Quote from: "Ice-IX"Quote from: "FiniteZero"Woah, I just had an idea... What if... We actually made classes unique to everyone? Their favorite weapon would be the main fire, and their second favorite the alt-fire!
It sounds more interesting than the MM8BDM-based Mega Man game. Like this?
Rtist: Atomic Fire / Super Arm
Muzaru: Junk Shield / Skull Barrier
Sword: Gravity Hold / Wind Storm
Orange Juice: Top Spin / Time Stopper
Kenkoru: Item-1 / Exit Unit
For a for-teh-lolz mod, that'd be a great idea! OP classes would be around many places, but hey! It's for the heck of it. :p
Name:ckYccellow ckDccevil
Armor: 0.5x (Weakness: Lightning weaponry)
Speed: 0.4/0.4
Jump: 10
Damage Type: Devil?
Role: Bullet absorber 8D
Weapon Dropped: None
Description: I'mma make this myself if it's k by you.
Skin: Yellow Devil v2 by Squidgy
Damage Information: Lots
Can I be in the pack?
Yes, you can be in the pack, but there is one catch. You have to contribute something worthwhile to it in order to be accepted. Also, make sure it is of high quality. A few scribbles that look like they took 10 seconds or code that doesn't work will most likely not be accepted.
Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)
Things that won't get you into the pack: Class DECORATE, whining
*You need to make the whole skin. Just a few frames doesn't count.
Also, please avoid custom damage types. We don't want to have to recode 50+ classes unless there is a very, very good reason to do so.
Won't this break Classes if we edit WCOLORS or SBARINFO?
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?
Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)
Edit: Updated with future weapons
Throwing mine in. I will be making it too!
Name:ctJcmack ciCcmorvus
Armor: 0.5
Speed: Quickman speed (Quickman from Classes)
Weaknesses: Water, Ice and Thunder (3 weaknesses to make up for my speed, and attacks)
Jump: Above Meduim
Damage Type: Fire
Role: Rusher
Weapon Dropped: Fire Storm
Skin: Undecided. It might be quickman.
Weapon Information:
1st weapon: Double Short Range Fire Burst (like Quick boomerang or something secret, and depletes ammo fast)
1st weapon alt: Double Flame Blast throw (throw 2 flame blast shots. damage might be nerfed.)
How many weapons are we limited to?
Here's my class, as I just can't get weapons. Guess I will have to wait for studying programation (for that there's 2 years from here :( ).
Class Name: Trollman
Skin: Trollman (http://www.mediafire.com/?ur8v50jdar5m2r7)
Armor: 190
Speed: 2/4 of QuickMan's speed.
1st Weapon: Troll cannon (charge, normal shot: buster shot that deals 1HP, half-charged shot: Super Mega Buster charge shot wich deals 2HP, charge shot: Troll bomb, wich is a ballade cracker that explodes like the crash bomb and deals 3HP per explotion.)
2nd weapon: Troll sword (speed: normal, like the mega buster. Meelee, damage per hit: 4)
2nd weapon alt: block (the sword is holded in diagonal down left direction, and is as effective as the proto shield)
It can pick up, but it's limited to support items.
I am planning to make a rush and tango replacement wich is the totalizer, the equivalent of megaman's super adaptor, bass's treble boost and protoman's break mode (breakman). However, I have to make the skin for that first.
The troll sword looks like the green laser saber from Star Wars but the grip is black and it has a trollface
Trollman, you are incredibly underpowered. Just thought I'd let you know.
DoodeedooooWhat is that?(click to show/hide)
Quote from: "Korby"DoodeedooooWhat is that?(click to show/hide)
Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
If anything... I would contribute by making the custom skin of Chimera Man, I guess... But half of the classes are already overpowered just by the description... :geek:
mind me using Ring Man
..........................................................Kirby is not over powered! He's just soo cute!
Name:Duora
Armor: 0.4x (Weakness:Same as gyroman: )
Speed: About as fast as Gyroman.
Jump: I know nothing about jumping for a class so a little higher than gyroman.
Damage Type: Whatever gyroman's is.
Role: No idea
Weapon Dropped: Gyro Blades (A weapon that i didnt create. it shoots a little gyro that can burst into lots of little bullets like centaurs mans. The gyro does about 15-20 damage (out of 100) And the smaller bullets do about 3-5 per hit) will burst into small bullets when you press the shoot button a second time(Like drill bomb).
Skin: Dark Chao
Alt: Gyros that spin around you and act like a shield. it does little damage to the people it touches and lasts for about 4-6 seconds. (It loads like skull barrier)
Warning! I know nothing about making a class. So im not sure if this is gonna go good. but it sounds good.
KOT: I laughed at trollman's class. Its really under powered.
question. what exactly can i do. I suck at making skins. I cant code worth crap. I'v never seen a class code...whatever that is......... come to think of it. the only thing im good at is creating maps.
Quote from: "xxkirbysonicxx1"..........................................................Kirby is not over powered! He's just soo cute!
When did someone say it was overpowered?
Also I'm not making one as I don't think I've done enough here to get a class.
Quote from: "Epic Kirby"Quote from: "xxkirbysonicxx1"..........................................................Kirby is not over powered! He's just soo cute!
When did someone say it was overpowered?
Also I'm not making one as I don't think I've done enough here to get a class.
Did you even read that Kirby class? A bunch of OHK's, an invincibility move, and the ability to completely reduce all damage down to 1? Not only is it OP, but it'd require more ACS than I think most of us are willing to do.
I was referring to you ninja-ing me.
Does anyone know the color code for pink and red? (I ALSO SUCK AT MAKING SKINS. CAN I PLZ BORROW THE KIRBY SKIN? PLZ NOTE: THE STARMAN.ITEM SKIN WAS RIPPED OFF. We cheated. Sorry. I blame paint.) I can't figure out where which goes which.
Well i need a Slight Request.
i need a 8-Bit Megaman styled looking Combat Shotgun so i could edit my skin to using it as opposed to a Buster
SPOILER ALERT!(click to show/hide)
Finished Sinkman, sent it in.
I'm workin' on it. Progress:Quote from: "Korby"DoodeedooooWhat is that?(click to show/hide)
Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
This is what xxkirbysonicxx1 mentno. I meant: OVER NINE THOUSAND!Quote from: "xxkirbysonicxx1"SPOILER ALERT!(click to show/hide)
Alright, Just replace the Splash Attack with a weapon that spawns an explosion and causes you to dash forward.
Quote from: "xxkirbysonicxx1"I'm workin' on it. Progress:Quote from: "Korby"DoodeedooooWhat is that?(click to show/hide)
Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
Attack1: Just started
Attack2:Screw that!
Attack3: Needs help.
Attack4: /me grabs the megasword from the invasion weapons pack and rips it off
Final Smash: Again; /me grabs either tornado blow or astro crush from the mm8-10 pk3 and rips it off
More underpoweredness!
I mean, Sinkman's main fire does 3 (ripping) damage, but most of these attacks probably won't rip!
I forgot to give it a damagetype.
Just shoving "Sink" on there would probably stop problems with Hardman.
/me wants to be in this.
Name:omegazerox3ds n64
Attack:quick boomerang (Weakness:slash claw )
Speed: medium
Jump: medium
Damage Type: medium
Role: fast weapon fire guy.
Weapon Dropped:none
what did i do wrong?>_>
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.
I'm just going to use one attack. (close range) Besides, my mom's pc keeps on crashing every time i finish the pk3. I'm just going to make one attack and make this on my slow pc. (slow when using the game. CONTROLS DO NOT RESPOND QUICKLY)
Quote from: "FiniteZero"I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.
...You didn't really elaborate on what you wanted the weapon to be.
Quote from: "xColdxFusionx"Quote from: "FiniteZero"I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.
...You didn't really elaborate on what you wanted the weapon to be.
Well, this is what I want for the alt-fire: Essentially, when you use it, you dash forward at a high speed, and also spawn an explosion.
Stupid Question Alert: Do I make my class a .pk3 or a .wad?
Well, I had an idea for it to instead shoot a stunning projectile behind the person instead.
IS there a much easier way to make classes?
Here's the refrences.
Punch: I don't know what weapon in the mm8bdmv2b pk3 to rip that off from
Slide: Charge Kick
Spin: Top Spin
The flying part: cheat fly
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?
Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)
Edit: Updated with future weapons
Quote from: "xxkirbysonicxx1"IS there a much easier way to make classes?
Here's the refrences.
Punch: I don't know what weapon in the mm8bdmv2b pk3 to rip that off from
Slide: Charge Kick
Spin: Top Spin
The flying part: cheat fly
1st of all, we already told ya that yar class is WAY too overpowered! GET THAT THROUGH YAR SKULL OR YAR CLASS WILL NEVER SEE THE LIGHT OF DAY! EVER!
Also, I'm wonderin' if ya rejected my class or not. If ya do, that's okay, but I'd like to know why. Also would it be likely that ya might implement my damage type idea?Quote from: "SaviorSword"I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?
Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)
Edit: Updated with future weapons
Thinkin' about it, we could just outright knock out the Plant type since there are only 2 that fits that category.
1st of all, we already told ya that yar class is WAY too overpowered! GET THAT THROUGH YAR SKULL OR YAR CLASS WILL NEVER SEE THE LIGHT OF DAY! EVER!
Also, I'm wonderin' if ya rejected my class or not. If ya do, that's okay, but I'd like to know why. Also would it be likely that ya might implement my damage type idea?
It was neccessary though.
Your class is really f!$@ing overpowered.
Does anyone know how to code alt fires? (its just one.)
This class is going to have only one weapon
Coming up with 2 weapons here.
Weapon 1: Tackle Flare
Mainfire: Launches a Tackle Fire that bounces around like Ring Man's Main Fire. Rips, 5 (?) dpt.
Altfire: Flame Dash. Uses Flames to rocket forward. Impact with LlamaHombre during this time does 10 damage, and stops the Dash.
Weapon 2: Atomic Flame
Mainfire: Launches a Flame Blast that propels forward and climbs walls. Has an ammo bar. Rips, 3 (?) dpt.
Altfire: Surrounds in 8 normal Flame Blast pillars.
Any opinions?
So wait, is it the pillar that climbs walls?
Oh, God...I should've guessed I'd have to do something...gee, what could I do...?
First, I ought to decide just what I want to be like...I'm sure a work opportunity will show up...
First off, I want to be a character that can play a risky but destructive rush, but also flees very well. To do this, I'm going to separate myself up a bit. If switching your weapon cannot easily modify things like Armor, let me know so I can do revisions.
Also, I never succeeding in making a weapon--let alone a class--so I can't write down exact values.
Name: ctCHAOScm_ctFANTAZY
(Offensive Rush Form)(click to show/hide)
(Defensive Fleeing Form)(click to show/hide)
Yeah, I dream so big I should probably be two separate classes. I'm not sure how possible this is, so...thoughts?
I know I'm very busy but hows this?
Ice/Sparky
1.0 damage
weakness: fire, rock
weapon 1 color: (blue)dark grey (cyan)cyan
weapon 1: Ice blade (tosses a snowflake shaped blade that works similarly to gyroman's gyros)
alt 1: Ice ball (tosses a ball of ice the breaks when it hits the ground into 6 spikes)
weapon color 2: (blue) Dark grey (cyan) yellow
weapon 2: lightning shot (fires a very fast ripping projectile {not a machine gun})
alt 2: lightning wave (works like a lightning version of icewave more or less)
yeah. my class is having alot of errors. I need help fixing them. Is there anyone helpful enough to help me fix it?
I think i found it. No more topspin. TOP SPIN. REMOVED.
But i still can't alt fire
How do i code altfires? What do it type to code altfires?
attack1: Slash claw
alt1: Charge kick
Dear ColdFusion,
I have a fantastic idea for a new custom class. It's not overpowered (if anything it might be a little on the weak side), it should be extremely fun to play as, and on top of it, it's Mega Man related! However, I cannot sprite for shit, so it probably won't get in... UNLESS you allow us to use pre-existing skins that others have made. The HUDs are already made (just recolor them), the skin's already done, and the basic mechanics are in place. I just need an expert coder such as yourself to create a weapon and wrap the package together as a finished class. Do you think you would be interested in helping me out?
WARNING: MASSIVE WALL OF TEXT. READ WITH CAUTION.
[WoT Removed]
So, what do you think?
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.
I made my class, I suppose I should submit it?
I don't get it, that's the sumbitted classes list?
If so:(click to show/hide)
This must be the first thing that needs approval that made it to the light of day on my entire life
I can do the coding for it, but I'll see if it is acceptable first
Name: crThecuBladecrRoden
Armor: Normal
Weakness: Fire & Ice
Speed: 0.85
Jump: Normal
1st Weapon: Auto Cannon
A gun with four barrels that shoots out less powerful explosives but at a mega buster rate.
1st Weapon Alt: Shoots all 4 barrels at once. Powerful single shots but 1/4 the firing rate.
2nd Weapon: Dual Blades
Slices blades horizontally. Easier to aim, able to hit multiple targets.
2nd Weapon Alt: Vertical slice. More powerful against single opponents, requires more precise aim.
Damage Type, Weapon 1: Ballade Cracker
Damage Type, Weapon 2: Metal Blade
Item: Jet Pack
Gives a boosted jump, but must wait for it to recharge.
Weapon Dropped: Ballade Cracker
Skin: A skin I shall make, or failing that, MetallK1000
WHAT. That rule totally wasn't there before. :lol:Quote from: "xColdxFusionx"Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.
...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.
My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
Trollman is underpowered lol
Quote from: "xColdxFusionx"WHAT. That rule totally wasn't there before. :lol:Quote from: "xColdxFusionx"Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.
...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.
My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
I know. Your post made me add it.
In all seriousness, though, I had a sinking feeling you wouldn't accept it. So, I just sent the data to the Classes teams (read: YD, Ice, Korby, and so on) and hopefully they'll take it up.
I wish them the best of luck.
And about the hitscan thing: I feel it would make .EXE Mega TOO good, you know? If you can hit a guy halfway across the stage in an instant while everyone else relies on projectiles... yeeeeeeaaaaaaahhhhhh. Plus I like strafe-shooting with my wall of buster shots :p
Make it deal less damage, then. the BN Buster was absolute sh-- damage-wise, anyway.
What we mean, Trollman, is that classes normally have 100 health. Your attacks do 6 at most.
Agreed. I might make the first Trollman idea submitted with increased damage if I have the motivation to make the HUD for the sword...
So Chaos Fantazy reminded me of this and asked about my unfinished Gizmo class.
I'm gonna finish that class so I can submit it here.
Really? LOL, then maybe I have a terrible sense of power level.
Question: Do I need to do everything or can I just throw my idea in?
Name: Gambler
Appearance: (If someone would kindly design the skin). Black shoulder-length hair man with green eyes, wearing a black coat, white shirt, red pants, black shoes and gloves. Holds cards in hand. Attack involves throwing a card.
Health: 150
Speed: 1/1 or 0.9/0.9
Jump: 30
Weaknesses: Buster 1.5, Cutter 1.5
Resistances: Stone 0.5, Hard 0.25
Weapon 1: Lady Luck
Obituary: %o lost their life in %k's gamble.
Primary Fire: Uses playing cards to randomly use one of the seven effects.Seeking Flare: Fires a seeking projectile that moves at Buster speed and causes small random explosions upon impact. Total damage varies between 20 and 100.
Secondary Fire: Changes the outcome of the primary fire, but leaves the Gambler vulnerable for one second and can only be used once until you use the primary fire.
White Comet: Fires a fast-travelling projectile that can rip through enemies and explodes upon hitting wall/floor/ceiling only. Rip damage is random between 20 and 30, while explosion radius is 75 with a damage of 25
Wildfire: Spawns random flames within a small area around the Gambler. Each flame causes from 10 to 20 damage per second and lasts for five seconds. Causes damage to Gambler too.
Decoy: Spawns a copy of the Gambler in the exact same position. This copy can't be harmed and will stay there for ten seconds. Touching the copy however may cause some harm to an enemy. Damage is set at 20.
Recovery: Restores anything from 10 to 150 HP, using the following formula: random(1,15)*10
Lucky/Unlucky 7: Fires three cards in a spread pattern. Each card can either cause 777, 0 or, if the gambler lacks luck, restore 777 to an enemy. Once it hits, the numbers spawned above the target will show the outcome ("777" or "0" or "-777")
Last Bet: Fires a projectile that moves buster speed. If it hits a wall/ceiling/floor, the Gambler dies. Causes 999 if it hits.
Weapon 2: Sniper Darts
Obituary: %o was hit by %k's Sniper Darts. BULL'S EYE
Primary Fire: Fires a fast-travelling dart that causes 25 damage. Upon hitting wall/ceiling/floor, it sticks harmlessly to it for 3 seconds, before disappearing.
Secondary Fire: Same as primary, but fires 3 darts at a random angle and pitch, varying from -30 to 30 for both.
Special Item: (1) Cheater's Dice: the dice randomly recovers health within the following formula: random(1,6)*11
Weapon Drop: Sniper Darts
Obituary: %o was hit by %k's Sniper Darts. BULL'S EYE
Primary Fire: Fires 3 fast-travelling darts that causes 20 damage at in a -30 , 0 , 30 spread.Upon hitting wall/ceiling/floor, it sticks harmlessly to it for 3 seconds, before disappearing.
Question about the list, does that mean I have clearence to make my class, or have you already made it?
xColdxFusionx
Korby/Sinkman
King Yamato
FiniteZero
Jack Corvus
Yellow Devil
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky
Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.
Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.
Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.
And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...
Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)*It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.
Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r
Kitty Whistle: 0% Complete. Calls Kitty (http://sonicfanon.wikia.com/wiki/Kitty_The_Cat_Chao) to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.
*You need to make the whole skin. Just a few frames doesn't count.
Hm, Well, I'll be there if you are.
As for my class, Let me quote what I had in my skins topic.
[HOLY MOTHER OF WoT]
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:DON'T IGNORE it.
Rapid fire slashing...I mean punching. Just what do i need to add to the class so it'll work?
Here's what i did:
actor KirbySonic : Mainclass
{
health 100
player.maxhealth 100
player.forwardmove 0.65
player.sidemove 0.63, 0.63
player.jumpz 8
player.colorrange 169 176
//+BOSS
+NOBLOOD
+DONTBLAST
player.soundclass "megaman"
player.displayname "KirbySonic"
player.damagescreencolor "yellow"
player.startitem "melee"
mass 9999
damagefactor "Dummy", 0.0
damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2
damagefactor "Cutter", 1.2
damagefactor "Guts", 1.2
damagefactor "Ice2", 1.2
damagefactor "Bomb", 1.2
damagefactor "FireStorm", 1.2
damagefactor "FireSpin", 1.2
damagefactor "Thunder", 1.2
damagefactor "Metal", 1.2
damagefactor "Air", 1.2
damagefactor "Bubble", 1.2
damagefactor "Quick", 1.2
damagefactor "Crash", 1.2
damagefactor "WeakFire", 1.2
damagefactor "Atomic", 1.2
damagefactor "Leaf", 1.2
damagefactor "Needle", 1.2
damagefactor "Magnet", 1.2
damagefactor "Gemini", 1.2
damagefactor "Hard", 1.2
damagefactor "Top", 1.2
damagefactor "Snake", 1.2
damagefactor "Shock", 1.2
damagefactor "Shadow", 1.2
damagefactor "Bright", 1.2
damagefactor "Rain", 1.2
damagefactor "Drill", 1.2
damagefactor "WeakPharoah", 1.2
damagefactor "Pharoah", 1.2
damagefactor "PharaohHold", 1.2
damagefactor "Ring", 1.2
damagefactor "Dust", 1.2
damagefactor "Dive", 1.2
damagefactor "Gravity", 1.2
damagefactor "WaterWave", 1.2
damagefactor "Stone", 1.2
damagefactor "Gyro", 1.2
damagefactor "Star", 1.2
damagefactor "Kick", 1.2
damagefactor "Napalm", 1.2
damagefactor "Crystal", 1.2
damagefactor "CrystalBit", 1.2
damagefactor "Blizzard", 1.2
damagefactor "Centaur", 1.2
damagefactor "Flame", 1.2
damagefactor "Knight", 1.2
damagefactor "Tomahawk", 1.2
damagefactor "Wind", 1.2
damagefactor "Yamato", 1.2
damagefactor "FCrack", 1.2
damagefactor "Mirror", 1.2
damagefactor "SakuCrush", 1.2
damagefactor "SakuDrill", 1.2
damagefactor "Screw", 1.2
damagefactor "Ballade", 1.0
damagefactor "Cat", 1.2
//hazard damagetypes and others
damagefactor "FireTrap", 1.2
damagefactor "Met", 1.2
damagefactor "Devil", 1.2
//custom damagetypes within the class mod
damagefactor "Cut", 1.2
damagefactor "Punch", 1.2
damagefactor "Fire", 1.2
damagefactor "FireWave", 1.2
damagefactor "Heat", 1.2
damagefactor "Skull", 1.2
damagefactor "Plant", 1.2
damagefactor "Windg", 1.2
damagefactor "StarCrash", 1.2
damagefactor "FCrack2", 1.2
damagefactor "Junk", 1.2
damagefactor "Burst", 1.2
damagefactor "Bolt", 1.2
damagefactor "Coil", 1.2
damagefactor "Coil2", 1.2
damagefactor "Claw", 1.2
damagefactor "Noise", 1.2
damagefactor "Scorch", 1.2
damagefactor "Treble", 1.2
damagefactor "Oil", 1.2
damagefactor "Slow", 1.2
damagefactor "Roll", 1.2
damagefactor "WilyLightning", 1.2
damagefactor "WilyFire", 1.2
damagefactor "WilyIce", 1.2
damagefactor "FirePillar", 1.2
gravity 0.8
scale 2.5
^that was the kirbysonic.txt. now for melee down below
actor Melee :
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was punched in the face by %k."
Inventory.Pickupmessage "Fighting soul!!! Never stop fighting!!!"
weapon.ammotype "SlashClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SCLA A 0 ACS_ExecuteAlways(998,0,69)
SCLA A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SCLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SCLA A 1 A_Raise
Loop
Fire:
SCLA A 0 A_JumpIfNoAmmo("NoAmmo")
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SCLA A 0 A_FireCustomMissile("SlashClaw",0,1,11,-8)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready+1
NoAmmo:
SCLA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor SlashClawAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor SlashClaw
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (10)
+RIPPER
damagetype "Claw"
speed 15
States
{
Spawn:
SCLA HIJKL 1 A_Explode(18,90,0)
stop
}
{
Obituary "%o was kicked around by %k."
weapon.ammotype "ChargeKickAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Weapon.KickBack 400
Scale 2.0
States
{
Spawn:
WEA2 E 1
loop
Ready:
CKIC C 0 ACS_ExecuteAlways(998,0,24)
CKIC C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CKIC C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CKIC C 1 A_Raise
Loop
altFire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_Refire
Goto Ready+1
Test:
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/chargekick","Weapon")
SCLA A 0 A_FireCustomMissile("ChargeKick",0,1,0,0)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready
NoAmmo:
CKIC C 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor ChargeKickAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor ChargeKick
{
PROJECTILE
Radius 14
Height 25
scale 2.5
damage (40)
damagetype "Kick"
speed 40
States
{
Spawn:
CKIC D 0
CKIC D 0 //A_RadiusThrust(500,64,0)
CKIC DEF 2
stop
}
}
^ melee.txt. so what did i do wrong or missed?
Hm, Well, I'll be there if you are.Welp........................................................LULZ. IT IS OFFICIAL! I HOLD THE RECORD FOR THE LONGEST POST WRITTEN ON THIS FORUM! But seriously. read my first quote. on this post. I really need help on this one!
As for my class, Let me quote what I had in my skins topic.Quote from: "SmashTheEchidna"
Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.
Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.
Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.
And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...
Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)*It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.
Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r
Kitty Whistle: 0% Complete. Calls Kitty (http://sonicfanon.wikia.com/wiki/Kitty_The_Cat_Chao) to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.
I also plan to have him be able to take only certain robot master's weapons for his Hand Cannon. (after all, it can fire most of any type of energy. As long as he has something powering it, it can fire. (unless broken of course)) Here's a list of weapons he'll be able to use. Most of them will function differently than when anyone else uses them, though.
Fire Storm: Unlike the original, He doesn't get a fire spin around him. However, he can rapid fire pretty well.
Atomic Fire: Works just like the original.
Air Shooter: Works just like the original.
Gemini Laser: Weaker but can rapid fire pretty well.
Thunder Beam just refills the Bolt Cannon's ammo to full. Spark shot, however, just adds a little bit.
Ice Slasher: Works just like the original.
Flame Blast: Works just like the original.
Freeze Cracker: Acts like an ice elemental Needle Cannon.
Mirror Buster: Gets replaced with the Power Reflector. Works like Enker's spear and absorbs attacks to power up his own. Alt Fire creates a forcefield around himself which deflects all attacks. Can't move while shielding.
Screw Crusher: (Haven't thought of a good way to use it yet. Still debating on it.)
Ballade Cracker: Gets replaced with Ballade Mines. You know how they work.
Scorch Wheel: If I can, I could try to make him spindash, and leave a trail of flames behind him. If not, well, I dunno.
So, yeah. That's all for his weaponry. Though I had an idea for more, but I forgot em. Now for his strengths and weaknesses.
Strengths:
Gizmo is known to be a pretty high jumper.
He's strong against Ice attacks.
Flash Stopper isn't very effective against him.
Weaknesses
He doesn't do too well with Fire.
He's knocked even higher by wind storm.
Hard Knuckle knocks him back, leaving him with nearly 1 HP. Of course he has to have about a full health bar to even survive it.
Centaur Flash stuns him for a while. Longer than Spark Shot. If he gets caught in this, He's in trouble.
Charge Kick does a little more damage to him and knocks him back.
Scorch Wheel pushes him back.
If I could, I'd make him get stuck in a bubble with Danger Wrap.[/spoiler]
That's all for now. I only slightly updated what I already had down. When I get to work, I might make some changes.
Quote from: "xColdxFusionx"
*You need to make the whole skin. Just a few frames doesn't count.
Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?
it isn't a spam.Quote from: "Trollman"Quote from: "xColdxFusionx"
*You need to make the whole skin. Just a few frames doesn't count.
Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?
Sorry if spam
For those who don't know how to code, look at the weapon template (http://cutstuff.net/forum/viewtopic.php?f=28&t=1815). If you want to base your attack on something, study the coding of the thing you are trying to base it off of.
Quote from: "Trollman"Quote from: "xColdxFusionx"
*You need to make the whole skin. Just a few frames doesn't count.
Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?
Sorry if spam
Your Trollman skin qualifies you for the Community Classes mod. But if you want to edit it, go right ahead.(scraped because it was too much hard to make, whatever) My idea was to make the weapon make you change your skin (like the treble boost from YD classes) to the same trollman skin but with saber attack frames. However, as the parentesis says, its too much hard to make and the frame limit (2) is too short like to make a good saber slash animation (as it's horizontal cause it's non-combo). I don't know if someone with better skills can collaborate or we can try the spawn thing feature for weps (like the one in the super adaptor, where it spawns wings at your back that follow you everywhere).I would like your opinion about a post located a bit more up where I suggest to put a nerfed hands weapon to the class.
I should totally make my class a rapeninja clone :VThere was a reason rapeninja is no more bro.
Oh my god. I've got the best idea ever.
Everyone remembers classes v1b's shadowman, right? And everyone remembers rapeninja? Of course you do. That's why I should totally make my class a rapeninja clone :V
In other news, I was thinking about making a CMM class. Thoughts/suggestions/sh--storm?
I honestly think his moveset should be up to him, why don't you PM him about it?
Also, that'd be awesome. We'll finally have the Cut-Goth skin that never was.
Name:omegazerox12Unless you wanna be boring white colors, you need to add the color codes to this name.
Armor: 100xColdxFusionx sez: ARMOR IS NOT A HEALTH VALUE.
Speed: normalI don't care if you don't know the exact number that produces X speed, but at least give them some point of reference (e.g. mine says "Jump: About Gravity-Man's") .
Jump: medium
Damage Type: normalNormal isn't a damage type... :/
Role: shooterThis is painfully generic and not really a good way to sum up your class. "My class shoots things, making it a shooter!" That's what you just said.
(Weakness:ice )So, your weapon is closest to I-Slasher, yet you're weak to ice? LOLWUT
Weapon Dropped: ice slasher
Skin:bassIf you're gonna be an existing skin, what colors will said skin have?
main:omega's busterNo explanation of what the "Omega Buster" does, nothing at all. If everything else wasn't bad enough, this kills your chance of getting in.
alt:omega's healing.(lol)
Yeeeeeah...this isn't going far, and let me tell you why.
Also, healing is OP.
Unless you wanna be boring white colors, you need to add the color codes to this name.Colors only apply if you are making a bot.
Normal isn't a damage type... :/
Also, "Normal" is its own element for weapons without damagetypes, such as Sakugarne.
well, just accept it and add the random stuff except the weapons i picked.
:3
Go add some flavor to that bland little thing you call a class, then try and submit it.
I think that it's a giant black Megaman edit, but I guess for the concept you're going for it's okay? I dunno.
Yeah, on making skins in general, you don't want to make them any bigger than Ballade. Not saying that you have done this, though.People will download Wily Castle 10.
Also, the top of his head looks a little off if you're going for a human-shaped head. The little thing coming out of Mega Man's helmet is still present.Really? I worked around his head a lot, I didn't want it to look too flat! While it is still present, it didn't stick out drastically...is it really that noticeable?
And woo left-handed peopleHell yeah!
(click to show/hide)
Script 716 (void)
{
if(ThingCountName("IceSparky",1) < 1){{
MorphActor(0, "Sparky", "", 999999999999, 0, "", "");
}
}}
Script 717 (void)
{
if(ThingCountName("Sparky",1) < 1){{
MorphActor(0, "IceSparky", "", 999999999999, 0, "", "");
}
}}
I found the sumbitted classes list without my class, why? Just for knowing so.
I like it. The only thing that really bugs me is that the top of the head sticks up a bit too much to be human-shaped.I'm still not seeing it, and again, I don't want to make the head flat.
- You can find the Doom Palette on the ZDoom Wiki.Thanks, but I already found one--in fact, that might've been where I found it.
- It's a bit hard to tell what he's doing in the attack sprite. I suggest fixing this.Okay, I'll try and modify the fire sprites and put more emphasis on the left hand.
- I like that pain sprite, although it makes the character look like he's an illusion (like Alien.)Well, since he takes a fuckload of damage in Offensive form, I thought it'd be kind of fitting if the pain sprite was sort of breaking apart. I'll try and make one that's more subtle.
- I like the cape idea. It would add that neat connection between the two forms.Then that's what I'll do!
Can't wait for this to be finished! Sounds like it's going to be fun!It's definitely going to be interesting.
*gets out his bats, just in case...*
Some of the bots don't work right, but other than that, it's great!
Script warning, "CommunityClasses-v1a.pk3:weapons/jcweapon.txt" line 95:
Unknown class name 'HeatPillar'
Class YamatoClassAmmo referenced but not defined
Execution could not continue.
1 errors during actor postprocessing
QuoteScript warning, "CommunityClasses-v1a.pk3:weapons/jcweapon.txt" line 95:
Unknown class name 'HeatPillar'
Class YamatoClassAmmo referenced but not defined
Execution could not continue.
1 errors during actor postprocessing
You're supposed to load the original classes mod first.Really? I had no clue.
Why is it called an “Expansion Expansion?”
Cutstuff Community Classes is an expansion of the Megaman Classes expansion. Be sure to load the Cutstuff Community Classes second; otherwise, none of the new classes will show up.
- GummyWormz's "Blades" are confusing at the beggining, as you think they are long distance hitscan weps. And the needle machinegun (from my viewpoint) is the same as the Needle Cannon. Maybe you could make it faster as it's a machine gun or more damaging to difference it and give the blades HUDS that look like blades (I would love to do so but I am only good at skinning in mod terms)
-Yellow Devil's alt is OP, as the bar decreases very slowly and the attack hurts like hell while you invincible, I'd suggest the bar to decrease faster.
-Yellow Devil's eye laser weapon bar ironically decreases too fast, it refills fast. But it makes it very un-effective as you have like 2 seconds of fire if holded, this can be fixed by making the bar decrease slower.
- Jack Corvus's bot is broken for the class's design as it can't stop running (when the "retention bar" is depleted). And it's very hard to hit, I'd suggest to make a slight nerf to the class's speed.
-Yellow Devil's alt is OP, as the bar decreases very slowly and the attack hurts like hell while you invincible, I'd suggest the bar to decrease faster.
-Sinkman can't damage Yellow Devil with the sink spray, it only can with that rain flush clone.
the needle machine gun spins around, so it's not the same as regular needle cannon.Sorry, didn't saw that, editing...
Such is the price for an extremely fast semi-powerful laser.
Quote from: "Trollman"- Jack Corvus's bot is broken for the class's design as it can't stop running (when the "retention bar" is depleted). And it's very hard to hit, I'd suggest to make a slight nerf to the class's speed.
What do you mean? It's just a slighty faster quickman!
Quote from: "Yellow Devil"
Such is the price for an extremely fast semi-powerful laser.
I know, I'm not saying to make the bar decrease so slow that it looks like it's infinite, I suggest to make it decrease a bit faster than the skull barrier, or else it's very uneffective and you can never use it's true potential (as it doesn't give you the time to even aim)
How can you play as the pros when so many of them are absent from the mod?
I don't know.
It's a nice idea in theory, but I'm not savvy enough to contribute anything.
How can you play as the pros when so many of them are absent from the mod?
Should you change it to, play as the editors?
What fun is that?
I don't know.
It's a nice idea in theory, but I'm not savvy enough to contribute anything.
How can you play as the pros when so many of them are absent from the mod?
Should you change it to, play as the editors?
What fun is that?
You're just firing a bit too high.I figured out how, it's funny because it looks like his only weakpoint is beetween his legs
Well you have made a first release. So you are not in progress anymore.
Congrats!
Yeah, I can barely run the game, so no coding for me.
Maybe I'll look into sprites, though.
Last time I checked, it's tomorrow, so SKIN UPDATE TIEM!(click to show/hide)
My only complaint is that on the front/left, front/right, and back/right frames his arm looks like it's sticking out sideways. Shouldn't it be pointed more in the direction he's facing (foreshortening, more 'perspective' on the hand, etc)?
I have a question: Even though I don't play online, can I still make a class for myself?
Lol that class's ammo makes it UP.
I don't get the class's role, maybe helping allies in a team game?
I don't get the armor value, it means it can't pain or that it doesn't have armor at all?
I don't mind, go for it!
Alright, thumbs up, let's do this.
...Now how to make sure he's not a Cutman clone...
He seems to have some sort of Red Magic-y stuff. Any idea on how you could incorporate that?
Also, keep in mind the character is named Cutgoth, not CutmanMike.
Well, the character's named Cutgoth, and I didn't name Sinkman "Korby," now did I?
:p
..................................................................................................... :cry: I GIVE UP! I CAN'T MAKE A GOOD CLASS.
(besides: every time i finish it: it crashes) can you finish the class for me? (lulz i get page 25)
About my poor class, if I add the ability to use megaman weapons, Does it aproved?
About the code, maybe it can be ready for v3 because I'm busy
Name: ctMichael712
Armor: 1.05x (Weakness: Cutter and Mirror)
Speed: 2.2x
Jump: 1.5x
Damage Type: Beam
Role: All-Around
Weapon Dropped: None (Sometimes a health capsule)
Description:
It starts off with me standing still when I appear but I then transform into a different colour quickman (Very dark purple (darker than ballade) for red and atomic fire yellow for yellow) with less speed, higher jumping and better amour AND the ability to throw purple fire. The weapon uses punk logic in the fact that you get 2 weapons that throw the fire differently. I am weak to rolling cutter as I am easily defeated by it and mirror buster because it can possibly crack the dimensions around me. I will provide the me sprites soon, I first just need to make them.
Skin: Quickman, but starting as me
Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Various
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)
Note: All attacks use the same ammo bar, which recharges slowly
Weapon 1 Primary: Magnet Storm. Shoots three Magnet Missiles that deals six damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Skull Barrier. You cannot attack while this protection is active. Can only use when ammo bar is half or more.
Weapon 2 Primary: Hyper Missile. Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shining Laser. After a short delay, it shoots a blue version of the Force Beam that deals devistating damage if anyone is caught in it (Classes with large health amounts, such as Hardman, may be able to survive), and lasts two seconds. Cannot move while firing. Requires a full ammo bar.
I've finally finished my class! :D I just need to send it to xColdxFusionX and see what he thinks! I've made some adjustments to the weapons described but here it is:Quote from: "Beed28"Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Various
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)
Note: All attacks use the same ammo bar, which recharges slowly
Weapon 1 Primary: Magnet Storm. Shoots three Magnet Missiles that deals six damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Skull Barrier. You cannot attack while this protection is active. Can only use when ammo bar is half or more.
Weapon 2 Primary: Hyper Missile. Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shining Laser. After a short delay, it shoots a blue version of the Force Beam that deals devistating damage if anyone is caught in it (Classes with large health amounts, such as Hardman, may be able to survive), and lasts two seconds. Cannot move while firing. Requires a full ammo bar.
Name: MetallixNot sure if the 2nd weapon Alt makes it too OP.
Armor: Normal
Weakness: Thunder / Electric
Speed: 150%
Jump: Normal
1st Weapon: Gemini Laser
1st Weapon Alt: 4-shot Gemini Laser spread (Similar to Crystal Man's alt in YD's classes.)
2nd Weapon: Crash Bomb
2nd Weapon Alt: Selfdestruct (kills self, but OHKOs those too close. (Maybe Hyper Bomb-range?))
Damage Type, Weapon 1: Laser
Damage Type, Weapon 2: Bomb
Weapon Dropped: Gemini Laser
Skin: Metal Sonic (http://www.mediafire.com/?nf2rcw7wnq8pwks (http://www.mediafire.com/?nf2rcw7wnq8pwks))
Basically, at the start when first entering with the class I am me, as in normal me without any real extra powers other than what I have, but after a second or so I transform myself into someone that looks like quickman except the red is a very dark purple and the yellow is the atomic fire yellow. In this new form I have new powers!Quote from: "Michael712"Name: ctMichael712
Armor: 1.05x (Weakness: Cutter and Mirror)
Speed: 2.2x
Jump: 1.5x
Damage Type: Beam
Role: All-Around
Weapon Dropped: None (Sometimes a health capsule)
Description:
It starts off with me standing still when I appear but I then transform into a different colour quickman (Very dark purple (darker than ballade) for red and atomic fire yellow for yellow) with less speed, higher jumping and better amour AND the ability to throw purple fire. The weapon uses punk logic in the fact that you get 2 weapons that throw the fire differently. I am weak to rolling cutter as I am easily defeated by it and mirror buster because it can possibly crack the dimensions around me. I will provide the me sprites soon, I first just need to make them.
Skin: Quickman, but starting as me
...Interesting, but I'm not sure what you mean by "transforming into a different-colored Quickman."
Basically, at the start when first entering with the class I am me, as in normal me without any real extra powers other than what I have, but after a second or so I transform myself into someone that looks like quickman except the red is a very dark purple and the yellow is the atomic fire yellow. In this new form I have new powers!
@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.
Quote from: "xColdxFusionx"@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.
Gotcha. Maybe nerf the altfire damage or make it so that they don't bounce?
Partially as a test of KolourPaint, an image editor with the interface of paint and MOAR functions.Here's an early concept front frame of how Totalizer Trollman would look like. I can't get to make the punch or the sword frames because they are too much hard to sprite. volunteers accepted
(http://i1102.photobucket.com/albums/g443/Trollman1080/TROLA1.png)
(I can post a resized version if you can't clearly see how it is)
Okay, for my class, I've done his skin and two weapons. All that's left is his altfire and cloak-item.You can base the alt on the V1C ghold and modify it´s script.
But, roadblock!!
One, how would I be able to make Breve's altfire push people backwards?
Two, I wanted to use some Dark Man projectile sprites for the alt, but I can't find them in the MM8BDM V2B PK3. Where would I be able to find them?
Three, I would like for the alt to only go forward. In other words, not be able to be aimed vertically. How would I do so?
Any help would be appreciated.
One, how would I be able to make Breve's altfire push people backwards?
The closest thing I can think of is making the damage type "Wind."
Two, I wanted to use some Dark Man projectile sprites for the alt, but I can't find them in the MM8BDM V2B PK3. Where would I be able to find them?
Dunno. You could hunt down the code for the Dark Buster somewhere in the PK3...
Three, I would like for the alt to only go forward. In other words, not be able to be aimed vertically. How would I do so?
A_SpawnItemEX would probably work.
Watch out, Gizmo knows about timed hits!
Skin: (Upcoming) Hyperdrive
Armor: 90 (for compensating its uber weps and infinite hover, it has horrible resistance)
Speed: Quickman speed
Weapon 1: Enchanced troll cannon, bass buster speed (alt is charging, wich shoots a spread rolling cutter)
Weapon 2: Hyper Troll Saber, looks identical to the normal one and has the same alt, but now it can be charged to make a zero-series charge slash, being the difference that the slashes that come out are homing.
Uber skill (needs the rage bar to be filled up): Soul erase, I open up both hands like the fire frames of the hand HUDS like the skull barrier one and everyone surrounding me in a range of 9 feet die.
Timed Hits/ Combos would be VERY tricky to pull off due to latency. That's my only complaint with that.
Well, it doesn't have to be THAT distinct from Slash Claw. One of my weapons is just a Needle Cannon with different sprites.
Not even coded in Decorate, but this is pretty much how you'd do that.(click to show/hide)
I JUST made a sentry class yesterday and what do I find? Another one!Funny, that's exactly when I started working on Tsuki. (And mine is mostly treble sentry; if you didn't just modify that like I did then your's is probably better)(click to show/hide)
Y'know, that's pretty much how I imagined it'd be. Unless you mean JaxOf7's idea. Speaking of which, I have no idea how TF2's gunslinger works as I have never played the game.Playing that game actually wouldn't help that much since melee attacks kill in 1-2 hits on most classes.
I JUST made a sentry class yesterday and what do I find? Another one!(click to show/hide)
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110811_235936.png)Not wanting to burst your bubble, but do you think Tsuki allowed? And, if he did, don't you think he may be awaiting to be contacted? Or so some people talked about....
Tsuki class is done.
Just missing bot chat and copy vision.
And I have this odd problem where the clones keep shooting at clones that have already died.
Quote from: "JaxOf7"*snip*Not wanting to burst your bubble, but do you think Tsuki allowed? And, if he did, don't you think he may be awaiting to be contacted? Or so some people talked about....
Tsuki class is done.
Just missing bot chat and copy vision.
And I have this odd problem where the clones keep shooting at clones that have already died.
I think he's fine with it. He's permabanned anyways.
(...)
*The player in question gives permission.
Quote from: "LlamaHombre"I think he's fine with it. He's permabanned anyways.Quote from: "xColdxFusionx"(...)
*The player in question gives permission.
You are jumping into conclusions.
(...)
*There is enough demand, or
(...)
Tsuki gave me the go-ahead to add his class to the pack.So wait, did he just okay my Tsuki class or his Tsuki class?
He wants to make it, though, but I refuse to add him on Skype.
Quote from: "xColdxFusionx"Tsuki gave me the go-ahead to add his class to the pack.So wait, did he just okay my Tsuki class or his Tsuki class?
He wants to make it, though, but I refuse to add him on Skype.
Here it is either way:
http://www.mediafire.com/file/02jz96kc2dm5tza/TsukiClass.pk3
So if he does make his own class (and it's actually good), then to put it simply: if you think you have what it takes to be a ragespectating cloning class then speak up.
And if no one does I'll just name him OOOO.
Press it once. It makes you invisible for a short time.Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.
Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.
Quote from: "Trollman"Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.
You can move with it, and it lasts more than a few seconds. You can't hold it at all or it will cancel. You have to lightly press it once.
And I thought someone said he gave permission or something.
Damage Type: Curse and Shock
EDIT: Laggy Blazko, you may just be my favorite class in CSCC so far. It's so much fun to play, and it actually doesn't feel overpowered in any way! :DO_O. Really? Well, I hope it doesn't get too hated for being spammer and have hitscan attacks.
So I,m guessing no one wants to help me make my class? (page 28)I want to help somehow. What do you need?
XXXX died at the hands of XXXX's - Buster.
XXXX perished in the face of XXXX's Hyphen Wrath.[Right Click - Divine Invocation: The shield ideal to the -. This shield can be activated and deactivated at will, but will only replenish when the meter is emptied.
XXXX's Divine Invocation repelled XXXX.
You MUST add Classes-v5d.pk3 with Community classes, or elseAlright, that worked. Thanks.you will DIEthis happens
Can I make more than one class for myself?
No, unless you have a morphing ability. Even then, please try to keep the number of morphing classes to a minimum...
Can I make someone else's class?
If I approved them and they let you, then feel free!
Small question, your weapon should be compatible with bots?? If yes I need help :|What do you mean? What happens?
Okay, here's a question. Let's say I was thinking of expanding/changing how my class works. Would I be able to make these changes if I have already submitted this class and it has been accepted?
I was thinking, can I swap Skull Barrier with another shield weapon? I was kinda thinking of Mega Man's version of the Mirror Buster. Leaf Shield is overpowered.
Also, what damage should the magnets do? 2 is too weak, 6 is overpowered...
I have an idea for a class, but I suck at coding, so the only things I can do are the projectile graphics and the hub sprites.
Can I submit my idea anyway?
You need to have the Classes PK3 loaded first.How do I load up both at the same time?
First you add the Classes PK3, then you add Community Classes.
You can load up more than one file at a time.
Click on add file. Add the classes-5d pk3. Click on add file again. Select the community classes pk3. Classes5d needs to be loaded first.
Quote from: "FiniteZero"First you add the Classes PK3, then you add Community Classes.
You can load up more than one file at a time.
Script error, "CommunityClasses-v1b.pk3:sbarinfo" line 456:
'ChargeKickWepNew' is not a type of weapon.
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.
Quote from: "Skunk"Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.
...Possibly, as long as the entire class doesn't steal from the games.
Your skin seems like a crashman and vile fusion to me. Well, it does look cool, anyway :roll:
As for the class itself, it kinda lacks originality (similar to my class)I hate my old version, maybe you can add a jetpack and make the fast buster the second weapon (like YD's class).
at least you know how to program weapons, I don't
ATTENTION ALL CUTSTUFF MEMBERSJeez, that's what it thought.
v2a is almost complete, but will not be released until after Classes-v6a is released. YD stop being lazy and release it already...
Quote from: "Skunk"Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.
...Possibly, as long as the entire class doesn't steal from the games.
Quote from: "xColdxFusionx"Quote from: "Skunk"Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.
...Possibly, as long as the entire class doesn't steal from the games.
MegaMan.EXE says "hi". :ugeek:
P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?
Quote from: "Beed28"P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?
Updated class? Could you resend that, please? I'm not sure if I got it.
Sorry 'bout that.
I sent you BeedClassForCommunityClasses-fixes.pk3 a while ago (check your PMs). I updated the BOTCHAT but forgot to tell you.
Hey, can I upload some "effects" for my class?
-A helmet dropped when it dies.
-A "burning animation" dropped when it dies to a fire attack (in that case the class only would drop this and the weapon because the other effects would appear when the animation ends, including the helmet).
Note: no, there won't be blood or something like that.
I want to make sure these aren't too violent for this. The burning sprites are going to be something like this:(click to show/hide)
ATTENTION ALL CUTSTUFF MEMBERS!
Due to various unforeseen circumstances(mainly me being a lazy trucknut), don't be surprised if this thing starts slipping into Valve Time. I should probably assign someone else to help me put together this damn thing so I can actually get it done.
now that the new classes are out, need any thing to help speed this up?
Wait a second. I may of sent you the wrong class. Dat hp
Oh yeah I forgot about starman2: Role: Anything that involves winning!
I checked my todo list. yeah. it is the right class. If you tested it, corrected the bugs and balance it.
*You need to make the whole skin. Just a few frames doesn't count.
When will the next version be released? (Sorry for asking, I just really want to play with my new class)
If I were to build a weapon for a Sequence Man class would you add it? :cool:
I forget...Did Breve's bomb end up blinding people? Because that's unintentional.
I'm probably going to scrap the GUIDE file because it does nothing and it's incredibly hard for me to keep up with these classes...
