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Author Topic: Otaku Alex's Workshop (RPG Mod V1c)  (Read 38814 times)

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December 04, 2013, 12:12:39 AM
Reply #135

Offline coolcat7022

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #135 on: December 04, 2013, 12:12:39 AM »
Well, is anyone here actually willing to code hale suggestions? Because i don't even have the base MM8BDM wad to begin with!

December 04, 2013, 12:24:11 AM
Reply #136

Offline Ceridran

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #136 on: December 04, 2013, 12:24:11 AM »
Only so few boss suggestions make it in.

December 04, 2013, 04:50:14 AM
Reply #137

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #137 on: December 04, 2013, 04:50:14 AM »
Quote from: "tsukiyomaru0"
You can have it NOT depend on the music file. Like: you can optionally download the music files and place them in skins folder. The worst that happens if the ACS or host uses changemus to a music you don't have is, for the player lacking them, end up in eerie silence or not changing music.
I wouldn't put that burden on the player; if a wad is to use custom music, it is expected of the wad to supply that custom music.

To the file being too large, all it takes is simple editing of the music. I wanted to help Stardust out so I took her four songs and I changed them to mono, looped them, lowered the sound quality (it's negligible but does wonders on file size), and saved them as .ogg. I ended up reducing the new song's sizes into two-thirds or even one half of their original size, and it only takes a few minutes per song to optimize them like that.



As to new Hales with unique attacks...
(click to show/hide)

December 04, 2013, 05:43:56 AM
Reply #138

Offline Dimpsy

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #138 on: December 04, 2013, 05:43:56 AM »
Quote from: "OtakuAlex"
If anyone wants to make the music files smaller, go right ahead.
.OGG is your friend.

December 04, 2013, 05:47:37 AM
Reply #139

Offline Stardust

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #139 on: December 04, 2013, 05:47:37 AM »
Quote from: "OtakuAlex"
If anyone wants to make the music files smaller, go right ahead.

To tell you how much important is this,
a 90MB file can deter someone from downloading it.

And I approve Linnie's method, it reduces the file's size from about 20% to 60%, depending on cases.

December 04, 2013, 10:27:39 PM
Reply #140

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #140 on: December 04, 2013, 10:27:39 PM »
I'm currently decreasing file size and improving the code. I plan to release the smaller Thingz file and new code file sometime this week. The new thingz file will not only be smaller, but will also contain new voice clips and such.

December 05, 2013, 04:34:05 AM
Reply #141

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #141 on: December 05, 2013, 04:34:05 AM »
Well, I tried out the multi-hit Hales.


It's awful. I played as Saxton, and hitting Quickman once is hard enough but seven times (because of 5 E-Tanks) is just ridiculous.

December 05, 2013, 08:48:03 PM
Reply #142

Offline Superjustinbros

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Re: Otaku Alex's Workshop (Hyper Saxton V3b)
« Reply #142 on: December 05, 2013, 08:48:03 PM »
Quote from: "Linnie"
Well, I tried out the multi-hit Hales.

It's awful. I played as Saxton, and hitting Quickman once is hard enough but seven times (because of 5 E-Tanks) is just ridiculous.

At most you'd really only need 1 E-Tank IMO, and for the whole "multi-hit melee Hales", I never liked them, because of guys like Slashman.

December 06, 2013, 02:25:15 AM
Reply #143

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #143 on: December 06, 2013, 02:25:15 AM »
OK, I have officially updated Hyper Saxton to V3c. Here are the changes;
(click to show/hide)

Also, while I have fixed the SJ/Rage Bar bug, Sonic will still have the bug when you're playing with YD Classes since MRL's Saxton Compatible version of YD Classes was meant for BalrogSH-Overhaul and not for Hyper Saxton. I might have to end up making my own Saxton Compatible version of YD Classes for Hyper Saxton eventually. I might also make compatible versions of other class packs that I like, such as MMX and MMU, however, this isn't an actual plan and is just something that I'm likely to do.

Anyways, I updated both the Code and Thingz files. The Thingz file was reduced to around 40MB, had LMSFMUS removed and the last survivor theme is now from the MM8BDM core, added some SFX, various stuff already mentioned in my changelog. So, you'll have to download that all over again, just be glad it's not 90MB anymore.

'Till next time, I think I'll just go chill in either Hotel, Vanilla, or maybe just play some Doom 2 instead since killing pinkies, imps, and cyber demons never gets old. See ya!

December 08, 2013, 01:06:04 AM
Reply #144

Offline coolcat7022

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #144 on: December 08, 2013, 01:06:04 AM »
To celebrate, i say we hyper saxton fans collab to invent and code a collab hale of a sort. Who's with me?

December 08, 2013, 02:18:45 AM
Reply #145

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #145 on: December 08, 2013, 02:18:45 AM »
Well, coolcat, he is looking for people to code their own Hales, so if you want to go for it, go for it.

December 08, 2013, 02:59:47 AM
Reply #146

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #146 on: December 08, 2013, 02:59:47 AM »
Yeah, you could look at it that way. I said they must code it or get someone to do it for them. I only have 2 more hale I want to develop left at the moment, and they're surprises. Though, I still have some cleaning up to do in the code when it comes to rage and what rune survivors get depending on the class (used in the common case of a class-pack being involved), plus I also need to clean up my embarrassing class pack, then my RPG mod. Also, I recently decided to work on a project that has nothing to do with MM8BDM, but runs on the same source-port and engine. I have a lot of stuff to do, the latter of the ones I mentioned being a project that'll probably take a bit to finish, but I have a lot of free time on my hands right now anyways. I also found out that there's YET AGAIN another bug with Cave's rage, the infinite rage glitch that was all caused by a dumb typo. It probably doesn't even matter how much I actually know about programming and the Doom engine, because making typos just seems to be something I do when it actually matters to get it right.

Anyways, once again, that is all. Now, I'm going to try working on one of the things I need to be working on while I eat a hot pocket, stay up all night, and look like a stereo-typical computer/game nerd.

December 08, 2013, 04:32:45 AM
Reply #147

Offline Linnie

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #147 on: December 08, 2013, 04:32:45 AM »
You seem to have a lot on your plate.

Like, a lot.


I'd try to focus on just one thing at a time, when you multitask you get less work done collectively than when you focus on just one thing.

December 12, 2013, 03:01:51 AM
Reply #148

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V3c)
« Reply #148 on: December 12, 2013, 03:01:51 AM »
I haven't been doing much, so I decided to upload a wad I made that has the entire Hotline Miami sound track as a wad for people to load when playing.

December 13, 2013, 11:46:32 PM
Reply #149

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Hyper Saxton V3d)
« Reply #149 on: December 13, 2013, 11:46:32 PM »
Sorry for double-posting, but I updated Hyper Saxton again. Here's the changelog.

(click to show/hide)

I also made my own compatible version of YD Classes that has a few changes in comparison to MRL's version. Which means, here's another spoiler with a changelog.

(click to show/hide)

As usual, please tell me of any glitches/bugs or make a suggestion for a future update.

'Till then, Otaku Alex out!

Edit: Apparently the file didn't save upon the first time I edited this and Cave's rage being fixed ended up not being saved.