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Author Topic: MM:RMM Offical Suggestion Thread  (Read 29142 times)

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Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #375 on: October 20, 2018, 10:35:29 PM »
IMO that's more trouble than it's worth, especially considering we'd have to ditch all bosses, since they're meant for regular 1vs1 Arcade mode.

Inside the patch there is only 1 bug im trying to get right, its not game breaking nor causes any game-play bug or issue to the character, but i don't like it as a coder so im working on a fix. State -1 (cmd) issues commands to switch characters, assist specials and hypers etc. All that would have to be done is disable the command for Big bosses (Inside their cmd), so NO crossover will ever happen and disable P4 lifebar when any Sub-bosses are present,  it is Very well possible. I notice from this patch that P1 or P2 Has to lose in order for defeat, P3 P4 are extra fighters that can lose still, but the battle will continue until P1 or P2 is defeated (P2 would be Sub-Bosses (of course)).
And Dr.Wily and Sigma as the Tag Team Final Boss.

From my experience i love the 1v1 concept, but playing the game 2v2 made it that much more fun and i only patched Heatman and it was good ill show a video even the AI was intense with assist (Each assist cost a small amount of Power so it cannot be spammed). Couple codes here n there and we are done wont have to go back to it.

Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #376 on: October 21, 2018, 12:33:20 AM »
If we were to ever go this route in the future we would need our main Rmm version with a arcade mode and a totally separate version with the tag that we could modify from our main version Rmm.  There's probably a lot to work out when playing with the tag patch.  Something to look into one day.

Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #377 on: October 21, 2018, 02:32:07 AM »
If we were to ever go this route in the future we would need our main Rmm version with a arcade mode and a totally separate version with the tag that we could modify from our main version Rmm.  There's probably a lot to work out when playing with the tag patch.  Something to look into one day.

Thats exactly how i started it was i copied my whole mugen of RMM folder for this tag team rmm, my normal RMM mugen is out of harms way (just in case).. i figured out a way to disable the turns/sim etc menu, so now when u go into arcade it is tag team automatically. The options i have on main menu is

Arcade ----------- This option seems to work fine, so u can actually play 1 player or tag team.
Arcade Tag Team
PvP
Practice
Options
Exit

Ill continue to work on this a bit while making other characters if it is ever in a state where i feel it is 100% ill share it.

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Re: MM:RMM Offical Suggestion Thread
« Reply #378 on: October 21, 2018, 12:02:45 PM »
The problem is: it will make the bosses fights very weird. Just imagine Yellow Devil and Hyper Storm H on the same screen...

Plus, the idea was to make some bosses which are tied to specific screens (like one which Magma had posted about in the contributor area). This would make the second boss to act weird.

Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #379 on: October 21, 2018, 01:51:31 PM »
Yea if we ever do this it would need to be a tag only separate version of rmm without bosses.

Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #380 on: October 21, 2018, 03:49:21 PM »
The problem is: it will make the bosses fights very weird. Just imagine Yellow Devil and Hyper Storm H on the same screen...

Plus, the idea was to make some bosses which are tied to specific screens (like one which Magma had posted about in the contributor area). This would make the second boss to act weird.

i agree and understand what you are saying any 2 big bosses on at the same time looks bad.

This is what i thought of as a solution have not tried it, so im only about 80% sure it will work.........................
In arcade mode P2,P4 will always be enemies. So in -3 of any boss put invisible active if they are = to p4 so they never are shown. ONLY activate the command so they jump off screen (So a invisible boss wont be on screen any longer) and disable the rest of the commands (such as tag commands). and being that P2 would also be a boss, his tag cmds would be disabled anyway so the AI will never call for an assist and get bugged..
To sum it up. P4 will be invisible and the only code we use his him jumping out of screen....
 That should fix it.

Yea if we ever do this it would need to be a tag only separate version of rmm without bosses.

There can still be bosses in time Such as
Punk
Enker
Bass
Protoman
King
Ballade
X Hunters
Dynamo
Vile
Wily
Sigma

but i cannot see this game without Yellow Devil, so there HAS to be a fix to add big bosses imo.

Offline sky79

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Re: MM:RMM Offical Suggestion Thread
« Reply #381 on: October 23, 2018, 04:24:24 PM »
Punk
Enker
Bass
Protoman
King
Ballade
X Hunters
Dynamo
Vile
Wily
Sigma

but i cannot see this game without Yellow Devil, so there HAS to be a fix to add big bosses imo.

