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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145551 times)

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September 23, 2014, 06:25:59 PM
Reply #420

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #420 on: September 23, 2014, 06:25:59 PM »
Quote from: "Lego"
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.


Yeah, I decided to use your lab since I liked the additions you made to the hub. I never experienced the lag myself, but it might be best in the end to just grab some pictures of the maps and use them as textures.

September 23, 2014, 08:45:32 PM
Reply #421

Offline Korby

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #421 on: September 23, 2014, 08:45:32 PM »
At least MMXSP compatibility is simpler 'cause of canon attacks for most of the cast.
Good luck with your thing! Making a completely new MMSP campaign takes a lot of effort; Mike hasn't even done it yet!

September 23, 2014, 09:11:46 PM
Reply #422

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #422 on: September 23, 2014, 09:11:46 PM »
But, how will the different games be done? In a chapter system similar to core MM8BDM? With different sets of RMs all over the place? Or just with a unique mechanic?

September 23, 2014, 10:09:38 PM
Reply #423

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #423 on: September 23, 2014, 10:09:38 PM »
Quote from: "coolcat7022"
But, how will the different games be done? In a chapter system similar to core MM8BDM? With different sets of RMs all over the place? Or just with a unique mechanic?


In the future, you'll first need to beat each of the MM1 stages once, then beat the stage that gets unlocked when you do so, and when that stage gets cleared, you'll enable the option to take on the MM2 RMs by choosing "Next" on the screen. You will be able to revisit stages you've beat, and if you want all of the unlockables with the game, you'll want to do so. Clearing missions will unlock bonus content, such as the stage I just mentioned before, but you might get other things too...

September 23, 2014, 11:38:15 PM
Reply #424

Offline TheDoc

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #424 on: September 23, 2014, 11:38:15 PM »
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!

Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.

September 23, 2014, 11:55:54 PM
Reply #425

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #425 on: September 23, 2014, 11:55:54 PM »
Okay, but could I do some weapon idea work? Specifically, coming up with weapons for some classes.

September 24, 2014, 12:22:18 AM
Reply #426

Offline TheDoc

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #426 on: September 24, 2014, 12:22:18 AM »
Quote from: "Lego"
Oh, and back up that camera bit.
The reason that they couldn't back it up before was because the camera was up against the wall.

Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.

EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:
1.) Take away all of the weapons not yet unlocked in the chapter.
2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?
3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.
You theoretically could combine Options 1 & 3, but that's not very canon is it?

The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.

Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.

September 24, 2014, 02:11:40 AM
Reply #427

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #427 on: September 24, 2014, 02:11:40 AM »
Whew, actually quite a bit to answer now, but hey, I appreciate the support everyone! Getting MM1 finished to me is reasonable enough since really I just need help with maps and weapon design. MM2 and further on will be a different story, but better mentally to set a much easier goal first before the work really increases. Now for the individual responses:

Quote from: "TheDoc"
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!

Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.


Sure, go ahead if you want. Typically I model my bosses after the way Mike did his in MMSP. The RMs have their usual attacks from the games, but at the halfway mark (in MMWorld bosses may or may not need that much health reduced to use specials, depending on difficulty...), they use a much more effective attack, like Needle Man pulling off his twisting attack or Toad Man flooding the arena enough so he can perform surprise hops. So aside from modeling Spark Man's original behavior in the games, the only thing I require is that any bosses made need some kind of special attack to make sure bosses are a little more unpredictable.

Also, though my focus is MM1, if a combo of stages, enemies, bosses, and weapons from another game are finished, I'll include them in the next big update, so for example if Spark Man is all finished by the time MM1 is finished, I'll include Spark Man as a selectable stage/boss in the update (after all, Heat Man, Needle Man, and Toad Man will be selectable since they're done already). Either way, I'd like the enemies you did design at some point, unless you end up getting your motivation back and try to finish his stage, in which case I can wait until it's ready.


Quote from: "coolcat7022"
Okay, but could I do some weapon idea work? Specifically, coming up with weapons for some classes.

