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Author Topic: [Expansion]Mega Man 5 Game Boy  (Read 157039 times)

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October 03, 2011, 08:38:15 PM
Reply #720

Offline Strange Metool

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #720 on: October 03, 2011, 08:38:15 PM »
Meaning, Mars is available?

October 03, 2011, 08:39:06 PM
Reply #721

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #721 on: October 03, 2011, 08:39:06 PM »
I think he might be. (emphasis on think)

Lemme check around this topic and see.

EDIT: Sorry, apparently Chimera did Mars.

A lot of maps are still open, though.

October 03, 2011, 09:06:56 PM
Reply #722

Offline Myroc

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #722 on: October 03, 2011, 09:06:56 PM »
Quote from: "Star Dood"
EDIT: TRY NUMBER THREE

(click to show/hide)
Something about his feet in the second and fourth frame irks me. It seems like he is skating more than anything.

Kudos on trying to make the running more lively, though.

October 03, 2011, 09:09:14 PM
Reply #723

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #723 on: October 03, 2011, 09:09:14 PM »
Seriously? Again?

Damnit, that was a problem in the last two attempts.

October 03, 2011, 10:03:24 PM
Reply #724

Offline Korby

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #724 on: October 03, 2011, 10:03:24 PM »
Personally, I think the skatewalk is fine.
Quickman runs on his tiptoes and Iceman literally skates. It's okay to have quirky walkers.

October 03, 2011, 10:27:21 PM
Reply #725

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #725 on: October 03, 2011, 10:27:21 PM »
Question: Would anyone know how to possibly make the conveyor belts switch directions in Mercury's stage?

Other Question: How do you do animated tiles?

October 03, 2011, 10:38:01 PM
Reply #726

Offline DarkAura

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #726 on: October 03, 2011, 10:38:01 PM »
Quote from: "Star Dood"
Question: Would anyone know how to possibly make the conveyor belts switch directions in Mercury's stage?

Other Question: How do you do animated tiles?

Aura - The conveyor belts shouldn't be that difficult to script, I think. So I can probably try something like that.

As for the animated tiles, again I ain't good at teaching. If you would like to show me the textures to animate, I can piece it together for ya.

October 03, 2011, 10:50:14 PM
Reply #727

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #727 on: October 03, 2011, 10:50:14 PM »
Hmm hmm hmm, okey dokey:



If memory serves me well, I believe that the ones on the left are on the end of the conveyor belt, and the ones on the right are on the conveyor belt itself.

Also, should I add the barrels?

October 03, 2011, 10:54:11 PM
Reply #728

Offline DarkAura

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #728 on: October 03, 2011, 10:54:11 PM »
Quote from: "Star Dood"
Hmm hmm hmm, okey dokey:



If memory serves me well, I believe that the ones on the left are on the end of the conveyor belt, and the ones on the right are on the conveyor belt itself.

Also, should I add the barrels?

Aura - I'll fetch the barrels, don't worry. I'll present what we've got at the end of the day.

October 03, 2011, 10:56:23 PM
Reply #729

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #729 on: October 03, 2011, 10:56:23 PM »
Why the hell am I mapping? I can't even import textures for christ's sake.

Why not let Dark and Lament do it?  :lol:

October 03, 2011, 11:19:23 PM
Reply #730

Offline DarkAura

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #730 on: October 03, 2011, 11:19:23 PM »
Quote from: "Star Dood"
Why the hell am I mapping? I can't even import textures for christ's sake.

Why not let Dark and Lament do it?  :lol:

Aura - Can't map

Lament - Well, somewhat. We can map, but only in making maps that mimic other maps from different games. Hate to get off-topic but, for example:

(click to show/hide)

This is a map we made, not an official map. Decent, I know. It may look like a good map but, upon closer inspection, it almost perfectly mimics the first area in the Tallon Overworld in the first Metroid Prime game. That's pretty much the only things we can map. So, to sum it up, We can't map unless mimicking another map.

October 03, 2011, 11:23:39 PM
Reply #731

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #731 on: October 03, 2011, 11:23:39 PM »
Ya gotta make ya layouts. Layout is one of the most important aspects of a map.

And making maps that mimic something are perfectly fine too.

Now, how am I going to make those barrels? I would think they require a damage linedef on the bottom, but I suck at coding.

October 03, 2011, 11:27:16 PM
Reply #732

Offline DarkAura

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #732 on: October 03, 2011, 11:27:16 PM »
Quote from: "Star Dood"
Ya gotta make ya layouts. Layout is one of the most important aspects of a map.

And making maps that mimic something are perfectly fine too.

Now, how am I going to make those barrels? I would think they require a damage linedef on the bottom, but I suck at coding.

Aura - Yeah, damages anything while it's falling, able to stand on while dormant, and explodes when shot at enough similar to MMPOIL's oil vats.

October 03, 2011, 11:30:08 PM
Reply #733

Offline Magnet Dood

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #733 on: October 03, 2011, 11:30:08 PM »
Quote from: "DarkAura"
Aura - Yeah, damages anything while it's falling
Right
able to stand on while dormant
And be pushed by, don't forget
and explodes when shot at enough similar to MMPOIL's oil vats.
They exploded when shot? Huh, I don't remember that. I got rid of that ROM too soon...

October 03, 2011, 11:45:21 PM
Reply #734

Offline DarkAura

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Re: [Expansion]Mega Man 5 Game Boy
« Reply #734 on: October 03, 2011, 11:45:21 PM »
Aura - Wait a minute...they don't explode? Could've sworn that...I guess they don't.