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Author Topic: [Game Mode] LMSGames Version 1e  (Read 58655 times)

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May 10, 2014, 12:38:51 AM
Reply #120

Offline Hallan Parva

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Re: [Game Mode] LMSGames Version 1a
« Reply #120 on: May 10, 2014, 12:38:51 AM »
make the classes optional

Micro Charge Man was the reason the latest version died out in like a day and we went back to playing the inferior old one :ugeek:

June 08, 2014, 04:02:26 PM
Reply #121

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1b
« Reply #121 on: June 08, 2014, 04:02:26 PM »
v1b released. A server will be up soonventually.

June 08, 2014, 11:23:55 PM
Reply #122

Offline Dr. Crasger

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Re: [Game Mode] LMSGames Version 1b
« Reply #122 on: June 08, 2014, 11:23:55 PM »
Alright.

I've missed LMSGames.
About time it came back.

June 09, 2014, 08:30:51 PM
Reply #123

Offline Superjustinbros

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Re: [Game Mode] LMSGames Version 1b
« Reply #123 on: June 09, 2014, 08:30:51 PM »
Mind if I contribute a few enhanced sprites?



I also still think some levels like the Pac-Man map(s) and the simpler maps like Rock Harden could be designed a bit more professionally so they don't look rushed and/or bland as hell.

Also, any reason why the "Classes" can be made into standard skins exclusive to LMS Games (similar to what Lobstacle Course does), therefore users could disable seeing them, or did you make them classes just so you could give them custom sounds?

I want a soundtrack of this mode's songs, they're so freaking good, especially the Famitracker'd versions of existing VG songs

June 16, 2014, 12:24:42 PM
Reply #124

Offline chuggaafan1

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Re: [Game Mode] LMSGames Version 1b
« Reply #124 on: June 16, 2014, 12:24:42 PM »
Nightmare Upgraded is honestly pretty unfun. The first phase is really boring and the second phase kills himself with quickbeams.

June 30, 2014, 03:15:01 AM
Reply #125

Offline DarkClawXD

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Re: [Game Mode] LMSGames Version 1b
« Reply #125 on: June 30, 2014, 03:15:01 AM »
If this thing is still being updated for future expansions like V5 and so forth, I have a few wild card ideas....

Rolling Around At the Speed of Sound. OK, this one probably should be removed because I don't really see any significant change this one gives. It's pretty much a clone of the "NVM" card, i.e DUD card.

CORRECTION Rolling at the Speed of Sound DOES do something, but it's only really beneficial if and only if it's involved with Special Stages or Races. Any other games would make it a bit too superfluous. In Races, I can see how the infinite boosts would help. Boosting in other events....unless it helps you dodge, they're a bit superfluous because you could end up dashing into MORE trouble than you'd think you get out of.

SaviorSword: There IS a bug present within this Wild Card that needs to be addressed. In the event the match ends when the gravity flip is up, i.e low gravity, SaviorSword's "trolling" technically lingers into the next match afterwards. Whenever you try to jump, you're stuck in the air, and unless the Wild Card gets immediately pulled again, you're stuck in the air. I've tested this out with having the AI play through the games. (Yeah, I just like seeing the AI get tortured from this and Chaos Generator.) If the gravity flip is down, then there is no problem, but then again, I usually play until X amount of wins are attained. There is a sound bug where it glitches out sounds for matches during and after the SaviorSword Card was pulled--even when switching to new games.

Spring Has Sprung! The whole terrain and floors become much like Spring Man's level. Everything's bouncy meaning you can't stop jumping around.

Wheel of (Mis)Fortune! Everyone is given a random weapon at several intervals, like every 10-15. Beware! Some weapons might be duds.

Dead Heat! Much like Heat Man's Incenerator, as time passes, you take damage from the intense heat. This will speed up games if people decide to camp.

Zombie Invasion! Zombies infest the stage and attack everyone, much similar to the minigame.

Wily's Wrath! Wily comes onto the stage in one of his Wily Machines and attacks everyone. Then again...this would make more sense as a LMS game more than a wild card...

