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Author Topic: [Expansion] Megaman Forever  (Read 49390 times)

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May 04, 2012, 11:45:44 AM
Reply #105

Offline Davregis

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Re: [Expansion] Megaman Forever
« Reply #105 on: May 04, 2012, 11:45:44 AM »
Wait, what?
I referred to the 3 letter passcode in the video. I've not played GvH at all myself.

May 04, 2012, 03:00:48 PM
Reply #106

Offline BiscuitSlash

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Someone make Rush Marine! Now!
« Reply #106 on: May 04, 2012, 03:00:48 PM »
Oh right okay. I though you made a typo in the letter list :]

I need Flame Sword HUDs. I can't make the graphics for that weapon on my own. I just can't. And no, I want to use different HUDs than what the MM8 expansion will use. More sword like and stuff, as seen in the sprites a few pages back.

I'm also thinking about letting someone else try the current Propel blade. I don't like it, and if there's something I made that I don't like, it's crap. I'm not sure what it is about it, and I kinda feel as if I need someone else to try it out. If you're interested please let me know.

June 01, 2012, 05:10:01 PM
Reply #107

Offline Easy

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Re: [Expansion] Megaman Forever
« Reply #107 on: June 01, 2012, 05:10:01 PM »
Often peep out with hope till can't wait to see!!!!!! So excited. :D

June 01, 2012, 05:23:51 PM
Reply #108

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #108 on: June 01, 2012, 05:23:51 PM »
Oh yeah, updates.

Duora has made a pro map!
(click to show/hide)
Also Propel Blade is getting changed in how it works. It still fires at roughly the same speed and does the same damage, but instead of holding the button down you have to press it rapidly for rapid fire. Although this means you can fire loads, you can run out of ammo faster and you stop whenever you fire one (kinda like how the original metal/propel blade worked). Any objections?

There's still plenty of maps and skins open, so if you want to take one of them tell me so that I can send you the tiles/sprites!

June 01, 2012, 06:21:07 PM
Reply #109

Offline Magnet Dood

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Re: [Expansion] Megaman Forever
« Reply #109 on: June 01, 2012, 06:21:07 PM »
Do want.

That map looks absolutely awesome. Wonder how it plays.

June 10, 2012, 04:50:47 PM
Reply #110

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #110 on: June 10, 2012, 04:50:47 PM »
Some more updates of stuffs.

Flame sword. Still needs HUDs and weapon sprites, along with a few balance tweaks, but aside from that it's okay I guess.
(click to show/hide)
And something I had in my mind. In MMF, the select screen has a little hour count in the corner. Every time you complete a level or get game over, it increases by one. Once it reaches 7, some stages (Photon, Haze and Wing) enter some sort of nighttime effect where it gets darker (though Photon's stage reaches sunset).

So I thought that I might as well do it for the maps here.
(click to show/hide)
And I've changed Propel Blade. You no longer hold it down, as it's no a rapid button press weapon. You can fire blades up to twice as fast with good timing (this may change) but when you fire you stop moving for a bit. Basically it's a long range weapon now that can do a lot if used correctly.

There's still a lot of maps open, so PM me if you want tiles. As for skins, I'm having trouble getting some sprites, specifically Guardman's. Since his chamber is completely black, and there's so flash effects or access to it via level editor, I can't really get his sprites. What should I do?

June 11, 2012, 06:15:36 PM
Reply #111

Offline BiscuitSlash

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We have almost everything set graphic-wise now
« Reply #111 on: June 11, 2012, 06:15:36 PM »
Sorry to double post, but thanks to Blaze I now has sprites for the robot masters, including a bunch of unused sprites that'll be really useful for skins!

I've made them all in their blue and cyan form for ease of use. Chemicman is not shown because Blaze says he'd doing that one now. The space between the sprites indicates what is needed for the skin and the bonus game that will be made. The sprites on the left are essential for the skin and the sprites on the right will be needed for the bonus game (it's a boss rush). Although those bonus game sprites will be eventually needed, they are not critically needed at first and we can wait for those if we have to. From what I've heard, Boilman is actually the only one to use original sprites rather than edits, meaning the other skins (Propel, Guard and Wing) should be fairly easy to make.

Also I'm having a difficult approach to Jolt Leader right now. I want it to be singularly fired, losing slight ammo with each movement (that I can do), but I want it to move in fixed 8 directions in North,South,East,West form, going in the direction with the nearest player. That seems like it'll be hell hard for me to do and it way out of my depth. Apparently "It's possible, but probably too complicated to be feasible", and would probably need lots of ACS. Yeah, if anyone wants to do Jolt Leader, feel free, but make sure it isn't the current spark chaser that we have. (I have sprites ripped  for this if you need them)

June 11, 2012, 08:45:55 PM
Reply #112

Online Korby

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Re: [Expansion] Megaman Forever
« Reply #112 on: June 11, 2012, 08:45:55 PM »
*ahem*
MY EYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYES

Frankenedits why

I don't think it's too probable to detect nearest player at the moment. You may have to think up a new idea for that.

June 12, 2012, 01:21:54 PM
Reply #113

Offline BiscuitSlash

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At least making skins of them is easier.
« Reply #113 on: June 12, 2012, 01:21:54 PM »
Quote from: "Korby"
why
I don't know. It was vintersphrost's idea as he designed them, not me.

Someone else can do Jolt Leader, cause I don't know how I'd make it otherwise.

June 12, 2012, 01:44:13 PM
Reply #114

Offline ice

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Re: [Expansion] Megaman Forever
« Reply #114 on: June 12, 2012, 01:44:13 PM »
Quote from: "Korby"
*ahem*
MY EYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYES

Frankenedits why

I don't think it's too probable to detect nearest player at the moment. You may have to think up a new idea for that.
<--- Is a Frankenedit

Though givin that this is a mod based on that game, it would make sense to use sprites from it, good or bad

June 12, 2012, 06:23:37 PM
Reply #115

Online Korby

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Re: [Expansion] Megaman Forever
« Reply #115 on: June 12, 2012, 06:23:37 PM »
Well, yes, it makes sense but that doesn't stop them from looking bad.

Also, you're a decent frankenedit, even if the palette is kind of blech.

June 13, 2012, 11:15:46 AM
Reply #116

Offline BiscuitSlash

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Boilman's current design is way better than previous ideas
« Reply #116 on: June 13, 2012, 11:15:46 AM »
Well I put those sprites there for an easy resource for skin makers rather than negative feedback that can't be resolved.

Either way, this hack isn't actually finished, meaning that some of the designs could change in later versions (assuming they show up). Still, we have to go with what it uses even if it isn't so good. I can't do anything about it.

And don't forget that there's only very few people making designs for these robot masters compared to a whole team of professionals over at Capcom. Heck, even they frankenedit stuff! Take a look at MM10 Bass and all the complaints about the MM9-10 RMs looking familiar to before RMs.

also *insert another generic statement on how we need more mappers*

June 17, 2012, 09:33:53 PM
Reply #117

Offline Easy

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Re: [Expansion] Megaman Forever
« Reply #117 on: June 17, 2012, 09:33:53 PM »
growning up :D

July 26, 2012, 07:59:09 PM
Reply #118

Offline Easy

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Re: [Expansion] Megaman Forever
« Reply #118 on: July 26, 2012, 07:59:09 PM »
one month ago.  :(

July 27, 2012, 01:59:54 AM
Reply #119

Offline Davregis

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Re: [Expansion] Megaman Forever
« Reply #119 on: July 27, 2012, 01:59:54 AM »
You posted.