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Author Topic: Mega Man Awesome Network (intern positions available)  (Read 52510 times)

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December 12, 2011, 03:11:32 PM
Reply #180

Offline Russel

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Re: MAKE WAY FOR THE CHAOTIX, SON - NOW ON WADHOST
« Reply #180 on: December 12, 2011, 03:11:32 PM »
Shrouded in a subforum seldom looked at except for moderators and modders, meanwhile this is more than just a single class now...

December 12, 2011, 09:27:24 PM
Reply #181

Offline Hallan Parva

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I can't "class" to save my life but I make damn good weapons
« Reply #181 on: December 12, 2011, 09:27:24 PM »
What Lego said.

Basically, until I can iron out all the kinks* and get this into a "real" v1 release, it's going to be hidden in the back-corner of a subforum we call "Weapons & Actors" and not get very much attention. Then again, I also don't want to rush a release because I'm trying to avoid a Classes 1a over here. I still have nightmares over near-invincible Hard Men, Quick-Man-like rapist Top Men, and 1HP Shadow Men with blazing fast OHKO attacks in projectile form.

Here's the main list of changes the EXE team is working towards.
(click to show/hide)
Here are some changes I'm CONTEMPLATING at the moment (note the word in bold).
They can be adjusted or even removed before the next build so don't freak out.
(click to show/hide)
If anyone has questions, comments, suggestions, or just general praise for the project (can't get enough of that positive reinforcement) then don't be afraid to post. I appreciate your feedback, it helps the project grow!

* To be honest, I'm not doing much. Everyone can thank Lego for fixing problems and adding features, he's a real lifesaver.

December 12, 2011, 09:55:28 PM
Reply #182

Offline Korby

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Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
« Reply #182 on: December 12, 2011, 09:55:28 PM »
Oh right, I guess I should say what I think about this from what I've played.

Now, as far as I can tell, this is pretty darn accurate, but considering I come from YD's classes mod, accuracy doesn't always equal awesome. My main point is that you'll rarely ever use your mega buster unless you're AquaGuts, so I suggest giving each style a mega buster shot more akin to their charge shot, such as a spread shot for WoodShld or a more bass-buster esque buster for HeatSprt, or maybe a Damage over Time thing. Obviously this would require tons of tweaking for balance because ElecCust getting a stunning megabuster would be blatantly OP.

Here's my thoughts on each class:

-=Megaman.exe=-
Haven't played him, but if I recall he's just like Megaman but he style changes sometimes and has access to chips/charge shot...

-=Normstyle=-
...Or is that this? I dunno, haven't played this either.

-=WoodShld=-
I love Air Shooter, so I love this, but I completely forgot he had a shield so I'll need to use that more often. I like him a lot.
Suggested buster upgrade: Spread shot(probably with weaker bullets to compensate)

-=HeatSprt=-
That charge shot is an OHKO up close(but not point blank because you'll manage to miss somehow). I'd suggest less bullets for this really.
Suggested buster upgrade: Slower Bass Buster or Damage over Time.

-=AquaGuts=-
From what I've played, he's sooooo OP. A charge shot and a single shot-or worse, a cannon which is even faster- is a 2HKO and incredibly fast. Didn't the charge shot do something else in the games? I wouldn't know because I haven't gotten that style ever. Also, his colors are pretty similar to normstyle and it confused me heavily.
Suggested Buster Upgrade: Don't.

-=ElecCust=-
Charge shot + one of the thousands of sword chips you'll get + invis which you'll have used three times by then = Death. That is all.
Suggested Buster Upgrade: Perhaps slight homing abilities because of that one spark chip thingy whose name escapes me.

-=Hub=-
I love berserkers, but as you said, being basically immortal to busters is not a good thing. Invis is stupidly powerful on this guy.
Suggested Buster Upgrade: None, unless you want it to have Muramasa-itis as well.


EDIT: Oh right, chips. I mean, most are getting changed but...
-=Cannon=-
OP in its current state. That's all.

-=Invis=-
HOLY CRAP this thing is cheap, especially on a low HP Hub or HeatSprt!

