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Author Topic: [Expansion] Megaman Forever  (Read 49392 times)

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January 30, 2012, 06:57:54 PM
Reply #90

Offline KillerChair

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Re: [Expansion] Megaman Forever
« Reply #90 on: January 30, 2012, 06:57:54 PM »
I used to have a plan on making the map last week.
But then i took a **** ton of homework to the knee :(

As soon as ive got time i will start mapping again.
Maybe this week if i dont get alot of homework tomorrow.

Meahwile, hows other stuff progressing?

January 31, 2012, 06:39:05 PM
Reply #91

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #91 on: January 31, 2012, 06:39:05 PM »
We could use a few more skinners....and mappers. I also need a bit of help with Flame Sword HUDs, as I really don't think I can make those.

I made Propel Blade awhile ago, but there's something about it that really doesn't feel right. The original was essentially metal blade with half the ammo and everything isn't weak to it (since it doesn't overshadow all the others I actually like it a lot). At the moment in 8BDM it's like Metal Blade only it does 17 damage instead of 14, it doesn't rip, and it travels faster (iirc it has slightly higher ammo too....not sure though). It might just be the sound being odd compared to metal blade, but I keep missing and I have lots of trouble killing people with it and I don't really like it. Any suggestions?

January 31, 2012, 09:18:00 PM
Reply #92

Offline KillerChair

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Re: [Expansion] Megaman Forever
« Reply #92 on: January 31, 2012, 09:18:00 PM »
You could also screw around with the hitbox or rate of fire.
And you could make it so that this weapon does deflect off the leaf shield.
Or make it push you back just a little. (like hard knuckle)

Ill let you know once ive got more ideas :D

February 01, 2012, 10:35:23 AM
Reply #93

Offline Duora Super Gyro

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Re: [Expansion] Megaman Forever
« Reply #93 on: February 01, 2012, 10:35:23 AM »
Sorry im taking so long with the map. I cant think of a good layout.

February 21, 2012, 06:14:45 PM
Reply #94

Offline Easy

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Re: [Expansion] Megaman Forever
« Reply #94 on: February 21, 2012, 06:14:45 PM »
Glade to see this thread :)

Thank you everyone.

April 20, 2012, 09:27:24 PM
Reply #95

Offline Easy

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Re: [Expansion] Megaman Forever
« Reply #95 on: April 20, 2012, 09:27:24 PM »
still waiting for this. :p

April 20, 2012, 09:31:35 PM
Reply #96

Offline fortegigasgospel

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Re: [Expansion] Megaman Forever
« Reply #96 on: April 20, 2012, 09:31:35 PM »
Quote from: "Easy"
still waiting for this. :p
You have 2 posts, both are bumping this rather dead expansion.

April 21, 2012, 09:28:28 AM
Reply #97

Offline Duora Super Gyro

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Re: [Expansion] Megaman Forever
« Reply #97 on: April 21, 2012, 09:28:28 AM »
Photonman's stage is just about done as far as the layout.
But what about the items and stuff? I am suppose to do that right?

April 21, 2012, 09:53:45 AM
Reply #98

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #98 on: April 21, 2012, 09:53:45 AM »
It's okay, this expansion isn't dead. I've collected most of the tiles now for other maps so if anyone wants to take those makes feel free to ask so that I can use more effort it getting the rest.

I still need help with the flame sword graphics. This flame sword will work differently to the MM8 one, along with having different graphics. Therefore I need new flame sword HUDs and weapon rotations.

You can add in the weapons if you want, or I can help you with it. If there's any weapons that you want to place that are in the expansion, then use some sort of prop to mark where the weapons should be. (Such as a cactus or a tiger or something)

I've been thinking of making my own playthrough of this hack myself. Mainly since there's hardly any good videos of it on youtube yet.

Also adding Rush Marine to the items list. Yes, that's right, we're using Rush Marine for this expansion now! If you want to make it then ask.

April 21, 2012, 11:05:48 AM
Reply #99

Offline Beed28

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Re: [Expansion] Megaman Forever
« Reply #99 on: April 21, 2012, 11:05:48 AM »
Quote from: "Michael712"
Mainly since there's hardly any good videos of it on youtube yet.



You're welcome.

April 21, 2012, 11:08:50 AM
Reply #100

Offline BiscuitSlash

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Re: [Expansion] Megaman Forever
« Reply #100 on: April 21, 2012, 11:08:50 AM »
I saw that ages ago. In fact that was how I found out about this. Problem is, that guy sometimes makes the game look bad, usually with some of the weapons and stuff like that. I want to make my own playthrough instead, but I might not be able to because of all my subscribers giving me weird looks.

April 22, 2012, 08:40:52 PM
Reply #101

Offline Davregis

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Re: [Expansion] Megaman Forever
« Reply #101 on: April 22, 2012, 08:40:52 PM »
3rd letter-H
2nd letter-V
1st letter-N
...
Y U NO GVH

April 22, 2012, 08:57:39 PM
Reply #102

Offline BiscuitSlash

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Re: [Expansion] GvH Forever
« Reply #102 on: April 22, 2012, 08:57:39 PM »
Quote from: "Daveris"
3rd letter-H
2nd letter-V
1st letter-N
...
Y U NO GVH
Alrighty then, this expansion will now be based around Ghouls Vs. Humans instead of Megaman. I have almost no knowledge of the things in GvH so you start me off.

April 22, 2012, 08:58:58 PM
Reply #103

Offline xColdxFusionx

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Re: [Expansion] Megaman Forever
« Reply #103 on: April 22, 2012, 08:58:58 PM »
Wait what the hell just happened.

April 22, 2012, 09:02:12 PM
Reply #104

Offline BiscuitSlash

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For those that don't know, I changed Megaman to GvH
« Reply #104 on: April 22, 2012, 09:02:12 PM »
Nothing....nothing....

It's all staying the same. Could never make an expansion based on a GvH fan game, could I?

I've also been told that Skulltag has no form of skin detection, which I was going to use as the final boss for the bonus game.

The bonus game will be a boss rush, and a challenging one too. In order to make the final boss work though, I'll have to force the player to be Megaman, unless someone creates their own boss for it. You'll get charge and slide btw