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Author Topic: Mega Man Awesome Network (intern positions available)  (Read 52512 times)

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October 07, 2011, 06:07:37 PM
Reply #135

Offline Hallan Parva

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Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
« Reply #135 on: October 07, 2011, 06:07:37 PM »
I know, but... it just doesn't look cool. It could've had fins on the side, or something.

EDIT: lol never mind, YD already did it.

October 07, 2011, 06:37:00 PM
Reply #136

Offline Kenkoru

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Don't hurt me for my bad shading
« Reply #136 on: October 07, 2011, 06:37:00 PM »
All the HUDs are good starts, and could look really good with some work done on them.

I took a shot at making the base for the buster look a little bulkier.

(click to show/hide)

Any thoughts????????

October 07, 2011, 07:53:31 PM
Reply #137

Offline Hallan Parva

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Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
« Reply #137 on: October 07, 2011, 07:53:31 PM »
Actually, I like it a lot! That's pretty good, Kenkoru. Y'think you could do the other firing frames, too? I should be decent enough to handle recolors and such.

EDIT: It's not so simple after all, guys. The sword, yo-yo, and Omega Buster HUDs still need to be crafted from scratch.

EDIT EDIT: Oh, and Wood Shield. The standard shield and SF shield HUDs can be adapted from 8BDM's open hand HUDs.

October 07, 2011, 07:58:17 PM
Reply #138

Offline LlamaHombre

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Re: MegaMan.EXE taking OVER, screw SmashBro's other classes
« Reply #138 on: October 07, 2011, 07:58:17 PM »
Crap Ken you took my stuff

Oh well, gives me more time to work on other things.

October 07, 2011, 08:59:31 PM
Reply #139

Offline Korby

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #139 on: October 07, 2011, 08:59:31 PM »
You don't need the second shade in between the brightest and the darkest. Replace it with the brighter color and it'll be fine.


EDIT: Perhaps something like this:


Also, you don't need HUDs for the Yoyo and stuff. Just have the HUD lose the buster and spawn a floating thing in front of the character.

October 07, 2011, 10:47:14 PM
Reply #140

Offline Hallan Parva

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #140 on: October 07, 2011, 10:47:14 PM »
SERVER'S UP

GO TEST STUFF NOW

October 09, 2011, 05:12:56 PM
Reply #141

Offline Hallan Parva

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #141 on: October 09, 2011, 05:12:56 PM »
bloop bloop I'm a squid
Quote from: "SmashBroPlusB"
Does anyone here know how to rip sound effects (or where a person could obtain ripped sounds)? I need some sound effects from the Mega Man Battle Network series, preferably sounds from any of the first three games. I had found a sound bank with sounds from MMBN5 (the crappy DS version), but it doesn't have specific sounds I'm looking for (like the Navi delete sound and Mega Man taking damage, for instance).

Please and thank you.

October 09, 2011, 11:10:29 PM
Reply #142

Offline Bikdark

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #142 on: October 09, 2011, 11:10:29 PM »
Won't downloading a rom, playing it on VBA then ripping the effects from there work?

October 10, 2011, 12:49:46 AM
Reply #143

Offline Hallan Parva

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #143 on: October 10, 2011, 12:49:46 AM »
lol no

If I were to just record the sounds, the background music and possible other sounds would get in the way. Also, I have no ripping software, which is why I asked how to rip (or for someone else to rip).



Totally unrelated but this gives me an excuse to bump, SF MegaMan's charge shot is fixed up and the Custom Gauge no longer breaks and "over charges" (thanks to Ukiyama for the gauge fix). Also Blathers came back from the dead and made me new sprites. The "Full Custom" item now has a proper icon, and Air Hockey no longer uses the graphic for Cross Bomb. On a side note that means I can now add in Cross Bomb!

October 10, 2011, 02:29:58 AM
Reply #144

Offline Ukiyama

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #144 on: October 10, 2011, 02:29:58 AM »
On certain games though there is a way to use a action replay code to disable the music if you could find it.

October 10, 2011, 02:48:06 AM
Reply #145

Offline LlamaHombre

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #145 on: October 10, 2011, 02:48:06 AM »
If you use an emulator you can use the F Keys to slowly remove sound channels.

October 11, 2011, 01:57:03 PM
Reply #146

Offline Hallan Parva

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Re: The MegaMan.EXE Class Project Expansion Thingy Thread
« Reply #146 on: October 11, 2011, 01:57:03 PM »
And now, a question for the mods.
who want to kick me in the Power Stones trollolololol

Due to lack of ideas/sprites (and waiting for sexy Shock Wave) I want to take a short break to finish up that Sequence Man class I promised Coldy. This thread sort of morphed into the general area for the EXE project thing, so I'm not sure if I should post here about it or if it's okay to make a brand-new thread.

What is your opinion on the matter?

October 11, 2011, 07:21:50 PM
Reply #147

Offline Bikdark

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I'm totally a mod.
« Reply #147 on: October 11, 2011, 07:21:50 PM »
Since it's in weapons/actors and not projects, make this your general classes/weapons topic. If you're making a full fledged project with several classes in one pk3, then you should make another topic.

October 12, 2011, 01:14:11 PM
Reply #148

Offline Hallan Parva

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Democracy like a boss.
« Reply #148 on: October 12, 2011, 01:14:11 PM »

-sigh- "What seems to be the problem?"


Yellow Devil has been demonstrating some... how should I put this... "resistance" to following my original blueprint. He doesn't want every Style to get a shield, but instead wants to limit shields to WoodShld only. I think the shields would add a bit of versatility to the class, and they're not ridiculous like Proto's shield either. Remember, you can't attack or use chips while shielding, and the shield has a bit of a cooldown period before you can shield again.

So, now there's a poll. Bear in mind that my vote counts as 2 because lol it's my idea.
At least I didn't pull a Yellow Devil and go "lol my votes are infinite, screw you guys we're doing things my way now".

I'd also like to note that this could change at any moment. So, if everyone supports shields for all Styles, but play testing reveals the shields to be too ridiculous, then I'll take 'em out. The opposite is also true; if WoodShld becomes too good against every other Style, I'll try giving other Styles a shield to hopefully balance things out.

October 12, 2011, 02:08:41 PM
Reply #149

Offline Ukiyama

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Re: Glyde.EXE and The Great Shield Debate
« Reply #149 on: October 12, 2011, 02:08:41 PM »
Well if everyone gets a shield then whats the bonus of being Wood Shield then (not counting the health regen on grass panels)?