Hold on, you guys have "Strike Man" and "Tomahawk Man", But Bass & Treble aren't already bosses?
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Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #382 on: October 23, 2018, 04:25:52 PM »
We are just chatting about ideas and suggestions here.

Bass will be in Rmm as a playable character eventually.   ;)

Offline sky79

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Re: MM:RMM Offical Suggestion Thread
« Reply #383 on: October 23, 2018, 04:39:51 PM »
We are just chatting about ideas and suggestions here.

Bass will be in Rmm as a playable character eventually.   ;)

Bass without Treble?
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Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #384 on: October 23, 2018, 09:11:00 PM »
Bass without Treble?

Treble will follow Bass like Rush follows Megaman.

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Re: MM:RMM Offical Suggestion Thread
« Reply #385 on: October 24, 2018, 04:16:08 AM »
Treble will follow Bass like Rush follows Megaman.

The Megaman i am coding has it where if he faces "Rush" or "Megaman" Rush won't appear (in background with megaman), so those hypers and specials will be replace with something else. I think Bass should have the same. Also want Bass and Megaman have a intro where Rush and Tremble are growling before match, than mega and bass teleport in to start the fight.

Quick Suggestion can we change the hit sparks to a more cartoonish look?

Offline sky79

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Re: MM:RMM Offical Suggestion Thread
« Reply #386 on: October 24, 2018, 07:13:26 AM »
The Megaman i am coding has it where if he faces "Rush" or "Megaman" Rush won't appear (in background with megaman), so those hypers and specials will be replace with something else. I think Bass should have the same. Also want Bass and Megaman have a intro where Rush and Tremble are growling before match, than mega and bass teleport in to start the fight.

 ^^(PM)^

If you make this happen, I'll sprite it.
« Last Edit: October 24, 2018, 08:24:12 AM by sky79 »
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Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #387 on: October 27, 2018, 10:11:18 AM »
Quick Suggestion can we change the hit sparks to a more cartoonish look?

We could look into hit sparks next year if your interested. 
It's going to be quite an undertaking to replace the hit sparks in our increasingly large roster.

Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #388 on: October 28, 2018, 12:45:11 AM »
We could look into hit sparks next year if your interested. 
It's going to be quite an undertaking to replace the hit sparks in our increasingly large roster.

If sparks ever get created to something new, ill add them to all characters in roster. It Should not take me no more than 2 hours..

THIS IS FOR ALL SPRITERS
super jump enemy locators like is old school vs games.
I am asking for this request we can use name logos instead of tradtional P1 P2 locators

Think we can get some of these made?

Offline Manic

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Re: MM:RMM Offical Suggestion Thread
« Reply #389 on: October 28, 2018, 04:08:27 AM »
I feel like a lot of sounds could be changed to have some more MM flair, maybe mix some gethit sounds with the original hurt sounds or something from the 8-bit era. Also could use the original NES font for the names, or even the 8-bit sprites with name/arrow. Could make workload a lot easier.

Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #390 on: October 28, 2018, 09:03:33 AM »
I feel like a lot of sounds could be changed to have some more MM flair, maybe mix some gethit sounds with the original hurt sounds or something from the 8-bit era. Also could use the original NES font for the names, or even the 8-bit sprites with name/arrow. Could make workload a lot easier.

Can't do it that way. the font in megaman games is one color and very blocky looking. The name template looks so good in game after testing it out.

Offline Magma MK-II

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Re: MM:RMM Offical Suggestion Thread
« Reply #391 on: October 28, 2018, 11:25:25 AM »
THIS IS FOR ALL SPRITERS
super jump enemy locators like is old school vs games.
I am asking for this request we can use name logos instead of tradtional P1 P2 locators

Think we can get some of these made?

I like this idea.

Offline laspacho

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Re: MM:RMM Offical Suggestion Thread
« Reply #392 on: October 28, 2018, 06:40:22 PM »
If sparks ever get created to something new, ill add them to all characters in roster. It Should not take me no more than 2 hours..

THIS IS FOR ALL SPRITERS
super jump enemy locators like is old school vs games.
I am asking for this request we can use name logos instead of tradtional P1 P2 locators

Think we can get some of these made?

I like this idea.

 ^^(PM)^

Offline boogerboy

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Re: MM:RMM Offical Suggestion Thread
« Reply #393 on: October 28, 2018, 08:20:00 PM »
Me too.
Game on!

Offline OUTCOLD

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Re: MM:RMM Offical Suggestion Thread
« Reply #394 on: October 29, 2018, 08:58:51 AM »
Ok Pm me any made name sprites so i can add them to the characters. Thank u guys so much  ::salute::, Megaman and Iceman are completed

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