Get your Custom NPCs right here folks!

Mar 3, 2014 at 11:15 PM
The TideWalker
Modding Community Discord Founder
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Join Date: Apr 5, 2013
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..............





Ok, Uhh, give some time and I'll rewrite the code to the projectile. (no, it's fine, I WILL find the answer)



In the meantime just use only the code to the boss that I gave you.





(this has just been hell and back to get this done hasn't it?)





-=-=-=-=-=-=-=-=-=-=-




Sweet merciful Eggman, I FINALLY GOT IT TO WORK!



Code:
;ANP 0001 = start attacking player
;ANP 0007 = dead

offset NPC276

#define

npc.jump=[ecx+1C]

localvar1 = [EBP-14]
localvar2 = [EBP-18]
localvar3 = [EBP-1C]

jump_height  = 400
jump_gravity = 15
jump_length = 300

range_check = 6400

L_framerect_distance = 0
U_framerect_distance = 40


#enddefine


push ebp                          ;This starts the code
mov ebp, esp  
sub esp,13C

mov dword [EBP-10],0     
mov dword [EBP-C],0      
mov dword [EBP-8],0      
mov dword [EBP-4],0 
setpointer
cmp npc.health, 0
je :statedead


;direction check
mov eax, PlayerXpos
cmp npc.X, eax
jl :face_right
mov npc.direction, 0
jmp :end_direction
:face_right
mov npc.direction, 2
:end_direction
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]


;-----FIRE (ground)-----

:statefire
add npc.y 5FF   
mov npc.framenum, 0
inc npc.objecttimer
cmp npc.objecttimer, 15
jge :fireproj
mov npc.framenum, 3
jmp :render

:fireproj
mov npc.framenum, 4
cmp npc.objecttimer, 21
je :create_object
:Fired_proj_ground
cmp npc.objecttimer, 30
jl :render
mov npc.objecttimer, 0
inc npc.scripttimer
push 7
push 0
call RANDOM
add esp, C
setpointer
cmp npc.scripttimer, eax
jge :jump_prep
jmp :render


:create_object
MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+68],4
MOV ECX,DWORD PTR SS:[EBP+8]
MOV EDX,DWORD PTR DS:[ECX+0C]
SUB EDX,DWORD PTR DS:[49E658]
PUSH EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV ECX,DWORD PTR DS:[EAX+8]
SUB ECX,DWORD PTR DS:[49E654]
PUSH ECX
CALL 004258E0
ADD ESP,8
MOV BYTE PTR SS:[EBP-1],AL
MOV DL,BYTE PTR SS:[EBP-1]
PUSH EDX
CALL 004258B0
ADD ESP,4
SHL EAX,2
MOV DWORD PTR SS:[EBP-0A0],EAX
MOV AL,BYTE PTR SS:[EBP-1]
PUSH EAX
CALL 004258C0
ADD ESP,4
SHL EAX,2
MOV DWORD PTR SS:[EBP-9C],EAX
PUSH 100
PUSH 0
PUSH 0
MOV ECX,DWORD PTR SS:[EBP-0A0]
PUSH ECX
MOV EDX,DWORD PTR SS:[EBP-9C]
PUSH EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV ECX,DWORD PTR DS:[EAX+0C]
PUSH ECX
MOV EDX,DWORD PTR SS:[EBP+8]
MOV EAX,DWORD PTR DS:[EDX+8]
PUSH EAX
PUSH 115
CALL 0046EFD0
ADD ESP,20
setpointer
cmp npc.scriptstate, 1
je :Fired_proj_ground
jmp :jump_vel_handler_Y

:jump_prep
mov npc.scriptstate, 3
mov npc.objecttimer, 0
jmp :render

;-----JUMP-----

:statejump1                  ;squat before jump
inc npc.objecttimer
cmp npc.objecttimer, 10 
jg :statejump2
mov npc.framenum, 2
jmp :render

:Statejump2                  ;prep for jump (one frame)
mov npc.framenum 7
mov npc.scriptstate, 5
mov npc.objecttimer, 0
cmp npc.direction, 2
je :right_jump_prep
mov npc.jump, 0
jmp :left_jump_prep
:right_jump_prep
mov npc.jump, 2
:left_jump_prep
jmp :render