-=AirShoes=-
I like flying, but it's annoying when someone goes straight up when you're about to finish them off. Can't really change anything about that, unless you make it more YD Pharaohman-esque.

-=WideSword=-
Slash Claw.

-=Air Hockey=-
It seems fine.

-=Recov30=-
I hate this for one reason. Spamming my item use on Hub keeps restoring my HP sdjfkhasdf

I think that's all of them.

December 13, 2011, 12:29:31 PM
Reply #183

Offline Beed28

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Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
« Reply #183 on: December 13, 2011, 12:29:31 PM »
Nice mod, but I found three annoyances with it so far:


I still dislike that mouth plate thingy. It doesn't look right... At least give us an alternitive sprite which doesn't have it, kinda like this:
(click to show/hide)

The sounds aren't in 8-bit, which is kinda out of place compared to the 8-bit setting of MM8BDM. Finally, no bot support? Aww.

December 13, 2011, 07:59:58 PM
Reply #184

Offline LlamaHombre

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Re: Mega Man Awesome Network (SmashBro's Vacation beta is ou
« Reply #184 on: December 13, 2011, 07:59:58 PM »
I myself will be redoing the MegaMan.exe skin and its cohorts with the slight assistence of the late Blathers.

Hold your pants.

December 15, 2011, 03:35:13 PM
Reply #185

Offline Hallan Parva

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I'm getting way too far ahead of myself.
« Reply #185 on: December 15, 2011, 03:35:13 PM »
I see threads where people can ask help about weapons, classes, and mapping, but no general "how to Skulltag" thread. So, I think I'll just ask the question here. If you know any major modders who can answer this, feel free to direct them to this page. Thanks.


So, I had the idea of making a full-blown story-based expansion for the Awesome Network project (because nobody EVER plays the single player campaign anymore), but as you may be aware my Doom Builder won't work and I can't class to save my life. I'm wondering if anything I'm thinking of is even remotely POSSIBLE... so, here goes nothing.

    Is it possible to process "Use" through a weapon or class? I wanted the "Use" command (which lets Lan interact with the environment) to also double as a Custom Gauge button for Navi classes.
    I remember someone posting customizable parameters in YD's classes thread (might be Jax but I'm not positive). With the customizable options, would it be possible to create a weapon that can "mix and match" Fire and Alt-Fire attacks from a predetermined list, or would I have to make separate weapons for each Fire/Alt combination?
    Following the above question, is it possible to "lock" certain Fires / Alts until a player fulfills a certain requirement? Say, for example, you can change your standard attack into either a Buster, Fist, Bomb, or Sword, but you can't select "Sword" until you buy a Sword Part at the shop. I know that you can edit the .ini file to get past this... is there a way to make the game "check" that you have obtained the Sword Part, and if you haven't, make the weapon default to a base option (such as "Buster")?
    Can you set random encounters in a map? Let's say, for example, that Roll is moving through the Yumland network. On the map for Yumland, there aren't any enemies. However, after moving for a bit Roll is teleported to a separate (hidden) section of the map shaped like a small battlefield, and enemies then spawn in. (Think of the "UNKNOWN" map CutmanMike used in the campaign.) After clearing the room, Roll is then transported back to the place she was at BEFORE entering the battle. I highly doubt it, but can this be done?
    Is it possible to "link" multiplayer paramaters with a player's progress in the campaign? For example, make it so that certain weapons / attacks / classes are locked until you "unlock" them in the main story. If it can be done, this would make for a REALLY cool connection to the campaign (especially Higsby's shop).
    And, finally, can you lock a player to only use chasecam in a certain map (ACDC Town, for instance)?


Alright... we're out of Wall Of Text World for now. Of course, as you're probably aware we're WAAAAAAY out of the reach of a campaign project for now. We'll probably have to go through several versions and builds of classes before we can even THINK about making the adventure, but I want to get the conceptual stuff out of the way for now so I know what can and cannot be done within the limits of Skulltag. It's better to realize something three or four months in advance and plan around it... than to be building the game and suddenly be forced to chop out half of a chapter because you can't do it like you thought.

