alucard2009
Member
someone can help me,please, and download this mod in mediafire because gamejolt is not working in my country.thanks.
I just uploaded it to Mediafire. Check the first post. Have fun! ;Dalucard2009 said:someone can help me,please, and download this mod in mediafire because gamejolt is not working in my country.thanks.
NickyP said:For #1, do you meanBloodbane said:There are couple things I noticed that could be enhanced with scripts:
1. Enemy's temporary invincibility
2. Moving while walking off
I have less clean solution for #1 but for #2, I'd need to test couple things first. If you're interested with #1, I'll share it here![]()
a) Enemies have an invincibility window when they get hit, like players do (aka, the bosses in the official MegaMan games); or
b) Enemies can still get "hit," but they take no damage (aka, enemies with shields or hard armor in the official MegaMan games)?
If you're referring to a), I honestly prefer to keep things as is. As much as I love MegaMan, one thing I always disliked was how the games punish you for "rapid firing" on bosses. ;D And needless to say, I have a very quick finger, so that always inconvenienced me. However, if you're referring to b), then by all means please share. There are some enemies that I genuinely do not know how to recreate, solely because of this issue. I've done some clever workarounds, like the Mettools and the barrel enemies in KnightMan's stage, but I can't rely on those methods forever.
I'm very interested in #2, if you have a solution.I believe I saw a command for it in the manual, but I haven't tried it.
void main()
{
int iPlIndex = getlocalvar("player"); //Get calling player
void vSelf = getplayerproperty(iPlIndex , "entity"); //Get calling entity
// void vName = getentityproperty(vSelf,"name"); //Get name of calling entity
void vAniID = getentityproperty(vSelf,"animationID"); //Get current animation ID
// void vAniPos = getentityproperty(vSelf, "animpos"); //Get current animation frame
int iDir = getentityproperty(vSelf, "direction"); //Get current facing direction
void iUp = playerkeys(iPlIndex, 1, "moveup"); // New key status of "Up"
void iDown = playerkeys(iPlIndex, 1, "movedown"); // New key status of "Down"
void iLeft = playerkeys(iPlIndex, 1, "moveleft"); // New key status of "Left"
void iRight = playerkeys(iPlIndex, 1, "moveright"); // New key status of "Right"
void iJump = playerkeys(iPlIndex, 1, "jump"); //New key status of "Jump"
void iSpecial = playerkeys(iPlIndex, 1, "Special"); //New key status of "Special"
void iAttack = playerkeys(iPlIndex, 1, "attack"); //New key status of "Attack"
void iAttack2 = playerkeys(iPlIndex, 1, "attack2"); // New key status of "Attack 2"
void iAttack3 = playerkeys(iPlIndex, 1, "attack3"); // New key status of "Attack 3"
void iAttack4 = playerkeys(iPlIndex, 1, "attack4"); // New key status of "Attack 4"
void iLeftR = playerkeys(iPlIndex, 2, "moveleft"); // Release status of "Left"
void iRightR = playerkeys(iPlIndex, 2, "moveright"); // Release status of "Right"
void iAttackR = playerkeys(iPlIndex, 2, "attack"); //Release status of "Attack"
void iDownH = playerkeys(iPlIndex, 0, "movedown");
void iUpH = playerkeys(iPlIndex, 0, "moveup");
void iLeftH = playerkeys(iPlIndex, 0, "moveleft");
void iRightH = playerkeys(iPlIndex, 0, "moveright");
//Move while jumping
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_FREESPECIAL") ){ //Jumping?
if(iLeftR || iRightR){ //Left or Right released?
if(!iLeftH && !iRightH){ //Left and Right not pressed?
changeentityproperty(vSelf, "velocity", 0);
}
} else if(iLeft){ //Left pressed?
changeentityproperty(vSelf, "direction", 0);
changeentityproperty(vSelf, "velocity", -1);
changeplayerproperty(vSelf, "playkeys", 0);
} else if(iRight){ //Right pressed?
changeentityproperty(vSelf, "direction", 1);
changeentityproperty(vSelf, "velocity", 1);
changeplayerproperty(vSelf, "playkeys", 0);
}
}
//Move while runjumping
if(vAniID == openborconstant("ANI_RUNJUMP") ){ //Jumping?
if(iLeftR || iRightR){ //Left or Right released?
if(!iLeftH && !iRightH){ //Left and Right not pressed?
changeentityproperty(vSelf, "velocity", 0);
}
} else if(iLeft){ //Left pressed?
changeentityproperty(vSelf, "direction", 0);
changeentityproperty(vSelf, "velocity", -1.6);
changeplayerproperty(vSelf, "playkeys", 0);
} else if(iRight){ //Right pressed?
