

72
Tutorial Collection / Re: [Tutorial] MAPINFO + Custom Music
« on: September 17, 2016, 09:46:35 PM »
First, remove script 1
Second, BOSSSONG and VICSONG were supposed to stay as those two names.

Third, the script numbers were set up to be plug and play. There was no need to change them. Script 3 should be calling ACS_Execute(2, 0) if you're going to use those numbers.


The resulting scripts should look like:
The script should look like:
(click to show/hide)

73
Tutorial Collection / Re: [Tutorial] MAPINFO + Custom Music
« on: September 17, 2016, 12:55:18 AM »
A lot of custom map packs use some variation on this script for non objective-focused maps:

(click to show/hide)

Just copy-paste that into the scripts of your map, change the song titles, make sure there's a line that says #include "zcommon.acs" and compile.

74
Help & Editing / Re: I need help with loops.
« on: September 16, 2016, 03:06:07 PM »
both samples and time tags work fine
core MM8BDM uses samples [which I did not know when I looped NEEMUS which is why it's screwed up] while my map pack uses time.

both work fine and neither is explicitly better, I just prefer time because it's clearer.

75
Mega Man Discussion / Re: Suggest me some megaman like games for low end pc?
« on: September 14, 2016, 03:18:36 PM »
I mean if you used Joy2Key or some other key mapping thing, you could very well use a controller with the game. It just doesn't have native controller support.

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