Perhaps each contributor could make their own part of the GUIDE file for their class?
Oh man. Now with classes 6a. I have to redo my class. hoo boy.
EdIt FoR cF: Btw did you fix my class error CF?
Sorry for bumping, but...
I don't want to hurry you because I think you have more things to do, but... Maybe you should ask for help or something so V2A can come sooner.
Wait wait wait wait....
Can we make a patch so it may be compatible with classes?
I mean... An optional patch so we can play with YD classes if we want.
(I would make that patch)
Will you also make a patch for King Yamato's classes as well?
Hmmmm, I think I'd kinda prefer it with more than just our classes....but oh well....
Also, when should I start writing the guide for my class? it's going in, right?
I'll be asking people to resubmit classes anyway, so don't worry about it for the time being.
...This is amazing.I'd fully-create it myself if I could and I only wish I had the coding skill and resources to do so.
Someone has to make this for v3.
How do you apply for positions?
Quote from: "zblueboltz"How do you apply for positions?
Basically,
1: Have proof that you can do good work
2: Have a Skype account so I can add you to the developers' chat
3: Say "I want to be a <insert task here>" (you can apply for anything as long as it isn't "beta tester")
And that's about it
Just to make sure I have the right guy:
Are you from the UK?
What? There were positions available? I thought we just made a "class" and dumped all the hard work onto ColdFusion...Or at least that's what I did.Well I think that was the mindset back then, but now the understaffin' had became a real big problem that it slowed this project down to a crawl.
Quote from: "zblueboltz"How do you apply for positions?
Basically,
1: Have proof that you can do good work
2: Have a Skype account so I can add you to the developers' chat
3: Say "I want to be a <insert task here>" (you can apply for anything as long as it isn't "beta tester")
And that's about it
Oh damn...
Can I still make patches if I don't have skype?
...Is it too late to say that I made a new-ish version of my class? One with a slightly better altfire and a taunt?
Quote from: "FiniteZero"...Is it too late to say that I made a new-ish version of my class? One with a slightly better altfire and a taunt?
Submit it and it may get into a later version!
Just looked at the mod in SLADE and I'm wondering; why is Trollyomaru Zero's botchat entirely commented out? :?
For some reason, it broke epically when I tried to test it.
EDIT: I found a bug! When my class uses the second weapon (the missile and laser), his colours are "removed" as in it goes back to the standard blue and cyan. He goes back to his regular grey/black when he switches back to his first weapon (magnets and mirror), though. I don't think that's supposed to happen.
Oh holy shipyard. I'll fix this for v2b.
Um... The game runs perfectly fine if you load community classes after YD classes.
Yeah, I forgot to say that.Quote from: "Trollman"Um... The game runs perfectly fine if you load community classes after YD classes.
Acually, not quite. There's conflicting SBARINFOs and WCOLORS which would interfear with Yellow Devil's classes, which means those classes would have invisible ammo bars and incorrect colours.
I see my name isn't on the list.
What exactly is wrong with my class? Is there anything I need to do it?
What about my class with Stickman being used for the skin instead of Starman.item?
Will it get in if I use Stickman instead?
Although "Fast and high armor" kinda breaks the guideline I set above.I thought it would be okay since in my eyes, it is still a balanced class as other factors bring it down quite a bit. Like Chargeman class. He has high speed and amour, yet he lacks any sort long ranged attack at all, since his only attack is a himself being a melee weapon.
Having a weakness to one element just makes you less OP by one element.Quote from: "xColdxFusionx"Although "Fast and high armor" kinda breaks the guideline I set above.I thought it would be okay since in my eyes, it is still a balanced class as other factors bring it down quite a bit. Like Chargeman class. He has high speed and amour, yet he lacks any sort long ranged attack at all, since his only attack is a himself being a melee weapon.
With my class, he lacks offensive output, fire rate, and recharge time. Almost all his attacks do mediocre damage, if not less, and his ammo must be used sparingly. Not only that, but he has two weaknesses, one of them being 2.0x damagefactor. (Since this is rolling cutter, he almost dies instantly).
While testing with bots, I would usually lose, as I was never really able to kill them fast enough. They could always kill me faster.
If I find out that 0.9 is a bit unfair, then I'l change it to 1. I don't really want to go for 1.5 or anything because that would go against the logic of the original form when not using the special quickman amour.
Since I will be using this class the most, I saw 2.0x weakness as my own downfall and quite funny for others to watch as I am instantly killed. (Makes sense too, as I am often easily killed by it.)
I'm not sure on what other weakness I could have. Rolling Cutter is the main thing I know to kill me a lot and I'm not sure about others.
Just make boomerangs a 1.4 weakness, that's enough to be killed in one cutter anyway and just making a weakness 2.0x for the lulz is pretty pointless.I wasn't actually sure how high it should have been, however, since nearly all weakness in YD's classes mod are 1.5, I wanted to aim for something that weighs me down a bit. I wanted the speed and resistance to come at a cost in some way, so I chose low damage and recharge and more quickly teared down by his weakness.
Just opt for any weakness that makes some sense against your class. Does your class have any elemental attacks?Most of my attacks are based around a special aura-like purple flame substance. He is weak to cutter because of how easily I sometimes go down by that usually and Mirror because it is dangerous to the unstable dimensions that Michael712 usually lives in. I'm not certain on what the other weaknesses should be, as this purple aura-like flame is kept within him and is hard to hit by water and wind.
I wasn't actually sure how high it should have been, however, since nearly all weakness in YD's classes mod are 1.5, I wanted to aim for something that weighs me down a bit. I wanted the speed and resistance to come at a cost in some way, so I chose low damage and recharge and more quickly teared down by his weakness.
Most of my attacks are based around a special aura-like purple flame substance. He is weak to cutter because of how easily I sometimes go down by that usually and Mirror because it is dangerous to the unstable dimensions that Michael712 usually lives in. I'm not certain on what the other weaknesses should be, as this purple aura-like flame is kept within him and is hard to hit by water and wind.
You may want to be weak against shield or light, since they're the closest thing to mirrors I guess (Though there aren't many damaging-shields or light attacks as it is)I'm weak to mirror due to the way of that....mirror power energy stuff getting the dodgy dimensions around me out of shape. It's a bit hard to explain though. There isn't really any other weapon that can do that in the game. I might include 1.2x or 1.3x weakness to water as well, but since it isn't the primary weakness I wont make it 1.5x or higher. (In YD's classes mod, weaknesses always seem to be 1.5, except for the ones that have that for everything.
You may be minimally weak against water or ice, since you use aura to generate fire.
Quote from: "zblueboltz"You may want to be weak against shield or light, since they're the closest thing to mirrors I guess (Though there aren't many damaging-shields or light attacks as it is)I'm weak to mirror due to the way of that....mirror power energy stuff getting the dodgy dimensions around me out of shape. It's a bit hard to explain though. There isn't really any other weapon that can do that in the game. I might include 1.2x or 1.3x weakness to water as well, but since it isn't the primary weakness I wont make it 1.5x or higher. (In YD's classes mod, weaknesses always seem to be 1.5, except for the ones that have that for everything.
You may be minimally weak against water or ice, since you use aura to generate fire.
Cold for the next release please remember to have a mirror buster fix for all the weapons, the rapid fireing gun of Laggy's should not be causing big mirror buster charges, even more important since Beed's class has it at the start.
Ok another question... In all the classes here is the wind damage working right? I was testing a class I'm working on for me (Uki wants to join the Brawl :D) And when I was testing a attack on Megaman it works right, but when testing it on my own class it sends them flying off in random directions (Megaman it just sends straight up like intended).
-snip-
we went over this when I was asking you about jump heights (I asked for the code you had for the jump height and in the code you IM'd me the speed was changed from what I had, after that I got on you about that), aprop speed 1.0 returns the player to normal speeds, so really the speeds are Ice 0.4 and sparky 1.3 so you are right it's not hard speed it's worse, and also I have the original code I sent you and never touched it scince...except to add the fixed jumping (pack rat, has stuff all the way back to the sgc demo) in the original code ice was 0.6 and sparky was 1.5. And with your changes Ice is now bordeline useless and Sparky is absurdly OP
and on the subject of my class, I made a skin, bot chat and new weapon sprites for it finnaly, and added damage types for ice blade and lightning wave
I liked the original concept I had were you had to switch to recharge, not to mention sparky's alt is pretty powerful and able to 1 hit somone, it seems way too OP to be able to spam it, before you had only 2 shots on a full bar, now I can spam it rapidly 6 or 7 times.
I would if it was possible on a phone ^-^;
also could you please re add thisQuote from: "ice"I liked the original concept I had were you had to switch to recharge, not to mention sparky's alt is pretty powerful and able to 1 hit somone, it seems way too OP to be able to spam it, before you had only 2 shots on a full bar, now I can spam it rapidly 6 or 7 times.
So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...
Fixed some bugs... I mean... Horrible bugs.
Am I in V2B?
Thankfully, the entire mod is getting revamped and bugfixed for v2b, which is fairly close to releasing. Stay tuned!
I wonder what's revamped and what's bugfixed. Can we have a patch log?
Quote from: "Beed28"So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...
Short answer: Yes.
(click to show/hide)
Quote from: "xColdxFusionx"Quote from: "Beed28"So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...
Short answer: Yes.Quote from: "xColdxFusionx"(click to show/hide)
You forgot that one.
Either that or I accidentally overwrote that change like an idiot.
Slight problem with that is that if a bot had infinite ammo and they were using Weapon 3 of my class, they would be standing there firing force beams non stop.WhenIf I go in this, it will have to be made so that bots cannot use my third weapon.
Beed28 - Macross Barrage and Super Shining Laser
Mainfire: Beed28 fires three times the amount of homing missiles and shoots three Hyper Missiles (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre). All at once. Spamtastic? Probably. Homing? Hell no. Sorry, but considering IG is about people being One Hit Point Wonders (http://tvtropes.org/pmwiki/pmwiki.php/Main/OneHitPointWonder)...
Altfire: Shining Laser with a MUCH shorter startup time. This will be interesting.
I hope i can have 2 weapons. If I can't then i'll choose one of these:
Sorry bro.
M1903 Springfield: Really slow hitscan. (Rate: 15 rounds per minute. Mag: 5) The IGMB is practically hitscan, but I can see your point. Low ROF noted.
Main: Fires. But of course.
Reload key (I can do that now): Reloads. You'll have infinite ammo, so this is redundant.
Secondary: Scope. But of course.
But what exactly does it mean my "Classes Approved"? This needs to be answeredYou have been approved to be added to the pack. Once I get code, I'll add it.
Waaaaiiitt....I'm sure I've sent you the file!Quote from: "Michael712"But what exactly does it mean my "Classes Approved"? This needs to be answeredYou have been approved to be added to the pack. Once I get code, I'll add it.
That's a point I'd like to ask; do we have to code the instagib weapon ourselves?
I guess I'll try again on makin' the idea for my class. This is what I'm gettin' at for this mod: If we want to make a class, then we have to make (code, sprite, and everythin' else) the class ourselves? Well, Bugger!Welp, I dug this up since it was never accepted nor rejected, but rather lost and forgetten in the depths of this topic.
Oh well, I'll just throw out a revised version of my class.
Name: cdSaviorSword
Armor: 1.0 (Normal)
Weakness: Boomerangs x2.0
Speed: Normal
Jump: Normal
1st Weapon: Thunder Beam, but with a Chameleon Sting spread.
1st Weapon Damage & Info.: 12 per tic (Slightly nerfed normal Thunder Beam, which does 15 per tic.) 1 bar out of 28 per use.
1st Weapon Alt: A horizontal sword slash that unleashes 3 small jolts (not rippers) of lightnin' in a Thunder Beam style.
1st Weapon Alt Damage & Info.: Sword Slash: Same as Slash Claw (I don't remember the exact number, but it can be nerfed a little); Jolt: 15. 2 bars out of 28 per use.
2nd Weapon: Gravity Sword
2nd Weapon Damage & Info.: 15 Explosive Damage and gives anyone hit a temporary gravity item which gives -200 gravity and 0 aircontrol for 2 or 3 seconds. 20 out of 28 bars per use.
2nd Weapon Alt: Self-Gravity Hold
2nd Weapon Alt Damage & Info: Same as Gravity Sword, but gives the gravity item to the user, but with -800 gravity and .2 aircontrol. 14 bars out of 28 per use. Cooldown of 5 seconds.
Damage Type, Weapon 1: Thunder
Damage Type, Weapon 2: Gravity (Time and Space)
Weapon Dropped: Thunder Beam
Skin: Elec Man
Any questions about my class? Just ask me.
If ya ever want this to be compatible with any Bot Apoc mod, then ya're gonna have to ask for SSW or Mess to create a new mod that has an altered list of bots that'll be put in.Tsukis
I guess I'll biteMine's an open-option utility tank type thing. C:
My weapon will be a instagib metalblade clone, throws a ice blade with thunder bolt's lightning trail at IGmetalblade speed
also slight suggestion, could you make it so CMM's fireballs are his main fire? Hellfire cutter as a main makes his bot borderline useless
P.S. Theres starting to be too many fast weak armored glass cannon classes, someone, make a tank or average stat class for once. Also, 2 weapons arent mandatory, some classes get by just well with 1 weapon (JC, FinieZero, the 2 tsukis, fenga, king yamato, breve, gummywormz.)
Thing is, it wouldn't make my class a slow and power class because it involves using a special quickman amour. Although I have slight amour, that is balanced by the lack of attacking rate and power.
Still gotta get that set of sprites for my main instagib fire :/
Also just so that I know, would it actually be possible to make a weapon that shoots the wily capsule attacks? I want to know before I code up my instag altfire so that I don't waste my time. Something tells me that the tracking might not work properly.
I guess I'll bite
My weapon will be a instagib metalblade clone, throws a ice blade with thunder bolt's lightning trail at IGmetalblade speed
Cool idea. I'll make it later.
also slight suggestion, could you make it so CMM's fireballs are his main fire? Hellfire cutter as a main makes his bot borderline useless
Bots are going to be getting some tweaking eventually.
P.S. Theres starting to be too many fast weak armored glass cannon classes, someone, make a tank or average stat class for once. Also, 2 weapons arent mandatory, some classes get by just well with 1 weapon (JC, FinieZero, the 2 tsukis, fenga, king yamato, breve, gummywormz.)
Forgot me. Also, ^for the love of god, this.^
Welp, since I'm bored and there seems to be nothing going on in the community atm, I'll just post my personal balance critiques
1 being the lowest, 5 being the highest(click to show/hide)
all I can say is, lots and lots of stunlock
Maybe the sound file should be in a "sounds" folder if that's a PK3, and be defined in SNDINFO.The actual sound is set in the soundclass thing, so it will recognize the file name.
Also, any hint on the release date?
Is anyone going to make a patch for the new release of YD's Classes? What about KY's classes, too?I guess I won't make any patch until V2B. About KY's classes, I think it has some closed-source scripts so maybe I won't be able to fix some bugs.
2 days left till Christmas *nudgenudge*
look 1 page back if you want to know what I mean
(http://img641.imageshack.us/img641/1125/screenshotdoom201112242.png)
(http://img11.imageshack.us/img11/1125/screenshotdoom201112242.png)
Uhh... my Missile Barrage weapon (the dropped version for Megaman) is messed up. The vertical bar has the wrong colours, and the horizontal bar is invisible. Also, when drop weapons is on, Beed28 doesn't drop the weapon when he dies while using the hyper missiles and laser.
Now that the new classes are released time for a reevaluation
1 being the lowest, 5 being the highest(click to show/hide)
Bot apoc says hi :cool:
Bot apoc says hi :cool:(http://i1105.photobucket.com/albums/h341/LaggyBlazko/TrolApoc.png)
I was thinking of making major changes to my class: ammo regains faster, but Missile Barrage has nerfed homing capability, and Hyper Missiles has nerfed direct damage. Shining Laser would have a seperate ammo bar and a shorter startup time, but requires Weapon Energy capsules. Oh, and a health nerf. What do you think?
EDIT: My changes are done. I'll send to xColdxFusionx right now.
Also, Trollmaruzero's instagib's main fire sound needs be to in 8 bit. Right now, it is just a grating sound on my ears.
A note to any class designers out there: More defensive classes would be appreciated. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterRosterGlobalWarming) An overwhelming majority of the designs I've been getting have been for Fragile Speedster/Glass Cannon classes, and we don't want this mod becoming more footrace than battlefield.
Quote from: "xColdxFusionx"A note to any class designers out there: More defensive classes would be appreciated. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterRosterGlobalWarming) An overwhelming majority of the designs I've been getting have been for Fragile Speedster/Glass Cannon classes, and we don't want this mod becoming more footrace than battlefield.
And less fire
I'm already scared of jack and blaze. Oh the flame throwers *shudders*
does Stone Body count as "defensive"Probably. It depends on all other stats, remember that one move doesn't make/define a class. That class would still be a glass cannon if, aside from the stone body, it had low health and dealt high damage, I'd suggest having low health combined with low-to-average speed and mainly defensive moves and counter-attacks. But it's your class, so do whaterver you want with it.
ATTENTION TO JODAR5That seemed a little rude to me, but I agree about the interesting factor. Heck, I even told him what I thought, and he said: ''It was to make him more balanced''Or something like that. But, balance doesn't mean boring. This might sound rude but, since it's, by far, the most boring/bland class in the mod, unless he modifies it, I'd be glad to see it go away.
If you do not respond to this post in the next week I will presume you have left the community and will remove your class from the mod. It simply isn't interesting enough to keep in without heavy modification, and you haven't appeared ANYWHERE since you've been added. If you can, please respond with some suggestions to make your class more interesting.
Tell them I will not be returning, working on my webcomic, game, and webshow are taking up far too much time for me to play any games. I really do wish I could come back but I cannot. Also, tell them the new sprite sheet of my character has been cancelled, thank you.
M712IGFire1:
Explosiondamage = 62 --> 52
M712IGFire2:
Explosiondamage = 80 --> 65
Oh, right. I thought it had to be at roughly the same power as IgMetalBladeWep, which is what my weapon is.
Now that I think of it, I could use that over idea I had of the force beam gun, but with a slight downgrade:
Main fire: Fires force beams out of the player's hand. It has roughly 3/4 of the ammo that M712's original Force beam gun has. Instant kill, like a force beam.
Alt fire: Recharge. This weapon does not automatically refill. Holding the alt fire button will make M712 flash white and recharge ammo for that weapon.
But I dunno, maybe not.
(not sure what to call the speed/defense combo so I went with boulder)
Boulder: sacrifices more attack for speed and defense
Alright, here's a blueprint for the Smash Man weapons.
Main fire is either the Smash Buster or Mirage Chaser, depending on weapon.
The Smash Buster fires fast, but the damage is so low it's embarrassing.
However, if you charge the buster, it fires a giant heavy-damage blast.
Mirage Chaser is a mid-speed homing orb that has decent attack power.
It has the drawback of eating up Armor Power (for the alt) so don't spam it!
The alt-fire activates his current Body Armor which is toggled through Item Use.
Stone Body makes him COMPLETELY INVINCIBLE but doesn't allow any movement.
Float Body gives him super-light jumps, but also gives larger knockback from hits.
Both are ammo-based so they can't be used FOREVER and must be recharged.
Smash Man's only real "power move" is the slowly-charged buster blast.
He also has the evasion-themed Float Body and the "OH SHIT ATOMIC FIRE" Stone Body.
I'd say Smash Man is more of a "counter" type class because of his moves.
Mirage Chaser could be used for offense, but it's mostly a "just kill the guy already" finisher.
There would be a third weapon with his melee (as seen in CUTSTUFF WAR) but you put a limit.
I started work on it but I decided to post this design sketch EARLY so you could check it.
Would be a waste to build all this only for you to TURN IT DOWN so I'm asking now.
I'd be more than happy to help code itThanks a lot Ice!! I'll finish the huds and sprites, ask me if you need help. Thanks! :D
Second, and potentially more fatal, is that King Yamato's class has conflicting ammo names (which is YamatoClassAmmo) with Yamatoman from both YD's and KY's classes. Which means if CSCC is ported to either mod, which I already did with KY's several pages ago (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=550), Yamatoman and King Yamato will have no ammo whatsoever, completely making those two classes unplayable.I fixed that in my second YD classes patch. (But It's not compatible with the current classes mods... Yet).
Oh and one small request: give my Missile Barrage*looks at YD's wily* Yep, that wouldent be cheap at allinfinite ammo
Trogdor class idea to represent me:Sorry to say, but this is vague as heck. Did ya even look at the front page's requirements?
Heavy armor, not very fast
Main Fire: A Flame thrower-type weapon, lots of damage
Alt: Punch, just like Gutsy's, except Plain fist
Weakness: Ice and Blades
Sorry to say, but this is vague as heck. Did ya even look at the front page's requirements?Fine, Sounds like you want me to be more specific
P.S.S. Does anyone have ideas for custom character sprites for there classes but cant really decide on a design? I'm free to make someNORMAL NAVI FROM BATTLE NETWORK
P.S. There's starting to be too many joke classes @_@ not to mention, alot of them having nothing to do with the poster at all
@SS: that seems rediculousely OP, only blaze, jack, chimeraman, and megaman can do anything to it
P.S. There's starting to be too many joke classes @_@ not to mention, alot of them having nothing to do with the poster at all
P.S.S. Does anyone have ideas for custom character sprites for there classes but cant really decide on a design? I'm free to make some
hey ice could you do me a favor
I need HUDs for Smash Man
specifically an uppercut and a guard
What kind of guarding? hands out, cross armed, or paralell arms?
just use the "Mega Man styled" arms/hands
if you do that I will love you forever
?_? No homo?
Quote from: "SmashBroPlusB"hey ice could you do me a favor
I need HUDs for Smash Man
specifically an uppercut and a guard
What kind of guarding? hands out, cross armed, or paralell arms?
I was thinking parallel but crossed arms would be baus.
just use the "Mega Man styled" arms/hands
if you do that I will love you forever
?_? No homo?
lol no homo
>Samus With a Sword
What?
It was actually supposed to be A MegaMan X edit go ahead and code it.
But I'm serious. Its not Samus.
wep1-Isn't this Mike's mainfire?
flame chakram
a fire version of rolling cutter. still shreads and bounces around the stage. charge-able to increase attack damage and size but also loses its shreading ability.
wep1-
flame chakram
a fire version of rolling cutter. still shreads and bounces around the stage. charge-able to increase attack damage and size but also loses its shreading ability.
darkmath,
.5 armor is like 150 health ya know. its more like tough armor.
oh derp... 1.25 is 150... derp... welp.
Anywho, there's been lots of classes that have been accepted/rejected, but I could never keep track of it without a list of such. Also, my class got accepted (through pm), but I've never heard any news about it since as if it vanished into ether. It'd be nice to have some kind of progress report every now and then.
Sorry to ask, but I really would like to see a list of recently accepted/rejected classes, classes accept and bein'/not bein' worked on, and/or classes that are almost done/ need sprites and etc.
In short, I want to see the progess, please? :|
Quote from: "SaviorSword"
Sorry to ask, but I really would like to see a list of recently accepted/rejected classes, classes accept and bein'/not bein' worked on, and/or classes that are almost done/ need sprites and etc.
In short, I want to see the progess, please? :|
You'll have to wait and see-
*pulls out a small sheet of paper*(click to show/hide)
The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.Lol my Rapeninja class.
Quote from: "xColdxFusionx"The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.Lol my Rapeninja class.
IIRC, Jax is working on a class for me. I'm not sure exactly what it'll be like though.
Also, the method I've used to fix the bot problem has also allowed me to create the bot version weapons for them, which means some of them won't stand around when they run out of ammo (especially for CutmanMike's bot).
now that I'm done with all of my spriteing requests, I'm free to take some more, anyone interested?Can you make HUDs? I really need help with Trollman's HUDs right now.
btw, crazy idea, what if there was a map pack made for this mod where each class has there own stage, like say Sparky's stage would be in a robot zoo and so on (not saying do it I just said I had a crazy idea)For co-op, Deathmatch, Invasion or CTF?
btw, crazy idea, what if there was a map pack made for this mod where each class has there own stage, like say Sparky's stage would be in a robot zoo and so on (not saying do it I just said I had a crazy idea)I love the idea of this to be honest! Only problem is that it will be hard to make, as we'd all have to make good quality maps and stuff.
Welp, for the heck of it, I made Bot weapons for all the classes like in KYClasses. Classes like gummyworms jack, and Blazko will now use there close ranged attacks when you're in rage and ranged attacks when further, bots can now use there alt attacks (not sure for yellow devil as he's kinda helpless atm without making him OP and Beed's bot is overpowered with infinite ammo firing nonstop while the player has all weapons in 1 bar that takes forever to recharge meaning the new bot would be UP as well), and I fixed a few Instagib problems (jack having his normal weapon in instagib), might release the patch soon (depending on when the next update is).
I've got a crazy idea: how about making "Unlimited" versions of each class? In BlazBlue: Continuum Shift, there are "Unlimited" versions of each character, which are much stronger and powerful than their normal forms, but at least not Instagib levels of one-hit kills.
So basicly in this, maybe have each class go into their Unlimited form when they obtain the [Terminator Sphere], and people would have to team up against him. And maybe everyone at once is always in their Unlimited forms in Buckshot mode.
For example: Unlimited xColdxFusionx could rapidly throw up to three Fusion Bombs at a time, and his altfire actually makes him fly, like Gyroman. And Unlimited Cutmanmike could have a much shorter cooldown on his cutter.
How about that idea?
When is the estimated release of the next version? I can't wait to see how the new classes will play.
P.S. Did my updated skin, Instagib weapon and Mini Lasers make it in?
EDIT: I've toyed around with Ice's bot weapons patch, and I found some issues. When playing as the vanilla Megaman class with sv_weapondrop set to true, if I go right up against a bot and kill him, I get his actual weapon (instead of the proper weapon drop Megaman is supposed to pickup or nothing) and when I switch to it, I can't switch to any of my other weapons until I use the console to manualy remove the offending weapon. Ironicly, this glitch doesn't seem to happen when I frag Beed28, my own class.
Also, the ammo bar issues my Missile Barrage weapon had seems to have come back (http://www.cutstuff.net/forum/viewtopic.php?p=136268#p136268). You might wanna fix that.
Last question before you release v3a or however long it will take: are classes supposed to be able to pickup and use Item-1?
Dare I ask... what's the current progress so far? I look foward to the new version.
Awesome! Mind if you spoil the changelog showing the changes as well as the new classes?
Boing
It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
Does this expansion have bandwidth beam in it? If not, it could be a weapon that Eddie may occasionally give you!
If so, it would be CutmanMike's weakness.
If ColdFusion approves then I'll quickly make Bandwidth Beam and submit it. Wont take too long, and it would suit since it's Cutstuff classes, and Cutstuff.net had bandwidth problems.
Here's how I'd make it. I think someone else made a bandwidth beam similar to it but I'm not sure who.(click to show/hide)
the new bots can pick up weapons, not to mention the bot's attacks are Borked to hell and back, when they use there attack, they spam a massive endless beam of there attack, Uki's can't attack at allThat goes for all the new bots
Makeing a hotfix version if that's ok with CF. Made botweps for the new classes and added my class's chat and fixed Ice's colors
*the script takeing the weapons and giving the same weapon back to the bots was what borked them, commenting them out fixed the problem, though bot weapons are still neccesary*
I see you're not using my new skin. Again.
Really love this mod! Great fun! I also really like the new fireball effect and obituaries that my class now has!
Glad you liked my tweaks!
Few things:
-My instagib weapon isn't the force beam weapon I have (M712wep4). Instead I just have instagib metal blades
Force Beam Gun may need some tweaks, so I left it out of this version. It will be added for the next build, I promise that.
-The weapons for Blaze's class do seem slightly ammo-lacking. Once I've run out of ammo, I have to collect lots of pickups for little attacking, which is kinda weird. Maybe I'm doing something wrong though.
This may be changed. It's tricky getting the right ammo count on this thing.
-Haven't fully checked, but am I still losing ammo from water? Sinkman's rain flush didn't seem to have any affect on my ammo.
I didn't make any changes to your class coding, unless one of the other devs did behind my back. I'll check this out.
-Are we not using special dropped weapons? Never saw any (such as that one that I usually drop)
Turn on the Drop Weapons flag. You'll see it then.
Also I noticed that other classes have special death animations. Since the special intro that I'm try to add is hard to get working properly, I think I might quickly make something for myself, so that others know that I'm not pretending to be the actual quickman. (The idea is my amour breaking apart with the normal me remaining, then him exploding or something)
Neat idea. Can't wait to see it!
Also I want to change my taunt. It'll either be another quote from The Cloak but shorter or Vile's quote at the end of Megaman Maverick Hunter X.(click to show/hide)
I just forgot something: some info in GUIDE is outdated, such as Beed28 using Magnet Storm and dropping Magnet Missiles. That's been replaced by Missile Barrage and he also drops a version of Missile Barrage for Mega Man to use.
Is messatsu soupposed to have three bars? Beacuse I can't find out what does the one that's always empty do.
It's for his altfire. Shoot people and take hits to charge it up.
Also, I found an E-Tank part (from megaman V) in shademan's stage, what is it for?
That's an E-Piece. Collect 4 for an E-Tank! It's to prevent people from abusing E-Tanks since they tend to be in fairly open places.
In other news, thebladeroden is my new favourite class.
Yeah, he's pretty awesome.
Holy shi...(click to show/hide)
That rail gun is the best weapon ever.
The Charge Kick weapon for Mega Man is broken here. Picking up ammo doesn't refill it.
Ok, just one quick question. When you start singleplayer, can you make it so that you spawn with the class you selected in the class setup menu? Just like in KY's classes. Beacuse being able to select from only 5 classes gets boring and annoying.
But in Singleplayer how would you be able to defeat Gamma? None of the classes would be able to Rush Coil up to Wily, let alone inflict any damage.I'd just suicide and change my class for that specific battle.
GAH! Again with the missing sprites! But on the upside, atleast it's stable now
I like Bik's obituary
Did anybody else hear something?
Quote from: "Daveris"I like Bik's obituary
Did anybody else hear something?
I personally think the fact that it has an obituary is unfaithful to the original material Bikdark's class derived from. (http://tf2wiki.net/wiki/Spy)
The Your Eternal Reward was a silent killer, and the only ones who knew about the kills are supposed to be the killer, the victim, and any witnesses. The second you hear this, you immediately know that one of the people around you is a fake, and it kills the purpose of the weapon in the first place.
The Spy is a game of paranoia to allow distractions for sluggish disasters to plow through. You have to watch yourself all the time in order to stop an unseen flank in your system. A public obituary defeats the purpose of this.
I had a silly idea. It's just a "cosmetic patch" I could make some day. I'd have to finish other projects first but i'll post this idea now: HATS.
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?
Quote from: "Beed28"In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?
...I have no idea what could have caused this. Can you tell me which bots were on the field?
Quote from: "xColdxFusionx"Quote from: "Beed28"In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?
...I have no idea what could have caused this. Can you tell me which bots were on the field?
I usually have xColdxFusionx, Beed28, and Michael712 out. The FPS seems to drop more often when I have Jelly World in Chaos Generator active, or in a stage with a lot of bouncy floors (Spring Man).
Jelly world's most likely the problem (nearly crashes on some stages when it starts)
quick question. Who's idea was it to buff the already OP beed bot?
Need help with my special death animation.Why is the "nointeraction" flag there, again?
Right now it just does lots of weird stuff. Everything seems to just fly strait to the top and not enter the death state at all. If the NOINTERACTION flag is there, then it disappears, but I want it to enter the death state. The 'M712DeathFX' works fine though.(click to show/hide)
so, in order for me to be in this, i have to contribute something. seems fair, but what if i do a request and ask someone to make it for me? im not good at scripting/spriting :L wondering because i have a cool idea :3
ColdFusion: Loving the new skin. not much has changed at all scince last time. fine as is
Thanks for the feedback!
Sinkman: same as last time, he's fine as is
King yamato: main fire reminds me of storm tornado, able to one shot megaman when he's standing still, but it's easy to walk out of and it's easy to dodge makeing it usefull in hallways, hard to use in wide open areas. Then comes the spear barrage. A tad difficult to use on bots so I can't really get a good estimate on how powerful it is. I guess he's fine as is though
Personally, I like what KY did with the new weapon.
FiniteZero: one thing always annoyed me about this class. sure he's moderately fast and has a spammy attack, but he cannot take a hit at all. His main attack is also a tad weird cause you have to actually aim it to hit meaning you're forced to stop to aim, not to mention the attack is extreamly weak meaning you'll probobly spend more time then you need shooting them while standing, and while you're stopping to try to hit someone, someone can just kill you in 2 hits from behind. It feels like either his speed, HP or his attack needs to be slightly buffed
Opinions are mixed on this one. Not sure what to do, honestly.
Jack corvus: Same as before, only change needed is the fix the bot who can still pick up weapons
JC's getting some tweaks for the next version, primarily messing with him ammo recharge to make him less "get kills or get screwed over."
Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
Gummyworms: No change except the shademan skin. fine as is
Might do some switching around of some stats to make him more close-range oriented, but glad you like him.
Chimeraman: No change. Fine as is
Glad you like it!
CutmanMike: I always found it annoying how you always fired the cutters whenever you respawn either accidently hitting someone, or alerting everyone of your presence. Only change I can think of is having you spawn with no ammo since that's basically what you're forced to do anyway
His mainfire's getting tweaked a little. I might consider making him start with 27 ammo to prevent glitch throws.
Laggy Blazko: no change from last time that I can see. Fine as is
Still my favorite class, and he actually feels somewhat balanced now.
Breve: no change from last, but there is an issue with the bot. In the version I sent in, breve didnt have a bot weapon because the stave cannon has alot of ammo and reloads extreamly fast. in the current bot weapon, he can not spam bombs at will. Changing the random to 5 or atleast have it set so once the ammo is full, it fires the bombs, then has a pause then goes to the cannon
The botweapon will be changed. Thanks for the suggestion!
Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.
Beed: since day 1 the main thing I hated about this class is how vulnerable you are most of the time, the attacks use alot of ammo and if someone's chasing you spamming attacks at you, you're pretty much dead if you were caught firing as you'll have very few shots to cover youreself with. As for the bot, it just spams its attacks all day. Ironicly, the bot is a better fighter than a human player. atleast the bot can actually deal with you when you're attacking it. I dont even know what to suggest
Beed's class is a Catch-2822: Give him an ammo buff, and he'll be incredibly powerful and spammy. Don't do anything, and he's kind of a sitting duck. Looking for ideas on how to remedy this...
Blaze: main issue with him is how much ammo you need to recharge. Sure weapon energy is everywhere. but 9 times out of 10, someone who wont even need weapon energy will walk over it and pick it up meaning if you run out of ammo, you're dead. God forbid if you try to use him in LMS.
Other issue is that his weapons demolish everything. He's getting LMS regen and a few damage nerfs.
Tsuki: The main and altfires are fine, but when he has the item, he becomes way too op at times, especially in DM situations where you can just jump into a crowd, send out a sentinel, spam the alt and die, rinse repeat, and the frags will pile on.
Sentinel Wisp is absolutely freaking ridiculous, I agree. I mainly haven't fixed it yet because I've been too busy crushing bug. He may actually be getting a rework, though, so stay tuned!
Fenga: I guess he's fine as he is
Fenga is... Fenga. No further comment.
Troll: I like how the clones now look exactly like the actual class. I guess he's fine
Eh, I can't think of how I'd re-work him even if I could.
Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.
TheBladeRoden: I like this class. A fairly decent damage and fire rate attack, and a good close range attack. I'd say he's perfect
I'd say he's awesome, too. His death state makes me laugh every time.
Ukiyama: welp, this class is....different, I guess he's fine as is?
Oh lord, Uki's a pain to balance. I think I got it pretty close to right this time, though.
Travis: the 1st instance where you're forced to actually shoot weak shots on a hold weapon. Kinda awkward to rapidly click the fire button. other than that he's fine
He's supposed to be a melee-oriented class, but I'll probably tweak him. He IS really awkward to use.
Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.
Bikdark: pretty fun class to use. I guess he's fine as is
...Did anyone else hear that?
my idea:
skin: zero
main wep: zsaber, a 3 hit sword combo. saber sprites.
main 2 (switch weps): the buster gun he uses charges up to 3 or 4 levels. can hold onto a charge too, like the zx series. handgun buster/ charging sprites.
alt: dash.
taunt: WHAT ARE WE FIGHTING FOR?!?!?! (until i can think of a better one >_>)
instagib: a fully charged buster shot
death: na
power is to be adjusted accordingly.
Well, thats my idea :L i like it but again i cant script or sprite worth crap.
Well no one ever said any nays or yays on my prior idea I'll try another:
Cosmetics:
Skin: Boulderman (mine)
Death: Normal
Offensive: All Rock/Ground Based weapons
Main Weapon: Boulder Cracker, Boulder Man jumps into the air and does a ground stomp which makes some boulders fly outward doing damage.
Alt: Boulder Roller, Boulder Man rolls fast straight ahead until he hits a wall, which he stuns himself for a moment when hitting the wall.
Secondary weapon: Boulder Toss, just throws a boulder forward doing low damage so he has something to use while waiting for the other weapons to reload.
Its Alt: Punch
Instagib: Does a ground pound that makes debre fall around him at a very low radius.
Defensive:
Speed: Low
Defense: High
Weakness: Water (Bubble Lead, Rain Flush, Water Wave, Danger Wrap?)
I can probably make frames needed and probably the huds.
Sup. I've made Sevenspiracy.
GeminiMan MK.2
Armor: Same as Geminiman (Weakness: Snake)
Speed: Fast (Fast enough for a hasterune effect)
Jump: High
Damage Type: Gemini
Role: Same as Geminiman
Weapon 1: GeminiLaser MK.2 (Its GeminiLaser, with a charge function!) {The charge shot is a homing laser.}
Weapon 2: Ice Saber [With a shield!] (Its simple. Its a sword that freezes anyone it comes in contact with)
Skin: GeminiMan
Death something: The sword should spin and fly into the air and the shield should explode.
Btw decided to change once again... This is going to be the last one....I'm sorry, how is this balanced?
Name: Darkmath99
Armor: 1.10x
Resistance: Every metal/fire/explosive themed weapon
Weakness: Every wind/plant/light themed weapon
Speed: High
Jump: Normal
Role: Striker
Weapon 1 (Normal):
Katana Slash = A melee weapon, if hit from any side it deals 30 damage but if from behind it deals 50.
(Alt) Caltrops = Throws 5 caltrops in the ground, dealing 5 damage to players it passes by, stays for 5 seconds.
Weapon 2 (Ultimates):
Ignis Glados = The same katana but with fire around it, each slash deals 50 damage, but it from behind it deals 100, drains ammo over time.
(Alt) Triblast Fireshow = A rainflush-like attack that calls fire beams from the sky, deals 50 damage.
Instagib:
Ignis Interfectorem = The katana with a purple fire, it shots a purple fire ball now at an amazing speed.
Skin: Still thinking, Ringman atm
Death Animation: A fire beam falls and explodes the player.
I'd better put out my idea before I start on anything further...Anyway, I'll get done as many sprites as I can, and get the HUDs...(click to show/hide)
I should put some MANLY into this mod
Class name: Communist Mage
Skin: Auto-Unknown
Armor: x0.7 (Oh shit, a tank)
Weakness: Water/ice stuff (I am secretly made of sodium)
Taunt: IT'S TIME
Mandatory gimmick: Ammo is a special resource gloriously entitled "Nerd Rage". Every point of damage taken increases this by 1, as well as generating 1 every 20 seconds. 20 Nerd Rage is consumed every time you score a frag.
Speed: .5 at 0 rage, 1.2 at 100 rage
Weapon 1: 65 damage hard knuckle, shooting slightly slower than normal hard knuckle at 0 rage and slightly slower than megabuster speed at 100.
Weapon 1 Alt: Charges at the enemy, going as fast/far as a charge kick. Does no damage but sends enemies scattering. 4 shots that recharge over 20 seconds.
Weapon 2: FISTS OF STEEL. Mainfire is a 20 damage jab that sends people flying away, altfire is a 80 damage hook/uppercut/whatever's easy to animate. If you stop firing for 5 seconds, you PUT UP YER DUKES which can absorb 50 damage as long as you don't fire. Recharges over a minute.
At 90 Nerd Rage, you obtain a "super weapon" item (only usable once per life, after a minimum of a 30 second lifespan if possibru to code), which selects one of these at random to replace weapon 2, giving you a "go back to fists" item:
The Satanic Soviet: Launches Atomic Fires in a blizzard attack formation after a charge of 5 seconds. One shot.
TreBULL: Uses an exit unit and summons a pre-buff treble sentry... that launches ballade crackers. Lasts 10 seconds.
Balanced weapon: 5 shots of the standard hard knuckle weapon... with magnet missile homing.
Obligatory obituaries:
Mainfire 1: X was rageabused by [Communist Mage].
Mainfire, weapon 2: X managed to not get shoved off the cliff by [Communist Mage].
Mainfire, weapon 2: X was rageslapped by [Communist Mage].
Satanic Soviet: X was redistributed by [Communist Mage]'s Satanic Soviet.
TreBULL: X was exploded by [Communist Mage]'s attack dog.
Balanced weapon: X was hunted down and punched by [Communist Mage]'s Balanced weapon.
Oh yeah and I have no actual work to back this up so if this idea doesn't get laughed down I'd have to work on that
Well no one ever said any nays or yays on my prior idea I'll try another:
Cosmetics:
Skin: Boulderman (mine)
Death: Normal
Offensive: All Rock/Ground Based weapons
Main Weapon: Boulder Cracker, Boulder Man jumps into the air and does a ground stomp which makes some boulders fly outward doing damage.
Alt: Boulder Roller, Boulder Man rolls fast straight ahead until he hits a wall, which he stuns himself for a moment when hitting the wall.
Secondary weapon: Boulder Toss, just throws a boulder forward doing low damage so he has something to use while waiting for the other weapons to reload.
Its Alt: Punch
Instagib: Does a ground pound that makes debre fall around him at a very low radius.
Defensive:
Speed: Low
Defense: High
Weakness: Water (Bubble Lead, Rain Flush, Water Wave, Danger Wrap?)
I can probably make frames needed and probably the huds.
my idea:
skin: zero
main wep: zsaber, a 3 hit sword combo. saber sprites.
main 2 (switch weps): the buster gun he uses charges up to 3 or 4 levels. can hold onto a charge too, like the zx series. handgun buster/ charging sprites.
alt: dash.
taunt: WHAT ARE WE FIGHTING FOR?!?!?! (until i can think of a better one >_>)
instagib: a fully charged buster shot
death: na
power is to be adjusted accordingly.
Well, thats my idea :L i like it but again i cant script or sprite worth crap.
HOLY FUCK YES DO IT NOWQuote from: "ice"Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
You could make a blob2 and have that come from the shots while the dieing animation shoots the non damaging ones. right now, he doesn't have much going for him, he's just that big slow moving guy that's a huge target whose ammo bar runs out fast when you're trying to get to a higher place and takes forever to reload
Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.
Probably the +5 buffs you gave all the parts since the original. We could go back to that old idea I had. The attacks did the original damage and when the ball hits the ground, one spike is created on the impact sight
Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.
Yes, but he can also spam normal shots pretty fast too without having to stop
Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.
I wouldn't say good in every other catagory, defense is 1 above megaman, speed is 2 above megaman, and his attack power is kinda meh. His mario fireball attack is fine as you can get off alot of shots with it, but his fire shots are really lack luster. They only do 20 damage and split into weak 5 damage shots, and they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftoverYou can actually fire 3 shots at once with that attack. All you have to do is pause for a short time between one of the shots, then you'll have enough for three. I see what you mean though.
Quote from: "ice"they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftoverYou can actually fire 3 shots at once with that attack. All you have to do is pause for a short time between one of the shots, then you'll have enough for three. I see what you mean though.
EDIT: I've found out the problem with the amour parts of my death animation flying strait to the ceiling. Turns out they used PLUS no gravity flag rather than minus. Still, the parts aren't dying when they collide with walls and floors. Not sure why. (Got rid of that nointeraction flag, so it's not that)
QuoteYellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
You could make a blob2 and have that come from the shots while the dieing animation shoots the non damaging ones. right now, he doesn't have much going for him, he's just that big slow moving guy that's a huge target whose ammo bar runs out fast when you're trying to get to a higher place and takes forever to reload
I might consider this...
Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.
Probably the +5 buffs you gave all the parts since the original. We could go back to that old idea I had. The attacks did the original damage and when the ball hits the ground, one spike is created on the impact sight
I changed it so that Ice Shards don't hit with both their base damage and the spikes.
Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.
Yes, but he can also spam normal shots pretty fast too without having to stop
Eh, I might change this. Depends on what others think.
Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.
I wouldn't say good in every other catagory, defense is 1 above megaman, speed is 2 above megaman, and his attack power is kinda meh. His mario fireball attack is fine as you can get off alot of shots with it, but his fire shots are really lack luster. They only do 20 damage and split into weak 5 damage shots, and they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
I may give him a buff or two. Any other opinions?
Name : cuGreyI'm just going to assume this will be rejected.
Armor : Double (Weakness Shields)
Speed : Triple
Jump : Triple
Role : A speedy class with good armor.
Description :
Weapon 1 : Rapid Fire (Bass Buster)
Alt 1 : Grey Shuriken (Shadow Blade)
Damage Type 1 : Cutter Damage
Weapon 2 : Shock Slash (Slash Claw)
Alt 2 : Mazio (Thunder Beam)
Damage Type 2 : Electric
Weapon Dropped : Metal Blade
Skin Used : Shadow Man
actually, he has 2.0 armor values so he technically only has 50 HP.referring to grey's double armor? or, something else im not aware of?
Also, if new people play the classes, then isn't it the same situation as a new person having a class?In that case Coldy should take all three of mine. :lol:
Two banned members have classes as well.
That is a crazy idea. It means faster classes have the upper hand in getting to said items.Most of the classes have ungodly speed anyway.
Yeah, but I believe it would feel too impractical in any case. This is alright in KY classes where getting Beat with a robot master turns into a Magfly for the same effect, or Attack Item for hero classes because they already can have a lot of weapons. Taking away what limited little the classes have can also be a problem.Faster classes weaker item pick up. Sentinel wisp can stay an autospawn one so he can't get another. Jack's wouldn't be all that useful due to his speed but YD's would be very useful because he is slow.
That's why I added in a recharge to my force beam gun. Force beam gun is a broken weapon even compared to IGMetalblade, therefore it needed something to hold it back a little. I hoped that manually charged ammo bar would balanced it out well enough.Ah ok that does balance it out, I was using Ice/Spark as usual so I just saw the quick running around using the laser.
My only issue would be the Glove Pellet mainfire; rapid shots and accurate attacks do not warrant both a very limited firing window, gimped range, AND pitifully low damage. I'd suggest making the mainfire have unlimited range OR increasing the maximum shot time. The cross can still be mid-ranged though.
Amusingly, Sinkman is a close range class. So, what's your point?Sinkman IS the melee class he's talking about. (I think)
gradioseGrandiose.
Just because you made a close range class doesn't mean I can't do one, too.It's not that you CAN'T do one, it's that I would highly prefer if you DIDN'T. Melee classes are fun if you can differentiate them enough from each other, and, as I said, in a game where everything is projectiles, there's only so many ways you can make melee classes.
If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously.Unepic has Closecombatunit, MMX has Flame Mammoth, the Pantheon Classes would have at least two, Classes with SCIENCE has two, Enemy Classes has one, Project Jitterskull has TONS. Heck, the only classes projects that DON'T have melee classes are Touhou and Battle and Chase.
Uhh no. And if you think that's such a gradiose idea, do it yourself.I would, but no one hosts vanilla ghouls or Project Jitterskull.
Well there you have it. In the end, it's up to ColdFusion to decide anyway regardless of what everyone else thinks, so yeah.Correct.
A list of barely, if not ever played anymore modes isn't helping your point. Whatever that is, anyway.A list of mods that have close ranged classes that are not YD, KY, or Rage Robo.
Well, no shit. You completely misread what I said. I said outside of KY, YD and RageRobo (which are RELEVANT mods because they are actually being played), not outside of ALL classes projects.I think you're misunderstanding what I'm saying. I gave you a list of mods OUTSIDE of these "relevant" mods where melee classes are.