changeentityproperty(vSelf, "direction", 1);
changeentityproperty(vSelf, "velocity", 1.6);
changeplayerproperty(vSelf, "playkeys", 0);
}
}
//Flip while ducking
if(vAniID == openborconstant("ANI_DUCK") ){ //Ducking?
if(iLeft){ //Left pressed?
changeentityproperty(vSelf, "direction", 0);
} else if(iRight){ //Right pressed?
changeentityproperty(vSelf, "direction", 1);
}
}
// Move while walking off
if(vAniID == openborconstant("ANI_WALKOFF")){
if(iLeftR || iRightR){ //Left or Right released?
if(!iLeftH && !iRightH){ //Left and Right not pressed?
changeentityproperty(vSelf, "velocity", 0);
}
} else if(iLeft){ //Left pressed?
changeentityproperty(vSelf, "direction", 0);
changeentityproperty(vSelf, "velocity", -1);
changeplayerproperty(vSelf, "playkeys", 0);
} else if(iRight){ //Right pressed?
changeentityproperty(vSelf, "direction", 1);
changeentityproperty(vSelf, "velocity", 1);
changeplayerproperty(vSelf, "playkeys", 0);
}
}
}
NickyP said:Are you saying it doesn't play right that her "bomb" projectile is only aerial? I suppose I could put the squirrel in the aerial and map the bunny to down+attack.
Do you have any other ideas?
name EBomb
type none
candamage player
lifespan 2
nolife 1
palette none
subject_to_wall 0
subject_to_hole 1
no_adjust_base 0
subject_to_gravity 1
subject_to_obstacle 0
subject_to_platform 0
anim idle
loop 1 2 6
delay 5
followanim 1
followcond 1
landframe 8
offset 5 5
attack 1 1 8 8 5 1
frame data/chars/korps/shot1.png
frame data/chars/korps/shot4.png
frame data/chars/korps/shot3.png
frame data/chars/korps/shot2.png #
frame data/chars/korps/shot1.png
frame data/chars/korps/shot4.png
frame data/chars/korps/shot3.png
frame data/chars/korps/shot2.png #
attack 0
frame data/chars/misc/empty.gif
anim follow1
delay 10
offset 10 10
frame data/chars/misc/empty.gif
void shooter(void Shot, float dx, float dy, float Vx, float Vy)
{ // Shooting special projectile with speed control
void self = getlocalvar("self");
int Direction = getentityproperty(self, "direction");
void vShot;
if (Direction == 0){ //Is entity facing left?
Vx = -Vx; //Reverse Vx direction to match facing
}
vShot = spawn01(Shot, dx, dy, 0);
changeentityproperty(vShot, "velocity", Vx, 0, Vy);
return vShot;
}
However, if you're referring to b), then by all means please share. There are some enemies that I genuinely do not know how to recreate, solely because of this issue. I've done some clever workarounds, like the Mettools and the barrel enemies in KnightMan's stage, but I can't rely on those methods forever.
I'm very interested in #2, if you have a solution.I believe I saw a command for it in the manual, but I haven't tried it.
//Move while jumping
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_FREESPECIAL")){ //Jumping?
//Move while jumping
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_FREESPECIAL") || vAniID == openborconstant("ANI_WALKOFF")){ //Jumping, double jumping or walking off?
void immunity(int Flag)
{// Sets immunity to all used attacktypes
void self = getlocalvar("self");
int DId = openborconstant("ATK_NORMAL");
if(Flag==1){
changeentityproperty(self,"defense", openborconstant("ATK_NORMAL"), 0, 200, 0);
changeentityproperty(self,"defense", openborconstant("ATK_SHOCK"), 0, 200, 0);
changeentityproperty(self,"defense", openborconstant("ATK_BURN"), 0, 200, 0);
} else {
changeentityproperty(self,"defense", openborconstant("ATK_NORMAL"), 1, 1, 1);
changeentityproperty(self,"defense", openborconstant("ATK_SHOCK"), 1, 1, 1);
changeentityproperty(self,"defense", openborconstant("ATK_BURN"), 1, 1, 1);
}
}
anim attack1
range 0 150
rangez -25 25
delay 10
offset 64 140
bbox 40 56 46 67
frame data/chars/mutant4/42
frame data/chars/mutant4/43
delay 15
frame data/chars/mutant4/44
delay 500
@cmd immunity 1
frame data/chars/mutant4/45
delay 12
@cmd immunity 0
frame data/chars/mutant4/43
frame data/chars/mutant4/42
Thanks maxman! MegaMan holds a very special place in my heart, so I put a lot of love into this mod. It's still only 5% of what I want it to be, but I'm proud of how far it's come along since I first started working on it back in 2013 (yes, really!).maxman said:Mick...I mean,Nick. You don't know how much I love Mega Man series (classic that is). I always enjoy your Mega Man Armada mod. I love the cast of players and bosses (robot masters) combined in it.