;objecttimer = open/close arms timer
;scripttimer = jumping timer

:Statejump3
cmp npc.jump, 2
je :right_jump
add npc.X -jump_length
jmp :left_jump
:right_jump
add npc.X jump_length
:left_jump
inc npc.objecttimer
cmp npc.objecttimer, 10       ;before arms closed
jge :Statejump4
jmp :jump_vel_handler_Y

:Statejump4
mov npc.framenum, 5           ;closed arms
cmp npc.objecttimer, 15      
jg :jumpfire
jmp :jump_vel_handler_Y

:jumpfire
mov npc.framenum, 6
cmp npc.objecttimer, 20       ;time between firing
je :create_object
cmp npc.objecttimer, 28
jl :jump_vel_handler_Y
mov npc.scriptstate, 5
mov npc.objecttimer, 0

:jump_vel_handler_Y
add npc.Y -jump_height          ;jump heigth
add npc.movey, jump_gravity      ;gravity pull
mov eax npc.movey
add npc.y eax

mov edx, npc.collision
and edx, 8                   ;check if hit floor
jne :done_jump
jmp :render

:done_jump
mov npc.scriptstate, 2        ;go to state lightning
mov npc.scripttimer, 0
mov npc.objecttimer, 0
jmp :render

;----------------------------------------------------

:StateLightning
add npc.Y 5ff                 ;gravity
mov npc.framenum, 3
inc npc.objecttimer
cmp npc.objecttimer 30
je :lightning
jl :render
mov npc.framenum, 4
cmp npc.objecttimer, 60
jl :render
mov npc.scriptstate, 3
jmp :render
:lightning
push 140
push 0
push 0 
push 0
push 0
setpointer
mov eax PlayerYPos
push eax
mov eax PlayerXPos
push eax
push 14D
call 46efd0
add esp,20
setpointer
mov npc.scriptstate, 1
jmp :render


:stateDead
;inc npc.scriptstate

;push 0
;push 36
;call PlaySound
;add esp, 8

:statedead2
add npc.Y 300                ;gravity
mov edx, npc.collision
and edx, 8                   ;check if hit floor
jne :cont_die
add npc.Y 5ff
:cont_die
mov npc.framenum, 8
mov npc.flags, 200
mov npc.damage, 0
jmp :render

;---------------------


:stateIdle
add npc.y 5FF                 ;gravity
mov npc.objecttimer, 0
mov npc.framenum, 0
inc npc.frametimer
cmp npc.frametimer, 30        ;breathe check
jl :render
mov npc.framenum, 1
cmp npc.frametimer, 60
jl :render
mov npc.frametimer,0

:render
xor eax, eax                 ;mov eax L_framerect_distance                   
mov eax,npc.framenum                  
imul al, al, 20
mov npc.DisplayL,eax                    
add eax,20                          
mov npc.displayR,eax   
mov eax, U_framerect_distance      
cmp npc.direction, 2                     
jne :render_left
add eax 28
:render_left
mov npc.displayU,eax                   
add eax,28                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn


:StateTable
print :StateIdle         ;<ANP0000
print :StateFire
print :StateLightning
print :Statejump1
print :Statejump2
print :Statejump3        ;<ANP0005
print :Statejump4
print :statedead
print :statedead2



There.





Oh yeah, and one more thing, when jumping in tight spaces, it can get stuck in an upper right corner.



Other then that it should work perfectly, no solid smoke or anything.



The error turned out to be the homing function.



Have fun. /\_/\
 
Mar 4, 2014 at 12:24 AM
Tommy Thunder
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Join Date: Jan 24, 2011
Location: New Westminster, BC
Posts: 1368
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Pronouns: ㅤ
AngrySonic_zpsfb218f96.jpg

..............


Ok, Uhh, give some time and I'll rewrite the code to the projectile. (no, it's fine, I WILL find the answer)

In the meantime just use only the code to the boss that I gave you.


(this has just been hell and back to get this done hasn't it?)


-=-=-=-=-=-=-=-=-=-=-


Sweet merciful Eggman, I FINALLY GOT IT TO WORK!