Oh okay. I don't care for that, either. *hint hint*Alright, that's your opinion, even if it has nothing to do with the topic at hand.
I would, but no one hosts vanilla ghouls or Project Jitterskull.
Well, no shit. You completely misread what I said. I said outside of KY, YD and RageRobo (which are RELEVANT mods because they are actually being played), not outside of ALL classes projects.
Well, alright then Cold. Since it's you who said it, here's another take on it:So it's a slower than average class now, with a little bit more armor. You rely on that item for mobility at times, but it's not spammable and need to regenerate. The regeneration time could be adjusted as seen fit, along with other possible issues.(click to show/hide)
i realize that, but spriting and coding are my weak points, thus im doomed to never being in this. :L
http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
And I need some help with some coding(click to show/hide)
Working now. Thanks!Quote from: "Michael712"http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
And I need some help with some coding(click to show/hide)
add some Z offset
IE: A_SpawnItemEx("TrollAmourCore",38,0,40, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)
(I don't know what "momx", "momy" and "momz" is)
Also maybe "TrollAmourCore" (ammour? LOL) Should have the NOGRAVITY flag.
I finally finished my skin and HUD, I can PM it to you, xColdxFusionx I just wanted to see what you guys thought of my class.
Name: Fyone
Armor: 0.75x
Weakness: Water
Damage Type: Normal
Speed: Mildly Slow
Jump: Normal
Role: Power House
Weapon Dropped: Pharaoh Shot
Description:
Weapon 1:
Photon Cannon - A chargeable shot which is charged at the same speed as Pharaoh Shot and your given a notification the same way as Pharaoh Shot (a flashing ammo bar). Same damage as Pharaoh Shot and a smaller radius that always does the same damage (meaning does not need to be a direct hit unlike Pharaoh Shot). The inside of the cannon will flash when charging (exactly copied from MegaMan for less work). I will be PMing you the sprites for the shot as well.
Weapon 2:
Spread Cannon - A 5-projectile spread shot which is fired at a mildly fast rate with ammo comsumption (Fusion if you want you can choose the comsumption rate that you think is right) and recharges when not shooting (same, you can choose the recharging rate).
Instagib:
Spread Ultra Mega Cannon - Same as the Spread Cannon except with infinte ammo and OHKO damage.
Weapon 1&2 Alt:
Copter Flight - He flies like GyroMan from classes.
Skin: Fyone
Hey can someone tell me if this class is good and has a high chance of being accepted?Well, I think only Cold Fusion can. :/
I'd say Shun Goku Satsu. Y'know, the one used in a lot of mugen characters.
(I don't know what "momx", "momy" and "momz" is)
Hey can someone tell me if this class is good and has a high chance of being accepted?
Here's my botchatthat you forgot to include
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammoWhen I made it the nadespam was supposed to be the main weapon and the gun was weak as hell because I thought abusing hitscan attacks would break mm8bdm. (I still think that a bit =P)
Btw Anyone for a CSCC RM pack?What does that exactly mean? Fanmade robot masters?
Make it and send it to me and I'll consider it.
My only problem with it is the jet form it yet another speedster class...
Quote from: "ice"Btw Anyone for a CSCC RM pack?What does that exactly mean? Fanmade robot masters?
Quote from: "xColdxFusionx"Make it and send it to me and I'll consider it.
My only problem with it is the jet form it yet another speedster class...
Hmmmm, Maybe i can change it
I will make the speed regular and make his defence and instead of having the mouth mines he can have a speed dash that makes him faster as his Alt fire. This dash can be used in the air to give him some gliding distance (like bass in the old YD classes). or if this is too much his defence can be lowered.
You know how in my original stage mode topic I made a pack of summon-able RMs? Basicly in this the classes in this mod will pretty much act as if they were in a megaman game (Ice and sparky being 2 different bots, and attacking with a pattern {Ice runs around shooting ice blades and occasionally dropping an Ice ball while Sparky runs and jumps all over the place stopping only to attack})
Only problems I can see with some classes is not really being based on a megamanish behavior
Cool Idea. Also it would be great if every character had its own battle room.Quote from: "Laggy Blazko"Quote from: "ice"Btw Anyone for a CSCC RM pack?What does that exactly mean? Fanmade robot masters?
You know how in my original stage mode topic I made a pack of summon-able RMs? Basicly the classes in this mod will pretty much act as if they were in a megaman game (Ice and sparky being 2 different bots, and attacking with a pattern {Ice runs around shooting ice blades and occasionally dropping an Ice ball while Sparky runs and jumps all over the place stopping only to attack})
Only problems I can see with some classes is not really being based on a megamanish behavior
@_@ I think I probobly might be part of the cause of the 2 weapon thingI went with two because his primary is close range and its alt sends him until he hits a wall and is risky when there is a whole in his path, both using the same ammo bar, the second weapon as his fall back.
ColdFusion: 1 weapon
Sinkman: 1 weapon
King Yamato: 1 weapon
Finite zero: 1 weapon
Jack Corvus: 1 weapon
Yellow Devil: assuming the 2nd one was because of the short range the blobs get so he'd have something to use for distance fighting
Gummywormz: 1 weapon
Chimeraman: 1 weapon
CutmanMike: 1 weapon
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammo
Breve: 1 weapon
Ice/Sparky: They're 2 robots with different weapons and stats in 1 character
Beed: ...I'm not really sure what's going on with his class
Blaze: He had a non renewable flamethrower and the original knife throw was a 2nd weapon to fall back on once out of ammo
Tsuki: 1 weapon
Fenga papit 1 weapon
Troll: 1 weapon
Messatsu: 1 weapon
TheBladeRoden: one for close range and 1 for long range
Ukiyama: Feels like a Sure why not thing
Travis: 1 weapon
Michael: the 2 weapons make him well suited in any situation though the ammo is low so I guess the 2nd one is used to fall back on once out of ammo and to recharge the other weapon
BikDark: Another Sure why not class, basicly YD's Shadowman meets the spy from TF2
wow...that's alot of 1 weapon classes, but yeah, alot of those classes with 2 weapons have a pretty solid reason for 2 of them (except blaze, the knife was something to fall back on but now that's gone), now people are just adding them cause they feel like the HAVE to have a 2nd one
Btw Anyone for a CSCC RM pack?
IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.
Daveris told me to change the calss a little bit, so I did:
Ok, sorry about freaking out, it's just that I didn't want to work on something that would most likely be rejected...again. I think an opinion about a class would be nice before it is worked out, oh wait, there's my problem, you comment on pretty much every class, wherever it's good or not, save for mine, what I'm getting really sick of is being ignored no matter what I do, unless I do something stupid/horrible, then everyone just wants to kill me. And this whole thing of "too bland, rejected" just reminds me of Jodar5, which pisses me off beyond belief.Quote from: "Manibogi"IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.
I was originally going to wait until I got the finished class before I made my judgement, but this all-caps put me in a bad mood. It's not getting into v4, that's for sure.
Protip: If I don't say anything, I didn't think it stood out enough to warrant a comment, but I didn't reject it. Work on it and send it in and I'll take a look at it.
IT'S NO UUUSE!!!
Hmm, will need to start thinking of an instagib weapon for my class...
In the meantime, I do believe I know what I want my taunt to be:QuoteIT'S NO UUUSE!!!
Also, why is it I don't drop my Solar Laser weapon when my class is killed? Simply wondering.
Anyone know of a way to make the damage of an actor transfer to the player that spawned it? I'm trying to use a better tactic for Trollman's amour core that doesn't involve giving him weaker amour when that core gets hit, and instead make it's damage go to Trollman.
I've come up with an idea that's more fun, effective, useful, and less gimmicky.
Name: Manibogi
Armor: 1.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: None
Jump: Normal
Damage type: Normal
Role: Last stand-er
Speed: 1.0-2.0 (see below)
Weapon dropped: Drill Bomb
Skin: Bass-RM7FC/Auto-Unknown (Haven't decided yet)
Skin color: Oil Slider's color
1st Wep: Compensator: Fires a big plasma shot that leaves a trail and explodes on contact with an enemy or surface. Damage is increased inversively proportional to his health only with this weapon, capping when his health is below 25%. Damage: 20-40
1st Wep Alt: Charge: Charges up the energy bar, which fills up in 3 seconds, and is fully drained when a shot is fired, no matter the amount of charge. Doesn't affect anything until it's filled up 100%. If a shot is fired at 100%, then it becomes a rail gun shot, doing set damage, no matter his health. Damage: 65
2nd Wep: Katana: A simple katana that slashes vertically. Speed is increased inversively proportional to his health only with this weapon, capping when his health is below 25%.
2nd Wep Alt: Kamikaze: Throws his katana away (which can then be picked up as ammo) and explodes, killing himself and anyone that's caught in it's radius in 1 hit. The radius is about as big as Chimera Man's Alt. Damage: 300
IG Wep: Super Compensator: Same as the compensator, no splash or power boost, but 1-hit kills. Damage: 300
IG Wep Alt: Super charge: Same as the normal charge, but fills up in 1.5 secs. Damage: 300
Special: Whenever he dies, his body does a generic Drill Bomb explosion, and his head pops out (as a missile, no gore) and proceeds to do the normal death explosion once it flies up high enough.
No damage with katana beacuse I don't know how to balance melee weapons, I know it should be 3-hit kill, though.
Also, can someone tell me why we're all making two weapons? You don't need a second weapon.THANK YOUUUUU, it's about time someone undertstands! :lol:
Holy mother of god I actually found itYou... Couldn't find it? >_>
I like the Mainfires. Not sure about the altfires, though. Perhaps the Compensator and Katana could be condensed into one weapon?
If you mean the effects, then I don't think Quickman running around with a 3-hit kill Rocket Launcher would be a good idea. If you talk about making the Katana an Alt. fire, then there's the aforementioned problem, combined with the fact that you lose the main gimmick for the Compensator, and the Kamikaze, so, I won't be likely doing that, beacuse I don't want Mani to be Bladeroden2.
Fizzyman
Armor: Normal
Speed: Normal
Jump: Normal
Weapon 1:
Soda Spill = Deals no damage, shoots a pool of soda on the floor (like oil mans attack only you dont slide on it) any enemy that walks on it is stuck in place for 3 seconds, can still turn and shoot just can't move due to being stuck to the floor with sticky soda (like at the movie theater).
Weapon 2:
Carbonation = Deals normal damage, shoots a bubble (like bubble mans weapon only slightly faster) uses a weapon meter that refills semi slowly.
Skin: Oilman (until I can get my own skin made)
Hmm . . . I can't really think of a better attack than a charge attack since I can really see myself doin' well with a charge attack. Perhaps if it's OK, the charge shot could be more of a snipe than the Pharaoh Shot but you'll move back when shooting like the Hard Knuckle when you use it.
Then, I'll likely won't be doing that, it removes two gimmicks, in exchange for being OP. BTW, I haven't started this class yet, beacuse, in fact, I was going to re-do it from scratch before you told me it was fine. Now I might start doing some sprites for this.Quote from: "Manibogi"If you mean the effects, then I don't think Quickman running around with a 3-hit kill Rocket Launcher would be a good idea. If you talk about making the Katana an Alt. fire, then there's the aforementioned problem, combined with the fact that you lose the main gimmick for the Compensator, and the Kamikaze, so, I won't be likely doing that, beacuse I don't want Mani to be Bladeroden2.
I meant making the Katana an altfire, yes. Also, I meant combining the two gimmicks into one weapon.
har har.
Wasn't there going to be a Lego class?
Here is my class XD.Welcome to Cutstuff, sadly there isn't anything unique about your class, they are all in game weapons.
Name: cgMcfrcgJcfacgkcf5cg3cf2
Armor: x1.5
Weakness: Thunder
Speed: x1
Jump: x3
1° Weapon: Water Wave
1° Weapon Alt: Aqua Ballon
2° Weapon: Ice Slasher
2° Weapon Alt: x10 Buble Lead Spread XD
Damage Type. Weapon 1: Water
Damage Type. Weapon 2: Ice/Water
Weapon Dropped: Aqua Balloon
Skin: Colton
I have a small question. Will my class be added? I didn't see it neither on the approved list or the to be added list (And it was before on the approved list)M712 was working on it.
I know, but it's not on the approved list anymore and it was beforeQuote from: "Trollman"I have a small question. Will my class be added? I didn't see it neither on the approved list or the to be added list (And it was before on the approved list)M712 was working on it.
Know this weapons its perfect for myThat weapon will be in the up in comming expansion of MI. Water and Ice isn't too hard to think up, but you will be needing some more original weaponary. Originality will certainly get your class into the mod. See if you can think of anything water or ice based that isn't from any games.
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)
Can recomended another weapons for my class? only attacks of water and ice please XD
Quote from: "MrJak532"Know this weapons its perfect for myThat weapon will be in the up in comming expansion of MI. Water and Ice isn't too hard to think up, but you will be needing some more original weaponary. Originality will certainly get your class into the mod. See if you can think of anything water or ice based that isn't from any games.
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)
Can recomended another weapons for my class? only attacks of water and ice please XD
I wasn't saying not to go with Ice and Water, I was saying to think of your own water and ice weapons, also these names do no good if you don't tell what any do.Quote from: "fortegigasgospel"Quote from: "MrJak532"Know this weapons its perfect for myThat weapon will be in the up in comming expansion of MI. Water and Ice isn't too hard to think up, but you will be needing some more original weaponary. Originality will certainly get your class into the mod. See if you can think of anything water or ice based that isn't from any games.
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)
Can recomended another weapons for my class? only attacks of water and ice please XD
you're right, but i like the water and ice, but i can change the weapons what you think of the Gyro Explosive one of my ideas from my fangame and the Color Lazer or energy shock and the infallible Gleam Flash:
tell me what you think?
Another weapons designed to my fangame
Mud Balloon
Disc Cutter
Geometric Crusher
Light Blaze
My ClassHere is a bot chat to go with it:
(Weaknesses: AOE Weapons)Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users
First off: Hello double postWhich kind of AOE? Way I see it AOE weapons are Centaur Flash, Flash Stopper, Gravity Hold and similar screen hitters. Explosives I would call "Splash Damage" weapons because they splash to hit things next to the target location.Quote from: "Hilman170499"(Weaknesses: AOE Weapons)Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users
My mass is 30 as compared to everyone else's 9999, which was intentional
@Trollman I'm still making it. I've done most of the Troll cannon and I just have to do the Troll sword and make that weakness core work properly (and the instagib weapon). Ice is making the huds for the Troll sword, so I'm waiting until that's done before I start properly coding it up.Oh, OK
//Change: Beed28's botchat has changed.
//Change: Beed28 can now shoot non-homing Missile Barages when out of ammo.
//Fix: A_GiveInventory("CutterFlag",999) added to every death state.
//Fix: Bass Upgrade now shows up correctly.
//Fix: Ending specific states has been restored to each class.
//Fix: When Drop Weapons is enabled, players killing Beed28 in very close proximity will no longer erroneously recive Magnet Missiles.
Code: [Select]//Fix: Ending specific states has been restored to each class.
EDIT: I forgot to say that I fixed an error in Michael712's botchat.My botchat has an error? What's that?
Quote from: "Beed28"EDIT: I forgot to say that I fixed an error in Michael712's botchat.My botchat has an error? What's that?
Ah. That was why my bot was never saying them in the OOS expansion. Always wondered why! Thanks!Quote from: "Michael712"Quote from: "Beed28"EDIT: I forgot to say that I fixed an error in Michael712's botchat.My botchat has an error? What's that?
You put in [IntroSrtings]. It should have been [IntroStrings].
Quote from: "Lego"First off: Hello double postWhich kind of AOE? Way I see it AOE weapons are Centaur Flash, Flash Stopper, Gravity Hold and similar screen hitters. Explosives I would call "Splash Damage" weapons because they splash to hit things next to the target location.Quote from: "Hilman170499"(Weaknesses: AOE Weapons)Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users
My mass is 30 as compared to everyone else's 9999, which was intentional
Gonna use Starcraft as an example. Psyonic Storm = AOE, hits the entire area. Siege Tank = Splash, hits the target spot and everything next to it.
I've made various changes and bugfixes... should I send it to xColdxFusionx first?Code: [Select]//Change: Beed28's botchat has changed.
//Change: Beed28 can now shoot non-homing Missile Barages when out of ammo.
//Fix: A_GiveInventory("CutterFlag",999) added to every death state.
//Fix: Bass Upgrade now shows up correctly.
//Fix: Ending specific states has been restored to each class.
//Fix: When Drop Weapons is enabled, players killing Beed28 in very close proximity will no longer erroneously recive Magnet Missiles.
@Trollman I'm still making it. I've done most of the Troll cannon and I just have to do the Troll sword and make that weakness core work properly (and the instagib weapon). Ice is making the huds for the Troll sword, so I'm waiting until that's done before I start properly coding it up.@_@ Sorry I've been taking so long. I finally gotten a day off tomorrow so I'll try to get the sprites in by then
Jack corvus: The sounds feel a tad weird, as for his new alt... so basically you took ice's alt and made it spread ALOT more. Seems a tad OP in small stages, though I guess getting killed in 2 hits from everything balanced that out
M712 will help me make my class if it is approved:
Name: chProto/cmMan
Armor: 1.3x (Weakness: None)
Jump: Normal
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt. chProtocmDash- Holds ProtoShield in front and dashes, is instagib
2nd Weapon: chProtocmBuster2- Like KY Classes BreakMan buster.
2nd Weapon Alt: chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically
Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
2nd Weapon Dmg Type: No element
2nd Weapon Alt Dmg Type: No element
Weapon Dropped: ProtoShield (MM7)
Skin: ProtoMan (with color alterations)
His name is Protoman, wouldn't it make sense for it to be a Protoman clone class? The standing still to Charge is different, the arc is new to him. Its like an alternate protoman for this class mod. Also he didn't say it had copy weps so it isn't a copy wep class. Maybe make the instagib dash his instagib?Quote from: "Protoman01"M712 will help me make my class if it is approved:
Name: chProto/cmMan
Armor: 1.3x (Weakness: None)
Jump: Normal
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt. chProtocmDash- Holds ProtoShield in front and dashes, is instagib
2nd Weapon: chProtocmBuster2- Like KY Classes BreakMan buster.
2nd Weapon Alt: chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically
Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
2nd Weapon Dmg Type: No element
2nd Weapon Alt Dmg Type: No element
Weapon Dropped: ProtoShield (MM7)
Skin: ProtoMan (with color alterations)
I would accept it, but it needs to be...
...Uh...
Not a Protoman clone and not have an OHK dash attack.
M712 will help me make my class if it is approved:
Name: chProto/cmMancn0cv1
Armor: 1.3x (Weakness: None)
Jump: High
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple1st Weapon Alt. chProtocmDash- Holds ProtoShield in front and dashes, does big damage, requires ammo bar fillup, ammo bar fills up over time.
2nd Weapon: chProtocmBuster2- Like KY Classes BreakMan buster.
1st Weapon Alt: chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically
Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
Damage info:
1st Weapon: $_playerkilled was decimated by $_playerkilledby's chProto cmBuster
1st Weapon Alt: $_playerkilled was Arc'd by $_playerkilledby's chProto cmArc
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.
Skin: ProtoMan (with color alterations)
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Ok M712. You can do that.Quote from: "Protoman01"Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Sinkman: ...and slightly more armor than megaman.Nope.
Forget my previous ideas. The skin's not going to be made, so why make it? Either way, I'm known for being a Centaur-Mono outside of classes.Aww, but I liked the other one (we need more ice classes)
So...
Class Name: cpDaveris
Armor: 1.00
Speed: Normal
Jump: Normal
Role-Setup class
Skin:Centaur Man
Weapon-Swift Shot
-Fires a small projectile at lightning speeds (ideally IGMetalblade fast or slightly slower) for 15 damage. Shoots 2 a second. No stun or bar
Alt-Refrain
-Pauses briefly in "hurt" animation. If hit by an attack, boosts Swift Shot damage by 5,armor by 0.03, takes no damage, and teleports to a spawn.
IG-Centaur Buster shot
Wep1 Damage type- null
Weapon Dropped-CFlash..?
Alright, I'm putting up a class, if someone would like to try making it, let me know!(click to show/hide)
Quote from: "Daveris"Forget my previous ideas. The skin's not going to be made, so why make it? Either way, I'm known for being a Centaur-Mono outside of classes.Aww, but I liked the other one (we need more ice classes)
So...
Class Name: cpDaveris
Armor: 1.00
Speed: Normal
Jump: Normal
Role-Setup class
Skin:Centaur Man
Weapon-Swift Shot
-Fires a small projectile at lightning speeds (ideally IGMetalblade fast or slightly slower) for 15 damage. Shoots 2 a second. No stun or bar
Alt-Refrain
-Pauses briefly in "hurt" animation. If hit by an attack, boosts Swift Shot damage by 5,armor by 0.03, takes no damage, and teleports to a spawn.
IG-Centaur Buster shot
Wep1 Damage type- null
Weapon Dropped-CFlash..?
If you can send me sprites of icegon or a pic, I might be able to make something
However, it also imparts Anchor Feet and doesn't work on Plant element attacks."however?" Anchor Feet is AWESOME! There is no wall you cannot scale via sliding!
(click to show/hide)
That HD class sounds incredibly awesome. I like it!
Should've kept Anchor Feet, though. :lol:
Is there any way to remove the shield? Does it wear off after a certain time?
I'd sure be pissed if I suddenly lost jumping without any say in the matter, that's for sure.
My Class
Name:chHilmancf170499
Armour:1.0x(Weaknesses: AOE Weapons, Fire Weapons, Cutter Weapons)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Damage Type:Homing(Dark Missile), Light/Shield(Rainbow Reflector)
Role:Parkour Expert/Sniper Unit
Weapon Dropped:Time Stopper
Skin:Mega Man X(Colour Scheme: Blue and Yellow)
Weapons:
Weapon 1:Dark Missile(Dive Missile with Mega Buster's Power, Infinite Ammo, 3 onscreen at a time.)
Obituary:"%o was eliminated by %k's Dark Missile."
Weapon 2:Rainbow Reflector(Mirror Buster, Recovers faster with damage.)
Obituary:"%o was countered by %k's Rainbow Reflector."
player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps and intercepting. His Dark Missile has a homing capability while his Rainbow Reflector can counter most frontal damage.
Why's that? Make the pain state of the shield take the shield ammo away by 1 or 2 ammo each time. How'd it work with health?Quote from: "Michael712"The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Actually, making it take a certain amount of damage is easier.
KY Skull Man would like to have a word with you.Quote from: "Gummywormz"Why's that? Make the pain state of the shield take the shield ammo away by 1 or 2 ammo each time. How'd it work with health?Quote from: "Michael712"The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Actually, making it take a certain amount of damage is easier.
You forgot to give the ice blades and the lightning wave there damage types again.
Ice: if you're going to nerf the damage of the ball, at least have it spawn a spike at the center, right now, it's more of a minor inconvenience as the spikes will only spawn near the walls and they're rather easy to dodge. my original idea was to make the players use the mighty glacier more than the glass ninja, not the other way around
Looks pretty interesting
alsoQuoteYou forgot to give the ice blades and the lightning wave there damage types again.
Ice: if you're going to nerf the damage of the ball, at least have it spawn a spike at the center, right now, it's more of a minor inconvenience as the spikes will only spawn near the walls and they're rather easy to dodge. my original idea was to make the players use the mighty glacier more than the glass ninja, not the other way around
...Holy mother of god this made my day. You, sir, are a genius and I would love to see this class in action.
Quoth the Coldy, nevermore.
#DEFINE DARKMATH 1603
CreateTranslation (DARKMATH, 192:192=217:217, 198:198=167:167);
if(CheckWeapon("BurningSinphonyWep")==1){GiveInventory("BurningSinphonyAmmo",amount);}
if(CheckWeapon("TornadoWep")==1){GiveInventory("TornadoAmmo",amount);}
Do you accept my class?
Refer to page 94, 95 & 98.
Quote from: "Hilman170499"Do you accept my class?
Refer to page 94, 95 & 98.
Infinite Homing Buster Shots? Mirror Buster clone? You've gotta be kidding me...
While we're on the subject, how hard is it to put in new damage types for this mod?
How much time left until the next release, again? I wanna know how much time I got left before I send my class in.
While we're on the subject, how hard is it to put in new damage types for this mod?I meant as in "adding the damage type to the other classes". There's a pretty exhaustive list already (and enough ACS to build a small mountain) so I was going to ask of the trouble of doing so before making my weapon "rely" on pain states.
Quote from: "SmashBroPlusB"While we're on the subject, how hard is it to put in new damage types for this mod?I meant as in "adding the damage type to the other classes". There's a pretty exhaustive list already (and enough ACS to build a small mountain) so I was going to ask of the trouble of doing so before making my weapon "rely" on pain states.
More updates.
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur, Cut, Metal, Shadow, Gyro, Tomahawk, Punk, Fire, Heat, Pharaoh, Flame) Weaknesses doesn't justify mobility that well.
Speed:1.25x Mega Man's Speed Just knock it to 1x speed or even slower speeds and I think ya can keep the 1x armor then.
Jump:2.0x Mega Man's Jump Height
Role:Parkour Expert A what?
Weapon Dropped:Time Stopper Big NO! No one should ever drop that. Ya really want some Mega Man stoppin' time every time yar class dies? I think not.
Skin:Mega Man X(Colour Scheme: Blue and Yellow)
Weapon 1:Hil Spread(A buster that when charged, it will fire a triple spread, the uncharged shot is as strong as Mega Buster while the charged shot is thrice the Mega Buster per shot, has 30 ammo, 3 used for each charged shot.) Standard ammo is 28, other than that this weapon's borin' since its just a charge buster that spreads instead.
Alt 1:Pertifier(It will stop anyone in the player's sight, effect will wear off when ammo runs out, will not recover overtime, requires a lot of damage to recover.) I suppose ya took a major likin' to Flash Man eh? Heck, if ya compare yar own class to KY's Flash Man, yar class would function the same and have infinite range too.
Obituary:"%o was obliterated by one of %k's Hil Spread shots."
Damage Type:No Element
Weapon 2:Laser Spread(Shoots small lasers in several directions, uses a lot of ammo, ammo recovery is very slow, each shot is weak to balance the spread.) Like Gemini Laser? Some numbers would be nice to work with, otherwise ya'd kill pretty much ANYONE in close corridors. Think Crystal Man, but with 3 times the crytsals... yea...
Alt 2:Light Bomb(A bomb, the explosion causes the Flash Stopper side effect.) I do believe that it must do damage to blind, but I could be wrong. Though I'm 90% confident that it does need to.
Obituary:"%o got sight damage from %k's Lasers."
Damage Type:Light
Instagib Weapon: Nuclear Beam(A little green laser that is very slow and has only 12 ammo. It shares the same sprites as Laser Spread, recovers very slowly.) Run out of ammo and sit there like a duck? I think not. Also compared to all other Instagib weapons, slow projectile speed will REALLY hurt its useability. Also if it has to be slow, the projectile musta have SOME property that justifies the slow projectile speed.
Obituary:"%o got eliminated by %k's Nuclear Laser."
player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps. He has a buster, that when charged will spread, become powerful and bigger. He can freeze people assuming that he has ammo. He can also blind them and shoot a spread of lasers.
Sprites, HUDs and Botchats still here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3
Hil spread shares the same sprites as Mega Buster and Charged Proto Buster, Light Bomb is the multicoloured ball with a transparent circle around it, Lasers are the thin green lines.
As for sound, use Gemini Laser sounds for the Laser Spread/Nuclear. Time Stopper sounds for Pertifier. Proto Buster sounds for Hil Spread. Use the Flash Stopper sounds for the Light Bomb explosion
Refer to page 94 and/or the pk3 given to see my botchat.
Is this better? Tell me when I made a factor that is less likely to get me into the CSCC.
Role:Parkour Expert A what?
No... just no.Quote from: "SaviorSword"Role:Parkour Expert A what?
It basically means that my class is made for jumping due to his higher jump height.
Anyways, updates in the next post.
Three, for Beed28 and Laggy Blazko: would you mind if I used your class for something I'm working on? I'll PM you if you need more details.No problem, but it would be great if you tell me what you want.
More updates.
Name:chHilmancf170499
Speed:1.0x
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur)
Jump:2.0x Mega Man's Jump Heights
Role:High Jumper Either drop some speed down or drop some armor, just pick one and ya would be fine.
Weapon Dropped: What happened here?
Skin:Mega Man X(Colour Scheme: Same as weapons like Mirror Buster or Thunder Bolt, Blue and Yellow)
Weapon 1:Stop Buster(When uncharged it shoots a needle, when charged, it shoots a shot that freezes its target, uses ammo, ammo recovers slow(see Alt 1), uses Needle Cannon sprite for uncharged and Ice Slasher for charged, uses Proto Buster for charge sounds and Freeze Cracker sound for charged shot.) Damage numbers would be great to have. For reference, standard Mega Man has 100 hp and Mega Buster does 10 damage.
Alt 1:Blizzard Ultimate(User stops upon usage, uses up the whole Stop Buster bar, short radius, moderate-high damage, uses Blizzard Attack sprite for the blizzard hitting the Area of Effect, uses Napalm Bomb sounds.)
Obituary:"%o got their particles stuck by one of %k's Ice Attacks." Yar allowed to have more than one bituary for the mainfire and alt.
Damage Type:Ice
Weapon 2:Triple Lasers(Shoots lasers in three directions, front and diagonal-front, uses the green laser sprites in my pk3, and uses Gemini Laser sounds.) Do they bounce or are they just shots? Either way, the second weapon's borin' and unoriginal.
Alt 2:Light Bomb(A bomb, it explodes into an 8-directional beam and at close range will cause blind damage, uses the multicoloured bomb in my pk3, recharges a bit slow, uses the Napalm Bomb sounds for the explosion and the Gemini Laser sounds for the laser, green laser in my pk3 for the spread beam.) Sounds kinda weird, but ok.
Obituary:"%o got sight damage from %k's Lasers."
Damage Type:Light
Item:Exit Unit Ya start out with that? Err.... no.
Instagib Weapon: Nuclear Laser(A little green laser, uses the same green lasers in my p3 and Gemini Laser Sounds.) More details would be lovely. Projectile speed is important here, so at least mention it next time.
Obituary:"%o got eliminated by %k's Nuclear Laser."
player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps.
Sprites, HUDs and Botchats still here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3
I did not add the blue shrapnel.
Refer to page 94 and/or the pk3 given to see my botchat.
Is this better? Tell me when I made a factor that is less likely to get me into the CSCC.
Oh boy, stamping!
fortegigasgospel/Boulder Man: [APPROVED].
Communist Mage: [APPROVED]. This class is amazing.
darkmath: ...Err... I'm going to skip this one for now. It's certainly more balanced than the others, but it doesn't really have anything that makes me want to play it.
Manibogi: ...I still need to brainstorm ideas with him.
Fyone: Still need to come up with ideas on what to change. There's nothing really unique or interesting here.
MegaLAD: Bomb Mode [APPROVED]. Leaving Jet Mode alone for now because it just feels too generic.
Knuxman: Feels slightly generic, but not bad. [APPROVED]
Fizzyman: The concept is interesting, and I'd love to see it in action. [APPROVED].
Rozark: [APPROVED].
MrJak532: Not a bad class, but not sure about the stats. I'll have to talk about it with Jak.
Human Destroyer: You posted the wrong version, but the new one has been [APPROVED].
Protoman01: Not sure if the second weapon is really necessary; perhaps Break Buster and Arc Shot could be implemented as part of the main charge?
Daveris: I'll have to discuss the Refrain mechanic with Daveris, but other than that seems fine. Not stamping it quite yet.
Knuxman: Feels slightly generic, but not bad. [APPROVED]Yes... even I felt there is one more thing I could've done to it. So, how about when the weapon heats up completely, a shockwave bursts out sending surrounding players away for 10 damage? That should be Fire or Wind damage. That way, it's not really a total loss if you over heat in a crowd.
I guess I'll try to do something for this...First alt = YD Starman's Alt.
Name: cfStar Dood
Skin: Starman
Role: Mid-Range combat person
Speed: Slightly faster than Mega Man
Health: 100
Main-Fire, Weapon 1: Star Buster. Fires off star-shaped projectiles in rapid succession. They spread out in random patterns like Bass Buster.
Alt-Fire, Weapon 1: STAR CEREAL. Fires a star flurry... that lasts twice as long and spits out even more stars due to its somewhat bleh damage.
Main-Fire, Weapon 2: Star Storm. Summons stars from the air that fly from the back of the user and bounce forward when they hit the ground. Each do about 55 damage.
Alt-Fire, Weapon 2: Space Vacuum: Summons a vacuum in front of the user that hurtles a random projectile from it. The projectiles are as follows:
Space Junk (a piece from the Junk Shield will do): 10 damage. Likely to see.
Space Metall: 25 damage. Not as likely, but still plausible.
Satellite: 40 damage. Uncommon.
Speeding Astro Crush: 65 damage. Very Uncommon.
Sunstar Nova Wave: 80 Damage. Rare.
Very rarely, Gigyas will fly out of the portal causing instant death to whoever is hit.
Instagib: Space Racer. The user hops into an 8-bitified space capsule and goes through the level at supersonic speed, killing any who are hit head on.
Obituaries: [player killed] saw stars from [Star Dood]'s Star Buster.
[player killed] couldn't eat all of [Star Dood]'s Star Cereal.
[player killed] forgot his binoculars to see [Star Dood]'s Star Storm.
[player killed] got knocked into a galaxy far, far away from [Star Dood]'s Space Vacuum.
[player killed] died of fright from a very strange projectile from [Star Dood]'s Space Vacuum... (only show when Gigyas appears)
[player killed] was sent into orbit by [Star Dood]'s Space Racer.
I unno. I was bored. Accept if you want.
Made the crosshair appear. But now the homing ability is a bit overpowered...Crosshair can be probably be done without HS's homing by checking which way the missile is facing and calculating which people are close and in its LOS like BikStab.
JaxOf7 is better than I am, so kudos to him.
See my class on page 103.
Better?
Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)I'll be frank, your "class" offers nothing new to the table. The sprites are actually being REQUESTED to be ripped from vanilla weapons, the attack effects are nothing unique from the 8BDM core, and the actual attacks themselves are very basic and lackluster. Not only that, but it seems that you've been posting an awful lot in this thread lately while offering nothing but some basic HUDs and sprites for HALF a weapon. I'm also being honest in saying that because your class is so cut-and-dry I don't think it would be very fun playing it, and I'm sure some other people around here can agree.
Things that won't get you into the pack: Class DECORATE, whining
-snip-
*The more interesting the concept, the more likely you are to get in. Generic classes can still make it, but they are significantly less likely to.
Quote from: "Hilman170499"See my class on page 103.
Better?Quote from: "xColdxFusionx"Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)I'll be frank, your "class" offers nothing new to the table. The sprites are actually being REQUESTED to be ripped from vanilla weapons, the attack effects are nothing unique from the 8BDM core, and the actual attacks themselves are very basic and lackluster. Not only that, but it seems that you've been posting an awful lot in this thread lately while offering nothing but some basic HUDs and sprites for HALF a weapon. I'm also being honest in saying that because your class is so cut-and-dry I don't think it would be very fun playing it, and I'm sure some other people around here can agree.
Things that won't get you into the pack: Class DECORATE, whining
-snip-
*The more interesting the concept, the more likely you are to get in. Generic classes can still make it, but they are significantly less likely to.
WHILE I'M HERE THOUGH how about some feedback
which one looks better(click to show/hide)
....................................................................................He's right, there isn't anything special about your class. Take a look at the classes already in the expansion, they all are very unique and I'll be honest, it is hard for me to pick which I like using most (though I have settled on Ice/Spark as my main). Think of something that isn't seen anywhere else in this game. Even look at the excepted classes and see what they are offering.(click to show/hide)
Not only that, but it seems that you've been posting an awful lot in this thread lately while offering nothing but some basic HUDs and sprites for HALF a weapon.And a skin.
....................................................................................(click to show/hide)
Wow, Is Supahlad1514 actually posting a class for xColdxFusionx's CSCC classes so that it can be admired and played by the millions of people that will ever touch this mod. Oh, Pinch me I must be dreaming (but this is a good dream though!!! ^w^)
Ok, It's time to put my GREATEST plan evar into action!!!!
Name: SupahLAD1514
Armor: 1.0x (Megaman's defence) (Weakness: Rocks (Super arm, Power stone, etc.))
Speed: 0.80/1.00(Megaman's speed)
Jump: 2x normal (I don't know if this is too high but basically metalman's jump hight (For KY))
Damage Type: Electric
Role: Skill and timing mode
Weapon Dropped: knight crush
Description:
SupahLAD1514-Bombermode: This mode is the regular form for SupahLAD1514 which will be good for close range combat.
Primary Fire: SupahBomb- This attack is a version of the KY (or YD's) bombman's Hyper bomb throw with the same ammo usage (Only for KY) and same kind of arch, Radius and throwing speed, BUT! Instead of it making splash damage and exploding on contact it instead just hurts the opponent, Doing the same amount of damage as the regular bombman hyperbomb. If you are to click the primary fire button again it will explode and cause damage according to the regular hyperbomb. This is were timing your shot comes in. If the bomb misses the target it will remain stationary and clip to the ground (like a crash bomb). the maximum about of bombs you can plant is 2 until they all explode (after the third one hits the ground, or is thrown, which ever one is easier to do). This weapon looks like the hyperbomb but instead with spikes and electrical sparks surrounding it (I will be making the sprites for this). This weapon will have a green and yellow ammo bar.
Secondary Fire: Supahrang- This attack functions exactly like the original knight crush But, same as the primary weapon can explode if the player clicks the secondary fire again. This is a good tactic for finishing the opponent off But it will do less damage than the bombman explosion (probably around centeur flash damage). This attack does not consume ammo. This attack will be the knight crush but Green and with yellow sparks (again, leave the weapon sprite to me)
Skin: SupahLAD1514-1 (a skin i Made).
If you scroll up and use the Secondary Weapon (weapon slot 2) you will use SupahLAD jet form. This is NOT another class.
Armor: 1.5x (I don't know if this is quite right but basically Elecman's KY defence) (Weakness: Rocks (Super arm, Power stone, etc.))
Speed:0.80/1.00(Basically, Elecman's KY speed)
Jump: 1x normal
Damage Type: Electric
Role: Pure Skill and Tactics mode
Weapon Dropped: Thunderbeam
Description: SupahLAD1514-JetMode: This is SupahLAD's alternate form which concenrates on speed and tactics (works best in duel or LMS situations)
Primary Fire: SupahLasar- This weapon functions exactly like the thunderbeam but doesn't fire them on the sides (like KY's Elecman) This attack has ammo consumption exactly the same as YD elecman. Uses the exact same Thunderbeam sprite (As in the shot) but is coloured green and yellow (I try to do it, but i can't make my promises on this one -w-). This weapon will have a green and yellow ammo bar.
Secondary Fire: Mouth Mines- This trap can be strategically placed to create traps for opponents to step on. If an opponent activates the mine it will stun them for a short period of time (about the time of a spark shot). It will do Spark shock damage and make the same sound if activated. This weapon will have a grey ammo bar and take 1/5 of the ammo bar per plan. The delay in planting's will be the same as the sparkshot (so basically the rate of fire). I will be making the sprite for this. The Sprite will look like the W on Lad's mouth (see where i'm getting at lWl)
(I don't know if it is possible for a class to switch skins when changing Weapons. But if so....)
Skin: SupahLAD1514-2 Jet (The one I made)
Damage Information:
SupahBomb- X went boom-boom thanks to Y's SupahBomb
Supahrang- X was defeated by Y's Supahrang
SupahLasar- X was Pwned by Y's SupahLasar
Mouth Mine- X stepped on Y's Mouth Mine
More Stuff: I've done the hud's for these Weapons already so that you don't have to ^w^. I will get to work on the actual attacks.
If I missed any details Please tell me. And, Um...... Thanks I guess TwT..........
Keep in mind, people can be weak and resistant to weapons without damagetypes. This is called "Normal."Beed's damage types are
You can shove YD and Beed in there.
also, smashb, go with centered.
I guess I'll try to do something for this...
Name: cfStar Dood
Skin: Starman
Role: Mid-Range combat person
Speed: Slightly faster than Mega Man
Health: 100
Main-Fire, Weapon 1: Star Buster. Fires off star-shaped projectiles in rapid succession. They spread out in random patterns like Bass Buster.
Alt-Fire, Weapon 1: Space Vacuum: Summons a vacuum in front of the user that hurtles a random projectile from it. The projectiles are as follows:
Space Junk (a piece from the Junk Shield will do): 10 damage. Likely to see.
Space Metall: 25 damage. Not as likely, but still plausible.
Satellite: 40 damage. Uncommon.
Speeding Astro Crush: 65 damage. Very Uncommon.
Sunstar Nova Wave: 80 Damage. Rare.
Very rarely, Gigyas will fly out of the portal causing instant death to whoever is hit.
Item: Star Storm. Summons stars from the air that fly from the back of the user and bounce forward when they hit the ground. Each do about 55 damage. Regains at a slow speed, charges up like Wood Man's leaves, but does not require an alt ammo bar to recharge- it does it automatically.
Instagib: Space Racer. The user hops into an 8-bitified space capsule and goes through the level at supersonic speed, killing any who are hit head on.
Obituaries: [player killed] saw stars from [Star Dood]'s Star Buster.
[player killed] forgot his binoculars to see [Star Dood]'s Star Storm.
[player killed] got knocked into a galaxy far, far away from [Star Dood]'s Space Vacuum.
[player killed] died of fright from a very strange projectile from [Star Dood]'s Space Vacuum... (only show when Gigyas appears)
[player killed] was sent into orbit by [Star Dood]'s Space Racer.
I unno. I was bored. Accept if you want.
From what I'm going to suggest. Maybe just remove Star Storm or the Buster. Right now the buster isn't special, just an ascetic change to the Bass Buster.Quote from: "Star Dood"I guess I'll try to do something for this...
Name: cfStar Dood
Skin: Starman
Role: Mid-Range combat person
Speed: Slightly faster than Mega Man
Health: 100
Main-Fire, Weapon 1: Star Buster. Fires off star-shaped projectiles in rapid succession. They spread out in random patterns like Bass Buster.
Alt-Fire, Weapon 1: Space Vacuum: Summons a vacuum in front of the user that hurtles a random projectile from it. The projectiles are as follows:
Space Junk (a piece from the Junk Shield will do): 10 damage. Likely to see.
Space Metall: 25 damage. Not as likely, but still plausible.
Satellite: 40 damage. Uncommon.
Speeding Astro Crush: 65 damage. Very Uncommon.
Sunstar Nova Wave: 80 Damage. Rare.
Very rarely, Gigyas will fly out of the portal causing instant death to whoever is hit.
Item: Star Storm. Summons stars from the air that fly from the back of the user and bounce forward when they hit the ground. Each do about 55 damage. Regains at a slow speed, charges up like Wood Man's leaves, but does not require an alt ammo bar to recharge- it does it automatically.
Instagib: Space Racer. The user hops into an 8-bitified space capsule and goes through the level at supersonic speed, killing any who are hit head on.
Obituaries: [player killed] saw stars from [Star Dood]'s Star Buster.
[player killed] forgot his binoculars to see [Star Dood]'s Star Storm.
[player killed] got knocked into a galaxy far, far away from [Star Dood]'s Space Vacuum.
[player killed] died of fright from a very strange projectile from [Star Dood]'s Space Vacuum... (only show when Gigyas appears)
[player killed] was sent into orbit by [Star Dood]'s Space Racer.
I unno. I was bored. Accept if you want.
Got rid of Star Cereal, put Star Storm as an item like Wood Man's leaves, put Space Vacuum as alt fire. Anything else I can improve on?
(click to show/hide)
After playing around with Messatsu's class offline, I'm proposing a nerfing buff. Since Beed and I are using Homing Sniper's scripts, I was suggesting that Mess's Gou Hadoukens first perform a check to see if the actor they hit was a player or bot before it gives Mess energy for his Super Gauge. This means that the only way for Messatsu to gain Super Energy is to actively attack players, and given his low armor values, this is far from easy. However, to compensate I was suggesting that the Gou Hadoukens fired in the barrage increase in power from 7 to 9 (but they only give you 2 units of Super Energy in comparison with the 4 units you earn for hitting with the 35-damage uncharged attack).
It would encourage players to use the uncharged shot more, prevent Mess from fully charging his Super Gauge in a single attack, and remove the ability to "Turbo camp" with the traffic cones.
Ok, so Im guessing that my jet skin is too generic, however it would make SupahLAD more complete. So I'm thinking that I'll change it up a bit unless you tell me exactly what is so generic about it? If you were to do that, that would be great.
Got rid of Star Cereal, put Star Storm as an item like Wood Man's leaves, put Space Vacuum as alt fire. Anything else I can improve on?
I did the restQuote from: "SmashBroPlusB"(click to show/hide)
Oh sweet Jesus, the sheer epicness...
I honestly cannot wait until I get this class in my Cutmail/Skype/However it gets submitted.
Also that's my vote in case you couldn't tell.
Speaking of damage types, they're starting to go all over the place <_>I have attacks for Sword / Cutting, Ice, Electricity, Fire, Space, Plants, Missiles, Beams, Explosives, Time, and Wind.
Water: Sinkman
Ice: Ice, Gummywormz
Fire: Blaze, Cutmanmike, Gummywormz, Travis, Jack corvus, Michael
Wind: Ukiyama
electric: Sparky, Blaze
Earth: Chimeraman, Ukiyama
Time space: Finite zero
Cutter: Bikdark, cutmanmike, Blade roden (and if quick counts as a cutter) Beed, Blaze, Troll tsuki
Explosive:Beed, chimeraman, Fenga, cold fusion, laggy blazko, Breve, blade roden
peircing:Kingyamato, gummyworms, breve
Buster: Ukiyama
misc: yellow devil, messatsu, Tsuki, beed
All I can say for now is, if you're weak to explosives, cutter, or fire, sucks to be you
Ice's volunteered to do my class. I'll be using the earlier version
Name:Daveris
Skin:Icegon Dragon (8-bit)
Armor-Normal
Speed-Normal
Jump-Slightly higher than normal with a glide effect
Weapon 1-Ice Pulse= Extremely fast shot, deals 15 damage w/no stun.
ALT-Refrain-Pauses for a brief moment. If he's attacked in this time, responds with a flurry of ice (think iceman alt on steroids)
Weapon 2-Tail Bomb=Sends out a ranged bouncing projectile. It stops and explodes after a moment for 20 damage
ALT-Slash-5 damage, knocks people away
Will be the class. This already got approved, I believe..?
Quote from: "Protoman01"M712 will help me make my class if it is approved:
Name: chProto/cmMancn0cv1
Armor: 1.3x (Weakness: None)
Jump: High
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple1st Weapon Alt. chProtocmDash- Holds ProtoShield in front and dashes, does big damage, requires ammo bar fillup, ammo bar fills up over time.
2nd Weapon: chProtocmBuster2- Like KY Classes BreakMan buster.
1st Weapon Alt: chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically
Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
Damage info:
1st Weapon: $_playerkilled was decimated by $_playerkilledby's chProto cmBuster
1st Weapon Alt: $_playerkilled was Arc'd by $_playerkilledby's chProto cmArc
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.
Skin: ProtoMan (with color alterations)
I vote we leave Giygas in. I wouldn't exactly say a CSCC class having an OHKO would be a new risk <_>(click to show/hide)
Spoiler:
xColdxFusionx Used to OHKO
Korby/Sinkman OHKO
King Yamato Mainfire can OHKO
FiniteZero
Jack Corvus Glass cannon
Yellow Devil Pretty much OHKO
Gummywormz 2HKO
Chimera Man OHKO
CutmanMike OHKO
Blaze Glass cannon
Ice/Sparky
Beed28 OHKO
Laggy Blazko
Breve
Tsukiyomaru Zero Used to, and may still OHKO
Messatsu OHKO
TheBladeRoden OHKO
Ukiyama
Travis OHKO
Michael712 Was originally going to have OHKO force beam as his 3rd wep
Fenga Papit
Trollyomaru Zero
Bikdark OHKO
I kinda preferred the idea of the dash to be honest, but I can still add the arc attack in for the alt of you want.Quote from: "Protoman01"Quote from: "Protoman01"M712 will help me make my class if it is approved:
Name: chProto/cmMancn0cv1
Armor: 1.3x (Weakness: None)
Jump: High
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple1st Weapon Alt. chProtocmDash- Holds ProtoShield in front and dashes, does big damage, requires ammo bar fillup, ammo bar fills up over time.
