Community_Mod:MegaManCrossover (In the Making)

Mods, guides how to use and install mods go right in here.
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Mr.Q.Marx?
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Post » 08 Jun 2013, 21:16

I can open it.
You downloaded it yes?

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BobTheLawyer
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Post » 08 Jun 2013, 21:20

Yes.
I didn't mean open.
It gives me an error when I open.

It wants an = next to an elseif
Makes no sense.

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Mr.Q.Marx?
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Post » 08 Jun 2013, 21:37

Oh right. Ok yeah, I know which bit that is.
Redownload and try now?

EDIT: Nope
EDIT: FIXED!

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BobTheLawyer
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Post » 08 Jun 2013, 22:12

Heh, don't worry.
I already put it into my version, so it works fine.

Also, can you give a version with no lights around megaman's head?
You are supposed to be able to highlight it. Also, I don't think yellow lights are quite enough.

Other than that, it works great!

EDIT:
Yours:
Image
MegaMan25th Anniversary:
Image

Try using red instead of blue
Blue should be a default instead of grey

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Mr.Q.Marx?
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Post » 08 Jun 2013, 22:47

Not sure I can do semiselectable megaman but yeah the colouring in is done.

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BobTheLawyer
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Post » 08 Jun 2013, 23:06

No no.
I can do the semiselectable megaman (rather, already did)
Is the coloring in the download?

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Mr.Q.Marx?
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Post » 09 Jun 2013, 14:30

Of course.

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BobTheLawyer
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Post » 11 Jun 2013, 03:22

I'm a bit behind.
I have integrated a custom entity thing, but I haven't been able to test it or complete it.

Boss ideas are needed.
So far:
glad0s
eggman
bomberman
bowser
mother brain (maybe)
Metaknight


Maybe something pokemon, not sure though.
something contra

Who should the final boss be?

BETA:
Note, this is a very, very, very early beta.
Please note messed up physics though.
I haven't gotten around to making it in a releasable state, but I'm out of town this week, and I think I owe you guys this.
http://www.mediafire.com/?7qua1ikya0c74lc

If someone can get me megaman's sprites, that would be great.

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Qcode
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Post » 11 Jun 2013, 03:52

...
Last edited by Qcode on 21 Oct 2021, 17:47, edited 1 time in total.

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BobTheLawyer
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Post » 11 Jun 2013, 14:03

What did you push to get that error?

I need more details.
If it is opening up the .love, that is a problem with your computer.

It works fine on both of my computers.

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Qcode
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Post » 11 Jun 2013, 20:17

...
Last edited by Qcode on 21 Oct 2021, 17:47, edited 1 time in total.

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Automatik
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Post » 11 Jun 2013, 20:20

BobTheLawyer wrote:What did you push to get that error?

I need more details.
If it is opening up the .love, that is a problem with your computer.

It works fine on both of my computers.

Code: Select all

Syntax Error: main.lua: 84: invalid escape sequence near "'
That mean thereis a syntax error. That can't be Qcode's conputer.
Either he modded the mod, or it's a bug in your mod.

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Qcode
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Post » 11 Jun 2013, 20:25

...
Last edited by Qcode on 21 Oct 2021, 17:47, edited 1 time in total.

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Mr.Q.Marx?
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Post » 11 Jun 2013, 20:48

That's Bob's modloader code. Also I'm just pointing out, it runs great for me.

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Qcode
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Post » 11 Jun 2013, 21:02

...
Last edited by Qcode on 21 Oct 2021, 17:47, edited 1 time in total.

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Mari0Maker
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Post » 12 Jun 2013, 03:11

I know this is a bit offtopic, but how did you add the custom title screen music.
The code, perhaps?

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Mr.Q.Marx?
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Post » 12 Jun 2013, 11:50

From memory I just stuck something like this in the load method.

Code: Select all

music = love.audio.newSource("techno.ogg")
music:setVolume(volume)
love.audio.play(music)

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BobTheLawyer
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Post » 12 Jun 2013, 18:01

QCode,
just out of curiosity, what OS are you running?

Code: Select all

local requiredmod = modlist[i]:gsub('\.lua$','')
Was a little code I got from the love2d community.
Everytime it sees '.lua', it makes it ''
I search through the mods file to find all files.
I then require them.
I can't say
require"mod.lua"
It has to be
require "mod"

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TripleXero
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Post » 12 Jun 2013, 18:12

I have no clue if this relates at all from Javascript to Lua, but usually in Javascript when someone tries having ' ' in another set of them, '\ or '/ (can't remember which) is used to make them separate

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Qcode
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Post » 12 Jun 2013, 20:42

...
Last edited by Qcode on 21 Oct 2021, 18:12, edited 2 times in total.

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BobTheLawyer
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Post » 13 Jun 2013, 00:01

On vacation, I'll look into it next week.

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BobTheLawyer
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Post » 16 Jun 2013, 00:40

Still looking for boss ideas....

ucenna
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Post » 16 Jun 2013, 01:03

Seeing as how we don't have a zelda one... Dark Link (since there are no sidescroller zelda games to my knowledge where there is a ganon fight...)
and maybe master hand, since we can
and some alien spewing metoer from contra


Oh on second thought maybe we should do ganon, (it would be neat to have bosses in games in their actual realm.

Edit: if you give me some weapons I might try and make a few...

Edit: Edit: are we going to try and do vertical scrolling?

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BobTheLawyer
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Post » 16 Jun 2013, 01:11

I don't think Mega Man 6 really did vertical scrolling...

More of sublevels, that the screen scrolled into...
We'll do it like that.

