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Author Topic: Re: Mega Man X1 Classes  (Read 139837 times)

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January 11, 2013, 02:43:12 PM
Reply #240

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #240 on: January 11, 2013, 02:43:12 PM »
Quote from: "TheBladeRoden"
-Launch Octopus changes
   *Edited and added Wil's Launch Octopus skin.

Speaking of skins, I really have to get to finishing that chill penguin skin

January 11, 2013, 02:46:07 PM
Reply #241

Offline FTX6004

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #241 on: January 11, 2013, 02:46:07 PM »
Oh! i didn't know there was a skin of it but can you tell what skin that is not done

January 11, 2013, 03:04:50 PM
Reply #242

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #242 on: January 11, 2013, 03:04:50 PM »
so far that I know of, Armored armadillo and flame mammoth

January 11, 2013, 03:09:10 PM
Reply #243

Offline FTX6004

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #243 on: January 11, 2013, 03:09:10 PM »
:I edited again: if you guys are starting Vile Sigma or Armor Soldier class i might try make some skins.

January 12, 2013, 05:42:53 AM
Reply #244

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #244 on: January 12, 2013, 05:42:53 AM »
Okay, so here's the deal. I couldn't make the pit surrounding the map bigger because then getting back up with Beat would be even more difficult. I tried with the skybox, and it ended up looking ass ugly. I can't make the Death Rogumer  an actor because it needs rotations, which Nemz already said he wouldn't do because it was too much work.

Here's the changes:

- Added Gas Tanks (courtesy of Messatsu)
- Mirror Buster replaced with Time Slow.
- Wind Storm moved to between the item platforms because Tornado Hold took it's spot.
- Charge Kick removed, Air Shooter is there now.
- Replaced Dive Missile with Homing Sniper.
- Treble replaced with a second Tango.
- Added a new area containing a Silver Tomahawk, an Exit Unit, some gas tanks and a lift.
- Added rails.
- Added the broken window textures made by Nemz. I tried to make a script that would make the windows "break", but it turned out terrible so I scrapped the idea for now.
- Changed the skybox look. It should make more sense now.
- Added some scant ammo.
- Changed the location of the Yashichi. Clearly the best change.

Here it is:

http://www.mediafire.com/?35yrux2k05i0v4v

I hope to make another map for you sometime.

January 12, 2013, 03:39:17 PM
Reply #245

Offline xColdxFusionx

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #245 on: January 12, 2013, 03:39:17 PM »
This map is actually pretty cool. The oil tanks could have been handled a little better and the platforms that use their textures should be changed, but overall I like it. Good job!

One random note: I was messing around with v1d just now, and I noticed that there's a bot called "Dumbman" Who is.... Megaman. Quite literally just Megaman with a different name. Any particular reason behind this?

January 12, 2013, 10:47:37 PM
Reply #246

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #246 on: January 12, 2013, 10:47:37 PM »
Quote from: "xColdxFusionx"
The oil tanks could have been handled a little better and the platforms that use their textures should be changed
The lifts are using their proper textures. What about the gas tanks, though? Bug or something? See, when people say there's a problem and don't specify, things don't go anywhere.

January 12, 2013, 11:10:00 PM
Reply #247

Offline xColdxFusionx

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #247 on: January 12, 2013, 11:10:00 PM »
The gas tanks, while an interesting gimmick, don't really have a purpose other than sitting around and making life slightly harder for whoever grabbed the Fire Storm. Try putting them in front of things (like in Oilman's stage) and generally making them more than just a "let me score some random collateral damage." Also if you could make the hitbox the same height as the sprite that would be great.

Also, my complaint about the textures is that Time Slow and the E-Tank next to it are on platforms that use the oil tanks as a texture, yet can't be blown to smithereens. If you could use some different textures there that would be great.

January 12, 2013, 11:24:15 PM
Reply #248

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #248 on: January 12, 2013, 11:24:15 PM »
The gas tanks are there just for that. I agree it would be interesting to give them some actual purpose in the map, but I couldn't find an appropriate way to do it on a small layout like that. Also, the hitbox is the size of the sprite (or at least it looks that way in Open GL for me.)

...Oh, THOSE platforms. I thought you were talking about the lifts. I wanted to have some as textures. Though I could replace them with other textures, the only seemingly viable one is the pipes, which look boring. I see your point, though, and I agree. I'll see what can be done.

January 14, 2013, 11:31:12 PM
Reply #249

Offline Igorthecrafter

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Re: Mega Man X1 Classes
« Reply #249 on: January 14, 2013, 11:31:12 PM »
Quote from: "Korby"
There's a skin for Sting Chameleon.
I'd love to try Chill Penguin, but I have a lot to do.
That's your development of game
First of all,if MM8BDM din't existed,the world din't had fun
But thanks to Korby,Ivory,and the Development Team,the world was saved
THAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANKKKKKSSSSSS
OH and P.S
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January 14, 2013, 11:49:56 PM
Reply #250

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #250 on: January 14, 2013, 11:49:56 PM »
...umm... what?


...anyway, in other news, finally killed my procrastination and almost finished chill penguin, just have to finish the 2nd firing rotation and it's done

January 15, 2013, 12:39:34 AM
Reply #251

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #251 on: January 15, 2013, 12:39:34 AM »
I would say it's against the rules to not be sane, but it's also against the rules to backseat moderate, so... yeah

January 15, 2013, 07:58:23 PM
Reply #252

Offline Igorthecrafter

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #252 on: January 15, 2013, 07:58:23 PM »
Quote from: "TheBladeRoden"
I would say it's against the rules to not be sane, but it's also against the rules to backseat moderate, so... yeah

Don't report me for nothing!

January 15, 2013, 09:34:21 PM
Reply #253

Offline ice

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #253 on: January 15, 2013, 09:34:21 PM »
Sorry for the long procrastination, just have 3 sprites left to do and it's done

(click to show/hide)

Anything that might need to be fixed before I call it done?

January 15, 2013, 09:54:48 PM
Reply #254

Offline Korby

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #254 on: January 15, 2013, 09:54:48 PM »
isn't that four sprites (hit poses)?

also I might be wrong but it doesn't look like he's swinging his body in the back/r walking frames like he is in his front/r ones