2nd Weapon: chProtocmBuster2- Like KY Classes BreakMan buster.
1st Weapon Alt: chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically
Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
Damage info:
1st Weapon: $_playerkilled was decimated by $_playerkilledby's chProto cmBuster
1st Weapon Alt: $_playerkilled was Arc'd by $_playerkilledby's chProto cmArc
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.
Skin: ProtoMan (with color alterations)
Removed 2nd wep and dash.
Made 2nd wep's alt 1st wep's alt.
Added damage info (forgot about that)
BTW there was never any copyweps.
I never formally approved this version. Or any version.
The second weapon is completely pointless. I'd prefer if the class just had the first weapon.
Other than that, it should be fine. I'm not going to stamp it just yet because I want to see how it works...
If anything, that unbalances it even more if you take weaknesses in account, Some classes have weaknesses so obscure they have none (yamato), some have really weird weaknesses that makes no sense, and some have weaknesses that practically everyone can exploit due to the massive number of classes of 1 type (Ice, Chimeraman). And all the 1 hit attacks don't help eitherQuote from: "ice"Speaking of damage types, they're starting to go all over the place <_>I have attacks for Sword / Cutting, Ice, Electricity, Fire, Space, Plants, Missiles, Beams, Explosives, Time, and Wind.
Water: Sinkman
Ice: Ice, Gummywormz
Fire: Blaze, Cutmanmike, Gummywormz, Travis, Jack corvus, Michael
Wind: Ukiyama
electric: Sparky, Blaze
Earth: Chimeraman, Ukiyama
Time space: Finite zero
Cutter: Bikdark, cutmanmike, Blade roden (and if quick counts as a cutter) Beed, Blaze, Troll tsuki
Explosive:Beed, chimeraman, Fenga, cold fusion, laggy blazko, Breve, blade roden
peircing:Kingyamato, gummyworms, breve
Buster: Ukiyama
misc: yellow devil, messatsu, Tsuki, beed
All I can say for now is, if you're weak to explosives, cutter, or fire, sucks to be you
Hope this balances things out a bit!
Let me guess, this isn't supposed to be serious, eh?Ice and Spark's movements are reversed. Bik dies in a single hit. Troll crashes the game. Blade Roden's gun will start hurting him after a while. Chimera's alt kills him. KY uses no ammo. Finitie's main uses no ammo. Breve's main has heavy grav, his alt has 0 grav. Beed can't hurt enemies or be hurt (not even kill works). M712 CAN fire but needs 100% ammo to do so.(click to show/hide)
Quote from: "MegaLAD1514"Ok, so Im guessing that my jet skin is too generic, however it would make SupahLAD more complete. So I'm thinking that I'll change it up a bit unless you tell me exactly what is so generic about it? If you were to do that, that would be great.
It's not quite the skin as much as the class itself. It's just a generic "Run around really fast and shoot a single projectile" class. Also speed + traps has always made me nervous, and multiple skins on one class has never worked right for me. (Just ask Blazko.)
I would suggest it as an instagib idea since you seem to want it so much, but the jet adapter will probably require some A_GunFlash trickery.
Here's two ideas that I came up with.
Name: cdGreen ctGoblin
Skin: Snake Man
Speed: Slightly faster than Mega Man
Armor: 1.33333333333333333333333333...
Color: Green and Purple
Weakness: Time and Space
Resistance: None
Weapon 1 Main: Pumpkin Bomb. Has good RoF (Slightly faster than Ballade Cracker) and does 17 explode damage (6HK if all direct hits). Bombs are affected by gravity and have high projectile speed. The HUD will be 2 hands holdin' the bombs. Once he throws both bombs or just one and wait for awhile, the hand must "reach down" and grab another bomb (Think the spy's(Bik) reload mechanics). Whenever the bombs explode, there will be a large green smokescreen that'll last for 2.5 seconds. Should be “Bomb” damage type.
Weapon 1 alt: Goblin Zap. Has RoF like Ice/Sparky's Thunder Wave. Goblin Zap will stun anyone hit for half a second and does 9 damage (12HK). Should be “Spark” damage type.
2nd Ammo Bar: Goblin Glider. When the bar is full, he’ll get an item. It’s like a Rush Jet and Wave bike combination. It’ll always fly forward if the player doesn’t use any movement keys. The player can either speed up or slow down. The glider ammo will regen when the glider disappears on its own or when it is used up. Kinda like Item-2 with a bit more control. The Goblin Glider can be “stolen” by others.
Name: cdProtoss Templar
Skin: Spark Man
Speed: Same as Mega Man
Armor: 2.5 (40 HP) Templar is unable to pick up additional health.
Color: Dark Blue and Blue
Weakness: None
Resistance: All explosive weapons 1.25
Weapon 1 Main: Warp Blade. Think of Gummy’s main fire, with slow RoF and does 40 or 50 damage. This weapon does not use ammo.
Weapon 1 Alt: Psionic Storm uses 20 ammo out of 28 ammo that recharges very slowly (about 2 (or) bar per second). Shots a small orb that does not do damage. The orb can be “detonated” by pressin’ the alt again or when it travels a certain distance. Once detonated, it’ll cause a storm that will last for a while, think 8 Rain Flushes one after the other and each explosion will do 14 damage. The caser can also hurt themself by the storm. Ya cannot have more than one Psionic Storm out on the field at once.
2nd Ammo Bar: Plasma Shield. It has 80 ammo on start. It’ll absorb all damage one-for-one until shield runs out. It will regen by itself very slowly (1 bar per 1.5 seconds). If damage is higher than the shield, the remainin’ damage will be subtracted from the main health. The shield has 1x armor too all weapons.
Other notes: Templar will be 5% visible when standin’ still, and 15% when movin’, attackin’, or while receivin’ damage. Templar will be 100% visible whenever the Psionic Storm bar falls under 20 out of 28 bars.
First of all these classes break several fundamental rules of CSCC.
Second of all... what.
Can I make more than one class for myself?
No, unless you have a morphing ability. Even then, please try to keep the number of morphing classes to a minimum...
Can I make more than one class for myself?
No, unless you have a morphing ability. Even then, please try to keep the number of morphing classes to a minimum...
Can I make a class based on another game?
Not unless it's part of your identity. This mod is meant for classes based on the Cutstuff community.
Can I make a class based on another game?Now when I think of it... when I think of Bikdark, I think of that small head figure with a scythe instead of the TF2 spy.
Not unless it's part of your identity. This mod is meant for classes based on the Cutstuff community.
Almost done with Trollman's class now except for two things iirc:
1) The amour core weakness is a bit hard to put in. Right now the class spawns an actor in front where the core on the skin is that gives Trollman 1.1x damage if it enters the pain state (not entered by AoE weps) and quickly goes back to 0.55x damage. This should give the illusion that that part of the player skin is more sensitive. Right now though, I can barely notice a difference.
2) What's the easiest way of getting rid of the afterimages on the PowerSpeed item?
1st Wep: Scorpion: A hitscan machinegun with a large spread. (This weapon is tentative and it's subject to change, any creative/origial ideas are welcome) Damage: 4
1st Wep Alt: Reload: Carries 2 clips on spawn, more clips are adquired upon picking up big energy capsules while equipped with this weapon. Reload automatically upon running out of ammo.
2nd Wep: Scrapgun TX: Fires scrap that splits into 4 small scrap upon hitting something. Small scrap is affected by gravity. Uses 1/20 of the scrap bar per shot, which is filled up with energy capsules ONLY. Damage: 20 (Big Scrap) 5 (Small Scrap)
2nd Wep Alt: Build: Build a turret on Mani's current position. The turret has 30 health and has a RoF similar to the Mega Buster. Uses 3/4 of the scrap bar. Damage: 12
Actually, he's trying to be an Engineer, just like Blaze is a Soldier and Lego is a Demoman.Precisely, the scorpion is supposed to be a pretty stock and common weapon, just like the shotgun.
But if you're going to take ideas directly from the mod, at least change the damage values around and make them somewhat more unique.Don't tell me the damage values are exactly the same. That was unintended.
(This weapon is tentative and it's subject to change, any creative/original ideas are welcome)Scorpion+unlimited ammo=OP
The way I see it, CSCC has four basic roles with different weapons and weaknesses. The most common role is the Warrior, who has a slight advantage in offensive power and is fairly balanced in most aspects of gameplay. Good examples would be Beed, Breve, and Laggy Blazko. Running a close second in popularity is the Dark Knight, the speedy hard-hitting class that has embarrassingly low defenses. Jack Corvus and Messatsu come to mind in this category. Next would probably be the Black Mage, a class who can destroy entire room-fulls of enemies but suffers slow movement speed and can easily get combo'd to death if caught off guard. Yellow Devil and Chimera Man are the top contenders. Last but not least is the Summoner, whose status spread can wildly range - though they all have a common theme of creating objects, clones, loyal subjects, or anything else to either A) attack enemies while the Summoner takes cover due to a lack offensive power or defensive strength, B) distract the enemy to assist the Summoner in landing normally hard-to-use attacks, or C) defend the Summoner while they use their main power moves. BOTH of Tsuki's classes, Ukiyama, and Fenga Papit easily fit the bill.I'm just saying that potential applicants should look for ways to diversify their class's role. We really don't need any more glass cannons or fragile speedsters, guys.
Not really one to do this, but...I'll hate myself for this later.(click to show/hide)
I have an idea for my Class:(click to show/hide)
Game&Watcher officially [APPROVED]Thanks
I'll see what I can do with the stats.
Just wondering, how balanced is Trollman's class? I think at the moment he might be a tad powerful. If so, you can tone down a few of the damage values and stuff. Not too much though.
Well, I'm OK with the change, depending on what will be changed
I was thinking blue inside cyan outline, similar to Melee/Brawl.
the knife is as broken as top spin with invisibility and the ability to use it on the groundFixed that for ya
After playing online, I've noticed a glitch with Bik where you're permanently invisible until you die and you can still use all the weapons leading to some VERY cheap kills
I say the E-Pieces should stay roughly the same (useless until you build a full E-Tank) but I think that any class should be able to collect the pieces and, therefore, use E-Tanks.I had thought of making an 1UP item that works just like that, except it doesn't fill weapons. I can't code at all though. :p
I also have a potential M-Tank replacement: the Extra Heart from MMPU. An Extra Heart will sit in your inventory and will be unusable much like Beat Call until it is automatically triggered. When a player holding the Extra Heart has their health decreased to zero, their health instantly refills and all of their weapons become charged with energy (even weapons that rely on ammo pickups like Beed's Shining Laser or Laggy Blazko's Tommy Clips). Extra Hearts don't fill weapons FULLY though, so don't expect an instant victory comeback, and don't try to rely on the spare continue to finish in first.
I'm not 100% sure but it seems to be a online only problem as I can't seem to recreate it. Other online problems I found were that Sparky's shots don't make sounds when hitting the walls and breve's stave cannon has a horrible fire rate and it doesn't do the imitation needleman thing where it speeds upQuote from: "ice"After playing online, I've noticed a glitch with Bik where you're permanently invisible until you die and you can still use all the weapons leading to some VERY cheap kills
Still trying to find the root cause of this. Any tips would be helpful.
(click to show/hide)
Oh hey, v4a teasers. Everyone likes teasers!It's an H-tank, yay!
(http://img836.imageshack.us/img836/8265/teaser2.png)
This should make things less confusing, I guess.
Right, does anyone here object to me making blueprints to represent their characters?
(http://i544.photobucket.com/albums/hh355/smashbroplusb/fakehud1L.png)
Horizontal Bar.thank you Korby :ugeek:
Quote from: "Korby"Horizontal Bar.thank you Korby :ugeek:
Some people call it "being lazy and swapping the Health Bar and EX Gauge". I call it "being closer to the source material'.
(http://i544.photobucket.com/albums/hh355/smashbroplusb/fakehud1H.png)(click to show/hide)
Interestingly enough, the Bravery Attacks have to deal a minimum of 1 damage (it's something about the pain states if I recall) so you can get some unique obituaries if you manage to finish a foe with one.
Name: cdProtoss Templar
Skin: Spark Man
Speed: Same as Mega Man
Armor: 2.5 (40 HP) Templar is unable to pick up additional health.
Color: Dark Blue and Blue
Weakness: None
Resistance: All explosive weapons 1.25
Weapon 1 Main: Warp Blade. Think of Gummy’s main fire, with slow RoF and does 40or 50damage. This weapon does not use ammo.
Weapon 1 Alt: Psionic Storm uses 20 ammo out of 28 ammo that recharges very slowly (about 2 (or) bar per second). Shots a small orb that does not do damage. The orb can be “detonated” by pressin’ the alt again or when it travels a certain distance. Once detonated, it’ll cause a storm that will last for a while, think 8 Rain Flushes one after the other and each explosion will do 14 damage. The caster can also hurt themself by the storm. Ya cannot have more than one Psionic Storm out on the field at once.
2nd Ammo Bar: Plasma Shield. It has 80 ammo on start. It’ll absorb all damage one-for-one until shield runs out. It will regen by itself very slowly (1 bar per 1.5 seconds). If damage is higher than the shield, the remainin’ damage will be subtracted from the main health. The shield has 1x armor too all weapons.
Other notes: Templar will be 5% visible when standin’ still, and 15% when movin’, attackin’, or while receivin’ damage. Templar will be 100% visible whenever the Psionic Storm bar falls under 20 out of 28 bars.
I've decided to forgo Smash Man for now (much to Korby's delight but I probably just disappointed Messatsu (http://tvtropes.org/pmwiki/pmwiki.php/Main/YourMileageMayVary)) and I am instead working on a SmashBro class. Instead of a command-list style of fighting, SmashBro will use the GvH patent-pending directional input system like Cyborg and Rainbow Drill Man. Yes, the class will still have a form of melee attack, but rest assured that there will also be plenty of long-range projectile options available to players.and I'll more than likely severely nerf the HP count, like I said I was nervous about making it so darn high in the first placeQuote from: "xColdxFusionx"...Holy mother of god this made my day. You, sir, are a genius and I would love to see this class in action.
Alt Fire: Oil Panic-Similar to YD Enker's Spear Raise, if the player "absorbs" any three "energy"-based projectiles (Fire, Ice, Electricity, Buster Shots, Etc.) he/she/it will throw it back out, damaging anybody hit, can't absorb Throwing Blades, Stones, Junk, Needles or Melee Attacks. (Oil Damage)Because I feel like it
Also, I demand that Thunder claw will be Cutmanmike's weakness when the mm8 expansion comes outThat should be his secondary weakness. Bandwidth Beam should be his main weakness.
I think the "carrier" class should just be your class... but to balance things there needs to be some sort of item that halves your speed while you hold the flag, or something like that.Is it possible to give special items when a player is holding a CTF flag or the Possession stone? Maybe the flag could drop a "dummy" inventory flag that, when held, triggers certain states or events that are class-specific. For example, the CTF item flag could slow down fast classes, or halve the ammo regen of fast-firing classes. The Possession item flag might disable certain classes' abilities like turning off flight or removing invisibility.
Maybe give each person one combo with someone else, and only one.This might help to even the odds, so to speak.
You mean like the Shock Combo (http://www.youtube.com/watch?v=30CWM6MyYbU) from the Unreal Tournament series?
... That would be pretty cool. Especially if someone frags you with your own projectile. :lol:
I don't really get along with anyone in the community either (except for maby 1 or 2 people) Though maby one could exist if someone was using Ice while you are using sparky
and sparky has an extreme love for animal bots, especially dragonsQuote from: "ice"I don't really get along with anyone in the community either (except for maby 1 or 2 people) Though maby one could exist if someone was using Ice while you are using sparky
< because both classes are ice type. One's humanoid, one's a dragon.
Alt 2:Soul Body(Projects a clone that stays in front of you and acts like a shield, much like the weapon from X4 with the same name, uses up a lot of ammo as well.)Obituary:"%o saw double from %k's Soul Body."
Little gift for this expansion:Jack's orange and red, not yellow and red. And YD is missing black on top. Other than that, great job! :mrgreen:
(http://img14.imagefra.me/i54c/michael712/qif6_8a9_ubf6m.png) (http://i.imagefra.me/da8j3btr)
Save it as 'MEGAMAN' in the CSCC file. It will replace the current one on the menu thing. Sorry if I made any mistakes or anything such as colours but eh, here you go. (If there are any mistakes, say. That's partly why I'm posting it here)
Oh boy, stamping!
fortegigasgospel/Boulder Man: [APPROVED].
Communist Mage: [APPROVED]. This class is amazing.
darkmath: ...Err... I'm going to skip this one for now. It's certainly more balanced than the others, but it doesn't really have anything that makes me want to play it.
Manibogi: ...I still need to brainstorm ideas with him.
Fyone: Still need to come up with ideas on what to change. There's nothing really unique or interesting here.
MegaLAD: Bomb Mode [APPROVED]. Leaving Jet Mode alone for now because it just feels too generic.
Knuxman: Feels slightly generic, but not bad. [APPROVED]
Fizzyman: The concept is interesting, and I'd love to see it in action. [APPROVED].
Rozark: [APPROVED].
MrJak532: Not a bad class, but not sure about the stats. I'll have to talk about it with Jak.
Human Destroyer: You posted the wrong version, but the new one has been [APPROVED].
Protoman01: Not sure if the second weapon is really necessary; perhaps Break Buster and Arc Shot could be implemented as part of the main charge?
Daveris: I'll have to discuss the Refrain mechanic with Daveris, but other than that seems fine. Not stamping it quite yet.
Do you accept my class on page 120?
More details at page 123.
Game&Watcher officially [APPROVED]@Forte
I'll see what I can do with the stats.
I didn't make the list, just reposting it.Quote from: "xColdxFusionx"Game&Watcher officially [APPROVED]@Forte
I'll see what I can do with the stats.
You should add me to that list.
@M712: That looks really cool, but, as mentioned earlier, more classes are going to be added and that header's going to get flooded really quick. ...Could you send me the header without the class sprites?You want just the header? Okay then. Could try spacing things out but eh, that's okay.
Also is Trollman's class being added in? I really don't want all that hard work to go to waste :/
I am probably getting annoying by nowWeren't you going to switch the bars?
(http://i544.photobucket.com/albums/hh355/smashbroplusb/Screenshot_Doom_20120413_103207.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/Screenshot_Doom_20120413_103432.png)
the buster's just a placeholder until I get a HUD
also Bravery doesn't work yet but Jax is helping out with that
Ok, I don't know if my class got accepted or not. I'm not gonna be whiny about it anymore, though. I just wanted to say the SPARJ™ will consume 25% of the (now renamed) Solar Bar, and it doesn't hurt you. This way I think it's going to be something you'd want to do, and not a waste.
And Coldy, thanks for jokingly changing FiniteZero in v3e. It will make the job MUCH easier.
Weren't you going to switch the bars?
And that 8 looks too detailed.
IMO, I think it would be better the EX Bar to be vertical in the "ammo bar" area, and other stats to be on the right. Let's see if I can make a diagram here:One, I lol'd at that diagram, it's so pro. I suppose I could move the EX Gauge if it bothers too many people, but I sort of like the way it is now.
||
|| 059
|| * * *
I suppose it's up to SmashBro what he wants it to look like, though, since his configuration is more faithful to the original...
Also, that anti-aliasing on the Bravery numbers has to go. It just doesn't look good.
One, I lol'd at that diagram, it's so pro. I suppose I could move the EX Gauge if it bothers too many people, but I sort of like the way it is now.
Two, what's anti-aliasing mean? If you're talking about the gray between the white and black areas on the Bravery numbers, that's there because I sprited it that way. I can try making a version without so much gray though if it's too messy or distracting.
I told you I don't know why the laser was shooting out of his crotch
It's bug report time! For some reason, when weapon drops is enabled, you can still erroneously obtain Magnet Missiles from my class if you kill him in extreme quaters (try using Charge Kick), and also you can obtain Michael712's bot weapons, and if you obtain both of them, you can't switch back to your other weapons if you switch to one.
Also, weapon energy can refill Time Stopper. I'm not sure if that's supposed to happen.
Could you nerf the attack power of lightning shot to atleast 10? It feels a tad cheap atm as you can shoot someone from a mile away for massive damage and you can't even get hit (I can't even beat my bot with a class that has electric resistance). Though leave the lightning wave the same, it was originally supposed to be his strongest attack to begin with.Eeeeeeh, on second though, not sure if the nerf is a good idea or not yet. Sure the shots are a 4 hit kill, but they are somewhat hard to aim when you're running around trying to dodge fire, and sparky goes down REALLY fast, especially with all the explosives classes running around that can easily kill him in 2-3 indirect shots
Just as a point of reference, that 4 damage of Travis's spread weapon is the same as Sink Spray.
I just want to clarify, seeing how I never got any replies to the PM's I sent you. Has my class been accepted? :? If not, then what can I do to get it in?
Hm. Why can't I delete a post?
I just want to clarify, seeing how I never got any replies to the PM's I sent you. Has my class been accepted? :? If not, then what can I do to get it in?I'd like to know the same thing, but I'll change some stuff first. Highlighted in indigo.
Got a new idea. I really like this one.
Name: Manibogi
Armor: 2.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Fire attacks
Jump: 75%
Damage type: Fire (2nd)/Explosive (1st Explosion & alt.)/Normal (1st)
Role: Ankwardness
Speed: 1.1
Weapon dropped: Pharaoh Shot (Solar Blaze when released)
Skin: Bass-RM7FC
Skin color: Oil Slider's color
1st Wep: Bubble mine(ThankyouSkullgirls): Shoots a projectile that creates a mine whenever it hits a ceiling, wall, floor, or player. The mine works similar to Burst man's weapon, but can last up to 40 seconds before self-detonating. Only up to 7 can exist at a time. Damage (Projectile):5
Damage (Explosion): 30
1st Wep Alt: Solar Powered Auto Rocket Jump (SPARJ™ System): A bit after activation, the device generates a explosion that propulses the user up in the air up to three times Megaman's normal jump height (So, it would be 300%, not 225%). The explosion can damage enemies, but not the user. Uses 25% of the Solar Energy Bar (read below). Damage: 40
2nd Wep: Solar pistol: Shoots solar pellets at an average fire rate. Can be Charged. Damage (Uncharged): 7
2nd Wep Alt: Gather Charge: Fills the energy bar at 5 units per second. Damage and radius of the Solar Pistol Shot increases at 15%, 25%, and 50%. The most powerful shot consumes 50% of the bar. Damage (15%): 15
Damage (25%): 30
Damage (50%): 50
IG Wep: Solar Melter: Always fires a fully charged Solar Pistol shot. Damage: 300
SPECIAL: Mani spawns with... BUBBLE SHIELD! It acts like Bublwrap from the BN games, except this one can actually take some hits! It has 30 health, but that doesn't mean that you'll have to do 30 damage at once, you can just shoot at it 3 times with the mega buster, and it'll vanish. However, it will regenerate it's health if it's left alone for 10 secs. Also, if it's destroyed, it'll come back after 30 secs, so don't panic! Finally, it will push enemies around when they come in contact with it. Of course, ripping attacks will pass through and damage Mani.
Hopefully this is FINAL
I need some help turning these into 8-bit sprites. I tried, but it just looked like a mess.(click to show/hide)
I'm feeling a bit lazy, so your gonna have to find someone else to do the rest.
GAHQuote from: "Fyone"I'm feeling a bit lazy, so your gonna have to find someone else to do the rest.
That's okay. I'll get SmashBros to do it.
WHILE I'M HERE would anyone be willing to make me some HUD sprites for my class?Thanks.
He's 80% Onion Knight (with some Cecil Harvey and Tifa thrown in), so basically I need a gloved hand in different poses, a few of which involve holding a sword.
Oh yeah, since I'm helping Beed...
Would anyone mind making me a HUD frame of the "Mega Hand" holding a medium-sized playing card in an upright position?
That's it. Just a single frame. Throwing sprites are already defined.
I can't use Gamble Card's HUD because the card is tilted to the side. I need the card to be perfectly aligned.
So just a hand holding a verticle card made of 2 verticle and 2 horizontal lines? That's alittle too simple to ask for help with
Also this if you haven't seen it yet:Quote from: "SmashBroPlusB"WHILE I'M HERE would anyone be willing to make me some HUD sprites for my class?Thanks.
He's 80% Onion Knight (with some Cecil Harvey and Tifa thrown in), so basically I need a gloved hand in different poses, a few of which involve holding a sword.
Sooooo does that mean you dropped smashman or are you makeing a 2nd class?
Quote from: "SmashBroPlusB"Oh yeah, since I'm helping Beed...
Would anyone mind making me a HUD frame of the "Mega Hand" holding a medium-sized playing card in an upright position?
That's it. Just a single frame. Throwing sprites are already defined.
I can't use Gamble Card's HUD because the card is tilted to the side. I need the card to be perfectly aligned.
So just a hand holding a verticle card made of 2 verticle and 2 horizontal lines? That's alittle too simple to ask for help with
I need help with the hand itself. I can't use the "standard" holding sprite since the hand's all curled up. I need a hand that is somewhat straight so it can hold the card without looking retarded.
Also this if you haven't seen it yet:Quote from: "SmashBroPlusB"WHILE I'M HERE would anyone be willing to make me some HUD sprites for my class?Thanks.
He's 80% Onion Knight (with some Cecil Harvey and Tifa thrown in), so basically I need a gloved hand in different poses, a few of which involve holding a sword.
Sooooo does that mean you dropped smashman or are you makeing a 2nd class?
I've decided to forgo Smash Man for now (much to Korby's delight but I probably just disappointed Messatsu (http://tvtropes.org/pmwiki/pmwiki.php/Main/YourMileageMayVary)) and I am instead working on a SmashBro class. Instead of a command-list style of fighting, SmashBro will use the GvH patent-pending directional input system like Cyborg and Rainbow Drill Man. Yes, the class will still have a form of melee attack, but rest assured that there will also be plenty of long-range projectile options available to players.
I don't want to really SAY anything (well, except to Coldy but he already knows due to a PM) but rest assured, those who know me well will say the class really suits my personality, so to speak.Quote from: "xColdxFusionx"...Holy mother of god this made my day. You, sir, are a genius and I would love to see this class in action.
since Beed finally made it to the party I guess I can post this publicly now
WARNING: WALL OF TEXT(click to show/hide)
ok, i'm back with a different class idea.
Ok, It's time to put my GREATEST plan evar into action!!!!
Name: SupahLAD1514
Armor: 1.0x (Megaman's defence) (Weakness: Rocks (Super arm, Power stone, etc.))
Speed: 0.80/1.00(Megaman's speed)
Jump: 2x normal (I don't know if this is too high but basically metalman's jump hight (For KY))
Damage Type: Electric
Role: Skill and timing mode
Weapon Dropped: Spark Shock
Description:
SupahLAD1514-Bombermode: This mode is the regular form for SupahLAD1514 which will be good for close range combat.
Primary Fire: SupahBomb- This attack is a version of the KY (or YD's) bombman's Hyper bomb throw with the same ammo usage (Only for KY) and same kind of arch, Radius and throwing speed, BUT! Instead of it making splash damage and exploding on contact it instead just hurts the opponent, Doing the same amount of damage as the regular bombman hyperbomb. If you are to click the primary fire button again it will explode and cause damage according to the regular hyperbomb. This is were timing your shot comes in. This weapon looks like the hyperbomb but instead with spikes and electrical sparks surrounding it (I will be making the sprites for this). This weapon will have a green and yellow ammo bar.
Secondary Fire: SupahShock- This attack functions exactly like heat man's fire tossing attack in classes but when it hits the ground it disappears with no heat pillars rising up to trap the victim. It will deal a bit more damage that the regular pillars and consume ammo according to YD heatman. This attack will have the spark shock sprites and will act like flinging sparks from his bomblauncher
Skin: Bombman.
Weapon 2
Description: SupahLAD1514 buster mode: This is SupahLAD's alternate form which concenrates on more fast paced combat (works best in duel or LMS situations).
Primary Fire: Supahshot: shoots a rapid fire attack that is lined up straight and but has limited range and has gravity. These shots are basically small plasma shots that melt the opponent. I will be doing the sprites for these shots. It will consume ammo at the pace of the yamato spear and recharge at a fast pace.
Secondary Fire: SuparLasar: Shoots a ripping thunder beam with a thunder bolt trail that shoots at the same pace of the thunder beam but without the two beams that fire along the sides. the ammo has the same ammo usage and regain as the KY elec man. basically, same thing i said before
Damage Information:
SupahBomb- X went boom-boom thanks to Y's SupahBomb
SuparShock- X was Electrified by Y's SupahShock
SupahLasar- X was Pwned by Y's SupahLasar
SupahShot- X was Melted by Y's SupahShot
More Stuff: I've done the hud's for these Weapons already so that you don't have to ^w^. I will get to work on the actual attacks. Also, I will be the one coding Supahlad just so that you know. I had to simplify him a little bit so that I could do it unless someone is willing to help me out IwI. I also wanted to use the bombman skin because I find that the bombman skin reflects more supahlad's image
If I missed any details Please tell me.
Another list of classes from page 101 to this page that needs stampin'. Pretty short list this time!
DarkAura(click to show/hide)
Instagib does not work like that, first of all. Second of all, there's no correlation between the attacks. Third, it's another close-ranged character. [REJECTED]
SaviorSword(click to show/hide)
You already have a class! Putting under consideration, though, assuming you can code it and you're willing to ditch your current class.
Manibogi(click to show/hide)
No correlation between attacks. Pick one element and stick with it! Also, Solar Powered Rocket Jump makes no sense. [REJECTED]
Darkseed(click to show/hide)
[REJECTED]. I don't even remember what it is, but if Sav can't even bear to post it it's [REJECTED].
darkmath(click to show/hide)
...Not sure on this one, but probably not for v4a. Let me think about it some more.
Lad(click to show/hide)
Lad, stick with just the original Bomber mode and and you'll be fine.
By the by, did you ever get the instagib weapon I sent in, and what is it I need to change?
No correlation between attacks. Pick one element and stick with it! Also, Solar Powered Rocket Jump makes no sense. [REJECTED]Yea, I guess you are right, it's really hard to pick with one element/theme and stick with it, but I'll try.
I'm pretty sure ya already booted my idea already. I only made this class based on my personality and I thought it was a good idea at first. Looking back at it, yeah, it was a stupid idea. Why don't I just do the impossible and code up a Soma Cruz clone and make that into a class? Now excuse me while I proceed to hate myself like I said I would before. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&p=164202&hilit=darkaura#p164202)Quote from: "SaviorSword"Another list of classes from page 101 to this page that needs stampin'. Pretty short list this time!
DarkAura(click to show/hide)
Instagib does not work like that, first of all. Second of all, there's no correlation between the attacks. Third, it's another close-ranged character. [REJECTED]
Lad(click to show/hide)
Lad, stick with just the original Bomber mode and and you'll be fine.
Wait what? Now Lad has 2 classes now? Tsuki already had 2 for quite some time (and no one really seemed to be bothered by it). Why am I strugglin' to get my other class to get in when it really represents me really well?
Tsuki already had 2 for quite some time (and no one really seemed to be bothered by it).
How does the parody class not break any of the rules?I now personally feel Trollyomaru represents phenomenon rather than a user.
Also, I will use my supahlad skindear god my eyes
Quote from: "MegaLAD1514"Also, I will use my supahlad skindear god my eyes
Coldy quick stop him before it's too late
Quote from: "SaviorSword"How does the parody class not break any of the rules?I now personally feel Trollyomaru represents phenomenon rather than a user.
Bad MM8BDM players ragespectate.
Some MM8BDM players flood servers with clones.
All MM8BDM players camp.
And there was that small meme of people changing their name to "oooo" or "Tsukiyomaru Zero"
Basing the image and name on Tsuki is a handy and hilarious way of tying this altogether.
Apparently, the Tsukiyomaru Zero bot has no class weapon due to coding error.I noticed that. They need to fix that.
(https://lh6.googleusercontent.com/-vbhJH1vENtY/T56IYiIjj-I/AAAAAAAAAG0/WZ-Sagfy00M/s503/Screenshot_Doom_20120430_203430.png)
(https://lh5.googleusercontent.com/-ADKC-NGIVI4/T56IZWWtA6I/AAAAAAAAAG8/3KGB9pwOR2w/s503/Screenshot_Doom_20120430_203739.png)
(https://lh3.googleusercontent.com/-k8spqBIDN9Q/T56IYRphUFI/AAAAAAAAAGs/skom-myHeEQ/s503/Screenshot_Doom_20120430_203244.png)
Notice that he is not light blue like he should be.
The first picture shows said error.
Hey, I recognize that mode :p
Apparently, the Tsukiyomaru Zero bot has no class weapon due to coding error.
(https://lh6.googleusercontent.com/-vbhJH1vENtY/T56IYiIjj-I/AAAAAAAAAG0/WZ-Sagfy00M/s503/Screenshot_Doom_20120430_203430.png)
(https://lh5.googleusercontent.com/-ADKC-NGIVI4/T56IZWWtA6I/AAAAAAAAAG8/3KGB9pwOR2w/s503/Screenshot_Doom_20120430_203739.png)
(https://lh3.googleusercontent.com/-k8spqBIDN9Q/T56IYRphUFI/AAAAAAAAAGs/skom-myHeEQ/s503/Screenshot_Doom_20120430_203244.png)
Notice that he is not light blue like he should be.
The first picture shows said error.
Apparently, the Tsukiyomaru Zero bot has no class weapon due to coding error.
(https://lh6.googleusercontent.com/-vbhJH1vENtY/T56IYiIjj-I/AAAAAAAAAG0/WZ-Sagfy00M/s503/Screenshot_Doom_20120430_203430.png)
(https://lh5.googleusercontent.com/-ADKC-NGIVI4/T56IZWWtA6I/AAAAAAAAAG8/3KGB9pwOR2w/s503/Screenshot_Doom_20120430_203739.png)
(https://lh3.googleusercontent.com/-k8spqBIDN9Q/T56IYRphUFI/AAAAAAAAAGs/skom-myHeEQ/s503/Screenshot_Doom_20120430_203244.png)
Notice that he is not light blue like he should be.
The first picture shows said error.
I was bored, and I was practising my SBARINFO abilities.(click to show/hide)
I'm still waiting for those 8-bit sprites for them, however. Also unlike Legends, the health bar does not flash red when damaged, since that's way too complicated to do.
I was bored, and I was practising my SBARINFO abilities.(click to show/hide)
I'm still waiting for those 8-bit sprites for them, however. Also unlike Legends, the health bar does not flash red when damaged, since that's way too complicated to do.
Also, should I change my armour colour to blue, or should it stay as it is?stay as it is
So, I randomly started working on the rotations for one of the weapons I'd planned for Gizmo.
(http://i121.photobucket.com/albums/o215/YusefHalim/RFMissileEditing.png)
They're all going to be green, by the way. I'm pretty sure that I've got just about all I'll need to finish them before turning em 8-bit.
Also, how do you make it so that a weapon's explosion hurts the user?
A_Explode(d, r, 1)
Yeah, I've always seen Ice as the "crowd control" character and Sparky as the single-target assault character. Put Sparky in a crowd and he gets mauled. Put Ice against one target and he can't quite keep control of the field.
...that sounds alittle backwards, Ice is the one with the single target attacks and sparky's the one with the ripping multi target attacks, Especially after takeing into account the ice ball nerfs makeing crowd control less possible
I'm not sure what I'm going to do with Ice and Sparky. I'm thinking about nerfing Ice Blade's flight speed a little to make it a bit less effective against single targets, but I'm afraid that will make Sparky's too much more effective. What do you guys think?
I personaly think it's fine as it is, big somewhat slow moving ice blade with a small vertical wide hitbox that's easy to see at a distance and jump over. I was asking the community for there opinions on it since I made the class, so there might be a chance I'd end up being biased. But yeah, the only change I want is to change the speed of the lightning wave projectile from 20 to 18, it fixes the hitbox thing
...that sounds alittle backwards, Ice is the one with the single target attacks and sparky's the one with the ripping multi target attacks, Especially after takeing into account the ice ball nerfs makeing crowd control less possible
Ice is tough and can take abuse from crowd fights, dropping Ice Balls into the middle of the group for splash damage and laying traps for foes distracted by other opponents.
Sparky can run up to someone, overwhelm them with a stream of Lightning Waves, and evade any counterattacks with his speed.
That's how I see things.
I personaly think it's fine as it is, big somewhat slow moving ice blade with a small vertical wide hitbox that's easy to see at a distance and jump over. I was asking the community for there opinions on it since I made the class, so there might be a chance I'd end up being biased. But yeah, the only change I want is to change the speed of the lightning wave projectile from 20 to 18, it fixes the hitbox thing
The reason for the idea of the Ice Blade speed nerf would be to make him slightly less effective in 1v1 and giving an incentive for him to chuck it into crowds of distracted enemies. I suppose the Lightning Wave speed tweak makes some sense, though.
Was my Instag weapon revamp idea approved or is it a bit unnecessary?
Also did you change Trollman's amour value?
So how about that Bikdark
Quote from: "ice"...that sounds alittle backwards, Ice is the one with the single target attacks and sparky's the one with the ripping multi target attacks, Especially after takeing into account the ice ball nerfs makeing crowd control less possible
Ice is tough and can take abuse from crowd fights, dropping Ice Balls into the middle of the group for splash damage and laying traps for foes distracted by other opponents.
Sparky can run up to someone, overwhelm them with a stream of Lightning Waves, and evade any counterattacks with his speed.
That's how I see things.
Basicly from how I see it, as sparky, just shoot the waves into the crowd scince atm it's a 4 hit kill so there's a strong chance for a multikill then us the speed to avoid said crowd (unless you have jack corvus chasing you, in that case if you miss you're dead), as for ice, again, the ice blades only hit 1 person at a time makeing it a non reliable way to deal with crowds at all, and the ball, again, it's mostly a deterrent and a minor inconvenience then a way to deal with crowds since it doesn't do much damage (it used to do huge damage if you managed to conk someone square on the head, but again, that's one target)
[/color]
I personaly think it's fine as it is, big somewhat slow moving ice blade with a small vertical wide hitbox that's easy to see at a distance and jump over. I was asking the community for there opinions on it since I made the class, so there might be a chance I'd end up being biased. But yeah, the only change I want is to change the speed of the lightning wave projectile from 20 to 18, it fixes the hitbox thing
The reason for the idea of the Ice Blade speed nerf would be to make him slightly less effective in 1v1 and giving an incentive for him to chuck it into crowds of distracted enemies. I suppose the Lightning Wave speed tweak makes some sense, though.
(http://img16.imageshack.us/img16/1626/dustyclasswip2.png)Was going to suggest just Dust's vacuum prop spawning on Turbo skin ala Super Adaptor but this works quite better.
>___> I'm not planning anything. I swear.
....now I just need to figure out how to program a class......
@Dusty I could make the class for you if you want. I might need some sprite/HUD help however and I do have a lot on my hands. (That wont be a problem though)Quote from: "Michael712"Was my Instag weapon revamp idea approved or is it a bit unnecessary?
I think the Force Beam Gun is fine as-is and see no reason for a change.
k then, although my current one does seem a bit bland for some reason. Probably because I'm not used to the force beam sound happening that frequent.Quote from: "Michael712"Also did you change Trollman's amour value?
I haven't added Trollman into the pk3 yet, but, sadly, he may not be fit to enter as-is. His moveset is, frighteningly enough, almost identical to Gizmo's (minus the copy weapons), so something's going to have to get tweaked. I'll see what I can do to differentiate the two.
Best to discuss this with Trollman I think. What makes it identical to Gizmo's? (as in how does Gizmo fight?)
I want my class in.
Hey, I'm new to the forums and few might have seen me in game, also, I think it's awesome the idea of community having their own unique weapon to fight with another's, btw, here is my class project!
Name: Karmandin
Armor: 1.0x (Weakness: None)
Speed: Regular
Jump: Small
Role: Support/DPS
Weapon 1:
Leech Seed - Deals 2 damage every 0.25 seconds for 3 seconds, healing teammates and yourself near the enemy hit for the damage done.
(Alt) Wood Wall - Creates an impassable wall around you for 3 seconds.
Weapon 2:
Lightning Bolt - Deals 15 damage to unit it hits and 5 to enemies near it.
(Alt) Ionic Shield - Drains 10 Thunder Power per second, while active, the shield will deal 5 damage every 0.5 seconds to enemies near you.
Class update
Is it alright if I send my current Legends hud to xColdxFusionx? I know it's not in 8-bit form but I was planing on including both versions anyway, but still...
I have sent a list of changes and and bugs to Cold (from the most recent beta). If folks are interested to see what we stirred up, I'll post the list here.
When you sell your soul to the U.S. government, you barely have time to do anythingOr make it summon side characters based on the classes. Here's some examples:
While at work today I had a crazy idea, what if there was a random chance that the tango and treble spots spawned something similar to a assist trophy like in ssbb, when you use it, it spawns a random class character to attack the opponent, then it despawns. An example: I use it and it spawns Ice/sparky, they both do a combo atack and then they despawn
What do you guys think?
Quote from: "SaviorSword"I have sent a list of changes and and bugs to Cold (from the most recent beta). If folks are interested to see what we stirred up, I'll post the list here.
Yeah, I'm intreasted in the list, so feel free.
I was worrying about the new Missile Barrage scripts causing major lag. It's a shame, because the crosshair looks cool.
(click to show/hide)
Inspired by Beed's HUD, I made one of my own!A Samus class you are making?(click to show/hide)
Add in colored health bars to show what type of armor?0.5x - YD/KY
...Do you really want a rebuilt mecha dragon/crap ton of animal robots swarming the stage and killing everyone?Quote from: "ice"When you sell your soul to the U.S. government, you barely have time to do anythingOr make it summon side characters based on the classes. Here's some examples:
While at work today I had a crazy idea, what if there was a random chance that the tango and treble spots spawned something similar to a assist trophy like in ssbb, when you use it, it spawns a random class character to attack the opponent, then it despawns. An example: I use it and it spawns Ice/sparky, they both do a combo atack and then they despawn
What do you guys think?
-Buckshotman (Laggy Blazko) (armies of them if the player is lucky)
-Some of those robots that Trollman created in Custuff war, such as Clockwork Troll (Trollman)
-Michael712's robots such as M-7 and Spark Drillman and "Cookie" if i get round to making him (Michael712)
-Bonerman (YD)
-Megaman Vollnut (Beed28)
You don't have to be the player to summon the characters, they're received randomly.
For that armour thing, do classes that are not approved yet count?I was counting the ones that are already in the pack, plus Smashbro'
Example:Mine. It has 0.75.
Quote from: "SaviorSword"Add in colored health bars to show what type of armor?0.5x - YD/KY
0.8x - Breve/Gummywormz
0.9x - Sinkman/M712
1.2x - Bikdark/ColdFusion/Chimeraman
1.3x - CutmanMike
1.4x - Trollsuki/Jack Corvus
1.5x - Messatsu/FiniteZero/Sparky(?)
0.?x - Ice
0.38x(?) - SmashBroPlusB
0.55x - Trollman
?.?x - Other classes that are soon to come
That's a lot of bars. Just sayin'
I support this idea. It would be cool to summon characters from the community to help fight.*cough*Someone get me some rotations for an Elena summon right now
AlsoWat?Quote from: "Michael712"...Do you really want a rebuilt mecha dragon/crap ton of animal robots swarming the stage and killing everyone?Quote from: "ice"When you sell your soul to the U.S. government, you barely have time to do anythingOr make it summon side characters based on the classes. Here's some examples:
While at work today I had a crazy idea, what if there was a random chance that the tango and treble spots spawned something similar to a assist trophy like in ssbb, when you use it, it spawns a random class character to attack the opponent, then it despawns. An example: I use it and it spawns Ice/sparky, they both do a combo atack and then they despawn
What do you guys think?
-Buckshotman (Laggy Blazko) (armies of them if the player is lucky)
-Some of those robots that Trollman created in Custuff war, such as Clockwork Troll (Trollman)
-Michael712's robots such as M-7 and Spark Drillman and "Cookie" if i get round to making him (Michael712)
-Bonerman (YD)
-Megaman Vollnut (Beed28)
You don't have to be the player to summon the characters, they're received randomly.
unless you count router man, and I'm too lazy to sprite him atm. All he'd do is send out a signal causing weak enemies to spawn and attack playersHe's one of your robot masters, right? He could be your side character/assist trophy. And spawning a few enemies wouldn't hurt unless they're in huge amounts (that actually sounds kinda unique y'know, assuming the others will attack normally)
Why not just replace Tango / Treble with Summonstones?
I actually had the idea of making them "Cutstuff Badges" or something, but I guess that works too
Mind you, they wouldn't work like the version my class bears. Rather, the Summonstone would be an item similar to other support items; it would sit in your inventory and you'd use it to call a character to your position. Summons would be simpler versions of CSCC classes. The selected assist would beam in, use their signature move, maybe hold a pose or something, and then leave the field... unless they take a hit, in which case their attack would be interrupted and they would instantly teleport away.
This was basically my thought on the whole "Assists" thing: MvC-style "character pops in, does a move, then leaves." Of course, I was thinking more like Assist Trophies, where anyone could become an assist trophy, even if they weren't a class in the mod.
I'm thinking that a nice variety of summons could be available, and that you could select which summon you wanted to use through a console command similar to what I did with "cscc_onionsummon". Simply change the parameter to a number corresponding with your chosen assist, or you could set it to 0 for "Moogle" which will cause a random character to appear every time. Oh, the item version of Summonstones would only be available to "normal" classes; if SmashBro picks up a summon item, he'll just get a Summon Charge instead.
Makes sense; choosing your assist character could be handy. I was originally going to just have them be random by default, but guaranteeing certain assist attacks could make for some interesting strategies.
... Of course Coldy would have to approve before I did anything, but that's just my input on this whole assist character idea. Eh, it'll give me something to work on while I wait for the BRV System to be finished.
Feel free to make up some concepts for Assists. I definitely like the idea.
Quote from: "SmashBroPlusB"Why not just replace Tango / Treble with Summonstones?
I actually had the idea of making them "Cutstuff Badges" or something, but I guess that works too
Mind you, they wouldn't work like the version my class bears. Rather, the Summonstone would be an item similar to other support items; it would sit in your inventory and you'd use it to call a character to your position. Summons would be simpler versions of CSCC classes. The selected assist would beam in, use their signature move, maybe hold a pose or something, and then leave the field... unless they take a hit, in which case their attack would be interrupted and they would instantly teleport away.
This was basically my thought on the whole "Assists" thing: MvC-style "character pops in, does a move, then leaves." Of course, I was thinking more like Assist Trophies, where anyone could become an assist trophy, even if they weren't a class in the mod.
I'm thinking that a nice variety of summons could be available, and that you could select which summon you wanted to use through a console command similar to what I did with "cscc_onionsummon". Simply change the parameter to a number corresponding with your chosen assist, or you could set it to 0 for "Moogle" which will cause a random character to appear every time. Oh, the item version of Summonstones would only be available to "normal" classes; if SmashBro picks up a summon item, he'll just get a Summon Charge instead.
Makes sense; choosing your assist character could be handy. I was originally going to just have them be random by default, but guaranteeing certain assist attacks could make for some interesting strategies.
... Of course Coldy would have to approve before I did anything, but that's just my input on this whole assist character idea. Eh, it'll give me something to work on while I wait for the BRV System to be finished.
Feel free to make up some concepts for Assists. I definitely like the idea.
0.5x - 200
0.7x - 160
0.8x - 140
1.0x - 100
1.2x - ~85
1.5x - 75
1.7x - ~60
2.0x - 50
4.0x - 25
Bik's not that fast, he's fragile, and relies heavily on stealth to succeed in battle. I once completely destroyed a server with a lot of lesser players by simply face stabbin' them all to death (with a few back stabs too). Although the face stab is a 5HKO, that's a bit too much for a knife, however that's still very lenient to retaliate. I wouldn't mind a face stab nerf, but I don't think it's overpowered at all.
More class updates(click to show/hide)
The H-Laser as I stated is a chargeable weapon, but which charging sound should I use?
Mega Buster:Matches everyone else although I do not prefer this one.
Proto Buster:Although it does not match the others, this one sounds cool and matches Mega Man 10.