Or someone could pull a TsukiyomaruZero on us and find a way around all of the limits. :p

December 15, 2011, 06:43:34 PM
Reply #186

Offline Korby

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Re: Mega Man Awesome Network (expansion plans ...?)
« Reply #186 on: December 15, 2011, 06:43:34 PM »
Ivory or Beed could probably answer these better than me. Also, making classes really isn't that hard at all. Just fiddle around with damagetypes, movement, and jump height then give him starting weapons. Simple.

1) Dunno.
2) No. Altfires are built into the weapons, you'd need to have different weapons for each combination.
3) To "lock" it you could just do it the same way Mike handled the hidden boss weapons in the campaign.
4) This actually sounds pretty possible, but it'll require some ACS trickery.
5) See 3.
6) I think you could do that with ACS but I'm not sure.

December 15, 2011, 07:00:39 PM
Reply #187

Offline Russel

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Re: Mega Man Awesome Network (expansion plans ...?)
« Reply #187 on: December 15, 2011, 07:00:39 PM »
1. ACS Button checks to give an item that uses jumpstates on the weapon side too
2. This MIGHT be possible, not a single clue though...
3. Uh, considering I don't know about 2, I'd say no...
4. Yes, you can have random teleports, though...not too sure about teleporting back...
EDIT: 5. I think so...ACS variables...inventory items...
56. Yes, a camera change via ACS

Korby I hatt you

December 15, 2011, 08:29:43 PM
Reply #188

Offline Korby

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Re: Mega Man Awesome Network (expansion plans ...?)
« Reply #188 on: December 15, 2011, 08:29:43 PM »
He had six questions, Lego.

December 16, 2011, 12:42:12 AM
Reply #189

Offline Hallan Parva

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I really don't think he will like that I did this but...
« Reply #189 on: December 16, 2011, 12:42:12 AM »
Quote from: "Asd967"
All of this is possible.
Normally, I'd help you in coding all of this, but I'm sorry I won't do it... mainly because I do not see a single player campaign getting to fruition nor it being as fun.
The weapon ones aren't hard to do. I'm pretty sure they can be done with DECORATE.
The single play > multipaly one can be done, but I pretty much have 2 or 3 reasons why you SHOULD NOT do it.

January 09, 2012, 03:41:47 PM
Reply #190

Offline Hallan Parva

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Re: Mega Man Awesome Network (Blathers has returned)
« Reply #190 on: January 09, 2012, 03:41:47 PM »
Blathers came back from the dead, yo

he's making more chip sprites and stuff

it's pretty cool if you were to ask me

and you could also ask Korby if you don't want to ask me

because sometimes I can be a pretty douche-y guy

also Ken where are my buster sprites

January 09, 2012, 08:47:36 PM
Reply #191

Offline Blathers

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Re: Mega Man Awesome Network (Blathers has returned)
« Reply #191 on: January 09, 2012, 08:47:36 PM »
I didn't think my return was so noteworthy that you would change the name of the topic to let people know.

But it's nice to be back.   :mrgreen:

January 09, 2012, 09:26:02 PM
Reply #192

Offline Hallan Parva

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Re: Mega Man Awesome Network (Blathers has returned)
« Reply #192 on: January 09, 2012, 09:26:02 PM »
Quote from: "SmashBroPlusB"
also Ken where are my buster sprites
two birds, one Power Stone :cool:

but yeah, I figured it'd be good to let the people know

THE FANS DESERVE TO BE INFORMED

January 09, 2012, 09:52:42 PM
Reply #193

Offline Kenkoru

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I was busy with crap like stuff
« Reply #193 on: January 09, 2012, 09:52:42 PM »
I gave the ones I worked on to Llama so he could fix them up since he's a better spriter than I but I guess he's not done so here's what I sent him

(click to show/hide)

Or someone else can fix them I don't know

January 09, 2012, 10:27:03 PM
Reply #194

Offline Hallan Parva

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Re: Mega Man Awesome Network (Blathers has returned)
« Reply #194 on: January 09, 2012, 10:27:03 PM »
Hey, that actually looks very nice. Good work.

*changes direction* Llama where are my buster sprites