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Author Topic: Re: megaman battle & chase project V2A Released  (Read 205949 times)

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June 17, 2011, 11:28:12 AM
Reply #165

Offline Jc494

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Re: megaman battle & chase project(expected release July 2 2
« Reply #165 on: June 17, 2011, 11:28:12 AM »
Ok, sweet. By then I'll try to finish an extra stage so that we can add it in. (If you add it in, or if you want to convert it to cutman's stage)

June 17, 2011, 04:22:46 PM
Reply #166

Offline ice

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Re: megaman battle & chase project(expected release July 2 2
« Reply #166 on: June 17, 2011, 04:22:46 PM »
You can make it how ever you want, I also finished reworking all of the stages that are in, not to try to get all of the skins, weapons, Items, and HUDs done, maby if I have the time, finish editing megaman and roll's track

June 17, 2011, 07:15:59 PM
Reply #167

Offline ice

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Re: megaman battle & chase project(expected release July 2 2
« Reply #167 on: June 17, 2011, 07:15:59 PM »
Here are some screenshots to get you all hyped

Actual tracks will vary

(click to show/hide)

June 17, 2011, 07:32:33 PM
Reply #168

Offline Jc494

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Re: megaman battle & chase project(expected release July 2 2
« Reply #168 on: June 17, 2011, 07:32:33 PM »
I'll soon finish my extra track and send it too you ice  :ugeek:

EDIT: Dat spectator area's gonna be a problem  :?

June 17, 2011, 08:11:25 PM
Reply #169

Offline tsukiyomaru0

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Re: megaman battle & chase project(expected release July 2 2
« Reply #169 on: June 17, 2011, 08:11:25 PM »
Is it bad if I want to play this ASAP?

June 17, 2011, 08:13:41 PM
Reply #170

Offline Jc494

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Re: megaman battle & chase project(expected release July 2 2
« Reply #170 on: June 17, 2011, 08:13:41 PM »
Quote from: "tsukiyomaru0"
Is it bad if I want to play this ASAP?

Nah, thats okay.

The spectator area was easier than I thought, and the extra map is done. Just finalizing it, and I will send it to ice. Complain all you want about the extra track's music, but I'M NOT CHANGING IT.

June 17, 2011, 09:02:41 PM
Reply #171

Offline Alucard

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Re: megaman battle & chase project(expected release July 2 2
« Reply #171 on: June 17, 2011, 09:02:41 PM »
Quote from: "Jack Corvus"
Quote from: "tsukiyomaru0"
Is it bad if I want to play this ASAP?

Nah, thats okay.

The spectator area was easier than I thought, and the extra map is done. Just finalizing it, and I will send it to ice. Complain all you want about the extra track's music, but I'M NOT CHANGING IT.

OH GOD. It's gonna be Friday...

June 17, 2011, 09:11:04 PM
Reply #172

Offline Magnet Dood

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Re: megaman battle & chase project(expected release July 2 2
« Reply #172 on: June 17, 2011, 09:11:04 PM »
DAH! I forgot about my prop!

Only problem is that I've been blocked from the forums and I have to ask my parents to go on.

I'll see if I can finish it! Don't lose hope in me!

June 17, 2011, 09:13:59 PM
Reply #173

Offline ice

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Re: megaman battle & chase project(expected release July 2 2
« Reply #173 on: June 17, 2011, 09:13:59 PM »
When this is done, I'm thinking about accepting map submitions and adding them in different cups like the mega cup using only robot master tracks and have other ones like... idk joe cup with all the short simple tracks and wily cup with all the difficult ones

June 17, 2011, 09:25:47 PM
Reply #174

Offline Alucard

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Re: megaman battle & chase project(expected release July 2 2
« Reply #174 on: June 17, 2011, 09:25:47 PM »
I'll try to draw a layout for a Darkman map, but I won't be able to map it, since I fail at mapping and programming and the like. Unless, that is, I magically get Ivory/Mr. X mapping skills.  :roll: Like that'll happen.

June 17, 2011, 09:29:27 PM
Reply #175

Offline CutmanMike

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Re: megaman battle & chase project(expected release July 2 2
« Reply #175 on: June 17, 2011, 09:29:27 PM »
Looking really cool ice!

pun intended, because!

June 17, 2011, 09:54:15 PM
Reply #176

Offline Korby

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Re: megaman battle & chase project(expected release July 2 2
« Reply #176 on: June 17, 2011, 09:54:15 PM »
Roll's HUD shine could use a bit of work(maybe make it a bit more slanted?), but otherwise, this looks pretty sweet!

June 18, 2011, 02:37:57 PM
Reply #177

Offline OZX

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Re: megaman battle & chase project(expected release July 2 2
« Reply #177 on: June 18, 2011, 02:37:57 PM »
its comin out.sweet.

June 18, 2011, 09:21:40 PM
Reply #178

Offline ice

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Re: megaman battle & chase project(expected release July 2 2
« Reply #178 on: June 18, 2011, 09:21:40 PM »
Things are going along smoothly until I hit this wall, how on earth do I fix it so the characters enter there pain state but take no damage, I tried to add the FORCEPAIN flag but unfortunatly that's apparently no longer a flag, then I tried adding a NODAMAGE flag but all that did was give permenent god mode, then I tried poking around in the roboenza wad, but I can't even make heads or tails out of it.

I also tried to ask mike as he was the one who made roboenza, or so I assume, but he instantly shoo'd me away as too many people are asking him to playtest stuff and he assumed I was one of them and never gave me any help

can someone PLEASE give me a hint as to how the hell the no damage stuff works before I start ripping out my hair

June 18, 2011, 09:41:11 PM
Reply #179

Offline Max

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Re: megaman battle & chase project(expected release July 2 2
« Reply #179 on: June 18, 2011, 09:41:11 PM »
I've never been able to, but for checkers n' things use a 1 damage projectile. If you really don't want them taking any damage, heal them by 1 after the pain state.