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Author Topic: SGC Demo feedback  (Read 62187 times)

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July 15, 2010, 11:43:53 PM
Reply #240

Offline MakoAoyama

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Re: SGC Demo feedback
« Reply #240 on: July 15, 2010, 11:43:53 PM »
For anyone interested, I managed to get a Playstation 3 controller working on the demo perfectly. Keep in mind I've hooked it up through USB, I don't have any clue if Bluetooth will work.
I'm running Windows XP, by the way.

You can go here to find the driver for it and instructions on how to install it. Just scroll down to the 4th post to see it.

Once the driver is installed correctly, it loads up perfectly in game. You just have to tweak the controls to your liking in the options menu.
For those interested, here is my basic control scheme:

Left stick: Move
Right stick: Look around
X button: Jump
Square button: Fire
L1: Strafe left
R1: Strafe right
L2 and R2: Cycle through weapons

This seems to work well so far(for me at least), a good blend of classic Mega Man controls and FPS controls. The sticks were both set that way by default, but everything else I customized.




I do have one question for anyone that might know. Does anyone know of any way to get this running on Mac?
 I'm using my roommates laptop right now and it works fine, but I'd much rather get it working on my Mac so he can have his laptop back if possible.

July 15, 2010, 11:59:30 PM
Reply #241

Offline CutmanMike

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Re: SGC Demo feedback
« Reply #241 on: July 15, 2010, 11:59:30 PM »
I do the same sort of thing for my 360 controller when I play on the laptop  :cool:


There is a Mac version of skulltag but it appears no one knows how to run it. I even had a go on my friend's laptop but just couldn't get it running. It doesn't help that I don't know anything about Macs  :?

July 16, 2010, 08:32:42 AM
Reply #242

Offline MakoAoyama

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Re: SGC Demo feedback
« Reply #242 on: July 16, 2010, 08:32:42 AM »
Quote from: "CutmanMike"
There is a Mac version of skulltag but it appears no one knows how to run it. I even had a go on my friend's laptop but just couldn't get it running. It doesn't help that I don't know anything about Macs  :?

Believe it or not, Mike, I think I might have figured it out.
Check it out.

July 16, 2010, 08:05:17 PM
Reply #243

Offline Blaze Yeager

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Re: SGC Demo feedback
« Reply #243 on: July 16, 2010, 08:05:17 PM »
Quote from: "MakoAoyama"
For anyone interested, I managed to get a Playstation 3 controller working on the demo perfectly. Keep in mind I've hooked it up through USB, I don't have any clue if Bluetooth will work.
I'm running Windows XP, by the way.

You can go here to find the driver for it and instructions on how to install it. Just scroll down to the 4th post to see it.

Once the driver is installed correctly, it loads up perfectly in game. You just have to tweak the controls to your liking in the options menu.
For those interested, here is my basic control scheme:

Left stick: Move
Right stick: Look around
X button: Jump
Square button: Fire
L1: Strafe left
R1: Strafe right
L2 and R2: Cycle through weapons

This seems to work well so far(for me at least), a good blend of classic Mega Man controls and FPS controls. The sticks were both set that way by default, but everything else I customized.




I do have one question for anyone that might know. Does anyone know of any way to get this running on Mac?
 I'm using my roommates laptop right now and it works fine, but I'd much rather get it working on my Mac so he can have his laptop back if possible.
Man,i was wondering how to hook up one of those controllers....i have a PS3 this helps out,Thanks  :D

July 16, 2010, 08:34:09 PM
Reply #244

Offline RebootRaeg

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Re: SGC Demo feedback
« Reply #244 on: July 16, 2010, 08:34:09 PM »
It'd be pretty cool to use one of MY controllers to play a PC game like MM8BDM

But then I'd look weird playing games like this on my laptop
with a Wii controller.
  :(
I don't think they even have wires for that. Probably not.
But anyway, I think the game is pretty sweet and I can't wait for the final version.
Like pretty much anyone else who has played it.

