Advanced Search

Author Topic: Class based modification (v9fh)  (Read 1342879 times)

0 Members and 1 Guest are viewing this topic.

February 24, 2011, 02:45:04 AM
Reply #165

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #165 on: February 24, 2011, 02:45:04 AM »
You might need to edit the front page to track progress

bombman class Done
Iceman sprites Done
gutsman sprites Done
cutman sprites 50%
fireman sprites 50%
elecman sprites not started

also some changes to the mm3 class sprites Not started

shadowman's hands
sparkman's needles
magnetman's wrist shooters
topman top fireing
needleman's twin busters
snakeman's climbing hand

also, can I fix the gemeni clones to make them match the original and not look like the megaman pallet?

February 24, 2011, 04:32:49 AM
Reply #166

Offline Chimera Man

  • Standard Member
  • Date Registered: November 02, 2010, 05:19:33 AM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #166 on: February 24, 2011, 04:32:49 AM »


That's the first thing that came into my mind as I played this mod.  :roll:

February 24, 2011, 05:04:24 AM
Reply #167

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #167 on: February 24, 2011, 05:04:24 AM »
...Did you draw that? awesome.

Also, Ice, your sprites(such as Bombman's arm) are lacking shading. According to Bass Buster, it's okay if you go over the 8-bit limit on HUD sprites.

February 24, 2011, 05:37:42 AM
Reply #168

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #168 on: February 24, 2011, 05:37:42 AM »
Quote from: "Korby"
...Did you draw that? awesome.

Also, Ice, your sprites(such as Bombman's arm) are lacking shading. According to Bass Buster, it's okay if you go over the 8-bit limit on HUD sprites.
I already fixed the shading thing, and I made sure to check if the 1st person veiw followed the 8bit rule (clearly some didnt) but yeah, if the classes are all done I can upload all of my work and we can probably have mm1 done by tommorow. Also YD, do you think we should add the mm1 classes with the revised mm3 one or release it in a seperate pack?

I'll send you a edited version of the mm3 pack and see what you think about it

P.S. I still want the smoke bombs back, the shadowman class needs all the help it can get from a mad topman. and plus it helped escape in a area with small coridors

February 24, 2011, 05:42:06 AM
Reply #169

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #169 on: February 24, 2011, 05:42:06 AM »
Alright, good.

February 24, 2011, 09:28:35 AM
Reply #170

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #170 on: February 24, 2011, 09:28:35 AM »
The really odd thing about Chimera's amazing artwork is that all of the classes fit where the TF2 characters where.

Except maybe Break or Needle.

I am currently putting MM3 and MM1 in the same pack, but I really need someone to write a script to select MM3 classes on the MM3 maps so you don't have like, 40+ classes by the end of it. I'll have to split it up if we get nobody though.

February 24, 2011, 12:17:12 PM
Reply #171

Offline Chimera Man

  • Standard Member
  • Date Registered: November 02, 2010, 05:19:33 AM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #171 on: February 24, 2011, 12:17:12 PM »
Break is Pyro because he's a mysterious guy and Needle is Medic because he uses "needles", as in, "shots".  :mrgreen:

Hmmm...
Is there any graphic work for me to do, YD?

February 24, 2011, 02:13:39 PM
Reply #172

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #172 on: February 24, 2011, 02:13:39 PM »
I just noticed gemeniman is weak to his own weapon, gemini laser dose 4 damage to gemeniman as search snake dose 5

Update:
Screenies!!!
(click to show/hide)

February 24, 2011, 05:35:06 PM
Reply #173

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #173 on: February 24, 2011, 05:35:06 PM »
Ookay but Needle's busters don't look right. Also I prefer Shadowman being purple.

February 24, 2011, 05:40:11 PM
Reply #174

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #174 on: February 24, 2011, 05:40:11 PM »
I tried to make it look more like the artwork version of the needle buster (just a protobuster minus the gauge on the side) unless your talking about it looking dull instead of shiney, I could try to add shine to it

also, do you want me to make the 1st person veiw purple for shadowman too? (although the characters should match there in game color if they're using there own abilities not megaman's making shadowman the combo breaker)

February 24, 2011, 06:02:02 PM
Reply #175

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #175 on: February 24, 2011, 06:02:02 PM »
The FPView is already Purple. Anyway I was going to say why aren't the busters identical but then I realised the second one was shooting, so keep it :)

February 24, 2011, 06:56:50 PM
Reply #176

Offline Myroc

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!
  • *****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #176 on: February 24, 2011, 06:56:50 PM »
I say you should keep Shadow Man his original colors. I know it's way too much blue and red as it is, but that will change when classes for the other robot masters arrive. Making him purple looks more off than the similar colors of the robot masters as a whole.

February 24, 2011, 07:03:27 PM
Reply #177

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #177 on: February 24, 2011, 07:03:27 PM »
I was trying to give each of them there original look (hardman has a grey fist shadowman had blue gloves and yellowish bracers magnetman has a wrist shooter, elecman has narrow wrists, etc.)

(click to show/hide)

February 24, 2011, 07:48:33 PM
Reply #178

Offline Chimera Man

  • Standard Member
  • Date Registered: November 02, 2010, 05:19:33 AM

    • View Profile
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #178 on: February 24, 2011, 07:48:33 PM »
I finished doing the MM2 first person sprites, by the way.  :geek:

February 24, 2011, 07:55:57 PM
Reply #179

Offline Ivory

  • MM8BDM Extender
  • *********
  • Date Registered: August 25, 2009, 08:17:59 AM

    • View Profile
    • http://www.cutstuff.net/
Re: Class based modification (V1B - MM3 RELEASE)
« Reply #179 on: February 24, 2011, 07:55:57 PM »
I'm not sure how practical/possible it is to make classes selectable on certain map. Most of my ACS skills are in mapping manipulation.

As for classes numbers. I don't think we can avoid large amounts of classes. It's just a limit. You can change classes via player menu, or more quickly by console command.

I think the command is. But I'm not at my desktop to ensure it
Code: [Select]
class "name here"I prefer that method anyways