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Author Topic: Re: megaman battle & chase project V2A Released  (Read 232571 times)

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June 28, 2012, 11:29:09 PM
Reply #675

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #675 on: June 28, 2012, 11:29:09 PM »
Would you mind changing all attacks from FireCustomMissile to SpawnItemEx? This makes it so that it's impossible to aim shots up or down, but this can also be a benefit. Personally I like to play with chasecam enabled, and this makes attacking a royal pain in the ass because my shots can end up sinking into the ground or flying off into orbit.

Oh, and I'm almost done with the first track layout.

June 28, 2012, 11:32:48 PM
Reply #676

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #676 on: June 28, 2012, 11:32:48 PM »
I did that a week after I released v1c, and that was ages ago, so it's 100% possible to do a whole race in chasecam (even though that's how it's supposed to of been played in the 1st place)

June 29, 2012, 10:22:57 AM
Reply #677

Offline Myroc

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Re: megaman battle & chase project (extra coders needed)
« Reply #677 on: June 29, 2012, 10:22:57 AM »
Have you done away with physical in-game spectators yet? That was something that I found very pointless, and only caused problems.

June 29, 2012, 11:05:07 AM
Reply #678

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #678 on: June 29, 2012, 11:05:07 AM »
probobly, depends on what others think (hasnt started working on the tracks to work with this new system yet)

Also, question about starman, what should his attacks be?

my ideas were
uncharged:
star crash: protecting you from attacks but at the same time slowing you down slightly
star shot: shoots small stars

Charged:
Star crash: shoots a star crash

June 29, 2012, 06:38:39 PM
Reply #679

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #679 on: June 29, 2012, 06:38:39 PM »
How's about Star Man only uses Star Crash?

Star Crash would only be usable with a full ammo bar, and on use it would surround his kart with the barrier we all know and love. Opponents who get too close will get "hugged" and will slow down (a la 8BDM Star Crash). The player can turn off Star Crash early to conserve ammo, but the shield will not be thrown as an attack.

Also, to help people recognize when his ammo bar is TRULY full and not "almost but not quite" full, I was thinking his gauge could light up in a slightly brighter colour tone when it was filled up. I know how to do this if you don't, so I'm thinking it would be a nice touch.

Also also, how is your opinion on non-MM racers? I had an idea...

June 29, 2012, 07:34:09 PM
Reply #680

Offline TheDoc

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Re: megaman battle & chase project (extra coders needed)
« Reply #680 on: June 29, 2012, 07:34:09 PM »
Quote from: "ice"
It's 100% possible to do a whole race in chasecam (even though that's how it's supposed to of been played in the 1st place)

Well, if you're going to recreate a Megaman game (or anything for that matter), it's usually intended to be played in 1st person.

June 29, 2012, 08:05:42 PM
Reply #681

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #681 on: June 29, 2012, 08:05:42 PM »
this is a mod for a RACING GAME

you know what

why don't you play every racing game in first person from now on

see how well that turns out for you

June 30, 2012, 02:39:26 AM
Reply #682

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #682 on: June 30, 2012, 02:39:26 AM »
giving him just star crash would seem odd, the racer's cars in the originals used a mix of canon and original attacks. Don't be afraid of makeing up stuff, the cars do the fighting, not the robots.

Megaman: small and charged shots
Bass: based on mm7 bass who was a megaman clone
protoman: shield and charged shot
roll/beat: flutter and spin (roll had no attacks at the time while beat ramed enemies and carried you)
gutsman: rock throw and quake
iceman: ice spike and ice slasher
quickman: side dash and turbo dash (going to add the side dash ala cscc finitezero)
shadowman: shadowblades and smoke
napamman: drops small bombs and shoots big bombs forward
springman: turn and spring punch

June 30, 2012, 04:15:44 PM
Reply #683

Offline GameAndWatcher

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Re: megaman battle & chase project (extra coders needed)
« Reply #683 on: June 30, 2012, 04:15:44 PM »
Bombman's car should be this! (Just an idea/joke, it's OK if it isn't.)

June 30, 2012, 04:23:30 PM
Reply #684

Offline TheDoc

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Re: megaman battle & chase project (extra coders needed)
« Reply #684 on: June 30, 2012, 04:23:30 PM »
Quote from: "SmashBroPlusB"
this is a mod for a RACING GAME

you know what

why don't you play every racing game in first person from now on

see how well that turns out for you

I meant to say recreate in MM8BDM, but never mind.

Anyways, I agree with the ideas for the cars' weapons, but just a few ideas from me.