That's the problem Bloodbane and I were discussing a few posts ago. Hopefully we can come up with a fix!maxman said:There's something strange with the cannon ball which I tested in a single level of Skull Man. Even though the cannon shoots it in arc, that one pops in less than second. If you're where it's at, you'd get hit.
How do you actually toss it? @cmd shooter [bomb name] [X] [Y]?Bloodbane said:Hmmm... my suggestion is to use other way to make bombs or tossed projectiles
Here's how I usually make tossed projectiles:
Done! And it works perfectly, thanks Bloodbane! ;D I also added additional lines of code for the jumpattacks and follows as well. With a few tweaks, characters that bounce off enemies to attack (Mario, Sonic, etc) are much easier to control now!Bloodbane said:I'm very interested in #2, if you have a solution.I believe I saw a command for it in the manual, but I haven't tried it.
I've done it and you only need to fix keyall.c you're using a bit
Excellent! Is there any way to modify it so that it plays a certain hitfx during immunity? Maybe block.wav? Would be a perfect opportunity to use the "ding" sound from the MegaMan games--the sound that plays when you shoot at a shield or etc.Bloodbane said:[A day later]
Okay, here's the function to set immunity:
NickyP said:How do you actually toss it? @cmd shooter [bomb name] [X] [Y]?
Is there any way to modify it so that it plays a certain hitfx during immunity? Maybe block.wav?
void main()
{// Plays a sound if entity is hit while being invincible
void self = getlocalvar("self"); //Get calling entity.
int Health = getentityproperty(self,"health");
int Def = getentityproperty(self, "defense", openborconstant("ATK_NORMAL"));
int SFX = loadsample("data/sounds/clang.wav");
if(Health > 0 && Def == 0){
playsample(SFX, 0, 120, 120, 100, 0);
}
}
takedamagescript data/scripts/tlang.c
With so many playable characters, it's quite burdensome to constantly push a direction to select the one you want
With so many playable characters, it's quite burdensome to constantly push a direction to select the one you want--especially if they're buried in the middle somewhere.
That's actually not a bad idea... and I've been meaning to rework the character select screen anyways. Maybe I'll make the portraits smaller?DJGameFreak TheIguana said:I kinda got used to this with Sega Brawlers and Sonic Revolution, but it may be a good idea to show icons of each playable character if you haven't done so yet, to at least show players where the character they may one is at on the list.
As of right now, there's two:Miru said:and what would the “misc” characters be?
Yeah, that would be a good call.NickyP said:That's actually not a bad idea... and I've been meaning to rework the character select screen anyways. Maybe I'll make the portraits smaller?
Good call, no change needed. This is pretty much how I did it in Sega Brawlers. Direct Sega Ip's up top, then it's kind of a grey area after the Treasure characters, then guest characters.How do you guys like the character select order, anyways? I've currently reorganized it like this:
1. MegaMan series characters (plus MegaMan-related characters)
2. Video game characters
3. Anime/TV/comic characters
4. Misc. characters
Would you change that?
Metal Man
3 years ago
I swear I'm not gay.
NickyP said:How do you guys like the character select order, anyways? I've currently reorganized it like this:
1. MegaMan series characters (plus MegaMan-related characters)
2. Video game characters
3. Anime/TV/comic characters
4. Misc. characters
Would you change that?
I'll have to listen to them all in their original format but I do find Airman's theme to be really good to. The most I know of Megaman 2's OST is from a video done by these guys, Duane and Brando, where they used to do metal raps over most of the game's OST. Lotta strong language, and the only one of their's I liked more was the one they did for Battletoads.NickyP said:MetalMan's theme is dope, dude. I mean, all of MegaMan 2's music is rad, but it's a three-way tie between MetalMan, FlashMan, and BubbleMan for which is the best IMO.
It's cool that you like to play his stage in my game a lot. It was the first stage I made! Since you say you play a lot of Sonic, I did update him to play a lot more like Rainbow Dash. I also made it way easier to bounce on enemies--you can bounce in place for crazy DPS, or control your horizontal movement way easier than before. If you want, I can PM you a Dropbox link so you can tell me what you think.
Bruh. ;D I am definitely no brony. But I saw that someone made them in MegaMan style, and I know that there's a lot of people who do like the show, so I threw them in the game. It was by sheer coincidence that Rainbow Dash ended up being surprisingly fun to play. Sonic is significantly more playable after adapting her mechanics to him, IMO. I'll PM you the Pak and you can tell me.I don't mess with those ponies, in fact I died a little inside when I saw you had included them.