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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 161042 times)

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May 26, 2014, 03:17:30 PM
Reply #390

Offline CHAOS_FANTAZY

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Re: TMK4's Workshop (New Project Idea)
« Reply #390 on: May 26, 2014, 03:17:30 PM »
Crazy Cannon and at least three different Shield Attackers already exist in the form of skins.

I would always check the skin list before asking for enemy sprites.  A fair number of Mega Man enemies have been converted into skins.

May 26, 2014, 05:15:12 PM
Reply #391

Offline Magnet Dood

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Re: TMK4's Workshop (New Project Idea)
« Reply #391 on: May 26, 2014, 05:15:12 PM »
Disregard my Shield Attacker, the link's been down for years and it wasn't very high quality anyway.

May 26, 2014, 07:46:51 PM
Reply #392

Offline TailsMK4

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Re: TMK4's Workshop (New Project Idea)
« Reply #392 on: May 26, 2014, 07:46:51 PM »
It did not even occur to me to check the skin list, as I had forgotten that originally I had a Shield Attacker skin as well (though I no longer do...I guess I removed it since I don't see people use it, like most of the skins I have). So that just reduces the MM1 enemy list to the Bombomb, which I think I'll take care of that one anyway. So that just leaves the bosses of MM1 and MMPU left before a game can be completely crossed off. So for now I will finish making the MM1/MMPU enemies and probably put them into a file that people can download for use in their projects and such. While I cannot test on my end if the enemies will spawn (even Mission Mode's regular enemies don't spawn for me offline if I go directly to their stage instead of going through the HUB map first, unless I spawn them via script), I will make it to where all that map makers need to do is just add the enemies to their maps. So on the first post I will have a place where the current progress of enemy/boss resource development will be mentioned, as well as eventually Dropbox links to resources that I have finished. So expect some changes to the first post of the topic soon.

May 27, 2014, 03:25:06 PM
Reply #393

Offline PotatoStrike

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #393 on: May 27, 2014, 03:25:06 PM »
Tails, does your shield attacker is finished (sprites)?

May 27, 2014, 10:54:04 PM
Reply #394

Offline Gummywormz

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #394 on: May 27, 2014, 10:54:04 PM »
Feel free to use / enhance any enemies from QInvasion or 2ndCoop.

As a note / warning: if someone is going to make another invasion mod, it has to be more than just vanilla invasion. There is really no incentive when playing plain invasion. There needs to be something more like defense points and / or a shop. Doom invasion gets around this by being more fast paced or scary / tense, which is not easily accomplished in MM8BDM.

May 28, 2014, 02:36:37 AM
Reply #395

Offline ProjectHazoid

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #395 on: May 28, 2014, 02:36:37 AM »
Perhaps something like the Space Train map from LMSGames?

A Tower Defense Mode of sorts, You are playing as a Fortress Boss (Something along the lines of Yellow Devil, Mecha Dragon, Doc Robot Team, Ra Moon w/ Ra Thor and Shin Yellow Devil) and must prevent attackers, the other team of players from reaching their goal.

The Bosses are powerful classes that must protect something like an exit, or a Super computer (Protecting Yourself in Ra Moon's case) and has access to the ability to periodically summon enemies, activate traps, or place obstacles to help fend off the attacking team. The Maps could determine who the Boss will be.

The Attacking Team Classes are made up of our Metal Heroes: Mega Man, Proto Man, Bass, Duo, etc. Players would have either a time limit or a limited amount of lines (or an entire pool of 'respawns' for the team a la Master of Puppets). Perhaps a Screw System could allow Auto to appear on the map and allow players to buy items and upgrades.

May 28, 2014, 03:55:08 PM
Reply #396

Offline BlackEmperorJet

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #396 on: May 28, 2014, 03:55:08 PM »
That actually sounds like a cool idea. but we'd need sprites for bosses like Mecha Dragon since there isn't a skin for that boss at all.