Code:
;ANP 0001 = start attacking player
;ANP 0007 = dead

offset NPC276

#define

npc.jump=[ecx+1C]

localvar1 = [EBP-14]
localvar2 = [EBP-18]
localvar3 = [EBP-1C]

jump_height  = 400
jump_gravity = 15
jump_length = 300

range_check = 6400

L_framerect_distance = 0
U_framerect_distance = 40


#enddefine


push ebp                          ;This starts the code
mov ebp, esp  
sub esp,13C

mov dword [EBP-10],0     
mov dword [EBP-C],0      
mov dword [EBP-8],0      
mov dword [EBP-4],0 
setpointer
cmp npc.health, 0
je :statedead


;direction check
mov eax, PlayerXpos
cmp npc.X, eax
jl :face_right
mov npc.direction, 0
jmp :end_direction
:face_right
mov npc.direction, 2
:end_direction
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]


;-----FIRE (ground)-----

:statefire
add npc.y 5FF   
mov npc.framenum, 0
inc npc.objecttimer
cmp npc.objecttimer, 15
jge :fireproj
mov npc.framenum, 3
jmp :render

:fireproj
mov npc.framenum, 4
cmp npc.objecttimer, 21
je :create_object
:Fired_proj_ground
cmp npc.objecttimer, 30
jl :render
mov npc.objecttimer, 0
inc npc.scripttimer
push 7
push 0
call RANDOM
add esp, C
setpointer
cmp npc.scripttimer, eax
jge :jump_prep
jmp :render


:create_object
MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+68],4
MOV ECX,DWORD PTR SS:[EBP+8]
MOV EDX,DWORD PTR DS:[ECX+0C]
SUB EDX,DWORD PTR DS:[49E658]
PUSH EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV ECX,DWORD PTR DS:[EAX+8]
SUB ECX,DWORD PTR DS:[49E654]
PUSH ECX
CALL 004258E0
ADD ESP,8
MOV BYTE PTR SS:[EBP-1],AL
MOV DL,BYTE PTR SS:[EBP-1]
PUSH EDX
CALL 004258B0
ADD ESP,4
SHL EAX,2
MOV DWORD PTR SS:[EBP-0A0],EAX
MOV AL,BYTE PTR SS:[EBP-1]
PUSH EAX
CALL 004258C0
ADD ESP,4
SHL EAX,2
MOV DWORD PTR SS:[EBP-9C],EAX
PUSH 100
PUSH 0
PUSH 0
MOV ECX,DWORD PTR SS:[EBP-0A0]
PUSH ECX
MOV EDX,DWORD PTR SS:[EBP-9C]
PUSH EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV ECX,DWORD PTR DS:[EAX+0C]
PUSH ECX
MOV EDX,DWORD PTR SS:[EBP+8]
MOV EAX,DWORD PTR DS:[EDX+8]
PUSH EAX
PUSH 115
CALL 0046EFD0
ADD ESP,20
setpointer
cmp npc.scriptstate, 1
je :Fired_proj_ground
jmp :jump_vel_handler_Y

:jump_prep
mov npc.scriptstate, 3
mov npc.objecttimer, 0
jmp :render

;-----JUMP-----

:statejump1                  ;squat before jump
inc npc.objecttimer
cmp npc.objecttimer, 10 
jg :statejump2
mov npc.framenum, 2
jmp :render

:Statejump2                  ;prep for jump (one frame)
mov npc.framenum 7
mov npc.scriptstate, 5
mov npc.objecttimer, 0
cmp npc.direction, 2
je :right_jump_prep
mov npc.jump, 0
jmp :left_jump_prep
:right_jump_prep
mov npc.jump, 2
:left_jump_prep
jmp :render

;objecttimer = open/close arms timer
;scripttimer = jumping timer

:Statejump3
cmp npc.jump, 2
je :right_jump
add npc.X -jump_length
jmp :left_jump
:right_jump
add npc.X jump_length
:left_jump
inc npc.objecttimer
cmp npc.objecttimer, 10       ;before arms closed
jge :Statejump4
jmp :jump_vel_handler_Y

:Statejump4
mov npc.framenum, 5           ;closed arms
cmp npc.objecttimer, 15      
jg :jumpfire
jmp :jump_vel_handler_Y

:jumpfire
mov npc.framenum, 6
cmp npc.objecttimer, 20       ;time between firing
je :create_object
cmp npc.objecttimer, 28
jl :jump_vel_handler_Y
mov npc.scriptstate, 5
mov npc.objecttimer, 0

