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Mega Man 8-bit Deathmatch
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Porting Jitterskull to 8-bit Deathmatch
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Topic: Porting Jitterskull to 8-bit Deathmatch (Read 1679 times)
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November 29, 2010, 11:29:01 PM
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Megaman
MM8BDM MM8 Contributor
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Date Registered: October 17, 2010, 09:51:17 PM
Porting Jitterskull to 8-bit Deathmatch
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on:
November 29, 2010, 11:29:01 PM »
I've been working on a project lately in response to Crystal King's experiment with loading 8-Bit Deathmatch with the Ghouls vs Humans WAD added. However, in the process of transferring Jitterskull over, I had to make him compatible with the game's coding, so I copied some information from the Megaman class in the game's pk3 Unfortunately, I've ran into a major problem.
Whenever Jitterskull uses a Robot Master weapon, he reverts back to the Buster Colors and the Weapon Select sound won't stop playing until the weapon detonates or stops appearing (An exception would be Pharaoh Shot until he throws it.) I know that Jitterskull isn't supposed to be using different weapons, but it's a problem I would like to fix anyway.
If you want to download the beta file to see what I have done for the coding, it can be found
here
.
Keep in mind, this isn't the most recent version I've been doing, but that problem exists on all the versions of Jitterskull.
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November 30, 2010, 10:58:54 PM
Reply #1
Megaman
MM8BDM MM8 Contributor
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Date Registered: October 17, 2010, 09:51:17 PM
Re: Porting Jitterskull to 8-bit Deathmatch
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Reply #1 on:
November 30, 2010, 10:58:54 PM »
Sorry for the double post, but I've finally fixed that problem. Now all I need to do is find a way to give colors to the Jitterskull's default weapon.
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December 01, 2010, 03:20:38 PM
Reply #2
Max
MM8BDM Extender
i ate those food
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Date Registered: July 09, 2010, 08:10:13 PM
Re: Porting Jitterskull to 8-bit Deathmatch
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Reply #2 on:
December 01, 2010, 03:20:38 PM »
I don't know how to edit, but changing the weapon's colours in SlumpED should fix it. Look at other weapons if you don't know how.
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Mega Man 8-bit Deathmatch
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Porting Jitterskull to 8-bit Deathmatch