Atomic Fire:Different charging sound although it does not match my weapon.
Magma Bazooka:Same as Atomic Fire but also matches Mega Man 9.
Right now I choose the Proto Buster charging sounds but I want to see your opinion on it.
in other news, internet's back! You remember our agreement via PM xCFX
Magma Bazooka:Same as Atomic Fire but also matches Mega Man 9.I say use the Magma Bazooka sound effects, though make the timing like the chargeable Mega buster.
Quote from: "Hilman170499"Magma Bazooka:Same as Atomic Fire but also matches Mega Man 9.I say use the Magma Bazooka sound effects,
I hope I did this right
-snip-
Posts: 19
That, and stay out of open areas. Blaz dominates open areas.(click to show/hide)
Yea I kinda got swamped with things and the person who said they'd code mine did as well. Thats why I haven't been bugging Ice about it. That and he's been having issues with his internet if I remember.
Dear HD,
It has come to my concern that effective today, I have discovered how incredibly overpowered the class of King Yamato is in CutStuff Community Classes is in instagib. Especially with players such as Fyone using him, it is impossible to have a fair fight, mostly because King Yamato able to use a shield in instagib, and if you get behind the player he can turn in another direction behind the shield and the sheild still blocks attacks. In light of these events effective today, I request that the King Yamato class be banned from use is your CutStuff Community Classes instagib server.
You dearest friend,
Dynamic ProtoMan
on the Blazko arguement, how large is the projectile/puff? Pobobly rather large considering someone was basically holding down fire most of the match and having 100% accuracy with every shot. doesent help that they won by a 10 frag margin
Sinkman is incredibly overpowered. His shots don't have an ammo restriction, they have an excellent ROF, and they don't disappear until they hit something. He needs some kind of nerf.
-sink man's primary should have a bit longer range,having to be that close while eating bullets doesnt help much at all =S...It kills in a second.
Gumballtoid, would you let me make your class? I'm not REALLY REALLY good at coding and this seems a good start for me.Sorry, I didn't see that beforehand. Sure, I'll send it over.
Also we need to use Jax's idea of hats! If the server enables hat mode, then all classes wear a hat. The hat is always different depending on what the class is, and often whatever hat the class would most like to wear (Those who already have headgear such as Laggy Blazko could wear a different hat). C'mon! Y'know you want to see this!I remember I wanted to make a hat mod but failed miserably.
Skins would be better. The classes should have only their own sprite code (no PLAY) in thieir DECORATE definitions to make them work.We can use skins? That'll work even better! I was thinking an extra sprite to constantly be above the class on their head, but skins will be far better.
More specifically, PU YD Bumo.He wouldn't approve. He doesn't like the voice they gave him in PU.
To shake, or not to shake?
Oh, didn't know that...Quote from: "Game&Watcher"More specifically, PU YD Bumo.He wouldn't approve. He doesn't like the voice they gave him in PU.
(Weakness: Bik knife/ any of bikdarks weapons )
YD needs a taunt, just saying.
More specifically, PU YD Bumo.
Name: That One Boss
Armor: 2.0x (Weakness: Bik knife/ any of bikdarks weapons )
Speed: 1.3/1.3
Jump: 10
Damage Type: Negative Heal
Role: Cleric
Weapon Dropped: Crystal Eye
Description:
Main fire: fires slightly slower than mega buster. Heals the player and teammates for 1 point of damage if it hits the player or teammate. Deals 12 damage to enemies. Bounces twice.
Alt fire: a little boost jump that propels him forward.
Skin: Airman
Damage Information: each shot does 12 damage
Edit:
Taunt: "this time I will defeat you with my triple action light sword with glossy onyx inlay! hahahaha inlay hahahaha!"
Quote from: "Orange juice :l"I should put some MANLY into this mod
Class name: Communist Mage
Skin: Auto-Unknown
Armor: x0.7 (Oh shit, a tank)
Weakness: Water/ice stuff (I am secretly made of sodium)
Taunt: IT'S TIME
Mandatory gimmick: Ammo is a special resource gloriously entitled "Nerd Rage". Every point of damage taken increases this by 1, as well as generating 1 every 20 seconds. 20 Nerd Rage is consumed every time you score a frag.
Speed: .5 at 0 rage, 1.2 at 100 rage
Weapon 1: 65 damage hard knuckle, shooting slightly slower than normal hard knuckle at 0 rage and slightly slower than megabuster speed at 100.
Weapon 1 Alt: Charges at the enemy, going as fast/far as a charge kick. Does no damage but sends enemies scattering. 4 shots that recharge over 20 seconds.
Weapon 2: FISTS OF STEEL. Mainfire is a 20 damage jab that sends people flying away, altfire is a 80 damage hook/uppercut/whatever's easy to animate. If you stop firing for 5 seconds, you PUT UP YER DUKES which can absorb 50 damage as long as you don't fire. Recharges over a minute.
At 90 Nerd Rage, you obtain a "super weapon" item (only usable once per life, after a minimum of a 30 second lifespan if possibru to code), which selects one of these at random to replace weapon 2, giving you a "go back to fists" item:
The Satanic Soviet: Launches Atomic Fires in a blizzard attack formation after a charge of 5 seconds. One shot.
TreBULL: Uses an exit unit and summons a pre-buff treble sentry... that launches ballade crackers. Lasts 10 seconds.
Balanced weapon: 5 shots of the standard hard knuckle weapon... with magnet missile homing.
Obligatory obituaries:
Mainfire 1: X was rageabused by [Communist Mage].
Mainfire, weapon 2: X managed to not get shoved off the cliff by [Communist Mage].
Mainfire, weapon 2: X was rageslapped by [Communist Mage].
Satanic Soviet: X was redistributed by [Communist Mage]'s Satanic Soviet.
TreBULL: X was exploded by [Communist Mage]'s attack dog.
Balanced weapon: X was hunted down and punched by [Communist Mage]'s Balanced weapon.
Oh yeah and I have no actual work to back this up so if this idea doesn't get laughed down I'd have to work on that
I'd most likely need to rebalance this damage-wise, but it's an amazing concept. Absolutely amazing.
Also probably rename some stuff to make it a little more Megaman-friendly, but it's still amazing.
Some classes do actually have skins of themselves that you can download on the skins page, such as Laggy Blazko, Breve, YD (Squidgy made that skin), Sinkman etc.Except my skin's link is broken and I haven't reuploaded it. :/
If you want to download them for Megaman class then you can, but some of them wont be available.
Quote from: "Michael712"Some classes do actually have skins of themselves that you can download on the skins page, such as Laggy Blazko, Breve, YD (Squidgy made that skin), Sinkman etc.Except my skin's link is broken and I haven't reuploaded it. :/
If you want to download them for Megaman class then you can, but some of them wont be available.
Quote from: "SaviorSword"Add in colored health bars to show what type of armor?0.5x - YD/KY
0.8x - Breve/Gummywormz
0.9x - Sinkman/M712
1.2x - Bikdark/ColdFusion/Chimeraman
1.3x - CutmanMike
1.4x - Trollsuki/Jack Corvus
1.5x - Messatsu/FiniteZero/Sparky(?)
0.75x - Ice
0.38x(?) - SmashBroPlusB
0.55x - Trollman
?.?x - Other classes that are soon to come
That's a lot of bars. Just sayin'
Name: That One Boss
Armor: 2.0x (Weakness: Bik knife/ any of bikdarks weapons )
Speed: 1.3/1.3
Jump: 10
Damage Type: Negative Heal
Role: Cleric
Weapon Dropped: Crystal Eye
Description:
Main fire: fires slightly slower than mega buster. Heals the player and teammates for 1 point of damage if it hits the player or teammate. Deals 12 damage to enemies. Bounces twice.
Alt fire: a little boost jump that propels him forward.
Skin: Airman
Damage Information: each shot does 12 damage
Edit:
Taunt: "this time I will defeat you with my triple action light sword with glossy onyx inlay! hahahaha inlay hahahaha!"
Quote from: "xColdxFusionx"Can I make a class based on another game?I'm just going to guess that that's the issue here. If its something else, please reply
Not unless it's part of your identity. This mod is meant for classes based on the Cutstuff community.
I believe I owe you an explanation
It's a balance issue. Mainly, it's yet another speedster with a spammy weapon. And the bouncing shots don't really help.
I did read over the rules for submission before submitting. But the last issue I would ever expect is my forum username
You see, I created this forum account before I actually had a name in game. So I named it after my favorite game mode, namely, classes. And now, because of it, it looks like I'm trying to submit some lame joke class based on an internet term.
I'm not.
I am the user called that one boss. my forum name just doesn't match
Thanks for the heads-up, but I kind of figured that from the submission.
hence why he breaks in roboenza
Some issues I noticed:Beed28 turns blue when he uses his second weapon.
That's how it was coded in the v3e h2
None of the CSCC drop their weapons (Fusion Bomb, Sink Spray, Missile Barrage, etc).
they're still coded to drop with drop weapons turned on
Energy Balancer doesn't account for these weapons either.
The sprites for Chimeraman's bouncing spheres conflict with Darkman 3's shots.
noticed that earlier today
xColdxFusionx has the wrong pallette.
had to change the pallet numbers to stop conflicts, though I guess I forgot one
Some CSCC that could pickup weapon energy can no longer do so, although you did say that.
Still? was working fine before I uploaded it, both blaze and laggy blazko could....whoops, forgot your class also used them for the alt
I'm working on a patch to fix some of these issues, if that's alright with you. Changes implemented so far:Beed28 has his Mega Man Legends hud.
Beed28 keeps his colours when using his second weapon.
Beed28 drops his weapon (Missile Barrage) when he dies, just like the YD Classes (I still need to do the other CSCC weapon drops).
CSCC that could pickup ammo can do so again.
Added BOTCHATS for Oil Man and Time Man, straight from the Powered Up expansion.
Anyone else have classes they wanna pitch? I could probably help with themHows Boulderman goin? <-<
(click to show/hide)
Started on it a while ago but my job is takeing up 2/3 of my life @_@ I should be able to finish it tommorow thoughQuote from: "ice"Anyone else have classes they wanna pitch? I could probably help with themHows Boulderman goin? <-<
Well I only asked cause you asked that. Your job is more important though.Quote from: "fortegigasgospel"Started on it a while ago but my job is takeing up 2/3 of my life @_@ I should be able to finish it tommorow thoughQuote from: "ice"Anyone else have classes they wanna pitch? I could probably help with themHows Boulderman goin? <-<
"v4a b12"
Geez, this proves they have been doing something all along.
What classes are getting added?
Classes To Be Added for v4(click to show/hide)
Well there's more than that.
Not sure if I'm allowed to tell, so I won't.
Gumballtoid has already made the charge shot rotations and he wont be happy if they get wasted.Nah, I wouldn't worry about wasting them. They weren't hard to do. As for the skin, wasn't he just using the vanilla Proto Man skin? One would assume...
There is two Tsukiyomaru Zeros...No one noticed this during testing how?
Also Human Destroyer if you try to use his alt when you do not have the ammo for it will quickly regain ammo, allowing him to use his alt almost instantly, or just buff up ammo for his main.Quote from: "fortegigasgospel"There is two Tsukiyomaru Zeros...No one noticed this during testing how?
Noted.
! NOTICE !:/ everyone needs a vacation every once in a while
I'm stepping down from my position at the head of this team for a while. Complaints and requests should be sent to Ukiyama.
Fyone is buried in Fyone stuff
As for the skin, wasn't he just using the vanilla Proto Man skin? One would assume...It's Protoman holding his shield in front of him, with a few extra frames for charge and arc shot. I can't do this myself as the back frames are evily hard for me to do.
Looking at the last comments I see why I left this place.
Some issues:
- My BOTCHAT seems to have reverted to an earlier version (he doesn't say things like if it's on Chaos Generator, he doesn't say he's an SNK Boss, he doesn't say if he was stuck on a linedef).
...Could you resend me or Ukiyama the new botchat? Noted.
- Michael712 doesn't say his intro line anymore. It's because it doesn't reconise [IntroSrtings].
...I thought I fixed that. Noted.
- When playing as Human Destroyer, if you hold down the fire button after running out of ammo, he regains his ammo faster than you can say "The Quick Red Man jumped over the lazy Turbo Man."
Fix one bug, cause another. This has already been mentioned, but noted.
- Some issues with my HUD:(click to show/hide)
-snip-
Dude, chill. He'll be in the next version, which hopefully won't take 3 months.
Name: Manibogi
Armor: 1.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Nature and wind type Attacks
Jump: Normal
Damage type: Whatever type Leaf Shield is
Role: Nature Fighter/Builder
Speed: 1.1
Weapon dropped: Needle Cannon
Skin: Bass-RM7FC
Skin color: Leaf Shield's
1st Wep: Thorn Shot: Shoots thorns at a normal (Mega Buster's) RoF and deal ripping damage. The thorns alternate between coming out of the left and the right hand each shot. Damage: 6
1st Wep Alt: Thorn Cluster: Shoot 6 thorns in a random spread in front of him. These thorns don't rip, but deal more damage. Damage: 10 per thorn.
2nd Wep: Vine Whip: A melee whip attack (Similar to Sting Chameleon from MMX Classes) that deals ripping damage. Damage: 6 per hit.
2nd Wep Alt: Seed Shooter: Throws a seed, that creates a turret wherever it lands. The turret has 30 health and has a RoF similar to the Mega Buster. It can only be thrown when it's respective ammo bar is full. Damage: 12
IG Wep: Thorn Pinner: Similar to Thorn Cluster, but kills instantly. Damage: 300
Special: Spreads seeds around whenever he dies. Purely Cosmetic.
Someone host this pl0x.
The only thing I found today.
This spawns when you kill Gizmo.I havent got a clue if that's supposed to happen or not.(click to show/hide)
Quote from: "xxkirbysonicxx1"The only thing I found today.
This spawns when you kill Gizmo.I havent got a clue if that's supposed to happen or not.(click to show/hide)
WAIT, WHAT?!
That's never happened before. Can you give more details on what exactly happened?
Also potentially disastrous idea that you may have thought of already, but what if Lego's second weapon could stick to players and not just surfaces? It'll be hilarious to see players run around with mines stuck to then waiting to be detonated, but....might be a bit op and lagluster. I know it's possible because remote mineThat would be coding hell if someone wanted to go through it.
Just found afew bugs.
Lego:
His broken in certain areas of certain maps. ShadeMan, WaveMan and any other maps that have a line horizion.
His what?
His custom hud also does not display.
Known issue. Something didn't save right, apparently. Noted.
Clockman Lego is still Bass.
Not sure what this one's about. Noted.
And for Trollyomaru:This bar is vertical instead of horizontal.(click to show/hide)
That's what I get for not recognizing texture name overlap. Noted.
That's all I found for now...
By the way, whatever happened to that Dissidia Onion Knight class Smash was making?You mean the one Smash and Jax were making.
Mess needs a damage reduc.This. Anyone using Mess dominated me easily, no matter what class I was using. The fact that he has to stay still doesn't compensate the damage.
As for bik, it gets worse with open gl users as then can just jump on you aim down and get a instant kill
K, we're making a glitch/changelist.
Everyone take your class and compile a list.
K, we're making a glitch/changelist.
Everyone take your class and compile a list.
Okay, some updates. Though I haven't been able to fix most of the bugs and such from before, (and any changes made to him on Cold's side will have to be re-added) I went and tinkered around with some stuff. First things first, I added the sprites for the Frost Cannon and the Flame Thrower. Flame Thrower's sprites could probably be darkened some, as they look too light in comparison to all the other flaming weapons, so I'll be working on that. I also edited the Plasma Cannon's explosion, to make it look a little less like crash bombs.
But mainly, I tried to balance out the weapons a little more.
Flame Cannon has gotten a nerf; It was supposed to be the weaker, rapid firing weapon. Flame Thrower has gotten a slight buff though, and can now actually light oil pits. (I actually only tested it on Flame Man's stage; I have a feeling that I should check some other stages too.)
Lightning Cannon has gotten a buff; It was too weak to really be practical. It's now a 3 hit kill, instead of 5. It's fire rate isslightlyslower though.Quote from: "SmashTheEchidna"(Changes to be made, PM'd to Ukiyama)The Claw Gloves; I could never get my original ideas to work out, resulting in what it is now. So, either give the claws a damagetype that everyone has good armor against (to further nerf the damage) or if that doesn't work, then we'll have to resort to removing the ripper effect from it.
The altfire is a guard. He needs to stay in place while guarding, and he absorbs damage like Enker. Except he can hold a lot more, and when the damage meter fills to the top, his guard is dropped immediately and he is stunned, leaving him wide open.
Stuff I need to do now: Proper HUD sprites for guarding. Flame Cannon main fire sprites. Possibly an alternate way for Slash Claw to work. (I'd originally planned for it to be one slash if you fire once, and two slashes if you fire twice/hold down fire, and before that, combo/timed hits style of attacking) Possibly a Lightning Cannon alt, and then once I've done all the basic requirements I'll start working on a new set of weapons--which may or may not make it to CSCC but I don't care.
Personally I think it could use a little tweaking (heal more than 1HP), but it's still not too bad.While I was digging around, I found a few posts I found to be entertaining, and I thought "why not" and decided to share 'em with you guys as well. Some of these are old ideas we probably just forgot about, but (admittedly) about half of them are just for humour. I've spoilered the list in the interest of post space.
EDIT: SMASHBRO UP IN HERE YO MAN WE BE DOIN' SRS BSNS(click to show/hide)
Also, I've been considering changing my colours from dark grey to emerald green, like in Rockman No Constancy (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2981).
Page 71:So....did the bandwidth beam I sent you in v3 get added? I'll admit it could have used a few improvements such as the amount it fires. That dang ammo was hard to get right.Quote from: "Michael712"Does this expansion have bandwidth beam in it? If not, it could be a weapon that Eddie may occasionally give you!
If so, it would be CutmanMike's weakness.
Awhile back on that loading up the game window thing, the banner at the bottom had CutmanMike getting attacked by a bandwidth beam, saying it's his weakness. So y'know....we could have it added.Quote from: "Beed28"Really? Could someone show me a pic? The last banner I had (and still have in the MM8BDM folder) before moving to ZDL was the Chaos Generator one.Quote from: "Gummywormz"That would be this thing:
(http://imageftw.com/uploads/20120310/CMMBILL.png)Quote from: "ice"...if I didnt have a class already I would of added Router man just for that weaponQuote from: "xColdxFusionx"Oh my god I completely forgot about this.In the words of M. Bison: "YES!! YEEEESSSS!!"
CutmanMike will be getting his weaknesses changed to include Gemini Laser, and Bandwidth Beam will be included in a future version.
While Coldy and HD said there were "already enough medics"
This is incredible.IDK, what does it do?
Btw, I found some guys struggling with my class, so...
Daveris
Armor: Standard
Role: Zoner
Use the alt to catch bullets. The main powers up by 5 to 35 damage and the alt itself is semi-deadly.
Long postDon't forget this:
Name: Lightning Man / zBlueboltz
Armor: Damage x 0.8 (140)
Resist: Being stunned and blinded.
Weakness: Fire (damage x 1.0) Rock (damage x 1.0) Bomb (damage x 1.0)
Shield?: Yes, on the left.
Speed: 0.8 (With Bolt Shield) 0.65 (slow, ordinary speed and charging with bolt shield) (0.5 when charging without bolt shield)
Jump: Normal
Role: Utility tank.
Generally, his weapon can be used for different situations and he uses a shield. But as Lightning Man you must be adept at dodging explosives and avoid showing your back as you lose your charge when damaged - especially with the speed drop.
Weapon 1:
Element - Thunder
Lightning man's main weapon requires charging for different attacks. If he is damaged, he loses his charge.
It is an active charge and needs Mouse1 held down.
Gauntlet
Charge: 0
Damage: 40 / 70
Attack interval: 1.0 seconds (Lag: 0.2 seconds, Cool down: 0.35 seconds)
Duration of attack frames: 0.45 seconds
Stun: 0.25 seconds
Pointblank attack
Pass through shields?: Yes
Sound: SlashClaw
Death message: [enemy] got "Punchured" by [You]'s Spiky, electric Gauntlet.
Death message (reflect): [Enemy] was humiliated by you with their reflected [Their projectile]
This deactivates non-damaging weapon shields when they are in use. The attack also knocks enemies back vertically. Additionally it also has the ability to reflect missiles, projectile rocks and projectile bombs back at an enemy. with crucial timing. Enemies who are stunned receive 70 damage and twice the knockback - if they survive
Energy spark
Charge: 1 (1.5 seconds)
Damage: 35
Flying speed: 1.8x
Lag before initial attack: None
Pass through shields?: No
Pierce through multiple enemies?: No
Stun: 0.5 seconds
Sound: SparkShock
Death Message: [You] gave [enemy] quite a shock with Spark Shock
Fires from the middle needle on the gauntlet. Sniping attack.
Duo shock
Charge: 2 (3 seconds)
Lag before initial attack: 0.2 seconds
Damage: 30+30
Flying speed: 1.0x
Pierce through multiple enemies: No, they explodes.
Pass through shields?: Yes
Stun: 1 second
Sound: Duoshock.wav / Thunderbolt
Death message: [You] made [Enemy] see double with Duoshock
Fires two energy bolts from the spikes on the side of Lightning Man's Gauntlet. They also explode into a small energy wave on impact with floor or enemy.
Thunder storm
Charge: 3 (6 seconds)
Damage: 40 x 3
Flying speed: 1.4x
Pass through shields?: Yes
Shield damage: 20/sec
Shield duration: 9 seconds or until damaged
Pierce through multiple enemies?: Yes
Lag before initial attack: 0.5 seconds
Stun: 1.5 seconds
Shield stun: 0.5 seconds
Sound: Thunderstorm.wav
Death message: [You] gave [Enemy] a stormy day with Thunder Storm
Creates a damaging, stunning electric shield that speeds up and covers Lightning Man will start to decay after shooting wide bolts of thunder from his hand.
The attack is essentially 3 bolts that fire from his gauntlet. It's use has a kick to it as well, and as such pushes him a bit back while shooting. It is semi-accurate, and have a bit of "spread" or slight "Misfire"
Alt fire: Lightning Flash
Element - Light
Damage: 15
Damage (Point blank): 45
Ammo usage: 100%
Pass through shields?: Yes
Point blank duration: 2 frames
Recharge duration: 8 seconds (Passive)
Stun and blind duration: 2 seconds
Stun and blind duration (Point blank): 3 seconds
Sound: Centaur Flash
Death message: [You] made [Enemy's] life flash before their eyes with Lightning Flash
It's a strong, stunning, flash that needs a long recharge time and stunning to all those who see it.
It will also render disable any projectiles or bombs at the time the flash is activated. Using at point blank range to an enemy also causes further damage, diagonally knockback (Point blank has more knockback) and stuns.
Weapon Dropped:
Weapon 1: Centaur flash or "Bolt shield"
...This is amazing.Though, he only has 16 posts, so I think that would be a little unfair...
Someone has to make this for v3.
Gizmo doesn't change color when he's on Wily team.
I believe it probably has to do with the skin...
However, I discovered that several of my changes had not been added, dating back to when Gizmo's colors were screwed up. (which was months ago when I sent in the fixed sprites.)
ColdFusion told me that, due to all the new classes, he ended up with around 30 different copies of CSCC-v3e-h2 all named the same. So, if a change got lost, stop yelling about it and re-send it to Uki.
Hi, I wanted to know what string do you use to check the user's health, as I wanted to experiment with an afterburn "item" that doesn't hurt the user below a certain amount of health, avoiding "suicides".
Quote from: "I, in the Help thread"Hi, I wanted to know what string do you use to check the user's health, as I wanted to experiment with an afterburn "item" that doesn't hurt the user below a certain amount of health, avoiding "suicides".
Hey Mani, if you decide to give the burning its own damagetype could you let me know? I'd love to be weak to status conditions (like burning / stun / freezing) but not ACTUAL fire damage.
Since, you know, CSCC is basically "red hot chili hour" with all the pyromaniacs running about.
It came to my attention that someone else had my class idea, so....Does the Darkman.exe that Mr. Joe made look like the generic evil overlord skin you're looking for?
Name:That one boss
Armor: 0.35x (Weakness: Homing projectiles)
Speed: 0.3/0.3
Jump: 15z
Damage Type: Fire storm
Role: Tank
Weapon Dropped: Fire storm
Description:
1st weapon
Main fire: He throws a a ripping fire ball. It does not use ammo, and fires at about 1 fireball per second.
Alt fire: He levitates in the air. After 3-4 seconds, the area around him is engulfed in flames. The flames are shootable, with infinite health. He is left vulnerable for a short time afterward. It takes 15 seconds to recharge.
2nd weapon
Main fire: a backhand that fires at about once per second. It is not slash claw based. it deals 70ish damage, and sends the victim flying.
Alt fire: A large pillar of crystal appears where he is aiming. It is a 4 damage ripper coming up. When it finishes, it blocks enemy shots. it has 100 hp. When hit with the backhand, it goes flying (like junk cubes in classes).
Another thing to note, each time he lands, a small shockwave comes out.
Skin: Some generic evil overlord skin. If I can't find one, then airman.
damage information: the flame pillars are 2 damage rippers, and the fireball is a 4 damage ripper. The shockwave does 15 damage.
Speaking of which, why isn'tQuote from: "SmashBroPlusB"Hey Mani, if you decide to give the burning its own damagetype could you let me know? I'd love to be weak to status conditions (like burning / stun / freezing) but not ACTUAL fire damage.
Since, you know, CSCC is basically "red hot chili hour" with all the pyromaniacs running about.
Ice and I are pretty cool dudes...
Quote from: "Game&Watcher"Gizmo doesn't change color when he's on Wily team.
I believe it probably has to do with the skin...
Gizmo's colors are on the tip of his buster. ...Although I do agree making his colors more obvious would help in team modes substantially.
The only problem with Gizmo is the stun.
Quote from: "Daveris"Speaking of which, why isn'tQuote from: "SmashBroPlusB"Hey Mani, if you decide to give the burning its own damagetype could you let me know? I'd love to be weak to status conditions (like burning / stun / freezing) but not ACTUAL fire damage.
Since, you know, CSCC is basically "red hot chili hour" with all the pyromaniacs running about.
Ice and I are pretty cool dudes...Davy JonesDaveris fire-type as well? Honestly I had no idea you were a Lavagon until you posted that link, since your skin has the tail leaned back and the wings are further spread out. I thought the hands were "feet" for the LONGEST time, and it doesn't help that your class's idle frame involves standing on your hands and using them as claw feet.
plus you know LavaTowr is pretty badass
:/Lego and HD
Erm, I see a new version coming. Who's getting the nerfbat?
Smash, the Claw attack's stun is crazy >.>
hey Coldy guess whatQuote from: "SmashBroPlusB"I know that CSCC can implement spare sprites during certain attacks, because Laggy Blazko moves his arms when throwing his Nade Spam but holds a gun when firing the Tommy Gun.
Actually, Blazko currently only fires his gun. I might see if I can re-add his two firing sprites, but I originally removed his "not holding gun" sprites because they didn't seem to work half the time.
Turn no clip on and watch Gizmo soar through everything in his path as he dies
Ooh, If it's al right with all you, I would like to submit my own class.
-snip-
heyDavy JonesDaveris
you should make your death effect as Daveris exploding with little bomb bursts
and it makes the deletion sound from Battle Network
DO IT FOR JUSTICE
Quote from: "Pikmin747"Ooh, If it's al right with all you, I would like to submit my own class.
-snip-
Fast class with great armor?
Weapons essentially duplicate others in the mod? (Claw Gloves, Solar Laser (We really can't make Solar Laser weaker or faster))
Tornado Blow+Gravity Hold as a weapon?
Duplicating an already-used skin?
[REJECTED]
Double Melee+T Hold?
There are already so many melee classes >.>
Just curious, is Soaking technically a status condition? I'm trying to gather a list of these (Wind, Shock, FBurn) for my weaknesses.Since it does Spycheck, and will put you out if you have FireVision...I'd say yes, but it's up to you.
I asked because Soak causes you to "drip" and spy check, but it's also literally all of Sinkman.
CSCC has a sound for classes being hit by their weaknesses now? Cool.I implemented that in my class and it crashed my game :cry:
CSCC has a sound for classes being hit by their weaknesses now? Cool.Which reminds me, what is this new sound? I swear, if it's that ninja slap sound from YDs classes....
Sorry if I'm getting annoying but I have another inquiry over the SmashBro class.I'd say do it. It's even easier to do now thanks to the lastest update, which only requires changeing the ClassBase.
As it stands, Bravery Attacks do pitifully weak amounts of damage (1 point per hit except for Blizzard), but their main purpose is to build up enough Bravery for the player to use a powerful HP Attack. I thought it would be funny to give Smash a small Bravery boost for finishing a player with a Bravery Attack (thus opening up the possibility of Cherry Tapping (http://tvtropes.org/pmwiki/pmwiki.php/Main/CherryTapping)), which made me question whether or not to give Bravery Attacks elemental values. I was going to originally give Ice to Blizzard, Elec to Thunder, and Sword / Cut / whatever to Gaia Blade.
I'm not sure if SmashBro should gain the benefits of weaknesses, since he's got massive HP and all.Which reminds me, now that you can modify flat health values thanks to the lastest update, will you be doing that instead?
I'd say do it. It's even easier to do now thanks to the lastest update, which only requires changeing the ClassBase.I'm sorry, what?
Which reminds me, now that you can modify flat health values thanks to the lastest update, will you be doing that instead?I'm sorry...
All classes will have 100 health. This is how Classes works, and this is how we're going to do it.And none of the classes currently do it.I'm pretty sure that was there before, v4 just made me realise it.
Missile:
ICSP FGFGFGFGF 2
goto Spawn+2
Causing a weird jittering firing animationWhich reminds me, now that you can modify flat health values thanks to the lastest update, will you be doing that instead?Wait, what? I don't remember anything like that.
Welp, after having nothing to do for the past 2 days I made a edit of the CSCC to see what could be changed
My class and some others have this weird problemCode: [Select]Missile:
Causing a weird jittering firing animation
ICSP FGFGFGFGF 2
goto Spawn+2
asdfghjkl
How did we not see this already?
Noted.
I also nerfed sparky's shots from 15 to 10 damage (considering a majority of the classes are weak to ice or electricity, the high power fast moving shots kinda gave a massive advantage)
Weaknesses shouldn't be an issue, but that does bring up a good point. Noted as a possible edit.
Pardon the double post, but I just finished revising SmashBro's blueprint.
I figured I might as well shove it up here, for criticism / comments / anything else.(click to show/hide)
(click to show/hide)
actor ClassBase : PlayerPawn
{
player.displayname "Unknown Class"
player.soundclass "megaman"
player.damagescreencolor "yellow"
health 100
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78
player.jumpz 10
gravity 0.8
health 100
Unfortunately, that has to stay like that. Setting it higher has the terminator health boost effect and you can't restore or see your health at over 100.^ This.
Quote from: "SmashBroPlusB"Pardon the double post, but I just finished revising SmashBro's blueprint.
I figured I might as well shove it up here, for criticism / comments / anything else.(click to show/hide)
The only two bugs I found today.(click to show/hide)
The Plasma Cannon bar was removed cause of the fact that the sound really tells ya when you were gonna be fully charged so it felt pointless to be there. (The Claw bar was pointless atm anyway). There were jumping sprites..., I remember getting your slash to work, but never noticed jump sprites lol. His jump is the same as it was sent to me though so I left it as is. As far as your deaths go, I looked the current version has the same death states as the one in the second update I got and I did see at least one work (jump in a hole and you die like you would expect), EXCEPT the main death state I forgot, so I'll make sure to update it next time.
Coming up with 2 weapons here.
Weapon 1: Tackle Flare
Mainfire: Launches a Tackle Fire that bounces around like Ring Man's Main Fire. Rips, 5 (?) dpt.
Altfire: Flame Dash. Uses Flames to rocket forward. Impact with LlamaHombre during this time does 10 damage, and stops the Dash.
Weapon 2: Atomic Flame
Mainfire: Launches a Flame Blast that propels forward and climbs walls. Has an ammo bar. Rips, 3 (?) dpt.
Altfire: Surrounds in 8 normal Flame Blast pillars.
Any opinions?
When I'm done with my class, if it's overpowered or underpowered, I want it kept away from this pack.
I noticed that Gizmo's weakness to Centaur Flash had been removed, or at least nerfed. Was it that bad?
and Lego STILL doesn't reload early
son why
Also, is that Mirror Buster a small preview of how it will work in the MM8 expansion?Yes it is. It's more or less a stage to see if folks like the new build or not (I HATE HATE HATE it though). If enough folks like/hate it enough, it'll be noted for the MM8 team.
I hate to be posting this late at night, but I'm reporting a serious game breaking bug with the regular Mega Man class and I don't want to forget:
(http://img59.imageshack.us/img59/5489/screenshotdoom201208030.png)
Everytime he shoots (regardless of weapon) and goes back to his spawn frames, it activates script 145, and it will build up and up until it kills the FPS.
Also, is that Mirror Buster a small preview of how it will work in the MM8 expansion?
So I found out that Gizmo can pick up and use any other class' weapon drops.
Hang on, how are you pulling that off?
I also found out that he drops a proto upgrade sometimes. The heck?
Hand Cannon drops a Proto Upgrade since I thought they were somewhat similar. Any suggestions on what else he could drop would be appreciated.
And lastly, I just found out that his Hard Knuckle pain sound was removed. Or at least, not added.
Noted.
Can I make a class based on another game?
Not unless it's part of your identity. This mod is meant for classes based on the Cutstuff community.
How the crap does new Mirror Buster work, anyway? -snip-
Besides sounding unbalanced, perhaps you should get to know us..?hmmmmmmm.....
I guess i will wait a bit, if FZ doesn't accpt it.Quote from: "Daveris"Besides sounding unbalanced, perhaps you should get to know us..?hmmmmmmm.....
Do realize that balance WILL NO EXIST.
Well, I've been looking at this mod for a while, and since most people code their own weapons, I guess I need to get to that Decorate tutorial...nuffsed
BUT WHERE THE FUCK IS IT??? :evil: :(
CSCC's purpose is for you to find innovative and new weapons that introduce new, functional concepts.]Because everyone having a melee weapon and Beed's mirror buster are totally new weapons.
Do realize that balance WILL NO EXIST.
Cutstuff Community Classes is a pack that adds custom classes based on members of the Cutstuff Community. What'd you expect it to do, turn Megaman into a pony?
Uh, no.
The point is to have classes that represent members of the community.
Does the Darkman.exe that Mr. Joe made look like the generic evil overlord skin you're looking for?
Skin: Some generic evil overlord skin. If I can't find one, then airman.
damage information: the flame pillars are 2 damage rippers, and the fireball is a 4 damage ripper. The shockwave does 15 damage.
I'll probably submit a Korby(read: wizard) class either instead of or in addition to Sinkman at some point.I don't think Coldy will mind if you
Quote from: "Korby"I'll probably submit a Korby(read: wizard) class either instead of or in addition to Sinkman at some point.I don't think Coldy will mind if youget greedy toowere to add a Korby class.
I'd certainly support it, at least.
I really hate double posting, but...
Well, while working on Nidoqueen I had a little difficulty trying to come up with a weakness. So, I went to the front page of the thread where every class is listed, and...
Breve.
I can't believe I've gone THIS long without saying anything.
Breve sucks. :ugeek:
Honestly, I always end up dreading the chance of drawing Breve through RANDOM. His Stave Cannon has a low-ish rate of fire, its damage output isn't too impressive, and it has that pesky ammo limitation. It's not really a limiting factor, but there's just enough ammo so that when you finally get a good lead on someone, the darn thing runs out.
Then there's the bomb... oh god, whose idea was this anyway? He needs a FULL ammo bar to use it, and when he throws them (yes, he throws THREE BOMBS) they do pitiful amounts of damage! I mean, I was curious so I tested it offline, and... well, even if you peg someone DEAD CENTER with ALL THREE BOMBS, the attack's a 3HKO! Technically, that's NINE BOMBS!
Please please PLEASE make Breve a more attractive choice in the future.
Good news: A new Breve idea was submitted, so he should be less boring in future versions.
...
Oh, and Gizmo won't get mad if I copy his gimmick, will he? :lol:
Though copy classes are cool, I'm going to have to ask people to keep them to an absolute minimum.
Well, while working on Nidoqueen I had a little difficulty trying to come up with a weakness.Make Jaxof your weakness *psychic type*
Gravity is a Psychic type attack too! ;)
...
Oh, and Gizmo won't get mad if I copy his gimmick, will he? :lol:
Well crap. I guess the Nido overhaul I had in mind won't work out too well...Quote from: "SmashBroPlusB"Oh, and Gizmo won't get mad if I copy his gimmick, will he? :lol:
Though copy classes are cool, I'm going to have to ask people to keep them to an absolute minimum.
Tsuki (the other class that gains power through frags)
I really liked v4a Tsuki to be honest :?Me too. He insisted on the change, though, and it was kind of a cool idea, so I let it go.
sounds an awful lot like Nido's gimmickyeah about that
Some stuff:
-My class still makes the megaman death sound and it's not supposed to Noted. Wasn't aware it needed to be changed.
-My class's instag weapon doesn't have its colours. I still insist on this weapon being changed to the original with nerfs though, cause I don't like it. Colors noted. Not sure about changing it; I'll bring it up with the devs.
-Tsuki's missing his bar on instag mode Noted.
-Apparently tsuki has a smaller hitbox. If so, any chance the other classes can have a similar thing? Only if it makes sense. Also bigger hitboxes break things so that's out of the question.
-Can't we have instag weapons for all? It seems a bit lacking with some of the classes using metal blades. I'd need to recieve them first.
Also you need to get stampin' some classes. Especially That one boss and Gumballtoid as those ones seem ignored.
Don't rely on me to stamp every class. Make them/ask someone to help you make them and send them in!
I can say Gumballtoid has been [ACCEPTED] for a while.
That One Boss, on the other hand, needs tweaks. It's painful enough to play at YD's speed as is; Anything slower would be downright excruciating.
Don't rely on me to stamp every class. Make them/ask someone to help you make them and send them in!but I love how you totally skipped over Nidoqueen
There is one. That's just how unnoticeable it is.
It's seeming more and more like an Instagib weapon, which wasn't what I originally had in mind. But hey, I guess he didn't have a unique one before, so it should be fine.Apparently Gizmo is now a pony. (http://cutstuff.net/forum/viewtopic.php?p=161635#p161635) :ugeek:
Quote from: "SmashTheEchidna"It's seeming more and more like an Instagib weapon, which wasn't what I originally had in mind. But hey, I guess he didn't have a unique one before, so it should be fine.Apparently Gizmo is now a pony. (http://cutstuff.net/forum/viewtopic.php?p=161635#p161635) :ugeek:
You still owe me a [Fusillade] Particle Beam, anyway.
When someone makes a class with a rage mode, could they take double damage from fenga's main?
Can I make more than one class for myself?
No, unless you have a morphing ability. Even then, please try to keep the number of morphing classes to a minimum...
On a side note, I noticed a few issues with messatsus class. First of all, the ammo bar for the lagless instant hell frag is hard to see. This is a known issue, and hopefully we can fix it.
Second, the aforementioned attack doesn't seem to have the right obituary (it displays the obituary for the main fire). This is also a known issue, and (again) hopefully we can fix it. It seems to work on and off...
Phantasmal Ghost (data inconclusive)
Trait: Slightly reduces visibility while active and not attacking.
Primary: Stray Wisp. Summons odd little souls that dance around enemies. Though they initially travel quickly, wisps will slow down and eventually come to a stop, floating around until they find a suitable target to harass with their odd movement patterns. The ghosts disappear after a set period of time, or until they collide with a player. Has a fast rate of fire but consumes a somewhat large amount of energy.
Alt-Fire: Ghoul Shield. Surrounds the user with three floating wisps that steal enemy attacks. While the shield is up, any damage taken will be "added" to the spirits floating next to you, increasing the amount of damage they deal via hugging. Breaking the shield with primary fire shoots a spread of spirits, while using the alt gives Nido energy for both of her Weapons-GX; the damage dealt by the spread or the energy regained both depend on how much energy the souls absorbed. If the player switches to the other Weapon-GX, the shield simply dissipates without any sort of bonus. Generating a shield consumes a fair amount of energy, and using the spread shot mode consumes a small amount of energy in addition.
Dang it, I was enjoying the joke :ugeek:
Except, you know, TsukiyomaruZero.
Yeah, no, I'm not fond of pointless posts (http://www.cutstuff.net/forum/viewtopic.php?f=4&t=3).
TIME MAGIC:ugeek:
Casts Haste and Slowga, making Korby faster but those around him slower. Given by Ice/Sparky.
TIME MAGIC
Casts Haste and Slowga, making Korby faster but those around him slower. Given by Ice/Sparky.
Some of the 'newer' users who are more prevelant on the forums. Me, HD, and perhaps even you are examples I can think of.*looks at join date*
...also we need a vehicle class (chargeman, turboman, galaxyman, nitroman)
if Korby's trying to Blue Magic
and another Korby hits him
what does he get???
why not give Krawby Blizzaga / Thundaga / Firaga
:ugeek: :ugeek: :ugeek:
EDIT: wait I just remembered something
if Korby's trying to Blue Magic
and another Korby hits him
what does he get???
The flare itself does 5 units of damage, but it has an after burn that does 3 damage, every second for 4 seconds.Oh god.
It's funny you should mention that, as the current build of AwNet displays the "!!" sign from Battle Network when a class is hit by their weakness. It's funny seeing Hub Style run around, as he's literally weak to everything... heh, he even has "!!" appear when he falls in a pit!
I wouldn't mind if Coldy wanted to use the sprites Awnet's currently using.
I have been looking around the internet, and I finally found something that I'm sure will please a certain individual who made a class in CSCC...Will Lego ever finish that? That would actually be awesome one day.(click to show/hide)
That's actually the model I figured out how to use Bones on...although I STILL don't know how to make animation frames in Blender, so until I get those figured out, no model for you.
I might make a custom horizontal status bar someday (if I do, it won't happen soon anyway) which would have a mugshot. So I made these HUDs to see if they would be appropiate for this mod or they're too violent (or not enough violent).(click to show/hide)
Blazko obviously doesn't know that 70% of the players of Call of Duty are children.I mean... "Some" kids around here...
Hey, I played some Mortal Kombat 4 when I was 5 or 6!
EDIT: Oh, and thanks!
Well, great... Tell me how violent those games are.The mario series, the only games where the main character goes around killing (and sometimes mugging) hundreds of people while giggling madly to himself thats ok for kids
Quote from: "Laggy Blazko"Well, great... Tell me how violent those games are.The mario series, the only games where the main character goes around killing (and sometimes mugging) hundreds of people while giggling madly to himself thats ok for kids
What if, in addition to a sound played, an icon such as this was shown?M712 and I were discussing weaknesses and I thought I'd bring this up again.
(http://i1065.photobucket.com/albums/u395/Gumballtoid/weakness.gif)
Why not have a bunch of Earth-y attacks, seeing as you're Clayman?
I want Clay to be more along the lines of a combination of all the Bros from the Mario series.and my face was like
I thought of making Clayton change Modes through the regular weapon drops but CSCC is a fish and the weapon drops last for the whole game.
In your face I already finished that for next version :ugeek:The only problem would be to give every weapon a connection to a Brother Mode, and with things like Power Stone and Thunder Bolt it's not so obvious. It's still better than having players spawn two things on death though, and simple is better in my book.
Cloud Mode (high jump, floaty jump if possible)also if you have bad memory like HD then here's the whole thing again
Mario may be able to copy Brothers with the Boomerang Flower, but now it's time for a Bro to copy Mario! Using the Cloud Flower from Super Mario Galaxy 2, the Cloud Bro was born. Using the power of the sky, Cloud Bros. must use their improved maneuvrability instead of focusing purely on attacks. While their battle skills aren't as polished as with some of the other Brothers, their agility and floating jumps makes the Cloud Bro just as hard to take down.
Primary: Spin Cyclone. Spin in a circle while whipping up winds to damage opponents nearby. On the ground, movement is increased during a spin for a greater attack range, whereas in air the spin will lift its user higher as if it was an additional jump. Aerial use also has the advantage of generating a cloud under the player's feet if the button is held down past the duration of the attack.
Alt-Fire: Crash Twister. The user spins wildly at high speeds, uncontrollably skidding around the stage and bouncing from walls while summoning thunder bolts nearby. While this attack is very powerful, it should only be used in enclosed areas as the user cannot aim and their vision is constantly spinning around. This attack consumes cloud charges while in use, so if the player has set all of their clouds the move can't be used.
I like this concept but how exactly will it work? Will Clayton be able to pick up certain weapons corresponding to type (like firestorm is fire bro) or will the items be dropped from other classes at random when they are defeated?Originally classes would drop two things, one being their copy weapon and the other being the Bros. Item that Clayton picks up. This was originally pitched because copy weapons would litter the field and never disappear, causing problems for Clayton if he changes powers every time he touches one. However, the new CSCC will solve this, so the Bros. Items are no longer necessary. Clayton will still drop them if he's fragged, but now he picks up his powers from regular weapons on the field.
Also what I would do is make it so that there is an ammo bar and the dropped hammers can be picked up and give faster ammo gain (like yamato man's class from classes).see there's this neat little thing I like to call "fun"
I don't even think an alt fire for this class (Hammer Bro) is really necessary since it's the starting weapon and he can pick up more bro weapons.No, he can't pick up more weapons, because once Clayton switches Modes then that's it, he actually switches his Brothers Mode. For example, if you're using Fire Bro and you pick up the Patrol Helmet, then you can't throw fireballs anymore because you're stuck with a spear. Of course, if you were to pick up another fire weapon you'd get Fire Bro back, but you then lose access to Koopatrol.
I noticed you must not have seen the Cloud Bro idea I came up with. Must have ninja'd you or something.
Anyway, glad you like the ideas! Let me answer a few of the questions you had.QuoteI like this concept but how exactly will it work? Will Clayton be able to pick up certain weapons corresponding to type (like firestorm is fire bro) or will the items be dropped from other classes at random when they are defeated?Originally classes would drop two things, one being their copy weapon and the other being the Bros. Item that Clayton picks up. This was originally pitched because copy weapons would litter the field and never disappear, causing problems for Clayton if he changes powers every time he touches one. However, the new CSCC will solve this, so the Bros. Items are no longer necessary. Clayton will still drop them if he's fragged, but now he picks up his powers from regular weapons on the field.QuoteAlso what I would do is make it so that there is an ammo bar and the dropped hammers can be picked up and give faster ammo gain (like yamato man's class from classes).see there's this neat little thing I like to call "fun"
and Yamato Man spear picking up isn't fun at all
Ok then, if you say so.
it's bad enough poor Koopatrol has to do it, making Hammer run around would be potatoesQuoteI don't even think an alt fire for this class (Hammer Bro) is really necessary since it's the starting weapon and he can pick up more bro weapons.No, he can't pick up more weapons, because once Clayton switches Modes then that's it, he actually switches his Brothers Mode. For example, if you're using Fire Bro and you pick up the Patrol Helmet, then you can't throw fireballs anymore because you're stuck with a spear. Of course, if you were to pick up another fire weapon you'd get Fire Bro back, but you then lose access to Koopatrol.
Alright then i guess the rage can stay.
...Gizmo and Korby both do it...
Quote from: "HD_"...Gizmo and Korby both do it...
No I don't. I grab them through a more Enker-esque way.
Not 100% sure about your class idea atm, it can use some tweakingIt has the same speed i don't want it overpowered and as i wrote the jump is for getting to hard to reach places but i could make it a item power like Sliversin's Saxton Hale mode
The attack is an ice slasher speed thunder beam, do you mean actual projectile speed or fire rate? Also 3x megaman's jump is REALLY high, I don't even think springman jumps that high.
Name: Zard1084The new edits are in yellow does it still need tweaking?