:jump_vel_handler_Y
add npc.Y -jump_height          ;jump heigth
add npc.movey, jump_gravity      ;gravity pull
mov eax npc.movey
add npc.y eax

mov edx, npc.collision
and edx, 8                   ;check if hit floor
jne :done_jump
jmp :render

:done_jump
mov npc.scriptstate, 2        ;go to state lightning
mov npc.scripttimer, 0
mov npc.objecttimer, 0
jmp :render

;----------------------------------------------------

:StateLightning
add npc.Y 5ff                 ;gravity
mov npc.framenum, 3
inc npc.objecttimer
cmp npc.objecttimer 30
je :lightning
jl :render
mov npc.framenum, 4
cmp npc.objecttimer, 60
jl :render
mov npc.scriptstate, 3
jmp :render
:lightning
push 140
push 0
push 0 
push 0
push 0
setpointer
mov eax PlayerYPos
push eax
mov eax PlayerXPos
push eax
push 14D
call 46efd0
add esp,20
setpointer
mov npc.scriptstate, 1
jmp :render


:stateDead
;inc npc.scriptstate

;push 0
;push 36
;call PlaySound
;add esp, 8

:statedead2
add npc.Y 300                ;gravity
mov edx, npc.collision
and edx, 8                   ;check if hit floor
jne :cont_die
add npc.Y 5ff
:cont_die
mov npc.framenum, 8
mov npc.flags, 200
mov npc.damage, 0
jmp :render

;---------------------


:stateIdle
add npc.y 5FF                 ;gravity
mov npc.objecttimer, 0
mov npc.framenum, 0
inc npc.frametimer
cmp npc.frametimer, 30        ;breathe check
jl :render
mov npc.framenum, 1
cmp npc.frametimer, 60
jl :render
mov npc.frametimer,0

:render
xor eax, eax                 ;mov eax L_framerect_distance                   
mov eax,npc.framenum                  
imul al, al, 20
mov npc.DisplayL,eax                    
add eax,20                          
mov npc.displayR,eax   
mov eax, U_framerect_distance      
cmp npc.direction, 2                     
jne :render_left
add eax 28
:render_left
mov npc.displayU,eax                   
add eax,28                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn


:StateTable
print :StateIdle         ;<ANP0000
print :StateFire
print :StateLightning
print :Statejump1
print :Statejump2
print :Statejump3        ;<ANP0005
print :Statejump4
print :statedead
print :statedead2

There.


Oh yeah, and one more thing, when jumping in tight spaces, it can get stuck in an upper right corner.

Other then that it should work perfectly, no solid smoke or anything.

The error turned out to be the homing function.

Have fun. /\_/\
Great job, it works! Wonderful boss Bombchu, thank you very much for it. This almost entirely finishes off the two bosses I wanted from you, but I have one last thing to ask. Since the Toroko+ boss wasn't modified very much at all, I was wondering if you could do what I assume would be a simple edit. Instead of the blocks that Toroko+ throws spawning the flower cub NPCs, can you make it so that they spawn the small jellies?
 
Mar 4, 2014 at 1:02 AM
The TideWalker
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Tpcool said:
Great job, it works! Wonderful boss Bombchu, thank you very much for it. This almost entirely finishes off the two bosses I wanted from you, but I have one last thing to ask. Since the Toroko+ boss wasn't modified very much at all, I was wondering if you could do what I assume would be a simple edit. Instead of the blocks that Toroko+ throws spawning the flower cub NPCs, can you make it so that they spawn the small jellies?
ok, but uhh, I can't seem to find the function at the moment...


I'll look later.