Rather I would encourage weapon ideas, since aside from the Mega Man class, I got no ideas for Proto Man, Bass, or Roll (and that list will grow even more if MMSPSIN and MMXSP should be supported...I'll let the community decide that). I do have people interested in weapon design at least, so really it comes down to finding mappers for the project.


Quote from: "TheDoc"
Quote from: "Lego"
Oh, and back up that camera bit.
The reason that they couldn't back it up before was because the camera was up against the wall.

Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.

EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:
1.) Take away all of the weapons not yet unlocked in the chapter.
2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?
3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.
You theoretically could combine Options 1 & 3, but that's not very canon is it?

The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.

Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.


1. I can just make that room a little larger so the camera can be pushed back that far.
2. I won't go into too many details just yet since I need to fully test the idea I received to see if it works out, but I'm trying an idea very similar to option 3. I might be able to code a way so that you can select your loadout the way Wily Wars did.
3. Damagefactors, yeah, that list is going to get huge, so I might do element damagefactors instead of listing every single weapon.

September 24, 2014, 02:32:13 AM
Reply #428

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #428 on: September 24, 2014, 02:32:13 AM »
I can probably help come up with ideas for weapons if you want the assistance. Problem is coming up with weapons for each boss that aren't similar to other weapons too much.

September 24, 2014, 10:40:22 AM
Reply #429

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #429 on: September 24, 2014, 10:40:22 AM »
Here's an idea you might want to use for Bomb Man:
Bomb Sticker
Fires a small round black projectile with an arch, if it hits something, rather than damage/explode, it sticks to whatever it landed on, a second press will detonate at no ammo cost, similar to Remote Mine in how you explode it.

September 24, 2014, 05:10:12 PM
Reply #430

Offline TheDoc

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #430 on: September 24, 2014, 05:10:12 PM »
Oh yea, that reminds me that I had an idea for Roll's Guts Man weapon.
Guts Digger/Item Digger
It's like Super Arm except for the fact that Roll digs up an item rather than a massive block. You wouldn't have to create FX for every item; instead, you could simply have her dig up and throw a rock (idk if it would look different than the original), preferably affected by gravity. When the rock dies, it randomly spawns a small/big weapon/life energy pickup, and rarely an E-Tank.

EDIT:
Quote from: "coolcat7022"
Bomb Sticker
Fires a small round black projectile with an arch, if it hits something, rather than damage/explode, it sticks to whatever it landed on, a second press will detonate at no ammo cost, similar to Remote Mine in how you explode it.

That sounds more like a Crash Bomber-esque weapon. If anything, that would be a variation of Crash Man's weapon.

September 24, 2014, 06:54:04 PM
Reply #431

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #431 on: September 24, 2014, 06:54:04 PM »
I'm thinking "since DOS likely won't be in this whole project" you could probably use the weapons for some of the alternate weapons.
Nuclear Detonator for Bass in place of Hyper Bomb, rapid explosion that deals lots of damage and can be remote detonated, but has little ammo.
Sonic Wave for Protoman when you finally get to Shade Man
Force Field for Roll from Elec Man (as Elec Man has it in Power Fighters)
Bit Cannon for Protoman from Elec Man
Water Shooter for Bass from Wave Man
Oil Stream for Protoman from Oil.
Blade Launcher for Bass from either Shadow or Blade
and Torch Arm for someone from Fire.

September 24, 2014, 07:07:04 PM
Reply #432

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #432 on: September 24, 2014, 07:07:04 PM »
Hmm.. I guess "Bomb Sticker" Could be renamed "Crash/Clash Clinger"

September 24, 2014, 08:10:18 PM
Reply #433

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #433 on: September 24, 2014, 08:10:18 PM »
Quote from: "coolcat7022"
Hmm.. I guess "Bomb Sticker" Could be renamed "Crash/Clash Clinger"
Also that is exactly how Crash Bomb worked in Power Battles, so it fits a weapon for crash better.

September 24, 2014, 08:13:04 PM
Reply #434

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #434 on: September 24, 2014, 08:13:04 PM »
I'm pretty sure it didn't fire in an arch, though correct me if i'm wrong, but Crash/Clash Clinger it is!