Armor: .75x a little low but armor is traded for speed and jump (can be tweaked if needed)
Weakness: Fire, Bombs (can add more weaknesses if needed)
Resistance: melee, ice, electricity
Immunity: G-Hold (because cats always land on there feet ;D)
Speed: faster then megaman but slower then quickman (can also be tweaked for balance)
Jump: 1.5 times megaman's jump (more or less for balance)
Item power: Super jump its 3 time's megaman's jump but it has to recharge after every use shown by a meter
Weapon 1: Its Iceslasher and Elecbeam combined!! (it deals both Ice and elec damage) It has the projectile speed of iceslasher but with the damage of elecbeam but take away the side spread shots (or leave them in) and the sound will be Iceslasher sounds and the shots are colored Dark Blue and yellow
Weapon 2 (alt): slashclaw with protoshield if possible (can be used to climb walls as if they were ladders just like Roboenza)
Skin: My skin i made (http://i1075.photobucket.com/albums/w431/Zard1084/ZARDA1.png)
Weapon Dropped: Iceslasher
Taunt: Kapus's Catplanet's taunt With Kapus's permission (or a cat's meow)
combat style: getting to hard to reach places and snipe at enemy's or running around and spamming shots while Avoiding enemy fire
about 5 people said i needed a class so i'm posting this (edits are in blue)
Bump! does my class still need tweaking?Quote from: "Zard1084"Name: Zard1084The new edits are in yellow does it still need tweaking?
Armor: .75x a little low but armor is traded for speed and jump (can be tweaked if needed)
Weakness: Fire, Bombs (can add more weaknesses if needed)
Resistance: melee, ice, electricity
Immunity: G-Hold (because cats always land on there feet ;D)
Speed: faster then megaman but slower then quickman (can also be tweaked for balance)
Jump: 1.5 times megaman's jump (more or less for balance)
Item power: Super jump its 3 time's megaman's jump but it has to recharge after every use shown by a meter
Weapon 1: Its Iceslasher and Elecbeam combined!! (it deals both Ice and elec damage) It has the projectile speed of iceslasher but with the damage of elecbeam but take away the side spread shots (or leave them in) and the sound will be Iceslasher sounds and the shots are colored Dark Blue and yellow
Weapon 2 (alt): slashclaw with protoshield if possible (can be used to climb walls as if they were ladders just like Roboenza)
Skin: My skin i made (http://i1075.photobucket.com/albums/w431/Zard1084/ZARDA1.png)
Weapon Dropped: Iceslasher
Taunt: Kapus's Catplanet's taunt With Kapus's permission (or a cat's meow)
combat style: getting to hard to reach places and snipe at enemy's or running around and spamming shots while Avoiding enemy fire
about 5 people said i needed a class so i'm posting this (edits are in blue)
Wow, nice triple post there.Lol two of them are 2 days apart from each other but people been bugging me about making a class (stylin is one of them super bros bros is the other and a few more people)
I haven't really done anything with my class in a while, though there are still some updates since last time. I can't send it in the way it is now though.
....that sounds incredibly broken
Quote from: "Gizmo The Cat"Wow, nice triple post there.Lol two of them are 2 days apart from each other but people been bugging me about making a class (stylin is one of them super bros bros is the other and a few more people)
I haven't really done anything with my class in a while, though there are still some updates since last time. I can't send it in the way it is now though.
Altfire:Restoration(Uses 14 units ammo to heal 10 units health.)Now, son, that'd better have a massive cooldown. I can see it now...
Oh, well ill fix that post
Now, son, that'd better have a massive cooldown. I can see it now...That's nothing, I probably heal health waaaaaaaaay faster than him :ugeek:
ALLLright. Submitted my map. I hope for the best on it <_>
Here is my class
Name: cmFTX
Armor: 0.60x
Weakness: Super Arm
Jump: Normal but can also use walljump.
Damage Type:
Weapon Dropped: Top Spiner
Weapon: Coin buster that is coins from super mario bros 1 is like mega buster but faster and attacks 05% more.
Weapon alt: Top spiner from megaman ultra is attacks 07% more than air shooter.
Skin: My self skin (http://imageshack.us/a/img32/6739/ftxlf8f2.png) (http://imageshack.us/photo/my-images/32/ftxlf8f2.png/)
preferably something that isn't typical with the other classesyes please
You're not gonna like my class :lQuote from: "M712"preferably something that isn't typical with the other classesyes please
for the love of god
DON'T USE A FIRE WEAPON
Speaking of HUDs...YES! ALL MY YES!(click to show/hide)
So I started trying to make a hud for the new look of my class. I got the basic layout done.(click to show/hide)
I can't draw/sprite very well, so the inside is very basic, and I got no hands. This is about the limit of my abilities, visual-wise. If someone could help me finish this, I would be very grateful.
Can I make more than one class for myself?
Technically not, but if you have characters that are well known in the community you can add them.
I can't get him to throw any of Gizmo's weapons to him. He has no problem throwing anything else, but when it comes to the weapons, he'll throw and nothing comes out. :|
With the completion of Smash's skin, I started working on his class. Whether or not he'll be accepted, I dunno. But in the state he's in now, there's no way I can submit him. Basically, he's a brawler, so he'll be generally up close to the enemies all the time. But right now, his weapons basically consist of a bunch of experiments with melee weapons and I'm not sure which, if any of them, that I will keep. (I'll most likely keep his Super Uppercut, but so far that's it.)
One interesting thing I had in mind for him is like...Let's just say a "Rage meter", since people should be familiar with where I'm going with this. Basically, with the more he fights, (taking and inflicting damage) the meter slowly rises. When it gets to full, he can use it to power up. With this powerup, his attacks are stronger (like Berserk rune) and faster (Rage Rune) and he has a small defense buff. He also heals a chunk of his HP if it's below half upon transformation. This powerup lasts as long as the meter still has energy left in it, which gradually depletes overtime. I'm thinking that he could have an ultimate move in this form, but eh, I don't even know what I'm gonna do with his normal weapons yet so I'm not gonna get ahead of myself.
You'll have to make it drop a separate "Dropper" instead of the actual weapon. Take a look in the actual mod to see what I mean; there's a text file full of them called something along the lines of "wepdropped.txt"
Sounds interesting. The super move idea seems intriguing, but we'll have to see what you have planned before we make the final call.
With the completion of Smash's skin, I started working on his class. Whether or not he'll be accepted, I dunno. But in the state he's in now, there's no way I can submit him. Basically, he's a brawler, so he'll be generally up close to the enemies all the time. But right now, his weapons basically consist of a bunch of experiments with melee weapons and I'm not sure which, if any of them, that I will keep. (I'll most likely keep his Super Uppercut, but so far that's it.)oh man I just came up with a brilliant idea
v4cAs well as a few secrets
//Change: Tsuki, Breve, and Chimera have new tricks up there sleeves
//Change: Beed's HUD is altered
//Change: Uki can now see his ammo for his main weapon when Revolver is selected
//Change: Uki's weaknesses changed based on what weapon from each game that causes him the most problems in 8BDM.
//Change: Horizontal HUDs are happy now (I Hope >.>)
//Change: Daveris is now weak to Melee weapons and has a normal resistance of .80
//Change: Weakness Effects appear when class's are hit with a weakness
//Change: Copy Weapon drops should die after 25 seconds or so
//Change: Couple Instagibs have got new things
//Fix: Gizmo can't pick up CSCC copy weapons (minus ones that give him one of his cannon's)
//Fix: Gizmo Frost Cannon should affect everyone
//Buff: Travis Gundelsol range slightly increased
//Buff: KY stole Rushjets
//Buff: Beed can now dectect people when looking at them (icon under health bar will flash). Firing also causes this.
//Buff: Beed ammo regen increased
//Buff: Uki now gains Meteor/Wind Ammo while reloading revolver ( Slightly slower regen as when not firing anything)
//Buff: Lego and Blaze now have improved movement when rocket/sticky jumping
//Buff: SaviorSword has normal resistance of .80
//Nerf: Sinkman's speed is lower
//Nerf: Sinkman's firerate is slightly slower
He flips his hand and rises it up to make the spike appear.
Skull Barrier kills spikes too, probably just makes him unshootable while charging, the blades I missed, will be fixed later, and both the finger and hades attack are more or less taunt kills, if you can do it great but pointless majority of the time.
Hey ColdFusion, I think you missed this rule. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4935)Not quite, I uploaded it to Best.Ever
Hey ColdFusion, I think you missed this rule. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4935)
Ironically enough, Breve's "Lag Spike" causes tremendous amounts of lag... across the entire server.Only in HD servers, I suppose? 'cause Lag in his are harsh.
Yeah, if it was a joke it's not that funny. You know, since "unplayability" and "disconnects from missed packets" are awful.
When he's not watching you-know-what, his servers are not half bad, to be honest.Quote from: "SmashBroPlusB"Ironically enough, Breve's "Lag Spike" causes tremendous amounts of lag... across the entire server.Only in HD servers, I suppose? 'cause Lag in his are harsh.
Yeah, if it was a joke it's not that funny. You know, since "unplayability" and "disconnects from missed packets" are awful.
Add http://www.servers.best-ever.org/wads/ (http://www.servers.best-ever.org/wads/) to your Wadseeker sites. Take a good look at http://zandronum.com/forum/showthread.php?tid=631 (http://zandronum.com/forum/showthread.php?tid=631) while you're at it.
My class got buried. That's fine though, I have a new idea nowbecause it totally matters:I think the Danger Mine Pack could use the mines separately now...Sudden burst of inspiration, heh. Pun absolutely intended. :ugeek:(click to show/hide)
If Chimera Man throws his "boomerang orbs" into a horizon linedef, it disappears and he loses that one permanently.Well, it's understandable, since I don't think shots that hit the horizon technically "die". I'm sure Rolling Cutter has a preventive measure against this, so if it becomes a problem, you could try something similar.
You kill specific people and he will gain a upgrade based on what he killed, for starters I know my class gives him some sort of meteor upgrade upon getting killed by him.he just stole
Ok, so this mod is made of glass cannons, and I made a suggestion WAY FAR BACK for a tank class that I figured would be a welcome addition. Smash is apparantly working on it but I haven't heard from him about it for a while.I FORGOOOOOOTTTTTT :|
I suppose that could work, but now how do you expect to charge up atomic fire through the item slot? :ugeek:Auto-charge.
I think Coldy should also get a revamp, if he doesn't it would be plain unfair.
I also suppose this means my class won't be released due to it's simplicity, which I guess is another reason to keep working on it. I just released that version because my final exams are getting closer, and I didn't think I could get any work with it. I do have some more ideas for it, so I'll start with those as soon as I have time.
Is xColdxFusionx's alt supposed to work in Instagib? Otherwise that ammo bar seems pointless.
Make it so that the railgun can only be fired with full jetpack ammo. This not only requires that the user not be in mid-flight, but also adds a slight "cooldown" upon landing.Quote from: "Beed28"Is xColdxFusionx's alt supposed to work in Instagib? Otherwise that ammo bar seems pointless.
It originally was, but flight + railgun sniping power was deemed overpowered and was dummied out.
In addition, would the owners of the following classes please PM either me or Ukiyama. We're looking of input on ways we could improve your class:What.
Bikdark
Well, in that case, I'll agree that, although his revolver blade can be pretty powerful, Bik is on the not functional side. I'd like to see what could be done to improve him while keeping him being a Spy.Bik's category falls into "Complicate and Functional", but bordering "Not Functional". My main irk with it is that it is a complete copy of TF2 Spy and doesn't reflect his style. Rather reflects his old habit of playing "RapeNinja" back when Shadowman had Muramasa in YD Classes. But it wasn't hard to spot rapeninja players back then.
He can create up to 4 at a time. Important note, it takes him 10 health to produce a blood spear.So, if Red creates 4 spears at once, is it 10 HP for all four? Or, does he lose 40 HP all at once? Ouch...
1st Weapon: Hemomancy
1st Weapon Alt: Blood pool.
2nd Weapon: Tides of blood.
TBR: "Well I'm hesitant want to completely replace the weapon [Autocannon] since it already has a hud, and it's integrated into the skin.
What about a gun that shoots blades? Or a gun that shoots out other guns (since I incidentally just coded one the other day)?"
Me: "...I really want to see this now."
Quote from: "Yellow Devil"He can create up to 4 at a time. Important note, it takes him 10 health to produce a blood spear.So, if Red creates 4 spears at once, is it 10 HP for all four? Or, does he lose 40 HP all at once? Ouch...
My problem is that, if he has less than 10 health and no spears in LMS, he'd become completely useless.
Morbid beyond belief.
Someone's been spending a bit of time on the Fields of Justice.
I leave for 2 weeks and already stuff starts picking up @_@Ice can you make my class please? i have two weapons ready for use that i made of course and i have my skin ready also
Anywho, after finishing something for Daveris, I might take up coding someone's class
Also, Irony that Shademan of all characters is being damaged by blood
May as well dump ideas for my revamp here.(click to show/hide)
I leave for 2 weeks and already stuff starts picking up @_@
Anywho, after finishing something for Daveris, I might take up coding someone's class
Also, Irony that Shademan of all characters is being damaged by blood
Um... Is it possible to create a sort of "ball and chain" weapon of the sort of the first boss of Sonic 1? I'd like that to be the new insta-gib weapon for my class, along with a bit of levitation.
I'll be honest, I don't like that red skin at all. The Defense form looks totally radical, though.He isn't the best, yes, but I have quite literally no idea what else to make him look like. I've grown rather attached to his glowing red eyes and his tiny, stupid-looking fangs. I even gave him a pet name recently--"The Chaotic Phantasm."
also fire and darkness have been overused to the point of being "god why"
Quote from: "SmashBroPlusB"
And technically, I designed this class back on page 11, so I have seniority over all of those losers. :cool:
so what do you guys think of my class so far?It still feels OP.
I can add nerfs like make the sparta kick use 10 or 20 ammo per kick and make the sword slash a bit weaker of course i need to add weakness to my class it has none atmQuote from: "Zard1084"so what do you guys think of my class so far?It still feels OP.
Also the danmaku gun has too much ammo and reloads too fast.ok i'll nerf that so it uses 5 ammo per shot would that be fair?
CF, have you considered basing your character design off Magolor?Okay, let me elaborate a little...
I said basing, not a carbon copy.Truth be told, I would never notice the resemblence. Black Mage's defining characteristics are his big pointy hat and his glowing yellow eyes, neither of which your character has.
Example, my character is obviously based on a Black Mage, but he's also obviously not just a recolor.
(http://i74.photobucket.com/albums/i248/Cowman_bucket/mages-1.png)
The idea I spitballed was based on the fact that Magolor is your avatar, and Magolor looks cool and vaguely similar to the character you have. I proposed that you edit Magolor in a way that makes him look like your character, because Megaman edits are bad.The thing is, Magolor is--when you boil him down--from a kid's game. His happy, cartoonish characteristics bleed through his design--at least for his normal form--and it doesn't work for me. The Chaotic Phantasm is a dark, soulless humanoid that steals people's very life force. I don't want some goofiness like floating hands on a character like that. Sure, I could draw from Magolor's other two forms, but those are freakish monsters rather than anything close to humanoid.
In terms of the powers thing, Toadman doesn't have a revolver :ugeek:Precisely why ~90% of everyone having premade skins as their classes is stupid. :ugeek:
The thing is, Magolor is--when you boil him down--from a kid's game.
I'll talk with the other devs about the values.
Name: Zard1084So is my class ready or not? and the link to my class is
Armor: same as megaman
Weakness: Fire (does heavy damage to me) Bombs (hyperbombs can one shot me D:)
Resistance: melee, ice, electricity
Speed: Same as megaman
Jump: Same as megaman
Weapon 1: ZardGun my first weapon i made it deals quick 8 Damage and it uses 10 ammo (max ammo is 120) and it regens when not firing and the alt attack is the sparta kick it deals 5 kick damage and sends you flying forward at high speed (useful to escaping a hord of people trying to kill you)
Weapon 2 (alt): Cross Sword Its a melee weapon that deals 7 (ripping) Claw damage and has a shield that blocks most attacks but ripping and bomb attacks can get though
Skin: My skin i made (http://i1075.photobucket.com/albums/w431/Zard1084/ZARDA1.png)
Weapon Dropped: none
Taunt: None (for now)
combat style: getting to hard to reach places and snipe at enemy's or running around and spamming shots while Avoiding enemy fire or getting very close and attacking with the sword
With the completion of Smash's skin, I started working on his class. Whether or not he'll be accepted, I dunno. But in the state he's in now, there's no way I can submit him. Basically, he's a brawler, so he'll be generally up close to the enemies all the time. But right now, his weapons basically consist of a bunch of experiments with melee weapons and I'm not sure which, if any of them, that I will keep. (I'll most likely keep his Super Uppercut, but so far that's it.)
One interesting thing I had in mind for him is like...Let's just say a "Rage meter", since people should be familiar with where I'm going with this. Basically, with the more he fights, (taking and inflicting damage) the meter slowly rises. When it gets to full, he can use it to power up. With this powerup, his attacks are stronger (like Berserk rune) and faster (Rage Rune) and he has a small defense buff. He also heals a chunk of his HP if it's below half upon transformation. This powerup lasts as long as the meter still has energy left in it, which gradually depletes overtime. I'm thinking that he could have an ultimate move in this form, but eh, I don't even know what I'm gonna do with his normal weapons yet so I'm not gonna get ahead of myself.
Smash The Echidna(click to show/hide)
I could probably keep the Super Uppercut, deflection, and the double rage. I don't really know about anything else.
oh man I just came up with a brilliant idea
You should totally use the scrapped Street Fighter mechanic I had in mind for Smash Man!
Basically, the "fists" weapon would execute a left jab with Main Fire... and a right jab with Alt-Fire. Sounds silly, right? Well, by using the punches in different sequences or with directional input, different special moves would be launched. For example, Right-Right-Left would execute the Deep Hook, which caused much greater knockback than a normal attack. A unique "dash" item would also be held that would allow for quick movement on the ground or in the air, opening up the possibility of chain attacks or aerial combos.
THIS IS JUST AN IDEA SO FEEL FREE TO SAY IT'S BAD
+HUDs look nice, though the Sword could use a bit of a touch-up IMO.Ugh i was afraid of that.... i originally had the sword shoot 3 shots out with the slash and the shield was able to bash faces in and the kick did more damage and the gun was able to shoot more shots before needing to recharge But MusashiAA told me to nerf my class so yeah... so i need to combine my weapons? i can do that i'll have the sword on the right and the gun on the left
*Not sure I like the skin. To be honest, it creeps me out a little.
-All of the weapons here feel very generic; we already have plenty of rapid-fire attacks, dashes, and melee attacks. Try to come up with something that differentiates your attacks from the others in this mod.
-There doesn't seem to be a particular reason for you having a Charge Kick or Arthur's Shield. What if you combined your two weapons into one and just scrap these altfires? If that's too much to ask, I'd suggest quartering the power of the dash (or removing it outright), increasing the damage a bit, and more of a "keep-away" tool by giving it a knockback (hey, it fits the weapon) and making the shield a bit more personalized and less generic.
The things marked in red need to be fixed before the class is ready for prime time.
Yeah, combining your two weapons into one would work. Though you still need to give the two attacks you're keeping properties to distinguish them from the other "rapid fire + melee" classes out there.
Quote from: "xColdxFusionx"Yeah, combining your two weapons into one would work. Though you still need to give the two attacks you're keeping properties to distinguish them from the other "rapid fire + melee" classes out there.
Actually, there might be a way to keep them both as separate weapons for the same class.
Have Zard start out with the gun as default. Pick up Proto Upgrade, and you get a special item that lets you switch to the sword and shield. Pick up Bass Upgrade, and you get the same weapon-switching item, but this time it switches you back to the gun.
Bam, two weapons, only one at a time.
I actually liked the skin though. I'm not denying improvements however, if you can polish it then go for it!
Also, the fire death is hilarious. :ugeek:
Hard Knuckle - Perhaps he gets knocked clean off his feet by the blow?
@YD: The Crash Bandicoot joke doesn't really fit here IMO.
(http://i270.photobucket.com/albums/jj107/MaxPower7137/imcry.png)
Okay, I finished a second draft of my class...I'm posting it here for peer review.I have absolutely no idea if this is balanced; I have absolutely no idea if I'm using tired-out concepts; I'd really just like some feedback.(click to show/hide)
I like this idea, but numbers may need to be tweaked. Make it up and send it in, if you can!Good to know it sounds alright. SmashBroPlusB offered to try his hand at coding my class, which is awfully nice of him, so
SmashBroPlusB offered to try his hand at coding my classheresy I tell you
I like the idea of Tyndamere with magic....Am I the only one around here who doesn't play League of Legends?
^I have somewhat of an idea:That's a nice thought, but...
SMB1 Mario.
CHAOS here is actually a moderator for the Exploding Rabbit Community, the people behind Super Mario Bros. Crossover, he also made said Mario skin, as well as one for a fellow ER member.
I don't want to be based off of any canon character. Most characters who have their own skin are based off of the appearance they've given themselves--an online persona, if you will. Compared to playing as yourself, being some other guy is...lackluster, to say the least.Also, this isn't Exploding Rabbit.
heresy I tell you
I just wanted the layout so I could throw back some ideas
I'm far too lazy to work on anything class-related outside of Nido :ugeek:
I'm far too lazy to work on anything class-related outside of Nido :ugeek:
heresy I tell you
^I have somewhat of an idea:
SMB1 Mario.
CHAOS here is actually a moderator for the Exploding Rabbit Community, the people behind Super Mario Bros. Crossover, he also made said Mario skin, as well as one for a fellow ER member.
That's a nice thought, but...Quote from: "CHAOS_FANTAZY"I don't want to be based off of any canon character. Most characters who have their own skin are based off of the appearance they've given themselves--an online persona, if you will. Compared to playing as yourself, being some other guy is...lackluster, to say the least.Also, this isn't Exploding Rabbit.
So yeah no.
okay then I lied
I already sort ofgot stuck withsaid I'd do OJ's thing too
Edit: scratch that you know my sparta kick alt attack i had how about i make that a instagib attack! i fits so well!
i think i need to make the kick send me flying super far forward like 2x the length of charge kick just one shot anyone who is in the way but can easily make me fly off a ledge or fall in a pit if not used right!
Does this fit well with the zaniness of CSCC?
Has this been seen yet? I think not. It's fine with me if it sucks monkey balls, but at least say so.(click to show/hide)
29 classes in this one already. Ok, ok.
*starts jotting down ideas* How should I organize them.
Oh don't mind me, just gonna make a hub for CSCC-TST (CutStuff Community Classes - Class Test Map). But you guys gonna have to come up with test rooms and mugshots for the classes.
...I do actually kind of like this ide-Apparently, it's a secret well-kept, but...Cold, my skins fall into two categories: Socially Acceptable and Socially Unacceptable. Luckily, most of mine are Socially Acceptable. Halloween-Man, Bubble-Man No Constancy, Chaos Lord Roll...most of them look alright. But SMB1 Mario--along with a few other skins that took me no effort whatsoever to make--are bad (And, unfortunately, are the only ones I ever see this community using).
...baw
29 classes in this one already. Ok, ok.Ope, mugshots. That seals it; I'm never getting in.
*starts jotting down ideas* How should I organize them.
Oh don't mind me, just gonna make a hub for CSCC-TST (CutStuff Community Classes - Class Test Map). But you guys gonna have to come up with test rooms and mugshots for the classes.
Quote from: "fortegigasgospel"29 classes in this one already. Ok, ok.Ope, mugshots. That seals it; I'm never getting in.
*starts jotting down ideas* How should I organize them.
Oh don't mind me, just gonna make a hub for CSCC-TST (CutStuff Community Classes - Class Test Map). But you guys gonna have to come up with test rooms and mugshots for the classes.
Have fun, guys.
EDIT: Well, I still have literally no ideas for a skin, and it says right there that whining doesn't get you into the pack.
They're not required bro, it's a map he's making ;P
I believe I already reviewed this. I like it. A lot.Oh, thanks. But I didn't see any reviews or even comments since I posted it, so yeah...
Quote from: "xColdxFusionx"I believe I already reviewed this. I like it. A lot.Oh, thanks. But I didn't see any reviews or even comments since I posted it, so yeah...
Oh right, I forgot the obituaries:
- "% was cleaned up by Knux's Bubble Arrow."
- "% was encased permanently in Knux's Bubble Cage." // This one is rare as the attack does 2 HP of damage. And yes, I just changed the name!
- "% was blown out of the water by Knux's Danger Mine!"
For the HUD, I could take the Hunter's Bow used in 8bGvH and modify it. I'd need permission, though. And the projectiles should be easy to sprite.
I have re-written my class twice. The original being Smash Man, then turning into Onion Knight SmashBro, and now this.
With every change my class has had only two attack "buttons". Smash Man using his left and right fists, OK Smash having a Bravery and HP button, and this new Plus Armor Smash using a button for weapons and a different one for the booster.
How ironic that I'm posting this on Page 222. :ugeek:(click to show/hide)
Personally, I think the "Danger Mine" should be differentiated from Danger Wrap mines somehow. I guess it's your call whether or not you want to.But it is! It blows players away for a good amount of damage. And by blow away, I mean like Wind Storm, except it's one hit and not multiple.
Alt - Shove Kick (Sends players flying a bit back and deals 20 damage. Use with Bubble Cage to send them flying far away.)
The original idea is that you'd get a random weapon upon fragging an enemy or from picking up an Eddie Present. This new weapon would be held in "standby" and you'd use a Shopping item to switch to the weapon you're holding. This is similar to the weapons system in Forever Bullet Hell, where destroyed enemies would randomly drop weapon pods which you could collect to swap to a new weapon.
Personally, I prefer not having this. It isn't too unique-sounding, and the old idea would work fine (regenerating items ARE a thing we can do.)No argument here! It all seems alright with me. It's Bubble Cage now, though. :p
To make up for Bubble Prison being sexy as hell, it should take a long while to recharge so that you can't just stunlock everyone to death. The mines could also take a good amount of time to recharge so you can't just rig a door with them and win instantly, AP Teemo style.
Ah, Thanks for the feedback.
>Glad the RF Missiles and new claw gloves have your approval. I believe that the last blow of the claw gloves should have a hitstun, while the other two attacks have none like the current claw gloves. (I also plan on making an extra sprite and HUD to match the last blow.)
Try using the "Top" damagetype for the third attack. I think it would fit, and Top Spin does apply hitstun IIRC.
>RF Rocket having more spin-time? That's fine. I've been trying to think of a way to balance out that weapon more.
Yeah, for a one-hit kill, the large missile moves too fast at the moment.
>Now I had an idea for the Eternal Claws and it's altfire, (came to me long after I sent that PM) but it wasn't for instagib. The Eternal Claws are mainly supposed to be an upgrade of the claw gloves. So, it should probably keep that short range spammy rapid fire slash, but the main problem was the alt.fire. I'm going to remove Eternal Torrent entirely. Instead, I'm thinking; since the Claw Gloves' alt is guarding, the Eternal Claws should have an upgrade of that. Basically, it puts up a barrier that reflects all projectiles for a second. Takes up half the ammo bar to use. Of course, I've no idea how to do this, (maybe if I look at Jewel Satellite's coding on the 8-10 weapon pack...) but this is what I want to do with it.
That's actually a pretty cool idea. The reason I suggested Eternal Claws being instagib is that it seems pretty important to Gizmo's character, and I thought since it's something so big for him and kind of a step up it would be a nice instagib. I guess it works as an upgrade, but make sure you don't overpower it.
>And yes, while we're on the subject of the Eternal Claws, I did want to lower the ammo recharge rate, but I screwed up somehow and never got back to it.
That should be an easy fix.
Not sure if you'd noticed, but I also started on making the Chaos Cannon. I wanted to make the Fusillade Particle Beam that Smashbro insisted on as an alt, but it completely borked when I added it. I'm guessing it's not possible to have a charging weapon on both fires, is it?
No, it's totally possible. As long as you use different flags and states for charging it won't matter.
Yes, I said different states. What you name the charge states is irrelevant as long as the attack begins with Fire or AltFire.
Make sure your jump states go where they're supposed to, and double-check your state names. Sounds like something may have gotten mixed up there.Yeah, I thought so too. But other than altering the firecustommissiles, I didn't touch anything from the mainfire. I keep triple checking; It all LOOKS to be in order, in the altfire too, but something's clearly messed up. I might have to retrace my steps.
Hey xColdxFusionx i'm not in a hurry to have a intsagib weapon yet so i'll wait intell my class is in CSCC before i try to make a instagib weapon for my class Btw how is my class coming along?
Sounds good i'll be waiting on itQuote from: "Zard1084"Hey xColdxFusionx i'm not in a hurry to have a intsagib weapon yet so i'll wait intell my class is in CSCC before i try to make a instagib weapon for my class Btw how is my class coming along?
I have a fully functioning prototype. I'll send it to you if you want so you can mess around and tweak it as you want/need.
-snip-
I'm going to bet that the devteam will not be very fond of the fire element.What he said.
-snip-You mean a Roundhouse Kick (or something along those lines?)
Please, someone, design a water-based class to give all of them the middle finger.
Please, someone, design a water-based class to give all of them the middle finger.
>There's a Copy Graphics, a Trollman Graphics and a Fyone Graphics.
one third of those is correct.
Well my class is a non-fire type so there :PQuote from: "CHAOS_FANTAZY"Please, someone, design a water-based class to give all of them the middle finger.
Like I said earlier, we need more different types, like plant based, a transformer (turbomoan, nitroman, galaxyman), or even one with animal based attacks (snakeman, splash woman)
So I take it if I made a class (which would obviously use a variant of scorch wheel), it wouldn't be welcome? :(Quote from: "CHAOS_FANTAZY"Please, someone, design a water-based class to give all of them the middle finger.
Like I said earlier, we need more different types, like plant based, a transformer (turbomoan, nitroman, galaxyman), or even one with animal based attacks (snakeman, splash woman)
Quote from: "xxkirbysonicxx1">There's a Copy Graphics, a Trollman Graphics and a Fyone Graphics.
one third of those is correct.
Also since V3A is coming out this week, will CSCC V5a be coming out next year or possibly after that?
Quote from: "ice"So I take it if I made a class (which would obviously use a variant of scorch wheel), it wouldn't be welcome? :(Quote from: "CHAOS_FANTAZY"Please, someone, design a water-based class to give all of them the middle finger.
Like I said earlier, we need more different types, like plant based, a transformer (turbomoan, nitroman, galaxyman), or even one with animal based attacks (snakeman, splash woman)
he can just send anyone standing near a ledge off the side
sounds like jack corvus
Not to mention the class has pretty much no detail at all to work with. Ya have to try a LOT harder to contribute. The most ya can do is just gettin' the class accepted, but if ya don't have friends to help ya out, then ya'll have to wait for eons to get the class made.
As of now again, yar still on the drawin' block so good luck on writin' out somethin' that's workable.
Okay lets just list all the Fire Classes first.
(http://img855.imageshack.us/img855/5126/allofthefireclasses.png)
Ignore the 2D background. Look at what's on the list. Sscoldre's not even in the game yet so I don't know why he's up there, but he is fire based... Once he's in that is...
Gummywormz and Gizmo count right?
But how is this a horde of fire classes?Also here's a suggestion, have every copywep have a damage type.
-discussion about the question of Bikdark-
v5's not that close
they're just updating it to v3 so we can actually work on it again
v5's not that close
they're just updating it to v3 so we can actually work on it again
I never understood why the item icons get so big...
graphic KITSUMI, 30, 30//Graphic name in place of KITSUMI
{
XScale 2.0//Graphics are scaled backwards in TEXTURES for some reason, so half, would be instead scaled by 2.
//For double size, all textures for mapping use XScale/YScale of 0.5 because 32x32 textures need to be spread across 64x64 units.
YScale 2.0
Patch GKITA0, 0, 0 //Sprite name here in place of GKITA0; I just guessed the sprite name, I used the naming setup of Gizmo Kitty, sprite 1.
}
Inventory.Icon "KITSUMI"//Graphic, as defined in TEXTURES, here.
...Yeah, come back when you have an idea that doesn't fit on an index card.
Oh the irony, as the class I said, and Ice is rather far into making for me is rock and weak to water.Quote from: "xColdxFusionx"...Yeah, come back when you have an idea that doesn't fit on an index card.
Name: Sinkman
Armor: 100 (Weakness: Rocks)
Speed: normal
Jump: default
weapon: sink spray(short ranged rapid fire weapon)
alt: rain flush
Weapon Dropped: sink spray
Sinkman's gettin' revamped to Korby (class) if I recall correctly. Also, simply said, that weapons that are copied and pasted directly from the core is generally frowned upon. Again with the effort and whatnot, copy paste weapons take no effort, but copy and tweak it a lot that it has a different playstyle to it is fine. Like my class for instance, My (Savior) Thunder Beam and Thunder Blade is generally a copy from Thunder Beam and Slash Claw, however the Savior Thunder has a different angle and deals less damage to compensate for the class design. The Thunder Blade is a weaker but longer ranged Slash Claw, again tailored to my class. So how would 2 weaker weapons be accepted and still be useful? My class is slow but sturdy, even though I'm close-ranged and I deal less damage I can stick around longer and give out more damage when the core class and weapon might of fallen by then.
Although I use weaker versions of other weapons, the changes to the weapons makes them a different playstyle than the core weapons. Now this is the kind of effort that we would generally accept to the project, even though the weapon looks similar to core weapons.
I will make some stats for
Name:cmicggcoocrr
Armor: 100 (Weakness: Water,Thunder,Fire and Air) Good luck surviving for very long with all the torch heads running about, and my class and savior's electric attacks
Speed: 100
Jump: 25
Primary Weapon: Air Shooter of Death (Air weapon,not a weakness against my own class,launches air shooters that will inflict poison for 5 secs
Damage: Same as air shooter) This would probobly have to be made into a new damage type, though I did have an idea for a acid based weapon once. as for the damage, point blank air shooter with poison!? ARE YOU MAD!?
Primary Weapon Alt: Roboenza spreading (Infects that last for 10 seconds,also you can infect others,does no damage) seems a tad pointless if you ask me unless it flatout removes the class's weapons momentarely
Secondary Weapon: Cloud of Time (Name Based on ocarina of time,when launched,it will like produce a huge thunder wool which makes rain Time Water,it slows your enemies in fight,affects groups of foes like as rain flush does,Damage: 10) Sounds pretty interesting
Secondary Weapon Alt: Chouchensai Lazer (Produces a laser which slows enemies for 2 seconds,but when they're slowed by this,their weapon's fire rate will decrease by 50% for 2 seconds,like time slowed,Laser damage: 10,pretty weak because of the effects)not sure if that's possible or not without having everyone starting with rage runes
Item: Scythe Of Death (COoldown: 1 minute,because it 1 hit kills) I don't think the Dev team is very fond of 1 hit kills
Role:
Weapon Dropped: Yamato Spear ( 10% chance to drop the Couchensai Lazer)
Description:
My own class,made with much powerful (But damageless) weapon,they can also inflict effects
Skin: Shadow Man
Damage Information:
Couchensai Lazer: 10 (Slows fire rating and speed)
Air Shooter of Death: 5 (Each Airshooter),Or 2 for the poison seconds
Forgot tell,please,if i need to make all this crap,help me plllllllllllllllllleeeeeeeeeeeeeeeeaaaaaaaaaaaasssssssssssseeeeeeeeeeee
PLllllllllllllllllleeeeeeeeeeeeeeeeeaaaaaaaaaaassssssssssssssseeeeeeeeeee?
well you could get someone to make the class for you (made Daveris's class, skin and all)
PLllllllllllllllllleeeeeeeeeeeeeeeeeaaaaaaaaaaassssssssssssssseeeeeeeeeee?[/size]
I will make some stats for
Name:cmicggcoocrr
Armor: 100 (Weakness: Water,Thunder,Fire and Air) So basically everything?
Speed: 100 I hope you mean 100%
Jump: 25 I'm sorry, what?! Basic jump value is 10.
Primary Weapon: Air Shooter of Death (Air weapon,not a weakness against my own class,launches air shooters that will inflict poison for 5 secs
Damage: Same as air shooter) ...I'm sorry, what? At least make your weapons make sense, please.
Primary Weapon Alt: Roboenza spreading (Infects that last for 10 seconds,also you can infect others,does no damage) What exactly is the point of this? A Roboenza weapon would be kind of cool, but it seems kind of pointless if you can't do anything for the duration.
Secondary Weapon: Cloud of Time (Name Based on ocarina of time,when launched,it will like produce a huge thunder wool which makes rain Time Water,it slows your enemies in fight,affects groups of foes like as rain flush does,Damage: 10) ...Time Water? Really? So basically it's a reskinned Time Slow...
Secondary Weapon Alt: Chouchensai Lazer (Produces a laser which slows enemies for 2 seconds,but when they're slowed by this,their weapon's fire rate will decrease by 50% for 2 seconds,like time slowed,Laser damage: 10,pretty weak because of the effects) Slowing down firing rates is impossible in this engine without some major weapon tweaks.
Item: Scythe Of Death (COoldown: 1 minute,because it 1 hit kills) No.
Role:
Weapon Dropped: Yamato Spear ( 10% chance to drop the Couchensai Lazer) Randomly dropping another weapon seems kind of pointless.
Description:
My own class,made with much powerful (But damageless) weapon,they can also inflict effects
Skin: Shadow Man
Damage Information:
Couchensai Lazer: 10 (Slows fire rating and speed)
Air Shooter of Death: 5 (Each Airshooter),Or 2 for the poison seconds
...I'm sorry, what? Directly contradicts above values.
Primary Weapon: Air Shooter of Death 15 damage point blank Air shooter with a 5 second DoT
Primary Weapon Alt: Roboenza spreading Infects whoever is hit with it making them unable to use there weapons for 10 seconds, but could pass the effect on to another person removing it from who was infected to begin with
Secondary Weapon: Cloud of Time more or less a redecorated time slow, though than again some attacks in the mod are redecorates x's also
Secondary Weapon Alt: Chouchensai Lazer pretty much what you said about the fire rate, it's impossible, though again the slowing movement is possible (YD Iceman)
Item: Scythe Of Death 1 hit kill attack that takes a whole minute to use again (vs messatsu's 1 hit kill that takes 5 seconds to recharge with good aim)
Oh dear Christ it's a freaking Thunder Cloud in 8-Bit Deathmatch.Quote from: "Igorthecrafter"Primary Weapon Alt: Roboenza spreading
Infects whoever is hit with it making them unable to use there weapons for 10 seconds, but could pass the effect on to another person removing it from who was infected to begin with
Quote from: "Igorthecrafter"Item: Scythe Of Death 1 hit kill attack that takes a whole minute to use again (vs messatsu's 1 hit kill that takes 5 seconds to recharge with good aim)
Cloud of Time is actually a lot cooler than Time Slow.
Basically, it shoots out a really big Thunder Wool that follows Thunder Wool's trajectory, then rains down slow powers.
IE nothing like Time Slow
Oh dear Christ it's a freaking Thunder Cloud in 8-Bit Deathmatch.
Name:cmicggcoocrr
Armor: x0.8
Speed: 0.8
Jump: Normal
Weaknesses: Water,Thunder,Fire,air x1.2 (Basically x0.4 more damage, but x1.2 won't hurt you too much)
Primary Weapon:
Pain Hurricanes (Air shooter of Death seems repetitive, I suggest Pain Hurricanes)
Element: Normal (It's easier to make it a different element. But also, being actually made of air goes against what seems to be a poison)
Damage: 40 damage per hit
Projectile speed: 26
Attack interval: a second between each fire
Projectiles last for 2 seconds.
Fires spinning toxins that stay in mid air for a while, causing more damage the enemy stays on them.
(Easy enough to fire the same way as Air Shooter, but by being an area denial weapon, it at least serves a different purpose than sweeping. They will hurt people going through them for sure, but they can still be fire through like any other projectile would be.)
Primary Weapon Alt:
Roboenza claw (I know this sounds better than roboenza spreading)
Element: Normal
Damage: 20 initial damage
Attack interval: 0.8 seconds
Robenza virus deals 3 damage per second, for 15 seconds unless healed.
(OR)
Enemy's weapons are disabled, giving them Roboenza claw for 3 seconds.
Secondary Weapon:
Cloud of Time (Name is lame as hell, but I'll let you keep it)
Recharges every 6 seconds and cannot be fired until ammo has been refilled completely.
Spray type firing, that should create up to 10 small clouds into the air quickly.
Each clouds lasts at least 4 seconds, and anyone underneath gains a slowing effect.
This is a good way to inflict status and deny area from opponents.
Slows enemies for 4 seconds.
Secondary Weapon Alt:
Chouchensai Lazer
Slows enemies for 2 seconds
Attack interval: 4 seconds
Projectile speed: 52
It's easier to program than making the rate of fire slow down on hit.
Item: Scythe Of Death
Damage: 45
Large melee range and passes through shields.
Item is received again after every 5 seconds.
Role: Status inflicting area denier.
Weapon Dropped: Yamato Spear (It doesn't matter too much, yamato spear sounds decent.)
Skin: Shadow Man
Armor: x0.8With all of the escape tactics he has, 1.0x with a bunch of weaknesses should be fine.
Pain HurricanesI personally think it should be called something along the lines of Foul Wind. Just my two cents; you can call it whatever you want, Igor.
Damage: 40 damage per hitWhoa!! If this is going to be an Air Shooter "reskin", 40 damage per hit is a bit overboard, especially if we're adding a poison on. (That's 120 damage if you get a full array out, enough for an instant kill!) I'd do 20 damage with the poison dealing 10 damage over 5 seconds. 90 damage total from a full array seems fine, and you can still 2-shot someone at close range if you need to get someone out of your face.
Fires spinning toxins that stay in mid air for a while, causing more damage the enemy stays on them.Actually kind of interesting; reminds me of Red Magic from my old Touhou Classes mod. Would need to be balance-tested, for sure.
Roboenza clawPersonally, I think 10 damage and the "infected becomes a zombie" clause would work fine, though I do suggest making zombies move faster than normal players (1.1x their original speed? 1.0/0.98 flat speed? idk) to prevent Igor from becoming a complete stall-fest.
Damage: 20 initial damage
Chouchensai LaserThis slowing people down seems a bit redundant with the Time Clouds. Perhaps it could reduce attack power instead?
Item: Scythe of DeathI still think this should be just scrapped altogether. What's the point of it? You already have an Air Shooter clone with a DoT on it to brutalize people at close range, anyway!
That second screenshot makes him look like he's pooping rocks. I'm sure it doesn't look like that in motion, but... that timing...Yea I hit the screenshot button a dat too early.
Where do I startThe damage is weak because of the effects,and the lazer should be a darker version of the Lazer produced by laser busterQuote from: "Igorthecrafter"I will make some stats for
Name:cmicggcoocrr
Armor: 100 (Weakness: Water,Thunder,Fire and Air) Good luck surviving for very long with all the torch heads running about, and my class and savior's electric attacks
Speed: 100
Jump: 25
Primary Weapon: Air Shooter of Death (Air weapon,not a weakness against my own class,launches air shooters that will inflict poison for 5 secs
Damage: Same as air shooter) This would probobly have to be made into a new damage type, though I did have an idea for a acid based weapon once. as for the damage, point blank air shooter with poison!? ARE YOU MAD!?
Primary Weapon Alt: Roboenza spreading (Infects that last for 10 seconds,also you can infect others,does no damage) seems a tad pointless if you ask me unless it flatout removes the class's weapons momentarely
Secondary Weapon: Cloud of Time (Name Based on ocarina of time,when launched,it will like produce a huge thunder wool which makes rain Time Water,it slows your enemies in fight,affects groups of foes like as rain flush does,Damage: 10) Sounds pretty interesting
Secondary Weapon Alt: Chouchensai Lazer (Produces a laser which slows enemies for 2 seconds,but when they're slowed by this,their weapon's fire rate will decrease by 50% for 2 seconds,like time slowed,Laser damage: 10,pretty weak because of the effects)not sure if that's possible or not without having everyone starting with rage runes
Item: Scythe Of Death (COoldown: 1 minute,because it 1 hit kills) I don't think the Dev team is very fond of 1 hit kills
Role:
Weapon Dropped: Yamato Spear ( 10% chance to drop the Couchensai Lazer)
Description:
My own class,made with much powerful (But damageless) weapon,they can also inflict effects
Skin: Shadow Man
Damage Information:
Couchensai Lazer: 10 (Slows fire rating and speed)
Air Shooter of Death: 5 (Each Airshooter),Or 2 for the poison seconds
Forgot tell,please,if i need to make all this crap,help me plllllllllllllllllleeeeeeeeeeeeeeeeaaaaaaaaaaaasssssssssssseeeeeeeeeeee
PLllllllllllllllllleeeeeeeeeeeeeeeeeaaaaaaaaaaassssssssssssssseeeeeeeeeee?
well you could get someone to make the class for you (made Daveris's class, skin and all)
hello as I can tell if my class was accepted?We haven't seen any actual progress from the CSCC developers in ages so who knows
LAUGHING AT WHAT!!!!!!!!!!!!!!!?????????????Quote from: "galaxysergio"hello as I can tell if my class was accepted?We haven't seen any actual progress from the CSCC developers in ages so who knows
They've probably been eating cookies this entire time and laughing at Igor's shenanigans
plus they still have to work on the secret darkman4 with a laser sword class
LAUGHING AT WHAT!!!!!!!!!!!!!!!?????????????
hello as I can tell if my class was accepted?
I like how one of the main attractions to playing Blazko is the many, many ways to die.Technically, every class can die in different ways :ugeek:
Let me take a look at this...I think we should ignore him completely at this point, but if you say so.QuoteHow about 1.2? Slowdown is a pain in the ass anyway.Quote from: "zblueboltz"Armor: x0.8With all of the escape tactics he has, 1.0x with a bunch of weaknesses should be fine.Quote from: "zblueboltz"Pain HurricanesI personally think it should be called something along the lines of Foul Wind. Just my two cents; you can call it whatever you want, Igor.Quote from: "zblueboltz"Damage: 40 damage per hitQuoteWhoa!! If this is going to be an Air Shooter "reskin", 40 damage per hit is a bit overboard, especially if we're adding a poison on. (That's 120 damage if you get a full array out, enough for an instant kill!) I'd do 20 damage with the poison dealing 10 damage over 5 seconds. 90 damage total from a full array seems fine, and you can still 2-shot someone at close range if you need to get someone out of your face.I don't know how damage from this works. I also didn't know what I was thinking when I said 40. Seeing as the hurricanes rip and move slowly it'd essentially have to go by DPS or something though. I might have been thinking "One couldn't really be stupid enough to be inside of the damage hitboxes for a whole second" 20 dps seems good though considering dps though.QuoteWell it's not so much that they do increasing damage I guess (1, 2, 4, 8) if you got mixed up with that, but that'd be interesting too.Quote from: "zblueboltz"Fires spinning toxins that stay in mid air for a while, causing more damage the enemy stays on them.Actually kind of interesting; reminds me of Red Magic from my old Touhou Classes mod. Would need to be balance-tested, for sure.
(A warning if you go looking for it: that thing is old and kind of iffy-quality. I'm thinking about re-doing it at some point in the future, but who knows if I'll ever get around to it.)QuoteI don't like the idea of becoming a zombie at all on a non-robenza mode. And the 1.1x, 1.0 can just be slowed down by the slowing attacks.Quote from: "zblueboltz"Roboenza clawPersonally, I think 10 damage and the "infected becomes a zombie" clause would work fine, though I do suggest making zombies move faster than normal players (1.1x their original speed? 1.0/0.98 flat speed? idk) to prevent Igor from becoming a complete stall-fest.
Damage: 20 initial damageQuoteI'd rather have this scrapped completely, if I'm honest. It could cause a Bright Man blinding, though. I don't like the idea of attack being reduced at all unless it's really short.Quote from: "zblueboltz"Chouchensai LaserThis slowing people down seems a bit redundant with the Time Clouds. Perhaps it could reduce attack power instead?QuotePlease do scrap it.Quote from: "zblueboltz"Item: Scythe of DeathI still think this should be just scrapped altogether. What's the point of it? You already have an Air Shooter clone with a DoT on it to brutalize people at close range, anyway!
Everything else seems fine to me. We'll have to see Igor's opinion on it, though.
I think you can find the wall jump coding inside Cutman.Well I did find the coding, all but the item I mentioned "CanWallJump".
Whoops! I meant to say inside the weapon coding of Cutman.Quote from: "xxkirbysonicxx1"I think you can find the wall jump coding inside Cutman.Well I did find the coding, all but the item I mentioned "CanWallJump".
weapon n2: gravity holdGravity hold! thats a vanila weapon.
Weapon Dropped: gravity hold:l
Quote from: "galaxysergio"Weapon Dropped: gravity hold:l
Are you really sure? That weapon is rare for a reason.