Eternal Darkness! Everything has gone black. Now it's difficult to see your opponents and shots.

Quick Man's Revenge: Force beams are randomly added to the stage to act as an additional hazard

As for new LMS games

Green Flash, Red Flash: It's Green Right, Red Light, but Flash Man hosts the game. It's a race with a twist. Once Flash Man and/or the arena turns green, you can move, but once it turns red, you MUST stop moving. Anyone caught skidding or moving at all will be shot point blank by Flash Man. First one to reach Flash Man or is the last person alive wins.

Special Stage (Sonic Heroes Style): These can go in 2 possible ways.
The Bonus Challenge in every odd stage required you to collect spheres to increase your time to get to the end. How that could be translated to MM8BDM...You're either on a timer and must collect spheres to keep going. Hit a spike or run out of time and you LOSE. First one to the goal or the last man standing wins.
The Emerald Challenge in every even stage required you to get the Chaos Emerald before it reached the end of the tube. Rules would be similar to the Bonus Challenge. First one to pass the Emerald wins. If the Emerald hits the goal, either nobody wins, or whoever was the closest to the Emerald wins.

BooBeam Bonanza! Everyone's locked in a room similar to the 4th boss on 2's Wily Castle, i.e the boss you NEEDED Crash Bombs to defeat. After several seconds, the beams will fire. Last man standing wins.

Wily Machine: This would work well with either 9's or 10's Wily Machine. Either defeat Wily or be the last man standing to win

Evil Energy Unleashed: I believe someone else also proposed this...What if Wily was able to extract more samples from the Evil Robot before it broke out at the end of Chapter 8? This game would be similar to the proposed Wily Machine, but since Wily's finished analyzing the extractions, he's made the Evil Robot even more powerful. The Evil Robot would be much larger in comparison to his boss battle, and his attacks are much more leathal. Everyone would be given the Duo Fist to damage the Evil Robot similar to the boss battle. Either defeat the Evil Robot or be the last man standing to win.

Roboenza Rampage: Yes, I am aware there's a Roboenza mode in existence, but this would be similar. At first, nobody is infected, but some enemies spawn and spread spores. Get hit with those spores, and you'll be infected. You must find the cure pill similar to what was used in Mega Man 10's storyline, or else you die. Last man standing wins.

Vs King DeDeDe: seeing as how Nightmare Upgraded has been given severe criticism due to being bland, perhaps we can substitute Nightmare for the king himself? DeDeDe would have his move pool combine from Super Star/Super Star Ultra (Masked), Brawl, and Dream Land. As time passes, the king would be able to use special attacks, including the....ahem... BIG GAY DANCE, or at least what Brawl Taunts called it. Beat DDD or be the last man standing to win.

Wave Race: Everyone is on a Wave Bike and must race through a water course. First one to the goal wins, but beware of hazards like spikes, beams, enemies and the Kraken.

Skull Castle Scavenger Hunt: Sneak inside Wily's base and find 8 items, but don't think it will be easy. Wily's set lots of traps including pitfalls, spikes, crushers, lava, etc.

Halloween Scavenger Hunt: Sets place in Shade Man's stage. Find 8 items, but beware of crushers, those crows, and other traps.

Green Hill Scavenger Hunt: Someone else made a comment of the Emeralds and killing everyone by using a Super transformation. I second that idea.

Christmas Scavenger Hunt: Can be a combination of Ice, Blizzard, Freeze, Frost and Cold Man materials. (Chill can be added if V6 comes out.) Find 8 items, but watch out for slippery floors and enemies. Water also kills you.

Wily's Frantic Fourth: Wily celebrates Independence Day by shooting of fireworks...OF DEATH that is. Fireworks can be shot directly to the arena, and you must dodge the explosions. Fireworks can also be shot to the sky, and the falling debris damages you. Fireworks can also destroy pieces of the arena, making the game more hazardous.