July 16, 2010, 08:36:26 PM
Reply #245

Offline Mr. X

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Re: SGC Demo feedback
« Reply #245 on: July 16, 2010, 08:36:26 PM »
Yeah, that would be awesome to have...
http://lifehacker.com/5042254/operate-y ... ontrollers

July 16, 2010, 09:25:09 PM
Reply #246

Offline RebootRaeg

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Re: SGC Demo feedback
« Reply #246 on: July 16, 2010, 09:25:09 PM »
Quote from: "Mr. X"
Yeah, that would be awesome to have...
http://lifehacker.com/5042254/operate-y ... ontrollers
..........Well.
I am definitely going to try that sometime if I can.

July 17, 2010, 09:21:16 PM
Reply #247

Offline NoobRising2

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Re: SGC Demo feedback
« Reply #247 on: July 17, 2010, 09:21:16 PM »
Hey when the Full Version of MM8BDM comes out will it cost some $$$?

July 17, 2010, 09:58:00 PM
Reply #248

Offline DragoonEnRegalia

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Re: SGC Demo feedback
« Reply #248 on: July 17, 2010, 09:58:00 PM »
The game is a completely-free IWAD for Skulltag, and I doubt Cutman Mike will be needing any donations to finish the game outside of hosting the servers.

July 17, 2010, 10:58:12 PM
Reply #249

Offline Ivory

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Re: SGC Demo feedback
« Reply #249 on: July 17, 2010, 10:58:12 PM »
If Cutman was going to make us pay for MM8BDM, I'm pretty sure Capcom would have shut him down.
Unlike Action Doom 2, Megaman is copyrighted material.

July 18, 2010, 12:59:55 AM
Reply #250

Offline BEan

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Re: SGC Demo feedback
« Reply #250 on: July 18, 2010, 12:59:55 AM »
Quote from: "Ivory"
If Cutman was going to make us pay for MM8BDM, I'm pretty sure Capcom would have shut him down.
Unlike Action Doom 2, Megaman is copyrighted material.
doom 2 is copyrighted as well, its just under a special open source license.

If cutmanmike wanted to sell MM8BDM he would still have to license the megaman characters from capcom and the engine from ID/Bethesda.

July 18, 2010, 07:20:29 AM
Reply #251

Anonymous

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Re: SGC Demo feedback
« Reply #251 on: July 18, 2010, 07:20:29 AM »
just made a profile to say, "fuck yeah"  so far things are perfect, more maps are my only complaint.

July 18, 2010, 08:08:04 AM
Reply #252

Offline FuPoo

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Re: SGC Demo feedback
« Reply #252 on: July 18, 2010, 08:08:04 AM »
Quote from: "robotcrotch"
just made a profile to say, "fuck yeah"  so far things are perfect, more maps are my only complaint.

its a demo. cant do much about that :ugeek:

July 19, 2010, 09:45:13 AM
Reply #253

Offline MakoAoyama

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Re: SGC Demo feedback
« Reply #253 on: July 19, 2010, 09:45:13 AM »
Mike locked the "Things to improve this awesome game" thread, so I'll pick up here where they were discussing the Napalm and some people thinking it was overpowered.

Napalm is fine for the most part, I think. If you back away from it, it's not as big of a deal.

But Jesus Christ, that freakin' Needle Cannon drives me nuts sometimes. Mostly because you just about CAN'T back away. Depending on your aim, you don't have to even be that close to a person to pretty much halt all movement for them. Once you're in it, it's doubtful you'll escape. The closer the person firing gets, the harder it is for the one getting shot to escape.
I actually managed to pin 3 people at the same time with it that were standing a little spread out across from me. I killed 2 of them and the other got away because I ran out of ammo, finally.
I think that's a bit much.

July 19, 2010, 09:55:16 AM
Reply #254

Offline CutmanMike

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Re: SGC Demo feedback
« Reply #254 on: July 19, 2010, 09:55:16 AM »
Yeah now that I've actually seen it used quite often I think it was a bad idea giving the stun to a rapid fire weapon  :p