Megaman 8-Bit Deathmatch - Released!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Megaman 8-Bit Deathmatch
MSN, Live, what the fuck ever, we all know it's the same damn thing.
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Re: Megaman 8-Bit Deathmatch
Question: What are you doing in the way of music? Are you using midi files or the real game music?
Also- Happy birthday!
Also- Happy birthday!
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Re: Megaman 8-Bit Deathmatch
Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
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Re: Megaman 8-Bit Deathmatch
Ah I see, that would reduce the size greatly I should imagine~ because of this does that mean that the tracks would behave as they would ingame? Such as the way the tracks loop etcCutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
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Re: Megaman 8-Bit Deathmatch
That would be the point of using them, yes.
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Re: Megaman 8-Bit Deathmatch
Either way, it's Windows Dead to me.leileilol wrote:We call that Live Messenger now
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Re: Megaman 8-Bit Deathmatch
If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.Cutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
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Re: Megaman 8-Bit Deathmatch
All those ports would have to support all the new crap I'm putting in though.leileilol wrote:If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.Cutmanmike wrote:Skulltag doesn't seem to support them yet but when it does I'll be using the NSF files.
BUT if you wanna help me with that music task...
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Re: Megaman 8-Bit Deathmatch
None of those support DECORATE anyway, so the rest of the mod would still not be playable.leileilol wrote:If I were Cutmanmike i'd go boom and just do .it files or even .mod files of all songs required so lagecy, odemax, and zdoamen can play them too.
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Re: Megaman 8-Bit Deathmatch
In other words.. Screw those ports.
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Re: Megaman 8-Bit Deathmatch
Using mods (it files or whutever) would be handy in the mean time until Skulltag updates to a later version of ZDoom. I did have this one site that used to have collections of all kinds of mods for video games, 8-bit renditions and not. I can't remember what it was called though...
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Re: Megaman 8-Bit Deathmatch
Dammit, Cutty. I don't know how you make this stuff come out so well. I've been wanting to do a Megaman-themed WAD forever, and even started mapping and scripting a few times, but I don't have anything that looks remotely as good as the shots in this thread. Blargh!
Well, if you need any ACS help, let me know. Also, what happened to Fireman's stage in your list thar?
Well, if you need any ACS help, let me know. Also, what happened to Fireman's stage in your list thar?
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Re: Megaman 8-Bit Deathmatch
Fireman's right there! *shifty eyes*
Not sure how much ACS work will be involved, probably not a lot as most of what I've done so far is DECORATE. The only ACS I've used is "if he picks up a gun, remove all guns and set it to the new one" which isn't exactly rocket science. We'll see though.
You may be able to help me out with something non ACS related though .
Not sure how much ACS work will be involved, probably not a lot as most of what I've done so far is DECORATE. The only ACS I've used is "if he picks up a gun, remove all guns and set it to the new one" which isn't exactly rocket science. We'll see though.
You may be able to help me out with something non ACS related though .
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Re: Megaman 8-Bit Deathmatch
If you wanna be a DECORATE nut about it, I'm pretty sure you don't even need ACS for that!
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Re: Megaman 8-Bit Deathmatch
For the gun removal thing? Yeah, if you use custom inventories instead of weapons for the map objects. But then they wouldn't behave like weapons do in deathmatch (e.g., weaponstay stuff).DoomRater wrote:If you wanna be a DECORATE nut about it, I'm pretty sure you don't even need ACS for that!
Hmm, an INVENTORY.ACTASWEAPON flag could be useful to generalize this weaponstay behavior to select non-weapon items.