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

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November 27, 2013, 08:12:59 PM
Reply #90

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #90 on: November 27, 2013, 08:12:59 PM »
OK, I'm currently trying to fix the issue where you return to being LVL1 after dying. I'm thinking I'll try making some new variables that are effected by TIDs and Player Numbers, I this will be activated as soon as you die.  PlayerTIDChecker and PlayerLevelChecker are the new variable I will make in the ACS and use to manage death and respawns. BTW, I didn't make the EXP sprites, they're technically the mana sprites from Hexen, but their colours are wrong due to the fact that MM8BDM doesn't use the same colour files as Hexen does. No, I will not make my own sprites, I never do, aside from my Zero hud and we all know how that turned out.

Also, I just started development for the Sonic hale.
Here are my plans for him.
(click to show/hide)

I am currently looking for first-person dash sprites so that I don't have to use Cpt Flacon's or Mega Man's (YD Classes) dash sprites instead.

November 27, 2013, 10:01:03 PM
Reply #91

Offline Stardust

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #91 on: November 27, 2013, 10:01:03 PM »
You could use Sonic's firing sprites Manu created, right ?
Give him Spin Dash as normalfire.
Here you go, the "ball sanic" graphic becomes fittable.

November 27, 2013, 10:09:55 PM
Reply #92

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #92 on: November 27, 2013, 10:09:55 PM »
Quote from: "Stardust"
You could use Sonic's firing sprites Manu created, right ?
Give him Spin Dash as normalfire.
Here you go, the "ball sanic" graphic becomes fittable.

I meant sprites in first person, not the character sprites. This means like, um......Look at this image from Zelda OoT (or MM?) for an example of what I mean by first-person.


November 27, 2013, 10:11:11 PM
Reply #93

Offline Stardust

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #93 on: November 27, 2013, 10:11:11 PM »
Oh you mean the HUD.

November 27, 2013, 10:17:37 PM
Reply #94

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #94 on: November 27, 2013, 10:17:37 PM »
Yeah, that's what I meant, but I guess I'm too used to using the term 'hud' when referring to stats that are shown at the side of the screen and stuff like that.

Anyways, Doom Guy is being put on Hiatus due to a glitch I'm having trouble fixing, Sonic is being developed rather well, and I have  (4 if you count the trio as separate hales) more hales coming up in future updates. I won't give out any details until later on, but you can expect some interesting fights from these characters.

November 27, 2013, 11:29:20 PM
Reply #95

Offline coolcat7022

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #95 on: November 27, 2013, 11:29:20 PM »
Was my Pyramid Head idea considered?

November 28, 2013, 01:03:07 AM
Reply #96

Offline Superjustinbros

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #96 on: November 28, 2013, 01:03:07 AM »
Quote from: "coolcat7022"
Was my Pyramid Head idea considered?
Sorry to say this, but Otaku rejected your idea; He mentioned on one of the servers that your idea was a poor concept, mostly with being a melee hale based around stealth (the whole being near-invisible concept) and not direct combat.

I will say: thanks for attempting a hale that breaks away from the standard melee hale concept.

November 28, 2013, 04:13:42 AM
Reply #97

Offline coolcat7022

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #97 on: November 28, 2013, 04:13:42 AM »
Quote from: "Superjustinbros"
Quote from: "coolcat7022"
Was my Pyramid Head idea considered?
Sorry to say this, but Otaku rejected your idea; He mentioned on one of the servers that your idea was a poor concept, mostly with being a melee hale based around stealth (the whole being near-invisible concept) and not direct combat.

I will say: thanks for attempting a hale that breaks away from the standard melee hale concept.
Thank you for telling me, though it is strange, he's OK with keeping slenderman as is, but he dislikes Pyramid Head... That just sounds silly in my head, but it IS his mod.

November 28, 2013, 04:22:28 AM
Reply #98

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #98 on: November 28, 2013, 04:22:28 AM »
I actually removed Slender Man entirely, not one bit of code is left. Unless I missed some, of course.

Also, I updated the Thingz file so that it has some of what will be needed for future hales. It's not necessary to download Thingz-2 at the moment though since there's nothing that effects the current version, but it will be needed for the next version.

November 28, 2013, 04:45:26 AM
Reply #99

Offline coolcat7022

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #99 on: November 28, 2013, 04:45:26 AM »
OK, that makes WAY more sense... May i ask why all hales must be direct assault? Why not lean off the cliche?

November 28, 2013, 05:41:34 AM
Reply #100

Offline tsukiyomaru0

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #100 on: November 28, 2013, 05:41:34 AM »
Indeed, why no one made a Hale that requires you to strategically sneak around and plant mines that are difficult to see?

November 28, 2013, 05:42:43 AM
Reply #101

Offline Linnie

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #101 on: November 28, 2013, 05:42:43 AM »
Solid Snake Hale? Or 007 Hale?

November 28, 2013, 05:43:23 AM
Reply #102

Offline coolcat7022

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #102 on: November 28, 2013, 05:43:23 AM »
XD We are shooting Saxton stuff like a gattling gun!

November 28, 2013, 04:40:44 PM
Reply #103

Offline OtakuAlex

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #103 on: November 28, 2013, 04:40:44 PM »
I'd be all for a Solid Snake hale if we can find some sprites, but first I should finish any other hales I decided to work on. Actually, someone else could make the Solid Snake hale  instead if they want since I won't be doing any new hale ideas until the other ones are done.

November 28, 2013, 04:45:46 PM
Reply #104

Offline Ceridran

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Re: Otaku Alex's Workshop (Mega Man RPG V1a)
« Reply #104 on: November 28, 2013, 04:45:46 PM »
Sprites, you say?

(click to show/hide)

By the way, QUALITY > QUANTITY. Seriously, every single meme boss should be scrapped as well as Saxton Hale, whose job is better done by Scrooge McDuck, who fits in very well. All the meme bosses and Saxton Hale, they're all awful. Stick to famitracker/NES music, as well, don't give them voices/sounds that weren't on an NES game.

I know I'm being fairly biased, but don't you want to keep to MM8BDM's theme: the NES?

If you head for quantity over quality, you're trying to copy Action 52. A majority of the bosses are the same, just like a majority of Action 52 games are top-down shooters. Space shooters, especially.

Oh, and they're "bosses", not "hales". Hale is the last name of Saxton. He's not Jango Fett, you know.




(click to show/hide)