(weird, I would swear It's not there)
 
Mar 4, 2014 at 8:02 AM
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Two requests:
1. A walking animation for Momorin.
2. A walking left animation for Kanpachi.
(both with gravity if possible)
 
Mar 4, 2014 at 11:33 PM
The TideWalker
Modding Community Discord Founder
"That dog!"
Join Date: Apr 5, 2013
Location: In my mind and of my body.
Posts: 1640
Age: 27
Pronouns: he/him
Two requests:
1. A walking animation for Momorin.
2. A walking left animation for Kanpachi.
(both with gravity if possible)


here you go



(They are the same NPC)



Code:
#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth    = 20
sprite width     = 10

walk timer     = 6
walk frames    = 3
walk speed     = 200
dbl walk speed = 400
gravity_level  = 5ff


#enddefine

push ebp
mov ebp,esp
SUB ESP,10                        

MOV DWORD [EBP-10],0 
MOV DWORD [EBP-C],0 
MOV DWORD [EBP-8],0
MOV DWORD [EBP-4],0

setpointer
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]

;-------------------------------------------------

:StateIdle 
mov npc.framenum, 0
mov eax npc.X
cmp eax PlayerXpos
jg :face_right
mov npc.direction, 0
jmp :Render
:face_right
mov npc.direction, 2
jmp :Render


;-------------------------------------------------

:StateWalk
inc npc.frametimer
cmp npc.frametimer, walk timer
jl :Walk_end

mov npc.frametimer,0
cmp npc.framenum,1
je :1_to_0
jg :2_to_0

cmp npc.scriptstate, 2
je :0_to_1
jne :0_t0_2

:1_to_0
mov npc.framenum, 0
mov npc.scripttimer,2
jmp :Walk_end

:2_to_0
mov npc.framenum, 0
mov npc.scripttimer,1
jmp :Walk_end

:0_to_1
mov npc.framenum, 1
jmp :Walk_end

:0_t0_2
mov npc.framenum, 2
jmp :Walk_end

:Walk_end
add npc.X walk speed
cmp npc.direction, 2
je :render
add npc.X -dbl walk speed
jmp :render

;----------------------------------------------------


:Render
add npc.X gravity_level         ;gravity    
mov eax, npc.framenum                  
imul al, al, sprite width
add eax, L_framerect_distance 
mov npc.DisplayL,eax                    
add eax, sprite width                          
mov npc.displayR,eax
mov eax, U_framerect_distance  
cmp npc.direction, 0
je :face_left
add eax, sprite heigth
:face_left
mov npc.displayU,eax                   
add eax, sprite heigth                           
mov npc.displayD,eax   

:end_of_code
mov esp, ebp
pop ebp
retn
     
:StateTable
print :StateIdle         ;<ANP0000
print :StateWalk         ;<ANP0001
print :StateWalk         ;yes, this second one is here on purpose



Edit the stuff in the #defines to your liking



I didn't test it, but because it was just a simplification of another NPC I made, it should work fine.
 
Mar 5, 2014 at 4:18 AM
Senior Member
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here you go



(They are the same NPC)



Code:
<INSERT_CODE_HERE>


Thanks!



Now I just need to learn how to add them...

(Probably should have thought that through...)

 
Mar 5, 2014 at 4:07 PM
The TideWalker
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Add at the beginning of the code:


Offset NPC000


Replace 000 with the NPC number of momorin, assemble, and then Kanpachi, then assemble again.
 
Mar 5, 2014 at 6:47 PM
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Please can you make me a Cutman (Mega Man 1) boss? Also, anything like this will expect a LOT of requests from me.
I'm a noob at modding
 
Mar 5, 2014 at 6:57 PM
The TideWalker
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Quote 2.0 said:
Please can you make me a Cutman (Mega Man 1) boss? Also, anything like this will expect a LOT of requests from me.
I'm a noob at modding

I've never played a Megaman game.


Can you explain the moves you want me to incorporate/provide a video of the boss fight?
 
Mar 5, 2014 at 7:51 PM
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Bombchu Link said:
I've never played a Megaman game.


Can you explain the moves you want me to incorporate/provide a video of the boss fight?
http://youtu.be/33QBdQn4UVg?t=3m28s
Cutman is the red one that jumps high and throws scissors
(Abilities: Jumps high, throws boomerang like scissor projectile *should deal 2 damage*)
(Health: Has 27 hitpoints in Mega Man, i counted *should have 27 in mod*)
(Music: Choice is up to you, add it or not but here is the megaman 1 battle music http://www.youtube.com/watch?v=Ldhwc3FqaPI)
 
Mar 5, 2014 at 8:06 PM
Tommy Thunder
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Quote 2.0 said:
http://youtu.be/33QBdQn4UVg?t=3m28s
Cutman is the red one that jumps high and throws scissors
(Abilities: Jumps high, throws boomerang like scissor projectile *should deal 2 damage*)
(Health: Has 27 hitpoints in Mega Man, i counted *should have 27 in mod*)
(Music: Choice is up to you, add it or not but here is the megaman 1 battle music http://www.youtube.com/watch?v=Ldhwc3FqaPI)
Oh wow so uh I made this a while back, but kinda just kept it archived since. Feel free to use it: https://www.dropbox.com/s/7kve6iwff2o9y0c/MM1%20Boss.org

By the way, Cut Man has 28 units of health, and loses three every time he gets shot with the Buster.
 