That does seem to be a problem the devteam sans me has, yes.Except some simple ideas (Sinkman) are actually pretty nice.
Weapon Dropped: flash stopper
Weapon Dropped:50% chance for yamato spear, 40% for switch lock blaster 10% for C-saber
Weapon: Death Hadoken (Is hadouken weapon from street fighter x megaman but using a skull head sprite is fast when you using it when is full charge is moves slow. (Color Green) )
drops: 40% keyblade 10% spread buster 50% metal blades
Quote from: "FTX"Weapon: Death Hadoken (Is hadouken weapon from street fighter x megaman but using a skull head sprite is fast when you using it when is full charge is moves slow. (Color Green) )
No...
Oh, look, more mail! Let's see...Quote from: "colonel servbot"Weapon Dropped:50% chance for yamato spear, 40% for switch lock blaster 10% for C-saber
No...
...Seventy THOUSAND Zenny for repairing my Fusion armor?! What the hell did they do to it?!
I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.Quote from: "xColdxFusionx"Oh, look, more mail! Let's see...Quote from: "colonel servbot"Weapon Dropped:50% chance for yamato spear, 40% for switch lock blaster 10% for C-saber
No...
...Seventy THOUSAND Zenny for repairing my Fusion armor?! What the hell did they do to it?!
hmm...
ok.
well, hows about
70% yamato spear 25% switchlock laser 5% c-saber?
would this work, or are you thinking something else?
the only reason i chose yamato spear is because its one of my favorites.
but im cool with changing it to anything else
Oh, look, more mail! Let's see...ok then how about 60% metal blades 35% keyblade and 5% spread buster?Quote from: "leoalex50"drops: 40% keyblade 10% spread buster 50% metal blades
No...
I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.ok. so colonel will just drop switchlock laser then.
Quote from: "FTX"Weapon: Death Hadoken (Is hadouken weapon from street fighter x megaman but using a skull head sprite is fast when you using it when is full charge is moves slow. (Color Green) )
No...
Quote from: "xColdxFusionx"Oh, look, more mail! Let's see...ok then how about 60% metal blades 35% keyblade and 5% spread buster?Quote from: "leoalex50"drops: 40% keyblade 10% spread buster 50% metal blades
No...
I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.
I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.
Quote from: "xColdxFusionx"Oh, look, more mail! Let's see...ok then how about 60% metal blades 35% keyblade and 5% spread buster?Quote from: "leoalex50"drops: 40% keyblade 10% spread buster 50% metal blades
No...
I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.ok then what wep should i drop then (im thinking just the keyblade and spread buster)
ok then what wep should i drop then (im thinking just the keyblade and spread buster)What you feel megaman would get from defeating you.
Well yes, the fact you have 2 classes in one explains that.Quote from: "ForteGigasGospel"I think the issue is that he drops more then one weapon. NO ONE drops more then one weapon and the only characters that make logic sense for it anywhere are the M&B2 bosses because they gave different weapons to MM and Bass, and that isn't even this mod anyway.
It also makes sense for my class scince it's technicaly 2 classes hence why Ice drops freeze cracker and sparky thunderbolt
(im thinking just the keyblade and spread buster)
Quote from: "leoalex50"(im thinking just the keyblade and spread buster)
this^
NO ONE drops more then one weaponthis^
Oh, look, more mail! Let's see...Quote from: "galaxysergio"Weapon Dropped: flash stopper
No...
Also perhaps start off with actually getting your class made first, seeing as even some classes in this mod don't have custom drops.
Someone else is making mine based on the idea I gave a while back. I'm just an ideas guy.Quote from: "fortegigasgospel"Also perhaps start off with actually getting your class made first, seeing as even some classes in this mod don't have custom drops.
well can u help me with my class then?
same but i suck at coding and spritingQuote from: "leoalex50"I'm just an ideas guy.Quote from: "fortegigasgospel"Also perhaps start off with actually getting your class made first, seeing as even some classes in this mod don't have custom drops.
well can u help me with my class then?
Boosts armor to 1.7x, hugs for minimal damage, applies flash stopper effect to anyone that it hits.
I'd prefer if there was no flash stopping period in mm8bdm since the update @_@ especially after SOMEONE who has a brightman fetish just had to keep spamming flash bulbs giving me a really bad headacheThis is still a problem...
and now?
Name:galaxysergio
Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic
weapon n1:death ray (beam very thin but strong)
weapon n1 alt: psychic barrier (creates a barrier on the stage that lasts 10 seconds)
weapon n2: knife (throws three knives)
weaon n2 alt :gift (gives a gift that contains health)
Weapon Dropped: nothing
Skin:flashman
Ok, I see the problem with most of these newbie submissions: they're OP or bland as fuck, as well as lacking the contundent proof of concept that is a coded prototype of the class (being made by the original contributor would be even better).
Not bots
Not skins
Just a wad with a coded class, maybe with HUD graphics on the sides.
Now that I think about it, just having proof of concept isn't enough. This is primarily a conceptual problem: before anything, the class needs to be interesting to begin with...you know, to serve as inspiration for the main developers of the mod. Not your average Hale with a melee or a buster and a special item ability plus some armor, that is for sure. Not only that, but the person that sends it should also be known as either a respectable user in the community, a well-known player or plainly known.
armor: 0.9 (alittle less than megaman's)
now that he drops no nothing, my class can be accepted?
Quote from: "galaxysergio"now that he drops no nothing, my class can be accepted?
Go read Ice's post on the previous page. That should answer your question.
Quote from: "galaxysergio"and now?
Name:galaxysergio
Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic
weapon n1:death ray (beam very thin but strong)
weapon n1 alt: psychic barrier (creates a barrier on the stage that lasts 10 seconds)
weapon n2: knife (throws three knives)
weaon n2 alt :gift (gives a gift that contains health)
Weapon Dropped: nothing
Skin:flashman
now that he drops no nothing, my class can be accepted?
(click to show/hide)
ill give my spreadbuster drop to the party ball thenQuote from: "fortegigasgospel"Also perhaps start off with actually getting your class made first, seeing as even some classes in this mod don't have custom drops.
Leo, nothing is wrong with the class dropping the spread buster, Gos started off saying that a class usually drop only 1 weapon, not having a random chance of dropping other wrapons. So the class dropping spread buster and only spread buster is perfectly fine. As for the whole progress thing he was talking about, alot of class ideas were posted but they never made it off of the drawing board due to no coding actually going into themyea ok then only keyblade drop for my class
Quote from: "Duora Super Gyro"question. what exactly can i do. I suck at making skins. I cant code worth crap. I'v never seen a class code...whatever that is......... come to think of it. the only thing im good at is creating maps.
I was thinking about making an 8-Bit Deathmatch Map Pack based on the classes in Community Classes, but I was going to wait and see who liked the idea before I started trying to put it together.
I like the concept of the buster, but I think the bass buster looks alittle weird to use as a base, though in my head I can easily see see a disign like that working, maby smooth out the top and bottom so the barrel is like thisil try but im not that good making sprites
_____
( ____)
sorry for double postingI think this and your class are
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
sorry for double posting
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
this is not sonic 06 and to be honest im at least doing some work on it besides a also have a map to make to so yeaQuote from: "leoalex50"sorry for double postingI think this and your class are
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
Honestly, don't press it. Give time to it, watch and learn from others, study decorate yourself. It can't be that hard, look at half of the community here: We got those who started without any coding knowledge and now are making whole modifications, those who could not make a single sprite and now makes skins and skins, those who could not make a good first person view of a weapon and now made part in major mods. They didn't rush in blindly, I believe. I believe they took the time they needed in order to make it good. No, not just "good", but also "GREAT". And we know for experience what rushing leads to...
Sonic '06
this is not sonic 06 and to be honest im at least doing some work on it besides a also have a map to make to so yeaYou don't quite grasp the situation. Let me put it in words you can understand:
and FTX i know my spread buster sprite sucks cuz i suck at sprites
It's not an interesting class, has no unique aspects.so yea ok how about this when stop is used the player who cast stop can atk other players what do u think about that
Fixed Leo's Buster HUD.yep thats what i was hoping for. and the colour is red for my spread buster ok :)
(http://i.imgur.com/so9GMBo.png)
What do you think? My only feedback is that it should be re-coloured to match Leo's class colours.(Which I do not know)
Fixed Leo's Buster HUD.
(http://i.imgur.com/so9GMBo.png)
What do you think? My only feedback is that it should be re-coloured to match Leo's class colours.(Which I do not know)
Judging from the fact that the only attacks are a hanouken/master sword, and an unridable oil slider, and CF's reaction, I think it's safe to say no.
The class just feels like a novelty class, and has nothing much going for it
Assuming the skin is ryu, the hadouken fits, but the oil is clearly tacked on, or if we're going with the sword instead, it woukd make more sense to flat out turn it into CDi Link. Plus, not only do the weapon choice seem weird, they donot compliment each other. Think of making your class from a megaman point of veiw. Imagine you're playing megaman and you're fighting your class. normally in megaman games the attacks tend to flow into each other, even in mmx, chill penguin could freeze you, then either slide into you, or shoot ice balls while you can't move. Not only do they compliment eachother, they also fit a theme
Fixed Leo's Buster HUD.
(http://i.imgur.com/so9GMBo.png)
What do you think? My only feedback is that it should be re-coloured to match Leo's class colours.(Which I do not know)
It does lol!Quote from: "Hilman170499"Fixed Leo's Buster HUD.
(http://i.imgur.com/so9GMBo.png)
What do you think? My only feedback is that it should be re-coloured to match Leo's class colours.(Which I do not know)
Looks like WideSht from Battle Network
and now?ok good start but it needs waaayy more work and sprites for the weapons and it needs to be more unique also
Name:galaxysergio
Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic
weapon n1:death ray (beam very thin but strong)
not very thought out it needs more detail and needs to be more unique also
weapon n1 alt: psychic shove (pushes players who are close, but the user is exposed)
Jaxof7 already has a psychic attack and it works just like that if not better then your attack... so try to think up something more different in the mean time
weapon n2: knife (throws three knives)
Thats been done before in the touhou classes so try to think up something else or try to make this more unique ok?
weaon n2 alt : psychic shield (crystal shield absorb 30% of damage)
A shield eh? so how long does it last and how much ammo would it take to use it? but other wise a good idea...
Weapon Dropped: nothing
Skin:flashman
So has this been accepted yet? Also yes the Atomic Fire does rip.(click to show/hide)
Quote from: "galaxysergio"and now?ok good start but it needs waaayy more work and sprites for the weapons and it needs to be more unique also
Name:galaxysergio
Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic
weapon n1:death ray (beam very thin but strong)
not very thought out it needs more detail and needs to be more unique also
weapon n1 alt: psychic shove (pushes players who are close, but the user is exposed)
Jaxof7 already has a psychic attack and it works just like that if not better then your attack... so try to think up something more different in the mean time
weapon n2: knife (throws three knives)
Thats been done before in the touhou classes so try to think up something else or try to make this more unique ok?
weaon n2 alt : psychic shield (crystal shield absorb 30% of damage)
A shield eh? so how long does it last and how much ammo would it take to use it? but other wise a good idea...
Weapon Dropped: nothing
Skin:flashman
like can you give us more detail on how the weapons work and how much damage they would do... you know more detail...
It does lol!
btw my class has a gun and sword combo and it has a complicated touhou style spell card system in the works also...
It depends, this is your class. If you prefer melee combat, how do you normaly play? Do you just run past the opponent's shots and do a few quick attacks? Or do you slowdown or even stun them with an attack, then move in while they're vulnerable? Or do you prefer a sword and sheild tactic where you block until the opponent is in range? Or even hide and ambush? There are many different ways one can do a melee class. Though if you want, considering this IS a zelda sword, it could also fire sword beams creating even more tactical possibilitieswell its not zelda based but it is kingdom hearts based so i would have magic like stop etc. but with the buster & sheild added in and the buster is rapid fire and has spread and the spreadbuster it helps kill plays out of the middle line of the shots
I would really enjoy some feedback on mine so I can get started.I'd love to give feedback but I sort of drowned in the sea of FTX and leoalex50. Mind providing a link to the original post?
And on that melancholy note, I'll give out my own idea.in other words, as the class sounds, it's a hugger class that blinds the opponent, can launch them all over the place, also contradicting the hugging aspect. As for the shield wave and parry. As stated above, I'm not sure if it's possible to have shots fired back directly at the opponent without using the monster method which can easily get the user killed in the process, as for the Shield wave, sounds a tad iffy, depends on how it will actually work in game and the ammo usage
Name: Galactan
Armor: 1.3x (Weakness: melee, electric)
Speed: .6x
Jump: Standard height
Weapons:
First Primary: Confusion shield. A swirling ring of rainbow question marks appears around the user. Boosts armor to 1.7x, hugs for minimal damage, applies flash stopper effect to anyone that it hits. I've said this multiple times, I'd really prefer if flash stopper didn't even exists in its current form, it actually makes my eyes hurt when I'm spammed with it, plus the fact that it's also a hugger will make it one of the most annoying things ever
First alt: Slicing sound wave. Creates a small line of Wind Storm sprites that travel straight forward. Each one does 15 damage and pushes the enemy far away. Does air damage. There are starting to be a lot of pushing attacks now, not to mention they way you worded it, it sounds like it could get abuseable as a trolling tool
Second Primary: Shield Wave: Fires a bright blue circle that travels slowly and deflects any atrack that hits it. Does water damage.
Second alt: Parry. Eats up ammo rather quickly. For about one second after activating, all attacks that make contact are bounced back towards their source. This might be a tad difficult to even code, the best I can do is mirror buster styled reflection that fires the refleted projectile forward.
Role: Tank
Weapon Dropped: Slicing Sound Wave
Skin: Recolored Jupiter (working on it)
Damage Information: I'm debating what damage type Confusion Shield should do, though I'm leaning towards water.
here the coding on my spread buster so far but its also bass buster coding to witch i need to changeedit: i recoloured my spread bster to look like this (http://fc06.deviantart.net/fs70/f/2013/021/9/6/spreadbuster_recoloured_by_leoalex50-d5sap0p.png)(click to show/hide)
edit: i recoloured my spread bster to look like this (http://fc06.deviantart.net/fs70/f/2013/021/9/6/spreadbuster_recoloured_by_leoalex50-d5sap0p.png)
yea cuz if i did it in paint.net it would of been all the one colourQuote from: "leoalex50"edit: i recoloured my spread buster to look like this (http://fc06.deviantart.net/fs70/f/2013/021/9/6/spreadbuster_recoloured_by_leoalex50-d5sap0p.png)
dat default mspaint red and blue
Or do what I do and simply use the pencil. (Totally didn't know about the bucket tolerance, that would make things MUUUUCH easier)i had to use the bucket for that and to be honest i suck at sprites that r made with the pencil tool
I got it covered Leo.yea your ver is good il use it in my class
(http://i.imgur.com/jSPd61M.png)
This one actually uses Doom colours. No lie.(Though this one looks very similar to Leo's version)
[1:08:22 PM] A big teddy bear: So yeah I'm going to figure out how to pitch a CSCC class
[1:10:51 PM] Ukiyama: well first you write it on a piece of paper....
-
[1:11:02 PM] Ukiyama: and then you pitch it into the trash!!!111!!
[1:11:04 PM] A big teddy bear:
-
[1:12:01 PM] Ukiyama: :I
----------------------------
4:44 PM - Mani: "How to soften potatoes" by Mani
Step 1: Grab a potato of choice
Step 2: place it on a table
Step 3: SMASH IT WITH A HAMMA
4:45 PM - Mani: Honestly, though, cool idea!
-------
4:48 PM - Mani: You should add an use item that lets you go back to the Stock Spud Launcher. You know, in case someone doesn't like an upgrade
4:48 PM - A big teddy bear: Probably
---------------------------
Lady Blues: tgot
Lady Blues: you're unix
This thing is probably a little over-ambitious but then again so was the Hale I made (still superior to VirtualSonic43's Hale)Don't know if I'm reading it right, but isn't that just a Spreadrune Bass Buster?a weaker one yes
Quote from: "Daveris"Don't know if I'm reading it right, but isn't that just a Spreadrune Bass Buster?a weaker one yes
yea but less damage than Spreadrune + Bass BusterQuote from: "leoalex50"Quote from: "Daveris"Don't know if I'm reading it right, but isn't that just a Spreadrune Bass Buster?a weaker one yes
That seems like it could do some massive damage if you can get close to your opponent.
Hey if you need the class tested in a online setting with lots of people... you can put it in my Teapartyclasses (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=535) mod so it can be tested thoroughly and if it gets approved it can be moved to CSCC when needed ok?Ice is actually really close to finishing him. He is missing Instagib atm, and one error in bubblelead still using the old damagefactor, also heavy land sound but that is minor. The latter 2 are quick changes.
zard can i use some of your coding of your sword for my keyblade pleaseYes you can Leoalex but make sure its not a carbon copy of my sword and try to change the coding and stuff to make it different ok?
Armor: 1.3x (Weakness: explosives, meelee)
...
Raises armor to 1.6x
Quote from: "Galactan"Armor: 1.3x (Weakness: explosives, meelee)
...
Raises armor to 1.6x
...Reminder: Armor is multiplied by damage taken to calculate actual damage. 1.6x means you take MORE damage from attacks than 1.3x.
Sounds like you're looking for 0.8x/0.6x armor.
The weapon colors script, and the capsule colors scripts are 2 entirely different scriptsHave you tried Ivory's compiler here? (http://www.cutstuff.net/forum/viewtopic.php?p=209842#p209842)
It will work fine in vanilla, but CSCC edits the wcolors script, but as the vanilla script is, if you try to compile the actual changer acs script, it will always give you an error. YD Classes had to go through a whole mess of loops and hurdles just to get it to work, and I can't even grasp how all that even worked.
Before anyone can even play this with V3a this has to be fixed first.It hasn't been fixed yet.Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.(click to show/hide)
This is why you can't play it.Or has it? They just haven't released a working version yet I would guess. Probably making sure to get everything possible out of the way now before releasing it. Like new accepted classes or updates to existing ones, such as weaknesses for the new weapons if they apply. As well as possible renaming damage types to match how v3 does it.Quote from: "xxkirbysonicxx1"Before anyone can even play this with V3a this has to be fixed first.It hasn't been fixed yet.Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.(click to show/hide)
Has Tsuki's class changed again? If not, I'm almost ready to send them over, I just have to finish his, daveris, bikdark, and HD's bot weapons. I've also made one for Jax but it's slightly derped atm and will only do the psychic toss combo instead of randomly using the altErr... Oops! (http://www.mediafire.com/?mpta4j0fvw0ibjd)
Also, good news, I now have a skype, so if you want, just IM me and I'll add you and send em over
Played around with the cosmic weapon upgrade and WOAH that thing is outright broken! it shoots 50 damage projectiles that fires 20 damage ones out the side in a rather fast pace. Sure the duo upgrade is rare, but in a map where it spawns naturally insures an guaranteed victory @_@I'm aware, that will be a hell to balance because it was intended to be a last boss match weapon at first. Perhaps I'll consider having two versions of it: one properly nerfed for DM, and the one as is for Last Boss.
the alt can be something that compliments your playstyle, like say a dash or a shield. Or you could make the alt something entirely new based on something you love
More dumpster diving, and I remembered something.
I miss the LlamaHombre class. :ugeek:Quote from: "On page 10, LlamaHombre"Coming up with 2 weapons here.
Weapon 1: Tackle Flare
Mainfire: Launches a Tackle Fire that bounces around like Ring Man's Main Fire. Rips, 5 (?) dpt.
Altfire: Flame Dash. Uses Flames to rocket forward. Impact with LlamaHombre during this time does 10 damage, and stops the Dash.
Weapon 2: Atomic Flame
Mainfire: Launches a Flame Blast that propels forward and climbs walls. Has an ammo bar. Rips, 3 (?) dpt.
Altfire: Surrounds in 8 normal Flame Blast pillars.
Any opinions?Quote from: "LlamaHombre"When I'm done with my class, if it's overpowered or underpowered, I want it kept away from this pack.
a LlamaHombre class to be included in the pack
much more interesting than edited core weapons
Aegis Reflector impersonator
Seeing Zard's class, it seems decent enough to add if it's cleaned up a bit.Well that makes me happy.
it's probably a good thing to post this here so people don't think I'm dead/denied/canceled/smashbroif there was a joke
Name:cgMario
Mario's Classes (Bokan and FTX is helping)
Cutstuff Community ClassesUh, NO.
Hey,Ivory locked the topic for nothing!Quote from: "Mario"Name:cgMarioQuote from: "Mario"Mario's Classes (Bokan and FTX is helping)Quote from: "Mario"Cutstuff Community ClassesUh, NO.
You try to start a rival project, get upset when I ask what makes it unique, then turn around and try to shove your face into CSCC?
Extremely foul play, that's what that is. You're playing dirty pool.
also even if you didn't do that the class is bare-bones and not detailed at all so you'd probably get rejected anyway
Let me give you reasons:Quote from: "SmashBroPlusB"Hey,Ivory locked the topic for nothing!Quote from: "Mario"Name:cgMarioQuote from: "Mario"Mario's Classes (Bokan and FTX is helping)Quote from: "Mario"Cutstuff Community ClassesUh, NO.
You try to start a rival project, get upset when I ask what makes it unique, then turn around and try to shove your face into CSCC?
Extremely foul play, that's what that is. You're playing dirty pool.
also even if you didn't do that the class is bare-bones and not detailed at all so you'd probably get rejected anyway
EDIT: the class is pretty simple and is rejected?What a cheater you are!
Oh boy, it's Igor all over again.
ANd the lie stays where?Quote from: "Galactan"Oh boy, it's Igor all over again.
How do you know hes igor i know he is igor becuz in the classes topic that got locked it said FTX is helping.
I'm wanting to make a small change to my class (mainly a simplified non laggy Missile Barrage projectile, and some boss related stuff), but I don't have any recent build to work from. Who should I ask?I've commented about it in the devroom. But, let me know, bro. I'll forward to them.
-snip-
Quote from: "FGG"FTXOk since you finally got accepted I'll come up with a few more ideas for this class.
Armor: 1.1x (for slightly less armor)
Speed: 1.1x (for slightly more speed)
Jump: 1x
Damage Type: FTX
Main Weapon: Sonic Blade (12 damage): Sword slash that shoots out a horizontal sword wave that travels forward. Sword wave is slightly wider then a player but not tall (looks like Wide Wave from BN games) but does not rip.
Alt Weapon: Sonic Arc (12 damage): Upward slashes the sword to create a vertical sword wave that travels in a small arc upward. Is slightly taller then player but not wide.
Sonic Blade and Sonic Arc deal extra damage to a player directly in front of the user. He has a low rof but can combo the slashes into each other faster, meaning he can't fire two Blades as fast as he can Blade followed up by Arc. He can combo as long as he has ammo to do so.
Skin: FTX skin
Ammo recover is rather slow (to supplement the fast firing rate), maybe ammo for 3 shots every 1 second.
Weapon Drop: Rare Sword: Fires a horizontal shot followed by a vertical shot in succession (Similar to how Needle Cannon and Yamato Spear fire 3 shots at a time), each hit deals roughly 5 damage (this is an 20 hit HK but can hit 2x per shot so 10 HK) and has ammo for 20 shots.
The extra melee damage from Blade and Arc is roughly 5 damage plus they are likely to get hit by the shot as well making it 17 damage total.
Also I've done all I can do. Help with ideas.
Yeah, I might need one too. I'm currently testing my class in DooM, heheheh...Quote from: "Beed28"I'm wanting to make a small change to my class (mainly a simplified non laggy Missile Barrage projectile, and some boss related stuff), but I don't have any recent build to work from. Who should I ask?I've commented about it in the devroom. But, let me know, bro. I'll forward to them.
He isn't saying Mario is Igor, he is saying Mario is acting like Igor. His overly simplistic class got rejected so he is raging.Quote from: "Galactan"Oh boy, it's Igor all over again.
How do you know hes igor i know he is igor becuz in the classes topic that got locked it said FTX is helping.
Before anyone can even play this with V3a this has to be fixed first.It is.Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.(click to show/hide)
I can make a class out of anything, for anyone, at any time. :ugeek:Settle on one for yourself sick burn(click to show/hide)
hello, could give me an idea for my class?
my tastes are :
pokemon
minecraft
worms
megaman
touhou
magic
hello, could give me an idea for my class?Easily.
hello, could give me an idea for my class?I'd worry about a good class for Teaparty classes before thinking about CSCC. Standards are higher here.
my tastes are :
pokemon
minecraft
worms
megaman
touhou
magic
hello, could give me an idea for my class?Try and get together with me. I can help ya design a class. Thin' is though is that my process takes about an hour.
my tastes are :
pokemon
minecraft
worms
megaman
touhou
magic
Well heres my perfect class it was fortegigigospel's idea but here is it but he said some more stuff so i just only putted eherything he said here.Quote from: "fortegigasgospel"Quote from: "FGG"FTXOk since you finally got accepted I'll come up with a few more ideas for this class.
Armor: 1.1x (for slightly less armor)
Speed: 1.1x (for slightly more speed)
Jump: 1x
Damage Type: FTX
Main Weapon: Sonic Blade (12 damage): Sword slash that shoots out a horizontal sword wave that travels forward. Sword wave is slightly wider then a player but not tall (looks like Wide Wave from BN games) but does not rip.
Alt Weapon: Sonic Arc (12 damage): Upward slashes the sword to create a vertical sword wave that travels in a small arc upward. Is slightly taller then player but not wide.
Sonic Blade and Sonic Arc deal extra damage to a player directly in front of the user. He has a low rof but can combo the slashes into each other faster, meaning he can't fire two Blades as fast as he can Blade followed up by Arc. He can combo as long as he has ammo to do so.
Skin: FTX skin
Ammo recover is rather slow (to supplement the fast firing rate), maybe ammo for 3 shots every 1 second.
Weapon Drop: Rare Sword: Fires a horizontal shot followed by a vertical shot in succession (Similar to how Needle Cannon and Yamato Spear fire 3 shots at a time), each hit deals roughly 5 damage (this is an 20 hit HK but can hit 2x per shot so 10 HK) and has ammo for 20 shots.
The extra melee damage from Blade and Arc is roughly 5 damage plus they are likely to get hit by the shot as well making it 17 damage total.
Also I've done all I can do. Help with ideas.
Quote from: "galaxysergio"hello, could give me an idea for my class?Try and get together with me. I can help ya design a class. Thin' is though is that my process takes about an hour.
my tastes are :
pokemon
minecraft
worms
megaman
touhou
magic
Name: cgHinatediz
Armor: 100 (Weakness: Any Water Weapon)
Speed: Moderated Fast.
Jump: Medium.
Damage Type: Burn
Role: Bear, Tediz.
Weapon Dropped: Flame Sword.
Skin: Hinatediz.
Damage Information:
"Slash Claw" (Flame Sword) 2% more of Damage...
"Bear Speed Blast" (Scorch Wheel) -20% Slower...
NOW WAT?
Heeeeeeeeereeeeee's mine!I'm not dev team for this but I can tell you both right now. They are getting rejected as is. Too bland, and both use pretty much base weapons.
Name: ccThe cfPlayer
Armor: 100 (Normal)
Weakness: Slicing
Speed: Sort Slow
Jump: High
1st Weapon: Crash Bomber
1st Weapon Alt: Detoate
2nd Weapon: Hyper Bomb
2nd Weapon Alt: Detonate
Damage Type, Weapon 1: Bomb
Damage Type, Weapon 2: Bomb
Weapon Dropped: Hyper Bomb
Skin: Bomb Man
(Yeah, I like explosions)
Why is no one saying about my class was it not accepted. :|It's because you keep asking. I know they told you that if you do you will be more likely to not be answered, or just flat out ignored.
Ok i stop with it now and zard has not coded my class yet becuz super bros bros or should i call pinny has not finish ehery HUD sprites off my class.Quote from: "FTX"Why is no one saying about my class was it not accepted. :|It's because you keep asking. I know they told you that if you do you will be more likely to not be answered, or just flat out ignored.
My recommendation, stop asking, give them a bit to not see you asking more then once a day if even. And just get the class made for now.
Wait, I only have a question.Well, there would still be a chance of rejection. It really depends on the class itself being unique or not. In some cases, the class is not all unique, but is a community character (like Sinkman, Rape Ninja) or was backed by a development staff.
And don't kill me if this is on the F.A.Q.
But, what if some body completely codes a class, like 100%, with sounds, not to mention no flaws either. but with sprites and every thing.and they post on this thread, would it get on the main mod?
Or would it get rejected? I'm sorry, I was just asking.
Wait, I only have a question.
And don't kill me if this is on the F.A.Q.
But, what if some body completely codes a class, like 100%, with sounds, not to mention no flaws either. but with sprites and every thing.and they post on this thread, would it get on the main mod?
Or would it get rejected? I'm sorry, I was just asking.
I'll craft that for sure!
Name:cgCrafterctPlaysch1 Hey Igor The Crafter.
Speed: 2.5/2.80 If YD Quickman's speed is 1.5 and he's fast already...
Role: Craft 'n' dicing role I know powerhouse, hit n' run, area denial...but "craft 'n' dice?
Weapon Dropped: Crafter Sword You mean the weapon that coincidentially works like Igor's Roboenza Claw? As a dropped weapon? :I
Description:
Sure a very crafted class Despite not having been crafted for now...
Skin: Ra Thor from Saxton Hale series!
Damage Information:
Fire: Crafter Sword (Makes enemies get crafted 'n' diced or in english, slashed, also like Igor's roboenza claw,makes then unable to attack for 3 seconds Oh great, a weapon that completely disables your everything for 3 seconds, and gets speed I think you mean give you extra speed, which just makes it even more OP given that you also stop people's everything for 3 seconds, helpful for then to escape why would you need to escape if you just paralized a player from doing anything but staring at you ,damage: 20 with the ability to completely paralize a player AND give you extra speed on each succesfull hit.)
Alt Fire: Crafter Bolt (Same as Crafter Sword but 15 damage...)
There ya go!Now if approved I'm not part of this team, but I can already guess it's not going to be approved you are a great Crafter!
EDIT: TO be honest,i'm not a coder,i only make skins You are a great Crafter!
Quote from: "CrafterPlays1"I'll craft that for sure!
Name:cgCrafterctPlaysch1 Hey Igor The Crafter.
Speed: 2.5/2.80 If YD Quickman's speed is 1.5 and he's fast already...
Role: Craft 'n' dicing role I know powerhouse, hit n' run, area denial...but "craft 'n' dice?
Weapon Dropped: Crafter Sword You mean the weapon that coincidentially works like Igor's Roboenza Claw? As a dropped weapon? :I
Description:
Sure a very crafted class Despite not having been crafted for now...
Skin: Ra Thor from Saxton Hale series!
Damage Information:
Fire: Crafter Sword (Makes enemies get crafted 'n' diced or in english, slashed, also like Igor's roboenza claw,makes then unable to attack for 3 seconds Oh great, a weapon that completely disables your everything for 3 seconds, and gets speed I think you mean give you extra speed, which just makes it even more OP given that you also stop people's everything for 3 seconds, helpful for then to escape why would you need to escape if you just paralized a player from doing anything but staring at you ,damage: 20 with the ability to completely paralize a player AND give you extra speed on each succesfull hit.)
Alt Fire: Crafter Bolt (Same as Crafter Sword but 15 damage...)
There ya go!Now if approved I'm not part of this team, but I can already guess it's not going to be approved you are a great Crafter!
EDIT: TO be honest,i'm not a coder,i only make skins You are a great Crafter!
Quote from: "MusashiAA"Quote from: "CrafterPlays1"I'll craft that for sure!
Name:cgCrafterctPlaysch1 Hey Igor The Crafter.
Speed: 2.5/2.80 If YD Quickman's speed is 1.5 and he's fast already...
Role: Craft 'n' dicing role I know powerhouse, hit n' run, area denial...but "craft 'n' dice?
Weapon Dropped: Crafter Sword You mean the weapon that coincidentially works like Igor's Roboenza Claw? As a dropped weapon? :I
Description:
Sure a very crafted class Despite not having been crafted for now...
Skin: Ra Thor from Saxton Hale series!
Damage Information:
Fire: Crafter Sword (Makes enemies get crafted 'n' diced or in english, slashed, also like Igor's roboenza claw,makes then unable to attack for 3 seconds Oh great, a weapon that completely disables your everything for 3 seconds, and gets speed I think you mean give you extra speed, which just makes it even more OP given that you also stop people's everything for 3 seconds, helpful for then to escape why would you need to escape if you just paralized a player from doing anything but staring at you ,damage: 20 with the ability to completely paralize a player AND give you extra speed on each succesfull hit.)
Alt Fire: Crafter Bolt (Same as Crafter Sword but 15 damage...)
There ya go!Now if approved I'm not part of this team, but I can already guess it's not going to be approved you are a great Crafter!
EDIT: TO be honest,i'm not a coder,i only make skins You are a great Crafter!
So bad hes banned from cutstuff he told me about it.
Burning Claw: Slashes with his claw in a potent burn
So, has a decision been reached on Spydark/Rapeninja?Rape Ninja stays because it was a "Community Character" in early stage of YD's Classes
Bikdark now does triangles.But of course I do!
Rape Ninja stays because it was a "Community Character" in early stage of YD's Classes.
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.I dare to say, as much as I HATED Rape Ninja, I loved it. Was iconic.
At the same time, Rapeninja would also be fitting. He uses many of Shadowclass's abilites, and he was a pretty popular community figure back in the day.
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.The real question is if we want to consider Unix a part of this community. Which I doubt.
At the same time, Rapeninja would also be fitting. He uses many of Shadowclass's abilites, and he was a pretty popular community figure back in the day.
Quote from: "Jigsaw"Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.The real question is if we want to consider Unix a part of this community. Which I doubt.
At the same time, Rapeninja would also be fitting. He uses many of Shadowclass's abilites, and he was a pretty popular community figure back in the day.
Tsuki was still part of the community beforehand. Unix has not been.
my god, your class ideas keep changing more than tsuki's class
hello, my class was accepted?
is that I found it difficult to make the sprites :( :(
hello, my class was accepted?Just to make it clear: the more one asks to be in, the more one begs, the less likely it will be.
is that I found it difficult to make the sprites :( :(
If it was shot down at Teaparty, don't count on it getting accepted here.They has not asked about if is good or bad andi think is bad so thats why i asked it here.
If it was shot down at Teaparty, don't count on it getting accepted here.
Name:galaxysergio
Armor: 0.8 (Weakness:stone )
Speed:fast-GIVE MORE DETAIL
Jump: low- GIVE MORE DETAIL
Damage Type:Steel So what, Metal Blade?
Weapon : Preparation ( shoots 4 knives around the user that after a while go to the user address)This is incredibly vague. I have no idea what's happening here, nor have you listed any coherent description. Is there even anything special about this?
Alt : Knife (shoots a knife with great force) Again, excessively vague. What's the knife, what does it do, how much ammo does it consume, how quickly does it recharge, and is there anything special?
Weapon Dropped: Metal Blade Keep in mind this is a very high-powered weapon
note : If enabled the main weapon knives are directed to the address where the secondary weapon is fired
Skin:Megaman-Hair - Most of the CSCC skins aren't stock skins...
Damage Information: Weapon : Knives give 5 damage eachAre you aware that this is a 20HKO?
Alt : 20 5HKO projectile and a 5 damage [attack] of some sort. This seems somewhat bland..?
His mainfire creates a ring of four knives around him that just kind of sit there. They'll time out eventually and go to where he's aiming.sorry I couldn't resist
No need to post ideas, Sergio. One of your earlier ideas is currently being tested.
Am I accidently making him fast? The only numbers I'm really sure about is the armor.You made him tough and fast.
Weapon dropped: A spread rune.
(click to show/hide)
Quote from: "Ukiyama"(click to show/hide)
Don't really know what classes those are except the Final Fantasy mage being Korby.
As far as a release, considering V5 is a lot more stable than 4Q expect it very soon.Yes. Finally. It's been what, almost a year since the last release? Now I'm excited.
I couldn't decide on one. I was joking around about a 5 minute long cutscene spell, but I realized everyone would just spam it and blind everyone's screens, and that's no good.This should be Korby's IG attack:
Oh wow, Tsuki was revamped? Well, I hope it won't be too different from the V4 one. (Also I hope he still has the sentries.)
Just a friendly reminder to those who have Best-Ever accounts: Best-Ever is currently forbidding CSCC to be hosted using the Best Ever servers. Apparently it caused a server to eat up tons of RAM and caused both the bestever wad page and bestbot to become sluggish. So I humbly present you this warning message from Best Ever regarding CSCC: Please don't host CSCC, or you will be banned!Wow, this kind of thing I'd be expecting from Chaos Generator, but CSCC?
Well I didn't know that. I only started playing these classes late 2012.Quote from: "Tfp BreakDown"Oh wow, Tsuki was revamped? Well, I hope it won't be too different from the V4 one. (Also I hope he still has the sentries.)
You're surprised why again.
It's like an annual/versionly habit for Tsuki to do that.
Just a friendly reminder to those who have Best-Ever accounts: Best-Ever is currently forbidding CSCC to be hosted using the Best Ever servers. Apparently it caused a server to eat up tons of RAM and caused both the bestever wad page and bestbot to become sluggish. So I humbly present you this warning message from Best Ever regarding CSCC: Please don't host CSCC, or you will be banned!
Too bad we can't host with this with best ever :( but i would be glad if someone host it without best ever.It eats way too much RAM (It slowed the hell of a 32 GB RAM SERVER!), so we are working on fixing it and then we will notify Jenova when it is fixed.
here's my class
Name:bassman - ..What?
Armor: 100._x (Weakness: search missle)
Speed: megaman speed
Jump: megaman jump
Damage Type: fire
Role: dunno what this means - Facemow? Support? Tank? etc.
Weapon Dropped: time slow
skin:i cant make a download so just bass with megaman face - Ergh.
1st weapon: fire storn - This isn't the old CSCC before we started being original.
1st weapon alt: atomic fire - Same as above.
2nd weapon:astro crush - .. Same as above.
2nd weapon alt:bass buster - You have got to be kidding me. Same as above.
*The more interesting the concept, the more likely you are to get in. Generic classes can still make it, but they are significantly less likely to.
Armor: 1.7x (Weakness: Ice. FREEZE!)
Speed: 1.1 (0.9 when flying)
I think you're setting yourself up to be too fragile. Nothing wrong with being a scout-type, but you're over-weakening yourself if you ask me. Boost your speed or your armor.
Jump: 6 (or whatever is somewhat higher/lighter than the normal Jump)
I don't remember how jump height works numerically, so I'll just pretend I didn't see that.
Damagetype: Grass (primary), Wind (item).
Role: Idk. Scout I guess, maybe? ._.
Weapon Dropped: None
No weapon drop? Why? You know, CSCC classes are allowed to drop copywep versions of their own weapons.
Primary Weapon: Seed Flare (Its a seed that when it comes in contact with the ground, it explodes into tinier seeds that then eventually explode afterwards)
Sounds kinda unwieldy. I would choose a more direct method of attack or at least have another one alongside it, but that may just be my playstyle.
I also notice you have no altfire. Okay.
Item: Fly (Allows for him to have the ability to fly for a limited time, which is intill his ammo gauge is empty, cannot be used again unless the ammo gauge is full again, flying will also decrease his speed slightly, ramming into people while flying will cause 5 damage to the said person per each hit on contact.)
An approximation of how long you can fly consecutively would probably help with balance. Assuming that the 5 damage is ripper, seems a lot of people would barely even bother with your weapon and just fly into people. Maybe a damage nerf or something.
Weapon Obituaries:
[Player's Name] was Erased from nature by [Player's Name]'s Seed Flare!
[Player's Name] flew away with [Player's Name]!
Skin: Shaymin by CHAOS_FANTAZY
Please don't use that skin. It was lazily made and it's one of my worse skins. All I did was take sprites from PMD! Doesn't even have proper Pokemon sound effects. Looking upon it makes me sad, and I regret making it...but I suppose I can't stop you.
Damage Information: Little. but to the point to where it can deadly (Seed Flare would do significantly more than flash bomb)[/spoiler]
YGP class
Quote from: "YGP1111"YGP class
Depending on how the seed flare mines work[do they explode when walked over? I would certainly do that if I made it.], this could be a very interesting area denial class, and seeing as I added one of those with Sergio, I would not mind making another.
However, 1.7 armor is less armor than Korby, and Korby has glass armor.
Area Denial classes are ones I'm trying to get added to counteract the speedsters. Unfortunately, Sergio kind of sucks atm.
I messed with Copy for a while, and found two bugs:
-Attempting to copy any of KY's attacks will give you Yamato Spear (I know, it might be intentional)
If I remember correctly, this was supposed to be a joke. You'd have to ask Uki more about the specifics.
-Attempting to copy Uki's or Blazko's alt-fires will give you Travis' charge.
This was also intentional; Uki decided to make one "fast charge" altfire for all the reload alts since having several separate reloads would be redundant. Any alt that grants ammo takes the form of Solar Charge.
Also a bug involving Copy:
- When he copies Beed28's Missile Barrage, he can't shoot the green missiles when he runs out of ammo.
...I have no idea whether or not this was intentional. I'll have to ask Uki about it.
And moments ago I just discovered that some of Blazko's alternate death animations don't play either--they default to his regular one.Working on that >_<
Quote from: "YGP1111"YGP class
Depending on how the seed flare mines work[do they explode when walked over? I would certainly do that if I made it.], this could be a very interesting area denial class, and seeing as I added one of those with Sergio, I would not mind making another.
However, 1.7 armor is less armor than Korby, and Korby has glass armor.
Area Denial classes are ones I'm trying to get added to counteract the speedsters. Unfortunately, Sergio kind of sucks atm.
(click to show/hide)
Updated it. Hope its not to complicated to read ^^;;
Quote from: "YGP1111"(click to show/hide)
Updated it. Hope its not to complicated to read ^^;;
I did a thing, woosh.
but I'm terrible at this and it's just a "uhuh. uhuh.. uhuh.." thing.
DeathBoom:
PLAY Z 0 //SetPlayerProperty(0, 0, 4)
PLAY Z 0 A_PlayerScream /*A_PlaySoundEX("misc/devildeath","Voice")*/
PLAY H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
PLAY Z 1 A_CheckPlayerDone
wait
Alright, let's get back to this one.
I understand there are a few editing mistakes, but that shouldn't be a huge problem right now.
I suppose the weaknesses are about fine now.
I like the whole YD Needleman style and overheating thing, it's a nice change.
I think the damage type change to Time and Space is much better than having another thing about fire.
The dash length might still be a slight problem, but it's at least much better than before.
So would about half the length be good?
10 shots per second sounds like a bit much.
I'm not sure how it'd be to have a glass cannon standing still as it's only offensive source. Isn't that just really bad or something?
These two things were meant to balance each other out, but I won't mind if they're changed. Maybe he should fire 5 shots a second and be able to move at half speed when he is firing.
One last thing; To make up for the decreased fire rate, would it be ok to change the damage to 3 damage for the sphere, 2 damage for the explosion, and 1 damage for the pillar?
I'm pretty sure some of the main problems were the dash, weakness, and damage type.
Quote from: "Zerokk"Alright, let's get back to this one.
I understand there are a few editing mistakes, but that shouldn't be a huge problem right now.
I suppose the weaknesses are about fine now.
I like the whole YD Needleman style and overheating thing, it's a nice change.
I think the damage type change to Time and Space is much better than having another thing about fire.
The dash length might still be a slight problem, but it's at least much better than before.
So would about half the length be good?
I've just found out that YD is capable of travelling near almost 3/4 of Heatman's map within 1-2 seconds. Don't reduce it any more. I feel that you may be able to raise it a little.
10 shots per second sounds like a bit much.
I'm not sure how it'd be to have a glass cannon standing still as it's only offensive source. Isn't that just really bad or something?
These two things were meant to balance each other out, but I won't mind if they're changed. Maybe he should fire 5 shots a second and be able to move at half speed when he is firing.
I think that sounds nice.
One last thing; To make up for the decreased fire rate, would it be ok to change the damage to 3 damage for the sphere, 2 damage for the explosion, and 1 damage for the pillar?
So around 6 damage per hit? I think that might work. It really depends, because I have no idea how that would turn out ingame.
I'm pretty sure some of the main problems were the dash, weakness, and damage type.
do keep in mind 5 shots per second is only slightly faster than the mega buster, and you should definitely buff the damage if you're going to have glass armor and slow moving
#include "zcommon.acs"
Script 771 (int ctrl) NET //Reload crap ("ctrl" can be used to add more new controls)
{
switch(ctrl){
CASE 1:
GiveInventory("Reloading",1);
delay(3);
TakeInventory("Reloading",1);
break;
}
}
But it plays Cold Fusion's death music instead. Even if I change the number.(click to show/hide)
What are the stats of copy robot, and does he do 2x damage? And how exactly does the Daveregis class work? Because I'm not willing to read walls of text just to find those two things.
Can I have a class?...
If, yes, I,ll give you the details later, but the basic idea is:
Megabuster wep (x2 to proyectile speed or more) and altfire slashclaw, all of this combinated with super adaptor, to make a class that can solve battles at any range and escape from the battlefield in 2 seconds.
(I don't know how to code, but I will help in anything if I understand how to do it)
"considering your status"<- what do you mean with that? anyway, thanks!!Basicly he is saying you aren't a brand new member of the forums who first post was in this topic.
Was kinda expected Boulderman, guess Ice wasn't able to finish it yet or forgot to send it in. Oh well, I'll stick with Sparky/Ice for now.
I had a feeling something came up. I'm in no rush for it anyway. It's not like I am unable to use it if I wanted, at least against bots.Quote from: "fortegigasgospel"Was kinda expected Boulderman, guess Ice wasn't able to finish it yet or forgot to send it in. Oh well, I'll stick with Sparky/Ice for now.
2 reasons for that >.> I completely forgot and I don't have the internet,... well, that and I still need to polish it
Also quite a few bot issues that I wanted to fix but the internet went out before I could finish @_@ one being Travis's bot colors and bik and redeyes bots being useless after running out of ammo, well, HP, then again, considering the spamtastic nature of bots and the autoaiming nature of redeyes's attack, it's going to need some more tweaking
Doing this again because totally. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=2695)
Fun fact: The probability of your class being accepted goes down with each time you ask whether or not it was accepted.
If you want to know if your class is accepted or not, check the "classes for next version" thing on the main post.That has said the same thing since I got here about a year and a half ago.
Fun fact: The probability of your class being accepted goes down with each time you ask whether or not it was accepted.Not getting a nice answer isn't funny. <_<
Quote from: "xColdxFusionx"Fun fact: The probability of your class being accepted goes down with each time you ask whether or not it was accepted.
It's funny because Sergio got in, with how much he decreased his chances of getting in.
If you want to know if your class is accepted or not, check the "classes for next version" thing on the main post.
Now would actually be a good time for me to discuss something real quick regarding class submissions(click to show/hide)
(click to show/hide)
I know this may sound impatient
But someone needs to make a build of my class already, Korby gave up on his, and i doubt i'll be able to beg him into continuing it >.>
Just wanted to get this off of my mind by posting this. :|
Quote from: "Galactan"(click to show/hide)
Remember this? I got the skin done just fine, but it turns out my coding is worth shit. If someone would be willing to pick it up, I'd be very grateful.
Quote from: "Galactan"Quote from: "Galactan"(click to show/hide)
Remember this? I got the skin done just fine, but it turns out my coding is worth shit. If someone would be willing to pick it up, I'd be very grateful.
...Erm, you sure you don't mean the other way around for Armor? 1.3x means you're more vulnerable to attacks than normal, and 1.6x means you're even more vulnerable than Jack Corvus!
Also, you'd probably want to switch Water Lance and Water Shield. I think having the attack on the mainfire would make more sense.
Usually if you have only one weakness that comes from only one class, you might want a second weakness. People usually don't come to CSCC to play as Megaman.
That's probably just what I think, though.
I've already been trying to throw around several ideas to spice up my class, it's just that I don't get much feedback on them. I think?
Well, I've been posting my ideas here so I could get more people to pitch in their opinions.
I've been wanting to do a bit of a design overhaul anyhow, at least with the weapons and look. I want to have my class to use the Eggman skin I designed, using normal blue for the dark color and yellow for the light color.