June 30, 2014, 03:25:53 AM
Reply #126

Offline DarkClawXD

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Re: [Game Mode] LMSGames Version 1b
« Reply #126 on: June 30, 2014, 03:25:53 AM »
Almost forgot a few racing ideas:

N64 Bowser's Castle: Race around the Castle of Koopa, and watch out for Thwomps, or whatever Mega Man equivalents can be made. Getting hit by but not crushed damages you. Getting directly crushed kills you. Last man standing or the first to finish 3 laps wins

GBA Snow Land: Ice. Dangerous ice. Falling into any of the cracked holes kills you. Same rules apply. Watch out for penguins and snowmen.

GBA Cheese Land: Simple race. Just get to the end.

N64 Mario Raceway: Don't go too far off the sides, or else you'll be attacked by Piranha Plants.

As for new items:

Charge Kick: Pretty much serves as the equivalent to Bullet Bill

Lightning Bolt: Speaks for itself. Since you can't shrink, you suffer a temporary debuff of speed

Astro Crush: Serves as the equivalent of the infamous Blue Shell. Any other weapons that could serve this purpose could be suggested.

July 05, 2014, 12:33:38 AM
Reply #127

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1c
« Reply #127 on: July 05, 2014, 12:33:38 AM »
V1c released. This should be the last release barring any major bugs / compatibility updates down the line.

August 20, 2014, 11:05:02 PM
Reply #128

Offline Carprillo

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Re: [Game Mode] LMSGames Version 1c
« Reply #128 on: August 20, 2014, 11:05:02 PM »
Nice. Gonna try this out.
Can we look forward to future releases?

March 31, 2015, 12:22:43 AM
Reply #129

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1c
« Reply #129 on: March 31, 2015, 12:22:43 AM »
I'll be working on compatibility for 4c /2.0 eventually. Let me know if there are any outstanding bugs. I'll also probably be replacing LMS24 / Ring Robbery with another game. Feel free to post suggestions. I'll also most likely overhaul Death Run as well.

August 27, 2015, 12:04:11 AM
Reply #130

Offline Gummywormz

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PS plz host dirp
« Reply #130 on: August 27, 2015, 12:04:11 AM »
PSA: The new minigames-v1a.pk3 is not official. I'm not going to be asking for it to be taken down / avoided, though, as I've already allowed it. (Though, it would be nice if they posted it here, or made a pull request on Github if they could figure out how.) I would however like to point out that it's still broken in some ways. CVars are defined in the old way, pretty much all of WILDCARD.acs is broken because it relied on the maps having tag 0 be a legitimate tag, and the player classes don't have the new maxskinsize property.

I'll probably fix this up sometime soon. Porting to Zandronum 2.0 hasn't (usually) been as painful as I originally thought, and I have some more ideas for minigames.

May 21, 2016, 11:56:33 PM
Reply #131

Offline Superjustinbros

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Re: [Game Mode] LMSGames Version 1c
« Reply #131 on: May 21, 2016, 11:56:33 PM »
I'm still trying to figure out the theme for the new LMS25 (Hyper Jump Rope Storm H) since it's not in the OST download.

July 30, 2016, 04:16:30 PM
Reply #132

Offline DarkClawXD

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Re: [Game Mode] LMSGames Version 1c
« Reply #132 on: July 30, 2016, 04:16:30 PM »
Any ideas for newer games, now that v5 is out?

September 05, 2016, 12:57:27 AM
Reply #133

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1c
« Reply #133 on: September 05, 2016, 12:57:27 AM »
The next release is basically ready. I'll most likely be doing some testing tomorrow afternoon or evening.

I also started a Discord chat if you're interested in testing or giving feedback.

There will be no new content updates for this mod, but there will be an announcement hopefully within the next 2 weeks about what is next.

September 12, 2016, 11:31:10 PM
Reply #134

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1c
« Reply #134 on: September 12, 2016, 11:31:10 PM »
I've updated the OST with some missing songs and some bonus content.

Also: I know the test server is down, but the final version will be released late tonight or early tomorrow. This is your last chance to give feedback. The next version will be the last version with any changes or fixes that don't prevent the game from running (aka when Zandronum 3 gets released).