Mar 5, 2014 at 8:06 PM
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"also can u plz make the levels and sprits kthnx"
 
Mar 5, 2014 at 8:22 PM
The TideWalker
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ok, here's what I'm gonna do...



I know that this is a "ask for NPC's thread" but your presentation was really bad. And from the looks of it, your just gonna make a game with one demo release where the only good thing in it is my boss I would make for you and even then it would have either ripped sprites over it or some horrible made custom ones.



that's what I see, I might be totally wrong, but It might not be far from the truth because of how much effort you put into your post.





And another thing is that you said that you're a n00b at modding.



If you're a n00b then why in the world are you NEEDING custom bosses already? Shouldn't you be tinkering around with BL/CE with first and getting a grip on what <ANP does?



Like the above poster said, you're asking me to make the levels and the music when I have no desire to make a mod based off a game series I have never played.







I'm not gonna make the NPC until you've proven to me that you NEED this for your mod and have something worthy to look at without my boss present.



Until then I'm not gona spen 3 or 4 hours making this thingy if your just gonna throw it away after a bad demo.



That's just it.


 
Mar 5, 2014 at 8:31 PM
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Posts: 60
The mod is going to be good, and have all your custom bosses you make and YES you will be credited. It will be a boss rush with little story segments inbetween.
 
Mar 5, 2014 at 8:44 PM
The TideWalker
Modding Community Discord Founder
"That dog!"
Join Date: Apr 5, 2013
Location: In my mind and of my body.
Posts: 1640
Age: 27
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Quote 2.0 said:
The mod is going to be good, and have all your custom bosses you make and YES you will be credited. It will be a boss rush with little story segments inbetween.
Now I see what's going on.

Your going to make a Boss rush hack filled with boss I'm going to make for you.

You said that I'm going to be making a lot of stuff for you, and frankly I think you're barking up the wrong tree.

I'm just gonna put this as plainly as possible...

I'M NOT YOUR SLAVE WHO'S GOING TO MAKE A BOSS RUSH GAME GOING BY YOUR PREFERENCES AND HAVE YOU ENTITLED TO IT WHILE I PUT 20-30 PLUS HOURS INTO IT!

So you see, if you need that many bosses, I suggest that you learn ASM yourself, that's why I did after all.

It was so that I wouldn't be dependent on others.

I'm just going to say no.

Have a nice day! :)
 
Mar 5, 2014 at 9:03 PM
Senior Member
"Wahoo! Upgrade!"
Join Date: Aug 29, 2013
Location: Europe
Posts: 60
BRB going to shoot myself
 
Mar 5, 2014 at 9:09 PM
Professional Whatever
"Life begins and ends with Nu."
Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
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Assembly hacking 20-30 hours of bosses is still 20-30 hours of assembly study
It's not like you're not gaining anything from it, so either do it or politely decline instead of screaming at someone for wanting your help
 
Mar 5, 2014 at 9:15 PM
The TideWalker
Modding Community Discord Founder
"That dog!"
Join Date: Apr 5, 2013
Location: In my mind and of my body.
Posts: 1640
Age: 27
Pronouns: he/him
Coffee said:
Assembly hacking 20-30 hours of bosses is still 20-30 hours of assembly study
It's not like you're not gaining anything from it, so either do it or politely decline instead of screaming at someone for wanting your help
I wasn't screaming, (maybe I should have used bold lettering)
 
Mar 5, 2014 at 10:59 PM
Professional Whatever
"Life begins and ends with Nu."
Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
Pronouns: she/her
it is
It's not like there's anything in the OP rules against it though, so I kinda sorta understand where quote's coming from
 
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