Napalmman: Instead of lobbing a bomb forwards, he could shoot a Napalm Missile.
Springman: If the ammo bar isn't full, he fires his spring punch. If it is full, he fires a spread of 3 Wild Coils from the back.
Quickman: Half an ammo bar or higher (not full) fires 1-2 Quick Boomerangs on either side that home in on the nearest racer. Full ammo is obviously a turbo dash.
Ideas for unmentioned racers:
Stoneman: Primary fire is 2 Power Stones. Altfire makes Stoneman take a huge leap, but has to wait a little afterwards to "rebuild" before firing anything else. (items could be the exception)
Bubbleman: Less than full bar is a harpoon shot, not unlike Megaman's small shot. Full bar is Bubble Lead, which stuns the enemy (Spark Shock) if it hits. Altfire (we could have a bar for this, too) lays a Bubble Mine that would look like the spikes in Bubbleman's stage. It would explode on contact.
Woodman: Primary fire shoot a leaf if Ammo not full. Full bar creates a Leaf shield that can either be thrown forwards or take one hit from any weapon and disappear.

June 30, 2012, 05:35:54 PM
Reply #685

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #685 on: June 30, 2012, 05:35:54 PM »
the characters in mmb&c where they way they were cause each had a special skill that only they could do

megaman/bass: shooter (slight bump)
roll: jumper (only one that could jump)
iceman: freezer (frozen you causing you to only move foreward at what ever speed you were going till you crash)
gutsman: dizzy (caused you to... can't quite remember)
quickman: skillman (souly relying on manuvers and speed boost)
shadowman: slowdown (caused you to slow down as if you were in a D-zone)
napalmman: was the explosives user (either launched upwards, or flat out mariokart style crash)
springman: was the guy that could bounce others away and attack to the sides (just bumping someone either sent them sideways, forwards, or backwards)

like I said, it's not the robots attacking so we don't have to limit ourselves to what the robot could do, though the leaf sheild idea could work, and I do like the bubble lead idea

Also, there are a few things I've always wanted to see in B&C myself, like bouncing attacks (noise crush, gemini laser), digging (drillman), and so on

Alother thing we have to consider is the weight of the characters, stoneman is rather heavy, so his car jumping would be a tad weird, though the powerstone would work, it could also have some abilities to control the earth meaning, there's a huge spead of possible attacks using the ground alone

then you have topman (kinda scared to see what his car ends up looking like) he could have different types of tops, like say, one that stays on the ground and bounces around like the curlinger but more slowly, could shoot the tops like in mm3, could just simply drop them like iceman, his car could also spin like roll, lots of logical possibilities

then we have snakeman, his car would probobly most likely resemble a snake, his cannon attack is the search snake, while the search snakes themselves could climb walls. but again, the car is a snake, we could toss in some snake like abilities, though I can't really think of any for him

June 30, 2012, 05:39:33 PM
Reply #686

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #686 on: June 30, 2012, 05:39:33 PM »
hey ice

would you punch me in the face if I made a kart for something not Mega Man related

also about the track I'm making

I was thinking the end would have you GYRO JUUUUUUUUMP back to the starting pad

but I'm not sure if jumping / being shot from a DK cannon / whatever would mess things up

as in

would making you get shot / jump affect a kart's speed or anything

June 30, 2012, 05:45:07 PM
Reply #687

Offline ice

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Re: megaman battle & chase project (extra coders needed)
« Reply #687 on: June 30, 2012, 05:45:07 PM »
FALCON! Go for it

As for gyros, not sure, there's a chance you could lag and pass right over the fans (or whatever)

June 30, 2012, 05:49:23 PM
Reply #688

Offline Hallan Parva

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Re: megaman battle & chase project (extra coders needed)
« Reply #688 on: June 30, 2012, 05:49:23 PM »
See, there weren't going to be any actual "fans" per se. There was just going to be a sector that acted like a Gyro Fan. To put it simply, when a kart touches a segment at the end of the track, they'd get thrown forward and (hopefully) land on a patch of ground a little farther off. It's sort of like a jump ramp or a cannon in Mario Kart.

I was mainly worried about messing up acceleration / speed because of the new system.

Since there doesn't appear to be a problem though, I'll go ahead and finish up the blueprint and send it in soon. Hope you like it.


also
Quote from: "ice"
FALCON! Go for it
okay :p

June 30, 2012, 08:51:04 PM
Reply #689

Offline TheDoc

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Re: megaman battle & chase project (extra coders needed)
« Reply #689 on: June 30, 2012, 08:51:04 PM »
Quote from: "ice"
For Snakeman, we could toss in some snake like abilities, though I can't really think of any for him

This may turn out hard to code and kinda unfair, but maybe he could drive along the walls?