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Author Topic: Re: megaman battle & chase project V2A Released  (Read 205930 times)

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September 26, 2012, 12:10:21 AM
Reply #780

Offline GameAndWatcher

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Re: megaman battle & chase project (extra coders needed)
« Reply #780 on: September 26, 2012, 12:10:21 AM »
@Doc
Quote from: "SmashBroPlusB"
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

Quote from: "ice"
FALCON! Go for it

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

September 28, 2012, 01:56:49 PM
Reply #781

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #781 on: September 28, 2012, 01:56:49 PM »
I need your oppinion on this, should I make the enter script force you into chasecam when you enter considering you always fire straight forward? *you can always hit chase to go back into 1st person*

September 28, 2012, 06:54:53 PM
Reply #782

Offline Bigruss91

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Re: megaman battle & chase project V2A Released
« Reply #782 on: September 28, 2012, 06:54:53 PM »
Quote from: "ice"
I need your oppinion on this, should I make the enter script force you into chasecam when you enter considering you always fire straight forward? *you can always hit chase to go back into 1st person*

Sure. Besides, I all ways use chase cam when I play this mod. Go For it ice! =)

October 25, 2012, 12:03:45 AM
Reply #783

Offline GameAndWatcher

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Re: Re: megaman battle & chase project V2A Released
« Reply #783 on: October 25, 2012, 12:03:45 AM »
I'm sorry for the bump, but I has idea: An alternate version of Megaman with the Rush Bike. (Due to lack thereof in the MM8 expansion.)

October 26, 2012, 03:47:59 PM
Reply #784

Offline Hilman170499

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Re: megaman battle & chase project V2A Released
« Reply #784 on: October 26, 2012, 03:47:59 PM »
Ka-Bump.

I want to ask questions.

Can I work on my own concepts for the Mega Man Killers? Also, can I use your sprites and coding as reference when I make them?

October 26, 2012, 05:35:17 PM
Reply #785

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #785 on: October 26, 2012, 05:35:17 PM »
@ game&watcher
If it's possible I might add it

@ Hillman
 Go right ahead

November 04, 2012, 06:12:27 AM
Reply #786

Offline leoalex50

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Re: Re: megaman battle & chase project V2A Released
« Reply #786 on: November 04, 2012, 06:12:27 AM »
im just asking

is it ok if i could make a map pack for mmb&c?

November 04, 2012, 03:59:22 PM
Reply #787

Offline Hinatediz

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Re: Re: megaman battle & chase project V2A Released
« Reply #787 on: November 04, 2012, 03:59:22 PM »
Heres my current progress on Peacock...



EDIT:

FINISHED


November 05, 2012, 12:40:28 AM
Reply #788

Offline Geno

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Re: megaman battle & chase project V2A Released
« Reply #788 on: November 05, 2012, 12:40:28 AM »
Yo.


Did anybody here see my Eddie Kart from B&C skin?

It's in here. viewtopic.php?f=30&t=4207

December 22, 2012, 04:17:53 PM
Reply #789

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #789 on: December 22, 2012, 04:17:53 PM »
I could use that skin

Anywho, scince v3's out, the mod works fine except for fireman's track, and for a while I've been drawing car designs buut some I'm having trouble with. Though for now I was to focus on mm1 here's some things that could help with making up kart designs

Design
Stage
Gimmick

Basicly the karts all seem to follow this formula in mmb&c

Iceman
Design: it looks nothing like him except for colors
Stage: his stage is constantly covered in snow so a snow mobile is perfect
Gimick: not sure if there was any real gimmick exclusive to his stage

Gutsman
Design: it has large arms for throwing boulders
Stage: it's partially based on his stage also (caution stripes for starters)
Gimick: not really anything here that can be implimented into his design

then I hit a wall with some of the RMs

Fireman
Design: His design seems pretty interesting, but not sure how to impliment that
Stage: not sure any kind of vehicle would be suited for the stage
Gimmick: Fireman's stage has plenty of them

Bombman
Design: he has a pretty interesting design, but my concept based on that looks weird
Stage: ...not exactly sure what his stage is supposed to be other than a stage
Gimmick: I have another design based on a killer bullet, and one of his attacks are based on those cluster bombers

Elecman:
Design: in my head I see his mask and electric coils on it somewhere
Stage: ...the only vehicle that's suited for that kind of place is a cherry picker and I don't think those were designed for racing at all
Gimmick: ...can't think of any

Cutman: (already made)
Design: A red and white car with a cutter for a wing, has the "handles" on the side with another cutter somewhat pokeing out under the car on the front
Stage: It's a ware house, i can only think of a fork lift, but then again the cutter on the front sortof makes me think of one
Gimmick: Rolling cutter, that is all

as for the PU ones, I haven't played the games so I can't really give too much input on them

Scince I have to redo a few maps anyway, I might as well spruce up current ones and try to make some for the remaining RMs too

December 22, 2012, 04:21:54 PM
Reply #790

Offline Colonel ServBot

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Re: Re: megaman battle & chase project V2A Released
« Reply #790 on: December 22, 2012, 04:21:54 PM »
i'll help give ideas for the powered up stuff.

December 24, 2012, 02:33:37 AM
Reply #791

Offline leoalex50

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Re: Re: megaman battle & chase project V2A Released
« Reply #791 on: December 24, 2012, 02:33:37 AM »
so when is the next ver going to come out for mm8bdmv3a?

December 24, 2012, 02:36:51 AM
Reply #792

Offline fortegigasgospel

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Re: Re: megaman battle & chase project V2A Released
« Reply #792 on: December 24, 2012, 02:36:51 AM »
Quote from: "leoalex50"
so when is the next ver going to come out for mm8bdmv3a?
People should stop asking this. V3a JUST came out, so scripters need time to figure out HOW to fix their mods to work with Zandorium AND 8bdm.

December 24, 2012, 05:01:52 AM
Reply #793

Offline ice

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Re: megaman battle & chase project V2A Released
« Reply #793 on: December 24, 2012, 05:01:52 AM »
The current version is compatable with v3, though fireman's track is alot easier @_@ though a rough estimate, maby a few months. I'm planning on adding all of the mm1 characters and tracks before releasing the next version

January 17, 2013, 10:42:03 PM
Reply #794

Offline Mister Gessert

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Re: Re: megaman battle & chase project V2A Released
« Reply #794 on: January 17, 2013, 10:42:03 PM »
I overheard that non-MM characters are fair game, so...



... Take it how you will. (wip still, I have like five more rotations to deal with.)