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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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June 01, 2014, 07:04:54 PM
Reply #405

Offline Messatsu

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Re: TMK4's Workshop (Roboenza spreads again?)
« Reply #405 on: June 01, 2014, 07:04:54 PM »
Quote from: "TailsMK4"
- Messatsu mostly for inspiration and the alt-attack (I know you said you wanted to handle Rage Roboenza yourself...but a lot of people miss Roboenza, especially the original, which this is based off of, so I did it anyway. Not meant to be competition to Rage or Swarm, but if you want the Rage Roboenza elements removed from the mod, I will do that.)
Naw, I don't mind.  So long as credit is given it's fine.  Also, since this is bring unique elements to the table, it's a nice additional spin to the whole Roboenza formula.

June 08, 2014, 06:52:35 AM
Reply #406

Offline TailsMK4

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Re: TMK4's Workshop (Enemy/Boss Resource Update)
« Reply #406 on: June 08, 2014, 06:52:35 AM »
Quite a few updates to talk about, so I'll start chronologically:

- I will actually be forced to take a break from playing the game for a little while after Monday. I am about to have another hernia surgery, though a small one this time. I will probably be out for a couple of weeks or so, but the pain I will feel after the surgery will make doing something active like MM8BDM likely unbearable, so I will be doing small things like working on current projects. I will still check Cutstuff and Skype messages and perhaps pop up in a server every now and then to chat.

- Either during or after the recovery, I will work on v1c of Roboenza Epidemic, changing the infects a bit so not only will you know what type of infect you are, but the infects themselves will feel a bit different. Most of them may get an alt-fire to help catch the slippery players, though the players themselves will also get boosted in some way in v1c. The balance at this time is still leaning heavily on infects. Unless something comes up or I get an idea worthy of a major update, v1c will probably be the last update for a little while, especially since Coop is slowly getting my attention back.

- Upon hearing of another Coop project in the works, I have decided to put the rest of the RMs from Mega Man 1/Mega Man Powered-Up on the back burner for the time being (still waiting on graphics...may end up doing them myself later), and my focus will be shifting to Mega Man 2, since I was requested to provide the enemies and bosses from that game for the project. Also, I got the ok from Mike to use his enemies, so officially the enemies (not bosses), from Mega Man 1/Powered-Up are complete, so once the bosses are finished, I shall put together that resource file for the first game. In the meantime, I have put together an image showing the enemies and bosses that have been completed, though at this time the image is still a WIP, since I have content from other games to put on it. For now my work will be going towards getting 2's enemies and bosses finished, while still seeing if I can get help on 1. So the thread for the next day or so will likely get some more updates as I find out what I need to get done for Mega Man 2.

June 08, 2014, 01:11:36 PM
Reply #407

Offline Dr. Crasger

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Re: TMK4's Workshop (Enemy/Boss Resource Update)
« Reply #407 on: June 08, 2014, 01:11:36 PM »
Quote from: "TailsMK4"
Quite a few updates to talk about, so I'll start chronologically:

- I will actually be forced to take a break from playing the game for a little while after Monday. I am about to have another hernia surgery, though a small one this time. I will probably be out for a couple of weeks or so, but the pain I will feel after the surgery will make doing something active like MM8BDM likely unbearable.

Ouch, mate.

Well, best of luck, and may you recover soon and well.

June 08, 2014, 01:14:06 PM
Reply #408

Offline Magnet Dood

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Re: TMK4's Workshop (Enemy/Boss Resource Update)
« Reply #408 on: June 08, 2014, 01:14:06 PM »
Quote from: "TailsMK4"
Upon hearing of another Coop project in the works, I have decided to put the rest of the RMs from Mega Man 1/Mega Man Powered-Up on the back burner for the time being (still waiting on graphics...may end up doing them myself later), and my focus will be shifting to Mega Man 2, since I was requested to provide the enemies and bosses from that game for the project. Also, I got the ok from Mike to use his enemies, so officially the enemies (not bosses), from Mega Man 1/Powered-Up are complete, so once the bosses are finished, I shall put together that resource file for the first game. In the meantime, I have put together an image showing the enemies and bosses that have been completed, though at this time the image is still a WIP, since I have content from other games to put on it. For now my work will be going towards getting 2's enemies and bosses finished, while still seeing if I can get help on 1. So the thread for the next day or so will likely get some more updates as I find out what I need to get done for Mega Man 2.

I finished all of Air Man's enemy sprites (including Air Man himself) a while ago- I'll hit you up with the sprite sheet later. Might see what other enemies I could do, as well.