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idiot9.0
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Post » 16 Jun 2013, 01:29

Megaman 6 used vertical scrolling. Like all the other Megaman games. (It's more like "vertical transitioning" for the NES titles, but it's still important)

Honestly, it should be one of the first things you take care of since it's a Megaman fangame you're trying to make.

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BobTheLawyer
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Post » 16 Jun 2013, 02:32

It's vertical transitioning.
I don't really consider it scrolling.
I will do it, though.

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TurretBot
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Post » 17 Jun 2013, 07:44

Copy the streams!

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idiot9.0
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Post » 17 Jun 2013, 08:06

Turret Opera wrote:Copy the streams!
Yeah, Bob could do that.

Or he could, you know, make the code himself without having to copy anyone and gain experience with Lua, therefore increasing his skills.
Yeah, this option sounds about 50x better than the idea you mentioned. Just saying. Not calling you stupid or anything, but.... yeah, you're stupid.

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TurretBot
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Post » 18 Jun 2013, 05:12

I was joking... FML.

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BobTheLawyer
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Post » 18 Jun 2013, 13:56

Can someone please give me megaman sprites?
It's really hard to figure out the physics with mario when its based for a character of different proportions.

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renhoek
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Post » 18 Jun 2013, 13:59

you'll never need another sprite involving megaman again
http://www.spriters-resource.com/nes/mm4/sheet/36585/

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BobTheLawyer
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Post » 19 Jun 2013, 01:08

Well actually...
He needs angles for a portal gun (though that isn't necessary atm)

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Turtle95
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Post » 19 Jun 2013, 02:08

BobTheLawyer wrote:Well actually...
He needs angles for a portal gun (though that isn't necessary atm)
We shouldn't have to. We can just set the pointing angle to 3 all the time.

EDIT: 3 is just the normal direction.

Camewel
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Post » 19 Jun 2013, 02:22

Somehow 3 being the normal direction seems wrong.
Also what is the point of having a portal gun that you can only fire in front of or behind you in a straight line that's rubbish.

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BobTheLawyer
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Post » 19 Jun 2013, 02:25

Random gaps that you can't jump across?

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Qcode
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Post » 19 Jun 2013, 02:29

...
Last edited by Qcode on 21 Oct 2021, 18:11, edited 2 times in total.

Camewel
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Post » 19 Jun 2013, 02:38

If I don't put a question mark at the end of my question I don't expect an answer.
It's a pretty simple cue.

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BobTheLawyer
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Post » 19 Jun 2013, 02:44

I could tell.
I still felt like answering.

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Turtle95
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Post » 19 Jun 2013, 02:50

No, no, no. The pointing angle frame is only drawing the positions where mario would angle the gun. The actual angle from the mouse will NOT be affected.

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BobTheLawyer
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Post » 19 Jun 2013, 02:51

Portals coming out of the top of the gun!

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Turtle95
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Post » 19 Jun 2013, 02:53

BobTheLawyer wrote:Portals coming out of the top of the gun!
Yeah, pretty much. I mean it could be temporary if anything. It's really preference I suppose.

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BobTheLawyer
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Post » 19 Jun 2013, 02:55

BobTheLawyer wrote:He needs angles for a portal gun (though that isn't necessary atm)

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Mr.Q.Marx?
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Post » 19 Jun 2013, 12:47

Image
Just a temporary solution.

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Kexaihami
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Post » 22 Jun 2013, 21:51

I hope three days isn't considered bumping here, but here's a concept:

The first boss you should fight is Portal Man. He should give you the portal gun.

ucenna
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Post » 22 Jun 2013, 22:04

I sorta assumed that was what would be done, except with glados.

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HansAgain
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Post » 22 Jun 2013, 22:56

Kexaihami wrote:I hope three days isn't considered bumping here, but here's a concept:

The first boss you should fight is Portal Man. He should give you the portal gun.
And he should be in the first level you enter, or in the first intro level (like in megaman x4 or megaman x8's firsts level)

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Kexaihami
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Post » 22 Jun 2013, 23:38

Hans1998 wrote:
Kexaihami wrote:I hope three days isn't considered bumping here, but here's a concept:

The first boss you should fight is Portal Man. He should give you the portal gun.
And he should be in the first level you enter, or in the first intro level (like in megaman x4 or megaman x8's firsts level)
Here's a quick AI Concept:

You enter the usual boss battle room thingy

_____________________________________________________
|.................................................................___ exit
|................................................................|
|................................................................|
|................................................................|
|................................................................|
|.........................................................Portal.|
|..........................................................Man..|
|______________________________________________|

Both walls, the floor, and the ceiling are portalable.

So, portal man starts by placing a portal just above (or below) where you entered and a portal behind him, and goes back through it. He attempts to shoot you from clinging to the portal. If you try to fire at him where he is, he will jump down and place a portal beneath him and on the roof in order to evade your fire, then jump to one of the walls, place a portal, and continue his assault. If you fire through the portal, the shots will go into him, and he will be damaged. This serves the purpose of teaching the player that the mega buster can fire through portals. The exit design serves the purpose of teaching the player to use the portal gun.

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BobTheLawyer
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Post » 24 Jun 2013, 02:44

It'll be Glados.
It'll be awkward getting a gun from someone who shoots bombs, but that's the way it will work.
I am not going to do any forced level order.
If people want a portal gun, they chose glados first. If they want something else, they do something else first.

ucenna
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Post » 24 Jun 2013, 05:23

In that case...
Note to any potential future mappers: Don't make any levels that require the use of the portal gun, except maybe the last level.

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Mr.Q.Marx?
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Post » 24 Jun 2013, 16:14

Well you could for bonus items. There are several cases in Megaman games where items can only be gained after defeating another level's boss. In general though it's a bad idea to make the main path inaccessible.

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