Now the whole "Auto" system would have to be something done in the map itself. like occasionally have checkpoints with Auto waiting to sell you items. and to choose an item you just stand on a panel and the item comes out if you have enough screws.

May 28, 2014, 03:56:44 PM
Reply #397

Offline Ukiyama

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #397 on: May 28, 2014, 03:56:44 PM »
Quote from: "BlackEmperorJet"
That actually sounds like a cool idea. but we'd need sprites for bosses like Mecha Dragon since there isn't a skin for that boss at all.

http://www.cutstuff.net/forum/viewtopic.php?f=30&t=981  :ugeek:

May 28, 2014, 04:24:24 PM
Reply #398

Offline BlackEmperorJet

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #398 on: May 28, 2014, 04:24:24 PM »
Crap... I need to get more in touch with the skin list. it's been forever since i last checked it. But it would probably be best for it to be shown flying even when idle. and Mecha Dragon wasn't exactly the hardest boss unless he's suggesting we add the platforming segment before hand which might be a bad idea.

May 30, 2014, 02:58:50 AM
Reply #399

Offline TailsMK4

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #399 on: May 30, 2014, 02:58:50 AM »
Hey guys, the enemies for the first game and Powered-Up are finished, though I do still need CutmanMike's permission to use the enemies he made...or I may have to reproduce said enemies, and I'd rather not do that. I do need help with boss graphics, though. I need jumping and intro sprites for Bomb, Guts, Ice, Fire, Time, and Oil, and some of these RMs also had sprites when performing their special attacks in Powered-Up, so if I got any help with these, that would be very helpful and would allow me to wrap up the first game (though updates to the enemies would come as reports come in). I want to finish the bosses for MM1/MMPU before I move on to enemies in 2. The first game is almost done!

May 31, 2014, 12:52:38 PM
Reply #400

Offline PotatoStrike

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Re: TMK4's Workshop (Enemy Resource Development Start!)
« Reply #400 on: May 31, 2014, 12:52:38 PM »
Quote from: "TailsMK4"
The first game is almost done!
Good! Do you need help with the maps?

May 31, 2014, 11:19:22 PM
Reply #401

Offline TailsMK4

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Re: TMK4's Workshop (Roboenza spreads again?)
« Reply #401 on: May 31, 2014, 11:19:22 PM »
*Reposted since Roboenza Epidemic is now V1*

Any help with maps would be great.

I have put my own twists into the Roboenza mod from CutmanMike, and with a quick testing session that occurred earlier, I have fixed some things up, and I think this is ready for the public for good now.

http://www.best-ever.org/download?file= ... micv1a.wad

Check the first post for all of the changes.

June 01, 2014, 03:26:01 AM
Reply #402

Offline Dr. Freeman

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Re: TMK4's Workshop (Roboenza spreads again?)
« Reply #402 on: June 01, 2014, 03:26:01 AM »
Oh boy I sure love being team killed by pogo sticks, bombs, and atomic fire.

I really like the different gimmicks put on the infected, it's super neat. However, the favor is incredibly skewed in the infected's favor because they have all of these neat things and the survivors have 3 W Tanks to take out 1100 HP zombies, fast ones, and ones that can jump super high. It seems pretty unbalanced.

June 01, 2014, 03:42:04 AM
Reply #403

Offline OtakuAlex

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Re: TMK4's Workshop (Roboenza spreads again?)
« Reply #403 on: June 01, 2014, 03:42:04 AM »
I played this on the server earlier, it was really fun. However, two things really bother me; it's possible to TK due to how things were set up if you pick good enough weapons and the zombies seem really unstoppable at times.

For the TK'ing, it's mostly Sakugarne and other high-damage + high-speed type weapons.....Otherwise, they get healed after the hit. You should set it up like it was in Saxton Hale where survivors were completely immune to normal weapons.

June 01, 2014, 04:01:21 AM
Reply #404

Offline Dr. Crasger

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Re: TMK4's Workshop (Roboenza spreads again?)
« Reply #404 on: June 01, 2014, 04:01:21 AM »
Good to see Roboenza back.