June 29, 2014, 12:09:42 AM
Reply #409

Offline ScrapHeap

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Re: TMK4's Workshop (Enemy/Boss Resource Update)
« Reply #409 on: June 29, 2014, 12:09:42 AM »
I hope to see this on servers eventually. It looks really fun.

September 20, 2014, 05:41:36 PM
Reply #410

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #410 on: September 20, 2014, 05:41:36 PM »
Well, I guess it's time for me to unveil a new project in the works...and I'll start off with a screenshot:

(click to show/hide)

Introducing...the Mega Man World project! This is a full fledged project that aims to stay true to the original spirit of CMM's MMSP mod while adding some additional features...at the same time, any of the future content in this mod can be freely used by map and mod makers in their own projects! I will need quite a bit of help to make this a reality, but since this project is building off of the work I had finished for my enemy resource project, I'm more than halfway done (minus maps), to the first official release (once Mega Man 1 is finished)! Be sure to check the first post often, as the post will be updated when progress is made or OPEN projects are claimed. I hope people can offer some time to help out, because the more help I can get, the sooner this project can become a reality! I certainly would love to see this happen so that people wanting to make Coop/Invasion/whatever content have resources available to them, and those that played MMSP a lot even now would have new stages to explore!

In case any one wonders, yes, the hub area will be an edit of Lego's hub in MMSPSIN, but hours have been spent just to make that thing look the way it is atm. As for what Classes can be used by this, I haven't determined that yet, but if weapon makers are up for it, I hope to include compatibility for MMSPSIN and MMXSP classes as well (other classes not based on coop will NOT be supported).

September 20, 2014, 06:10:45 PM
Reply #411

Offline Emmanuelf06

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #411 on: September 20, 2014, 06:10:45 PM »
It could be awesoooome ! omg.....I think, we need more map of MMSP ! Good luck with this project! :D

September 20, 2014, 10:23:03 PM
Reply #412

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #412 on: September 20, 2014, 10:23:03 PM »
OOOOOOOOOOO..... I have both MMSPSIN, and MMXSP... And you said this would be compatible with both, why there's a limit on selectable single player classes for this engine, I'll never understand, but I can dream.

September 21, 2014, 02:59:13 AM
Reply #413

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #413 on: September 21, 2014, 02:59:13 AM »
Quote from: "coolcat7022"
OOOOOOOOOOO..... I have both MMSPSIN, and MMXSP... And you said this would be compatible with both, why there's a limit on selectable single player classes for this engine, I'll never understand, but I can dream.

Right now I'm only planning for the original classes in CMM's MMSP, but if there's enough interest to include MMSPSIN and/or MMXSP, then I would figure out a way to make the classes themselves able to work in Mega Man World.

September 21, 2014, 03:30:07 AM
Reply #414

Offline ScrapHeap

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #414 on: September 21, 2014, 03:30:07 AM »
Well, a 'cool' thing to do would be give us a sorta thing where ALL of the robot masters from 1 are classes, and we each get our own seperate weapons n stuff

As perhaps an option

September 21, 2014, 12:05:42 PM
Reply #415

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #415 on: September 21, 2014, 12:05:42 PM »
Or... have extra classes in a Powered Up style based on RMs defeated with any class's default weapon, like the Bass Buster, or the Mega Buster, ETC.

September 21, 2014, 04:38:41 PM
Reply #416

Offline ScrapHeap

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #416 on: September 21, 2014, 04:38:41 PM »
You mean making it a straight-up port of Powered Up to the Engine?

That would be awesome.

September 21, 2014, 04:43:21 PM
Reply #417

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #417 on: September 21, 2014, 04:43:21 PM »
Somewhat like that, but you start with the normal MMSP classes as well, and you get different stories and hubs based on the class you choose, and in multiplayer, the host chooses story, which in turn chooses hub and which classes are available.

September 23, 2014, 03:01:42 PM
Reply #418

Offline PotatoStrike

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #418 on: September 23, 2014, 03:01:42 PM »
Oooooh... This promise a good game for who that want it! Waiting for this project since 1 month!

September 23, 2014, 05:44:16 PM
Reply #419

Offline Russel

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #419 on: September 23, 2014, 05:44:16 PM »
Quote from: "TailsMK4"
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Hi Light's Lab SIN.

I wouldn't recommend including that select screen unless it uses static screenshots...it tends to lag for most players [I never experienced this problem myself, but eh.]
Oh, and back up that camera bit.