![]() |
![]() |
|||||||||||||||||||
Hyper Bomb (from Mega Man 1) in SRB2
![]() Developer Last Online: Aug 2019
For all the questions I asked, all the help I needed, I have to leave something in return. I haven't been able to make everything I wanted, because I just can't compile SRB2's source code... so here is a little project I've been able to make without compiling, and even if in a beta state, may be used to alter netgames... or, for 8-bit lovers, try some old school stuff in SRB2.
Anyway~, "Hyper Bomb (from Mega Man 1) in SRB2" is a weapon replacement for SRB2, which replace the grenade ring, and a little collaboration project between me and Dreazy TT. This weapon, like the title says, is based on a special weapon from the NES game "Mega Man 1", one of the best series of my childhood. For those who don't know Mega Man, quick explanations below. Spoiler: Description The expected gameplay is the following. Each refill (or weapon pannel) will award 6 ammo to the player. The Hyper Bomb delivers a powerful bomb on the field. The thrown bomb will bounce some steps forward and detonate after about ~3,5 seconds, with great force : the blast range is rather high and cause a powerful knockback. However, the bomb can't explode sooner or later (unlike the grenade ring which hurt on collision, if an opponent walks on the Hyper Bomb, the projectile won't do anything before the timing gets elapsed). So, yes, you must anticipate your strike if you want to hurt badly. You have to predict the time an opponent will go in some places, and throw the bomb with a correct timing. Because of the large blast, you may like to detonate these explosions where players are focused (campers, why not ?), or simply pray that your random bombs will hurt several enemies (^^; Also, due to the source code not modified yet, the weapon inherited of one of the grenade ring properties : you can throw it further by keeping the fire button pressed before firing. I'll remove this feature when I'll be able to, through. My aim was to reproduce the best as I can the weapon from the original game, but by keeping it fun and usable in the SRB2 multiplayer mode. Credits Spoiler: EDIT : This wad includes custom graphics and sounds. Notice that the stuff which display NiGHTS sparkles (like the thrown explosion ring) won't display them. For reasons. I can't fix that yet. Download Now
Screenshots Supporters / CoAuthors Show Your Support
|
Comments |
![]() |
#2 |
Permanently Banned
|
You probably should have mentioned the sound and graphics replacements, and that you made NiGHTs sparkles invisible. Also, SOC can't use decimals, and will just ignore everything after the period if you try to use them. For instance, SRB2 reads "VAR1 = 2.5" as "VAR1 = 2".
Other than that, this seems fine. |
![]() |
![]() |
#3 |
IT'S NO USE
|
Yes, it's true that the explosion ring displays them, so it's better to mark it. Edited~
And thanks for the notice about VARs, I'll remember of that (through, in the present case where I typed 2.5, the value 2 acts almost as the same way, so I won't mind for this one.)
__________________
It's alright, go on, you'll never know anything if you don't try |
![]() |
![]() |
#4 |
Permanently Banned
|
Just to be clear, what I said applies to all numerical fields in SOC, not just VAR# fields.
|
![]() |
Thread Tools | |
|
|