I also wanted a new HUD sprite, which would be:(click to show/hide)
Or something based on that, at least. First one is normal, second is main fire, third is alt.
My mainfire could be a sort of insta-shield that would do decent damage if I'm next to an opponent. If my health is full, it should also fire a flurry of Solar Lasers. I'm thinking 4 or 5, with no spread. The attack itself would have a bit of delay after use to avoid too much spamming.
My altfire could remain mostly the same, but with the ability to stun opponents if my health is full.
Basically, my class would be based around avoiding getting hit, and to get away as quickly as I can from close opponents. But, when you DO hit my class once, it becomes easier to take it down.
If I get a little bit of feedback on these ideas, I'll draw up a new class sheet with specifics.
This has been on my mind for a while now. Gizmo's Hand Cannon can shoot with 3 elements (not counting plasma) Fire, Ice, and Lightning. What if I extended on this and let him be able to fire more elements? Wind, Water, and Earth. While I'm not sure about the first two, I can only imagine the Rock/Stone/Earth cannon simply shooting a large stone. It'll probably break into rock fragments on contact with anything. Part of the reason I already have that info down is because the Rock/Stone/Earth cannon is the only one of these new weapons that Gizmo's ever actually used before.
I've ALSO thought about giving him obtainable items which could alter his claw gloves' Altfire. It may be a little much, but I've found that his guarding isn't as useful as I first anticipated. That and he actually had a special move on his altfire originally, but I actually lost that data and decided not to bring it back. So this could be a chance to sort of revive it.
But before that, I should probably fix what I've got down now first. There are a whole lot of things that needs fixing.
Name: Colonel Sanders ServBot(http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/KFC_logo.svg/220px-KFC_logo.svg.png)
Colonel Sanders
Compared to most melee-ranged class submissions, this is actually pretty interesting.
So you have a melee weapon that can do combos and block. The melee weapon is not at all a W+M1 melee weapon.
You should have a set item for reloading all those guns instead of always having to empty them out first. You can do it either way, really. Infact, I think I heard Blazko is doing this with his class, because he's putting iron sights on the altfire.
Not much to say about the guns themselves. I just don't think I like the idea that they have infinite ammo. You can probably add an ammo regen, and the ammo collection for getting your next weapons stacks over it.
My question is, why isn't block just the altfire? How do you even use it?
Uh... sorry to burst your bubble, but...Quote from: "Colonel ServBot"Name: Colonel Sanders ServBot(http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/KFC_logo.svg/220px-KFC_logo.svg.png)
Colonel Sanders
Servbot, master of fried chickenI'm sorry
But I don't really know what to do for Gizmo.
Tsuki does not become Super Tsuki when he gets Duo Fist.. he doesn't even pick it up! And when you fight ER, you only have Duo Fist.
Was this intentionally removed, or is it not considered related by the code?
Just a reminder: this version = replacement for Trollyomaru, but not for my original class.Quote from: "Zerokk"Tsuki does not become Super Tsuki when he gets Duo Fist.. he doesn't even pick it up! And when you fight ER, you only have Duo Fist.
Was this intentionally removed, or is it not considered related by the code?
This was intentionally removed for multiplayer, since it was kind of unnecessary and somewhat broken. Adding it back in for singleplayer might be in order, though.
Quote from: "xColdxFusionx"Just a reminder: this version = replacement for Trollyomaru, but not for my original class.Quote from: "Zerokk"Tsuki does not become Super Tsuki when he gets Duo Fist.. he doesn't even pick it up! And when you fight ER, you only have Duo Fist.
Was this intentionally removed, or is it not considered related by the code?
This was intentionally removed for multiplayer, since it was kind of unnecessary and somewhat broken. Adding it back in for singleplayer might be in order, though.
Do you know if it's possible to host it for BestEver server if it can be possible, later?.....
They told me, it's because "the colde" is not enough good.....
I can host the last version for the fun, but it can be better on BestEver server ^^
Maybe too much things/action things?
Anyways, good update of my class, the rocks were too fast lol and the special attack gave a jump bonus xD
Maybe not.. We're still in the middle of testing, which may contain instability and surely contains overly over overpowered Tsuki.
Personally, I find it strange for the super attack to be a mainfire, but it's your class, so w/e.CutmanMike works that way*, so it's not at all unprecedented.
From spur of the moment thinking on Skype:
Colonel Servbot class idea: MMX4 and MvC2 edition(click to show/hide)
I would make this so hard if approved.
Full Doomguy class statistics
ARMOR: 2.6
Comes with the BlueArmor, which cuts the damage you take in half for 200 damage points.
SPEED: 1.2
Actual Doomguy speed would be utterly OP
WEAPONS
Clip Ammo(click to show/hide)
Shell Ammo(click to show/hide)
Cell Ammo(click to show/hide)
Rocket Ammo(click to show/hide)
GIMMICKS
Armor
Hitscan
Not 8-bit
Uh, I'm pretty sure a Doomguy has been denied in the past.
I'm aware you don't like the idea of Doomguy in 8BDM, but must you flaunt it?
Still, though, we have plenty of 8-bit things you can use for a Doomguy, and some of them can just be made.
Do you know how long it took to recolor every Doomguy sprite?
Not as long as you'd think, but it still took awhile.
you copy-pasted the post with a few edits. This is Daveris's Teaparty class.
If it's really a problem, I'll take this instead of my own class.
Well, you have been told directly once. He was just under some "identity hiding alias."I suppose you forgot about that one.
Also, now that I think about it, "Jeff. Co Weaponry" wouldn't really be a damagetype. Unless you can have multiple damagetypes on one weapon.
Class name: Tango
Coded by: Daveris
viewtopic.php?f=31&t=3118&start=2800#p241892 (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=2800#p241892)
Quote from: "Tengu and Tango"Class name: Tango
Coded by: Daveris
viewtopic.php?f=31&t=3118&start=2800#p241892 (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=2800#p241892)
It's done. I have it up on MediaFire, but I don't know if the latest ver BX8 is a "gouhadou-only" thing
My class's almost done and the last thing I must do is creating the bot's weapon version, however when I try to compile CSCCACS.acs (because it contains the "if player is a bot, replace player weapon version by bot weapon version" information), it says "Couldn't find include file "csccdefs.acs". I even tried to compile the file from the current version 5a without my class, it still says this, so I don't know how you guys compiled it.
Most of the coding and spriting will be done by people in the team, but at least the custom skin should be done when it comes to you. (Some people do use core game skins.) I had to request a skin for making because I'm not a great spriter. While I'm starting to do a little bit of spriting, I was pretty much uncapable of spriting at the time.
If you're looking to start on visual design, you should probably draw out your character, and submit a skin request on the Official Request Thread, stickied on the top of the Skins&Bots section.
What you should be looking for when designing your character's weaponry and such are these:
- What damagetypes are there little of?
- What roles are the leastnear least used so far?
- How should I make my weapons andor altfires work with eachother?
- Should my class have a form of attackdefensetransportationetc in the item slot?
- Should my class be fast and easily taken down, slow and tanky, or somewhere inbetween?
Also keep in mind that 0.5x is very tanky armor, while 1.5x makes you more vulnerable. Don't mix them up when submitting your class.
If you'd like, you can think up your class's weapons and stats/values now, and worry about the skin at a later point. Just don't bug Coldfusion too much about if it's accepted or not. Although I would understand why at some times, because as I see he likes my class submission, I don't see it on the next version list yet.
- What damagetypes are there little of?Basically what Zerokk said for the general gameplay of your class, althrough the "speed up/defense down" and vise versa thing is just plain classic and old, and you could do it with others stats, like ATK : "power of weapons weaker, but speed up and defense normal" (I think King Yamato is a little like this, his normal fire whirlwind is -if I'm not wrong- quite weak),. or any other stat RPGs taught us... the most original, the more interesting, the more we'd enjoy it. I think making the skin first is cooler because your gameplay ideas become clearer and you get more inspired because you already designed him (or maybe it's just me).
- What roles are the leastnear least used so far?
- How should I make my weapons andor altfires work with eachother?
- Should my class have a form of attackdefensetransportationetc in the item slot?
- Should my class be fast and easily taken down, slow and tanky, or somewhere inbetween?
Also keep in mind that 0.5x is very tanky armor, while 1.5x makes you more vulnerable. Don't mix them up when submitting your class.
If you'd like, you can think up your class's weapons and stats/values now, and worry about the skin at a later point. Just don't bug Coldfusion too much about if it's accepted or not. Although I would understand why at some times, because as I see he likes my class submission, I don't see it on the next version list yet.
Extract CSCCDEFS.ACS into the folder containing ACC.exe. It's odd and someone had to tell me what was wrong too. If you update CSCCDEFS, you'll need to reextract it.Sweetness ! Now, it works.
Quote from: "Zerokk"Most of the coding and spriting will be done by people in the team, but at least the custom skin should be done when it comes to you. (Some people do use core game skins.) I had to request a skin for making because I'm not a great spriter. While I'm starting to do a little bit of spriting, I was pretty much uncapable of spriting at the time.
If you're looking to start on visual design, you should probably draw out your character, and submit a skin request on the Official Request Thread, stickied on the top of the Skins&Bots section.
What you should be looking for when designing your character's weaponry and such are these:
- What damagetypes are there little of?
- What roles are the leastnear least used so far?
- How should I make my weapons andor altfires work with eachother?
- Should my class have a form of attackdefensetransportationetc in the item slot?
- Should my class be fast and easily taken down, slow and tanky, or somewhere inbetween?
Also keep in mind that 0.5x is very tanky armor, while 1.5x makes you more vulnerable. Don't mix them up when submitting your class.
If you'd like, you can think up your class's weapons and stats/values now, and worry about the skin at a later point. Just don't bug Coldfusion too much about if it's accepted or not. Although I would understand why at some times, because as I see he likes my class submission, I don't see it on the next version list yet.
Thanks! I'll try to make my own skin since I'm not that bad (but I am still bad), and search around the less used concepts for classes. Any idea where I can find them easily? (Searching for 282 pages takes its time.)
- somewhat long post, it's right above. -
EDIT:Yeah, besides, 2 weapons4 firetypes (2normals/2altfire) are quite a lot and may be frustrating to control if they're not enough relative to each other, especially in addition to a weapon that can be charged- so it's better keeping a moving action with the offensive ones :P
Zerokk, I have to agree with you. A whole minute is above overkill. So, as of now, the duration of the Cursed Blade debuff changed. And, yes, I actually wanted both weapons to have the same Alt-Fire because it is a skill that comes from the user, not from either of the weapons.
Okay so I want to finally get around to updating Gizmo. He's gone too long without any updates, and I've got a whole "To Do List" full of updates and fixes needed to be done..Just asking : are there, like, I don't know... you know... *cough cough more elemental weapons ? cough cough*
EDIT:
Zerokk, I have to agree with you. A whole minute is above overkill. So, as of now, the duration of the Cursed Blade debuff changed. And, yes, I actually wanted both weapons to have the same Alt-Fire because it is a skill that comes from the user, not from either of the weapons.
Name:cjMcmysterio
Armor: 1.2x (Weakness: Light-based weapons, such as the ones listed in "Light & Lasers" from the first post in page 2)
Speed: 1.15/2.50 (considering 0.8 to be "default" value)
Jump: High
Damage Type: Evil.
Role: Fast Melee-Ranged Debuffer
Weapon Dropped: A Fear Wave that deals more damage, but that does not debuff. Can still be charged.
Quote from: "Gizmo The Cat"Okay so I want to finally get around to updating Gizmo. He's gone too long without any updates, and I've got a whole "To Do List" full of updates and fixes needed to be done..Just asking : are there, like, I don't know... you know... *cough cough more elemental weapons ? cough cough*
Gizmo could probably get Eternal Claws via Duofist, plus a removal of the guarding altfire.
~lightly long post directly above mine~
Neither of those, you're just maybe new to coding and stuff-- and if so it may look a little harsh and hard but I find ZDOOM's code very friendly and easy when you get the thing and see how actions (spawning, firing, graphic function, etc) and actor relate together. Anyway here at cutstuff we can help if you have some trouble with coding/spriting :INo, I have no special problems with coding (though it seems hard), but you all have lots of tips so many newbies can't avoid feeling like this. Besides, I found some pretty good sprites of Castlevania 3 which have bats and other creepy animals. Think it's a good idea to make Fear Wave shaped like those? I don't know, but it makes sense for me.
It wasn't all that great what I did, but I reworked Jdude's class.
I doubt it's going to get in, though. I'm sure it'l have a better chance at Teaparty Classes.(click to show/hide)
So, I wrote something yesterday:Feel free to tell me your opinions.(click to show/hide)
In terms of spriting and coding: I can not sprite, like, at all. In terms of coding, I have zero experience with how Zandronum works, but I would be willing to try to learn about it.
Keep in mind I have no control over it, but seeing as Korby is considering coding it, it may happen. Can't guarantee much.
I thought the primary weapon should not do any hitstun or recoil, but more or less pass through them and lose kinetic energy because of that. My idea is that the weapon should decay just fast enough to not be able to pass through a standing target, but go through moving targets in most cases, unless they run away of course.
A spread weapon, while I considered it an idea, would have the issue that it is useless in narrow spaces, couldn't nearly do as much damage unless you go really close, and would be outclassed by more focused ranged weapons in one-on-one combat. Having a wider but still focused shot is in my eyes a good compromise between damage potential and ease of hitting.
In terms of thickness I thought the shots should be roughly half or a third as thick as Gemini Laser and with an intense violet/blue instead of light blue and possibly with pointy ends.
And I feel like it is more appropriate to have both abilities on the same weapon because if your charge shot only barely fails at killing the person you shot, you can easily try to catch them with a few shots from the primary. Having a class with just two abilities, no strength or weaknesses against anything specific and a focus on ranged combat is also a nice contrast to some of the very complex classes this mod has in my opinion. And I am not too much of a fan of stat-changing abilities in games in general.
Cold Fusion and Korby pretty much openly admitted that we're waiting on v3b to get out here firstThey did? I guess I missed that memo... Oh, well, not that it matters much, I guess?
Name:crbcnecttcqaIt's so easy, that it has a low chance of being made. You need to make your class UNIQUE! Read the first post!
armor: x1.00
speed: x1.00
jump: bass's double jump
damage type: critical
Weakness: Colfuision's attacks.
There will be two weapons
Weapon 1. machine gun.
Reason. Someone already uses a tommy gun so why not.
main fire. Shots 60 bullets at you.
Alt fire. none
Weapon 2. Crash gernade.
Main fire. Throwing it. It explodes after 5 seconds and sticks to any wall.
Its kind of like a crash bomb but with qualities of a gernade.
alt fire. metal blade.
Reason: my favorite weapon in the mega man series.
Skin Burstman, or Crashman. I'll let you decide.
That wasn't so hard was it.
So, I wrote something yesterday:In comparison to *Alice's first class idea, you need some work beta. But people are always willing to help! :pFeel free to tell me your opinions.(click to show/hide)
In terms of spriting and coding: I can not sprite, like, at all. In terms of coding, I have zero experience with how Zandronum works, but I would be willing to try to learn about it.
So, While I have availability, I'm grabbing Beta's Class, and being helpful. And Colonel-ServBot-icizing it.Genius, pure genius. The PERFECT CLASS!(click to show/hide)
Name: Beta
Role: Rapid Fire Sniper
Armour: Regular. bleh
Speed: Only a little less than MegaMans
Passive Abbility: Beta can Double Jump, woo. This can be easier for him to reach things like the cookie jar.
Weapon 01: Rapid Rifle
A rapid fire sniper rifle, not much else to it
In other words, Imagine MMSPSiN FakeMan's Needle Revolver being buff nerfed. It has a longer firing duration, yet it does less damage. However, Instead of it over heating, it has an ammo bar. And when the bar runs out, the gun runs off of your health. Simple, no?
Although, it has an alt-fire that zooms in 3x the original view
Weapon 02: Gluey Bombs
A hand grenade that can stick to any surface and can pack quite the punch.
Well, first off, this ISN'T a crash bomb reskin. and when I say it clings to any surface, IT CLINGS TO ANY SURFACE. And this includes players too. It'll detonate 10 seconds after. But lucky you guys, theres a counter near the top of the bomb that counts down from 10, so you know when its gonna blow up.
Sadly, there is no Alt-fire. oh well.
Also, of all of the weapons, Beta can only pick up metal blade.
Skin: Metal Man
Botchats: just have everything 'Dinner!', 'No moar jelly world please', and 'Lol, that was me'
Weakness: Water/ Ice based weapons/ Mr. Cutman Mikes Weaponry
Resistances: Fire/ metal based weaponry.
Bam. there we go.
So, While I have availability, I'm grabbing Beta's Class, and being helpful. And Colonel-ServBot-icizing it.Sounds interesting. But, if I recall correctly, there's no way to make the sticky cling to players...(click to show/hide)
Name: Beta
Role: Rapid Fire Sniper
Armour: Regular. bleh
Speed: Only a little less than MegaMans
Passive Abbility: Beta can Double Jump, woo. This can be easier for him to reach things like the cookie jar.
Weapon 01: Rapid Rifle
A rapid fire sniper rifle, not much else to it
In other words, Imagine MMSPSiN FakeMan's Needle Revolver being buff nerfed. It has a longer firing duration, yet it does less damage. However, Instead of it over heating, it has an ammo bar. And when the bar runs out, the gun runs off of your health. Simple, no?
Although, it has an alt-fire that zooms in 3x the original view
Weapon 02: Gluey Bombs
A hand grenade that can stick to any surface and can pack quite the punch.
Well, first off, this ISN'T a crash bomb reskin. and when I say it clings to any surface, IT CLINGS TO ANY SURFACE. And this includes players too. It'll detonate 10 seconds after. But lucky you guys, theres a counter near the top of the bomb that counts down from 10, so you know when its gonna blow up.
Sadly, there is no Alt-fire. oh well.
Also, of all of the weapons, Beta can only pick up metal blade.
Skin: Metal Man
Botchats: just have everything 'Dinner!', 'No moar jelly world please', and 'Lol, that was me'
Weakness: Water/ Ice based weapons/ Mr. Cutman Mikes Weaponry
Resistances: Fire/ metal based weaponry.
Bam. there we go.
Genius, pure genius. The PERFECT CLASS!
We need moar of these! We need them for everyone!
Quote from: "ThePlayer"Genius, pure genius. The PERFECT CLASS!
We need moar of these! We need them for everyone!
No it's not and no we don't.
Powerful hitscan is a bad idea in this game, which is why the tommy gun does pitiful damage.
As Tsuki pointed out, I'm pretty sure that things can't really stick to players without Jax levels of ACS shenanigans.
Korby's only weak to Copy Robot.Korby's also glassier than Messatsu.
ATTENTION ALL CUTSTUFF MEMBERS
If you do not see your class's name on the list below and have not been added to the .pk3, your class has been rejected from the Cutstuff Community Classes.
Please revise your class and re-submit it.
Yellow Devil
Jack Corvus
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky
Quote from: "Gizmo The Cat"This has been on my mind for a while now. Gizmo's Hand Cannon can shoot with 3 elements (not counting plasma) Fire, Ice, and Lightning. What if I extended on this and let him be able to fire more elements? Wind, Water, and Earth. While I'm not sure about the first two, I can only imagine the Rock/Stone/Earth cannon simply shooting a large stone. It'll probably break into rock fragments on contact with anything. Part of the reason I already have that info down is because the Rock/Stone/Earth cannon is the only one of these new weapons that Gizmo's ever actually used before.
I've ALSO thought about giving him obtainable items which could alter his claw gloves' Altfire. It may be a little much, but I've found that his guarding isn't as useful as I first anticipated. That and he actually had a special move on his altfire originally, but I actually lost that data and decided not to bring it back. So this could be a chance to sort of revive it.
But before that, I should probably fix what I've got down now first. There are a whole lot of things that needs fixing.
Yeah, I was thinking earlier, "what if Gizmo had an air weapon, what would it be like?"
The stone weapon would be as you listed it.
The air weapon would have a really short windup, and then it shoots out gusts of air that blow back targets (not an overkill knockback) and deal damage.
Windup is optional, but I thought it'd be cool. I mean, when you turn on a fan, it has to .. you know, start up first. It usually doesn't take that long, anyway.
The water weapon.. er, that's where I'm not really sure.
I don't know how you would be able to work the special claw abilities. Maybe some weapons unrelated to your cannon weapons could do a thing.
So yeah, pick up power, get item, adds to altfire/claw effect.
Wild Coil gives you something that goes forth and grabs an opponent.
Oil Slider and Top Spin would add something to the third attack, like extra movement gained by it.
Quote from: "Zerokk"
Yeah, I was thinking earlier, "what if Gizmo had an air weapon, what would it be like?"
The stone weapon would be as you listed it.
The air weapon would have a really short windup, and then it shoots out gusts of air that blow back targets (not an overkill knockback) and deal damage.
Windup is optional, but I thought it'd be cool. I mean, when you turn on a fan, it has to .. you know, start up first. It usually doesn't take that long, anyway.
The water weapon.. er, that's where I'm not really sure.
I don't know how you would be able to work the special claw abilities. Maybe some weapons unrelated to your cannon weapons could do a thing.
So yeah, pick up power, get item, adds to altfire/claw effect.
Wild Coil gives you something that goes forth and grabs an opponent.
Oil Slider and Top Spin would add something to the third attack, like extra movement gained by it.
Here it is. I don't really like the wild coil + oil slider stuff as much as I did back then, but only one thing is really important.
So uh, any word on what exactly's going on with this at the moment?
I'm still trying to finish up some stuff but I might end up sending what I've got over soon.
EDIT:(click to show/hide)
"Aqua Cannon: Fires out a constant stream of water like a high powered hose. Does more damage at close range. Has a constant, yet small recoil." I'm thinking that the recoil should be different in that it pushes you in the complete opposite direction of your aim. (i.e if you fire at the floor, it will push you upward slightly.) It should also blow people away. The force of the repelling water is also stronger at close range.
Well how else would you expect a high powered hose weapon to look? =P
The only thing is that it doesn't function exactly how I described it.Quote from: "Gizmo The Cat""Aqua Cannon: Fires out a constant stream of water like a high powered hose. Does more damage at close range. Has a constant, yet small recoil." I'm thinking that the recoil should be different in that it pushes you in the complete opposite direction of your aim. (i.e if you fire at the floor, it will push you upward slightly.) It should also blow people away. The force of the repelling water is also stronger at close range.
The bolded text is what I haven't done. It has a recoil, but I don't really know how to work it like that. And instead of pushing people away, it stunlocks them because damagetypes. I didn't make a new one for it (yet).
The bolded text is what I haven't done. It has a recoil, but I don't really know how to work it like that. And instead of pushing people away, it stunlocks them because damagetypes. I didn't make a new one for it (yet).
A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)
(click to show/hide)
Meh. I'm new here but I really want to make one.
Name: Dr. Mario II
Damage Type: Pill
Weapon Dropped: MegaVitamin: Color defines effect.(Blue = Summon Ice Slashers in all directions, Yellow does spark shocks and Red summons the orb of fire from Fire Storm)
Description: Alt summons the Viruses from Dr. Mario that attack for 5 seconds then leave and Primary throws random-coloured pills that have the same effect of above
Skin: I made one already, but I think it's quite hard to understand how to insert pictures here. :(
Now would actually be a good time for me to discuss something real quick regarding class submissions(click to show/hide)
Nobody plays this mod so you can't see anyone play as people.
Nobody plays this mod so you can't see anyone play as people.
Do keep in mind that other people might like different things than you, as well. You might find Sinkman boring as all get out, but someone else[that isn't me] might find him an absolute blast to play. This is quite literally the entire point of a classes mod, so if that's the case, then it's fine.
It's a slow moving projectile that goes the distance of Slash Claw and doesn't deal as much damage as it.it's also a ripper
and Sinkman still has Toad Rain
Quote from: "Ceridran"and Sinkman still has Toad Rain
The only similarities are the graphics and the delay before the hit.
Sink Flush has faster firing rate, less damage, I forget the differences between ammo cost, and it only hits once.
blue and cyan
Another idea I had was to have different games have different effects: Wario's Woods would explode, Kirby's Dream Course would move around like a golf ball, etc., but the level of detail put pay to that idea.dude you have no idea
Also I had a random thought about Mess's class. What if instead of gaining meter by just attacking, he gained a boosted amount (2x?) from actually hitting a target (wasn't that how it actually worked before the update?). Therefore the super attacks are rewards for being accurate and hitting a target rather than high-powered attacks you get by punching a wall enough. I know personally it's frustrating when a Messatsu player misses me a bunch of times and then just runs me over with a Lagless Hell Frag they got from just firing blindly a bunch.The original did only gain super from hitting players. Though you gained a ton of it. I never liked this approach mostly because it just became frustrating to miss players just barely and get nothing while getting owned by an attack that you also dodged, but had enough splash damage to take half your health. Lego's class in particular is a stupidly effective counter to me in a straight duel due to the range, speed and power of his missiles. (3 missiles that are close will kill my class) The entire point of the class was to be very high risk and reward. So, while you can build super by punching a wall, to get up to the highest super, you need to fire 28 times. Not exactly broken tier. Also, if you miss with it, (Opponent can just jump) then it's a giant waste anyway. I'm not saying the current system is perfect, but I'm also not really willing to roll backward to the previous setup at this point.
That actually sounds like a good way to handle Messatsu's super meter situation. I know Barlowe brought up another idea in a Skype call that was up during the open beta, where the super meter would work closer to the Revenge Gauge from SFIV. Rather, the meter would fill up whenever Messatsu takes damage, so you have to play smart and try to survive in order to gain your supers instead of basically Rambo bumrushing your way through everything.Ehhh, I really don't like this idea. It definitely unique, but given the light armor, this would be more frustrating than practical.
That actually sounds like a good way to handle Messatsu's super meter situation. I know Barlowe brought up another idea in a Skype call that was up during the open beta, where the super meter would work closer to the Revenge Gauge from SFIV. Rather, the meter would fill up whenever Messatsu takes damage, so you have to play smart and try to survive in order to gain your supers instead of basically Rambo bumrushing your way through everything.
-During one match, for some reason I saw a transparent flying Rozark. I have no idea what happened to cause that.It's her alt.
Also, correct me if I'm wrong but Ukiyama is weak to explosives so the Hyper Missile should do bonus damage to him.I just tried, the Hyper Missiles don't do bonus damage.
Quote from: "Isaac940"-During one match, for some reason I saw a transparent flying Rozark. I have no idea what happened to cause that.It's her alt.
The way the dash works is that it makes Rozark non-solid for the dash.
Can i be in the cutstuff community classes? i have the attack listed below
Name:Jill
Skin:Jill(from drill dozer which is my game ;) )
Armor: 1.9xGummyWormz
Speed: 1.10/2.15
Jump: 5
Damage Type:Drill type
Role:DrillMan but with no drill bombs. i will drill into things
Weapon Dropped: Dozer Crasher
i hope i can be in the game hope you read this!
thanks! :mrgreen:
Oh hey, now that you mention it, I never knew how to get a weapon to do that. Is it like an ACS code similar to lighting oil pits?
But again, with the forced switching it made spamming the alt more difficult plus in the original class, the ice ball did more damage but only had 4 shots while the lightning wave had 2 shots but were nearly a 1 hit kill. Basically the altfires were supposed to be more sparingly used but very powerful forcing you to switch more. With how it is now the alts use less ammo and regenerate without switching meaning you could just run and spam from a distance with sparky or jump up high and spam the wall climbing alt the whole match. I also made a split item that removes the other weapon while creating a monster version of you using the other weapon also in turn refilling the ammo bar and removing the recharge ability making it a double edged sword.
though that was shot down due to trolltsuki and fenga and geminiman. Toning down the damage and adding more shots is a welcome change, but please readd the the recharge limitation @_@
too many fire classes
To be fair, I tried to make mine as simple as possible, but classes like HD and korby are cryptic in ways like the weird way you have to use the gaiashield or how theres no indication of copying anything with korby,s altThis so much.
[5:13:06 PM] Ukiyama: oh purple testicle man will still exist?Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
Okay, I admit. I actually burst out laughing upon reading that he would be slated for revamp again.Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).
Let me interject for a minute.The reason your class was put on the list was twofold:
What exactly is so complex about it?Gizmo's on the list more because of our current plan for Prism's "clear-cut system" for classes.
My class is simple really for the reason that I don't have the ability to code anything more complex. That, and the other ideas I had were never really discussed at length.We'd love to hear your ideas, and we'd certainly be glad to help you with any coding issues that you may have.
Name: FiniteZero
Armor: 1.75x (Weakness: Water)
Speed: 2x (or so)
Jump: 4x (or so)
Damage Type: Water
Role: Confusion
Weapon Dropped: Buffering Leader (sort of like the Bubble Lead, but it goes straight up and down instead of in an arc, but travels faster)
Description:
In essence, this class has the purpose of messing with the minds of those who face it.
Wep1:
-Weapon: Buffering Leader Fast (It goes straight up and down slowly, but follows the ground quickly like Bubble Lead)
-Alt: Buffering Leader Slow (It goes straight up and down very quickly, but follows the ground slowly)
Wep2:
-Weapon: Buffering Leader Stationary (It stays in place. Can have up to 4 in play at one time.)
-Alt: Buffer Explosion (the stationary Buffering Leaders split into 4 Buffer Leaders that go at a normal speed, in a cross from the original Buffering Leader.)
Skin: Buffer Man (the new skin I just made, you can see it in the Skins topic)
Damage Information: Well... I'm not good with exact numbers, but most of these things should do around the amount of damage Bubble Lead does, though the Buffering Leader Stationary does more damage while the Buffer Explosion does less.
EDIT:
This is what I want the color scheme of my class to be (though the blue can be a bit lighter):
(http://imageshack.us/a/img543/5192/8g5i.png)
Also, that purple bubble-thing with the face on the bottom is what I want for the Buffering Leader.
Ugly huds, right.....I was referring to the arm cannon sprite. Those two bright colors that close together in those quantities is painful on the eyes.
My point is, where exactly is the line of rejection here?Rozark may have a dash and a chargeable boomerang, but the two are designed to combo together and are, as such, fun to use.
I still don't understand half these classes. Would it REALLY hurt to have some explanation for each?This is one of the other things we're working on for Project Prism; We'll be releasing a help file along with the mod that contains concise descriptions for each class. We've decided to release this version without it since we'll need a bit of time to compile the list and with so many classes getting possibly revamped or removed, we would prefer to not have to completely redo the file.
Quote from: "SmashTheEchidna"What exactly is so complex about it?Gizmo's on the list more because of our current plan for Prism's "clear-cut system" for classes.
As the system stands, the plan is to split classes into three categories:
> One weapon limit for complex classes (Messatsu, Copy Robot)
> Two (possibly three?) weapon limit for average or simple classes (Laggy Blazko, BladeRoden, M712)
> No limit for copy classes, but the weapons should be fairly simple (Megaman)
Gizmo is a bit complex for this system (starts with Plasma Cannon and Claw Gloves, some weapons have main and altfires), which is why it was thrown up as "we should take a look at this".
Honestly, I like some of the classes that are on the block @_@ And on the subject on the whole Gizmo thing, the class is not THAT complex, just 7 weapons, and 2 items and only 3 weps have alts (gloves, super gloves, and flame thrower). Its seems like if those alts were removed it would just become an ordinary copywep class
Nope, I tried adding them through addbot in the console, and it doesn't work. I tried addbot "Red Eyes", I tried addbot Sergio, I tried addbot Rozark, and none of them were found. Furthermore, the list in the bot configurations in the Offline Skirmish menus only goes up to Korby. :shock:
People rushing off to Best Ever with builds clearly in a test server is always a bad idea. :ugeek:Doesn't matter. Naming any two things the same thing is still a bad idea.
Quote from: "Ukiyama"People rushing off to Best Ever with builds clearly in a test server is always a bad idea. :ugeek:Doesn't matter. Naming any two things the same thing is still a bad idea.
Well, I'm not the one who actually MADE the class, I just threw my design at the dev team and someone decided to make it. That person being KY.
Speaking of cscc, I still need to make that cscc SP camaign
Name:cvSinistar BRI'm sorry what? i can already tell you that is not getting accepted! that's such a extremely poor excuse for a class! i mean really!?!? what were you thinking!?
Armor: 1_2x (Weakness:Ice )
Speed: NORMAL
Jump: double jump
WP1=Homing Sniper
WP2=Gravity Hold
Damage Type:Fire
Weapon Dropped:homing sniper
Skin:sinistar (by audiophile)
here is my class hope it be acepted
Item 1 and Wire adapter are two items I feel Gizmo should have, (or at the very least, certain variations of them.)
Quote from: "SINISTAR BRAZIL"Name:cvSinistar BRI'm sorry what? i can already tell you that is not getting accepted! that's such a extremely poor excuse for a class! i mean really!?!? what were you thinking!?
Armor: 1_2x (Weakness:Ice )
Speed: NORMAL
Jump: double jump
WP1=Homing Sniper
WP2=Gravity Hold
Damage Type:Fire
Weapon Dropped:homing sniper
Skin:sinistar (by audiophile)
here is my class hope it be acepted
EDIT: He's a new guy, Zard. Go easy on him.How about an item 1 that travels upward and diagonally slightly but has only 2 uses, that way you can take out need of Rush Coil as well.Quote from: "SmashTheEchidna"Item 1 and Wire adapter are two items I feel Gizmo should have, (or at the very least, certain variations of them.)(click to show/hide)
Since nobody commented on that long post I made about all my plans for Gizmo, I'm just going to go ahead and try to do all that anyway. That includes the new altfires for each Hand Cannon weapon, the item (variations), the Elemental Rings, the whole Ring system, the "no breathing under water" thing, and whatever else I didn't mention.
You don't remove your "n00b" status by posting more skins...you remove it by getting to know people around here.
For instance, allow me to introduce myself. My name is Lego, and I am one of the coders for this mod.
I would like to mention that this mod is getting rebuilt from the ground up at this point and has a new registration process, I think...the development of this new CSCC is kind of up in the air at the moment because Cold Fusion has been busy with school.
Hi! Can i will be in this? I'm new to here
Name: ctTrimagus1
Armor: 2.0x (Weakness: No elements)
Speed: 2.0/2.0
Jump: 20
Damage Type: Light & Laser
Role: Weapon Copy
Weapon Dropped: Ultra Beam
Description:
1st Weapon: Ultra Beam (Fires a Blue Ball one that Chases opponents and have double fire rate variant to Cool Weapon from WeaponTemptate)
1st Weapon Alt: Ultra Beam (Fires a Blue Ball one that acts like Quick Bommerang but with longer range and little low fire rate and never dissapears if hit a enemy (or if you don't like Ripping Ability then change to Normal)
That sounds a little overpowered, like a chainsaw that can hit 20 feet away
Skin: Gemini Man
Damage Information:
Both Main and Alt Fire always deals 10 damage (Expect Weapon Copy variant with deals 15 damage)
I haven't seen anything about copying weapons yet in this description
Quote from: "Trimagus1"Hi! Can i will be in this? I'm new to here
Name: ctTrimagus1
Armor: 2.0x (Weakness: No elements)
Speed: 2.0/2.0
Jump: 20
Damage Type: Light & Laser
Role: Weapon Copy
Weapon Dropped: Ultra Beam
Description:
1st Weapon: Ultra Beam (Fires a Blue Ball one that Chases opponents and have double fire rate variant to Cool Weapon from WeaponTemptate)
1st Weapon Alt: Ultra Beam (Fires a Blue Ball one that acts like Quick Bommerang but with longer range and little low fire rate and never dissapears if hit a enemy (or if you don't like Ripping Ability then change to Normal)
That sounds a little overpowered, like a chainsaw that can hit 20 feet away
Skin: Gemini Man
Damage Information:
Both Main and Alt Fire always deals 10 damage (Expect Weapon Copy variant with deals 15 damage)
I haven't seen anything about copying weapons yet in this description
All in all it sounds way too simple and a tad overpowered with the homing, and the alt, I guess it's sort of ok but again too simplistic
And while we're on the subject of updates, let's discuss a little something we're planning to do for v6
We're calling it
Project Prism
Thanks Smash
It's an initiative to make CSCC a better mod for both the coders and the players. What it means is that we're pretty much going to be recoding the whole mod over from scratch to clean up some of the unseen shenanigans that have begun collecting under the hood.
It also means we've put a few classes that people have been complaining about up for revamping or termination. The following classes are currently Project Prism's "danger zone" and are either planned to be revamped or scrapped, listed roughly from highest to lowest priority along with our reasons for putting them on the list. If you have any questions, please PM me:GalaxySergio - Class is very polarizing among the dev team in terms of fun, Owner requested to be taken out. Slated for removal.
Travis - Class's role has already been filled, class is not fun to use, class uses pretty much exclusively stolen code. Slated for removal.
Gummywormz - Class is bland to play, Graphics hurt the user's eyes. Slated for removal.
FiniteZero - Class is somewhat bland to play, Graphics are outdated. Slated for possible revamp maybe?
Fenga Papit - Class requires very little effort on the user's part and makes the game less fun for others. Slated for removal.
SaviorSword - Opinions on this class's entertainment value vary wildly. Slated for revamp.
Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
Unix - Code is becoming somewhat difficult to maintain. Slated for possible revamp.
Copy Robot - Code is becoming somewhat difficult to maintain. Slated for revamp.
Sinkman - Class's power is incredibly bipolar, Graphics are outdated. Slated for revamp.
JaxOf7 - Class's power is very bipolar, Class requires very little from its user. Status unknown.
Human Destroyer - Class is difficult to use and varies wildly in effectiveness. Slated for possible revamp?
CutmanMike - Class is excessively simple and revolves around somewhat shifty gameplay mechanics. Slated for possible revamp.
Gizmo - Class varies wildly in effectiveness and is excessively complex. Slated for possible revamp?
Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).
In addition, we're going to be adding in some new features:No more "Members Only" clause! Anything Cutstuff-related is fair game! (Other rules will still apply, of course, and we will still be doing quality control on our end.)
Internal cleanup and standardization!
A more clear-cut system to help with class design!
New mechanics for Megaman (and other classes)!
Support for more game modes!
Less hiatus! (...Hopefully...)
We're really excited to start working on this, and we hope you all will stay tuned as we try to make CSCC a mod that's truly worthy of the amazing game it's being made for!
Jump: 20
A fast class with a homing attack seems a tad cheep hence why alot of people complain about quickman in justified classes, plus if you're going that fast a long range chainsaw is going to be cheap no matter what, basically all in all this class is just a heavily buffed quickman. So far, the high speed classes had either high attack power with a low fire rate, a really close up melee attack, or a high fire rate low damage attack to compensate for the increased dodging ability.
Also this might be of some informationQuote from: "xColdxFusionx"
And while we're on the subject of updates, let's discuss a little something we're planning to do for v6
We're calling it
Project Prism
Thanks Smash
It's an initiative to make CSCC a better mod for both the coders and the players. What it means is that we're pretty much going to be recoding the whole mod over from scratch to clean up some of the unseen shenanigans that have begun collecting under the hood.
It also means we've put a few classes that people have been complaining about up for revamping or termination. The following classes are currently Project Prism's "danger zone" and are either planned to be revamped or scrapped, listed roughly from highest to lowest priority along with our reasons for putting them on the list. If you have any questions, please PM me:GalaxySergio - Class is very polarizing among the dev team in terms of fun, Owner requested to be taken out. Slated for removal.
Travis - Class's role has already been filled, class is not fun to use, class uses pretty much exclusively stolen code. Slated for removal.
Gummywormz - Class is bland to play, Graphics hurt the user's eyes. Slated for removal.
FiniteZero - Class is somewhat bland to play, Graphics are outdated. Slated for possible revamp maybe?
Fenga Papit - Class requires very little effort on the user's part and makes the game less fun for others. Slated for removal.
SaviorSword - Opinions on this class's entertainment value vary wildly. Slated for revamp.
Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
Unix - Code is becoming somewhat difficult to maintain. Slated for possible revamp.
Copy Robot - Code is becoming somewhat difficult to maintain. Slated for revamp.
Sinkman - Class's power is incredibly bipolar, Graphics are outdated. Slated for revamp.
JaxOf7 - Class's power is very bipolar, Class requires very little from its user. Status unknown.
Human Destroyer - Class is difficult to use and varies wildly in effectiveness. Slated for possible revamp?
CutmanMike - Class is excessively simple and revolves around somewhat shifty gameplay mechanics. Slated for possible revamp.
Gizmo - Class varies wildly in effectiveness and is excessively complex. Slated for possible revamp?
Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).
In addition, we're going to be adding in some new features:No more "Members Only" clause! Anything Cutstuff-related is fair game! (Other rules will still apply, of course, and we will still be doing quality control on our end.)
Internal cleanup and standardization!
A more clear-cut system to help with class design!
New mechanics for Megaman (and other classes)!
Support for more game modes!
Less hiatus! (...Hopefully...)
We're really excited to start working on this, and we hope you all will stay tuned as we try to make CSCC a mod that's truly worthy of the amazing game it's being made for!
Quote from: "Trimagus1"Jump: 20
Are you looking to shoot outrageously misplaced hoops?
Jack Corvus does what you do. Speedster Flamethrower. "Speedster Chainsaw" is pretty much the same thing, not that you're using a chainsaw. You also have a homing shot, which is kind of terrifying since you already have outrageously fast speed.
The altfire mostly makes your mainfire pointless. You're really fast, so you can easily get close and deal 10 ripper damage.
.. 10 ripper damage is actually alot for something firing that fast.
Time to be blunt; you may as well not try. One will be better off learning to make their own classes. Almost a year ago by now, I thought up a class that Coldy said he'd add in for sure. Never happened. That's alright, I don't even like the way the class is set up anymore.
Now that I'm actually able to make my own stuff, (to some extent, I still use templates) I'm trying what I can and learning overtime.
perfect classGood luck with that. hell i even tried to make a class for cscc! two of them infact! one version is in my Teaparty classes (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5352) and the other is currently in the CSCC Competition (http://www.cutstuff.net/forum/viewtopic.php?f=43&t=6398&start=80#p283729) and nether of them are gonna get in CSCC this i know.
Quote from: "Trimagus1"perfect classGood luck with that. hell i even tried to make a class for cscc! two of them infact! one version is in my Teaparty classes (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5352) and the other is currently in the CSCC Competition (http://www.cutstuff.net/forum/viewtopic.php?f=43&t=6398&start=80#p283729) and nether of them are gonna get in CSCC this i know.
ah i;'m reminded of my class idea that never saw the light of day because i can't skin to save my life
i might still work on it and pitch it, who knows
How many hours or days left i have wait until ColdFusion is online?*looks at skype*
Quote from: "Trimagus1"How many hours or days left i have wait until ColdFusion is online?*looks at skype*
I don't think he's ever coming back
And while we're on the subject of updates, let's discuss a little something we're planning to do for v6
We're calling it
Project Prism
Thanks Smash
It's an initiative to make CSCC a better mod for both the coders and the players. What it means is that we're pretty much going to be recoding the whole mod over from scratch to clean up some of the unseen shenanigans that have begun collecting under the hood.
It also means we've put a few classes that people have been complaining about up for revamping or termination. The following classes are currently Project Prism's "danger zone" and are either planned to be revamped or scrapped, listed roughly from highest to lowest priority along with our reasons for putting them on the list. If you have any questions, please PM me:GalaxySergio - Class is very polarizing among the dev team in terms of fun, Owner requested to be taken out. Slated for removal.
Travis - Class's role has already been filled, class is not fun to use, class uses pretty much exclusively stolen code. Slated for removal.
Gummywormz - Class is bland to play, Graphics hurt the user's eyes. Slated for removal.
FiniteZero - Class is somewhat bland to play, Graphics are outdated. Slated for possible revamp maybe?
Fenga Papit - Class requires very little effort on the user's part and makes the game less fun for others. Slated for removal.
SaviorSword - Opinions on this class's entertainment value vary wildly. Slated for revamp.
Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
Unix - Code is becoming somewhat difficult to maintain. Slated for possible revamp.
Copy Robot - Code is becoming somewhat difficult to maintain. Slated for revamp.
Sinkman - Class's power is incredibly bipolar, Graphics are outdated. Slated for revamp.
JaxOf7 - Class's power is very bipolar, Class requires very little from its user. Status unknown.
Human Destroyer - Class is difficult to use and varies wildly in effectiveness. Slated for possible revamp?
CutmanMike - Class is excessively simple and revolves around somewhat shifty gameplay mechanics. Slated for possible revamp.
Gizmo - Class varies wildly in effectiveness and is excessively complex. Slated for possible revamp?
Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).
In addition, we're going to be adding in some new features:No more "Members Only" clause! Anything Cutstuff-related is fair game! (Other rules will still apply, of course, and we will still be doing quality control on our end.)
Internal cleanup and standardization!
A more clear-cut system to help with class design!
New mechanics for Megaman (and other classes)!
Support for more game modes!
Less hiatus! (...Hopefully...)
We're really excited to start working on this, and we hope you all will stay tuned as we try to make CSCC a mod that's truly worthy of the amazing game it's being made for!
If Project Prism is on hiatus, then I would love to see the current version ported to MM8BDMv4.
I could bring back my class for this project if it's still aliveHey, more necromancers is always better, right>?
upload it to a image host sight like dropbox or imgur
Name: cmMcuetcjallix (( Metallix ))
Armor: 0.9x (Weaknesses: Air, Wind, ect)
Speed: 1.0x
Jump: 1.4x
Role: Ambush / Trapper
Weapon Dropped: Plasma Needler (mainfire only)*
Skin: Plasma Needle Man (http://i1186.photobucket.com/albums/z377/Daniel_Franks/woah.png?t=1401495289) (still working on this derp)
Color Scheme: Dark Blue/Violet
Damage Types: Needle (projectiles), Bomb (SuperCombine)
Weapon 1: Plasma Needler-- Alt 1: Needle Shank(click to show/hide)Item: Toxic Spikes(click to show/hide)Instagib Weapon: Needle Sniper(click to show/hide)(click to show/hide)
We've just finished porting the old classes that aren't changing to the new class base, now we're working on revamps
Also, why the heck was Dr. Light's lab edited so that it automatically takes you to Cut Man's stage?!Actually, that's a side-effect from the sniper joe bot being removed. The same thing happens with unholy classes.
The lack of compo classes is because everyone but Lego(who left it, btw) in the CSCC Devchat has done nothing in the past 5-6 months, so no one actually got around to including them.
Can i get a class? I'm new to here but just wanting to join. I can wait all the time you can take to make this and other classesI'm not a dev for this or anything, but I don't see this being accepted. Melee with a "buster" is rather frowned upon cause of how common it is and not highly original.
Name:ctZero1000
Armor: 2.0x (Weakness: Cutting weapons)
Speed: 1.5/1.5
Jump: Medium
Damage Type: Normal
Role: Melee and Ranged warrior
Weapon Dropped: Z-Saber, or Pulse arrow, what you want.
Description:
1st weapon: Z-Saber (Like MMZ saber. It's ok if i use it?)
Alt weapon: Pulse Arrow (Shoots an arrow that bounces 1 time and goes fast. Can shoot somewhat fast but inflicts minor damages)
Skin: Zero
Damage Information:
Z-Saber does 15 damage per strike and 40 if charged. Pulse arrow deals 3 damage.
no one else had any work done on their classes whatsoever
no one else had any work done on their classes whatsoever except for Tsukiyomaru Zero who was not finished with his work.
I had no plans on updating my class and I was working with Rozark and currently trying to help some others with there classes
it was meant to make the mod compatible with v4.
Compatable as in releasing something CLEARLY riddled with bugs and missing content (Jax's class doesnt even work, Gizmo's shots riddle dynamoman's stage, missing bars, etc.)
Finally, I didn't notify the devteam because I don't care, and it's not really like any of them would either especially with how many useless people are on there.
the reason that died however is due to balance monitoring
I was working with Rozark and currently trying to help some others with there classes
Actually, my update wasn't finished.
The DoT on the sock needed to be optimized/Blood trail, the new bars added, and correct obituaries.
The whole "If you're holding three charges and dash, it just removes a charge" wasn't implemented.
Not to mention a bug on the returning boomerangs that always gave it the ring boomerang obituary.
Finally, although this wasn't preventing a release, the Irisu skin that Zard was working on needed to be finished.I hope things get better for you soon Zard!
The things that WERE finished:
- HUD updates (thanks again)
- New Sounds (That is, if all of them I gave you were added)
- Beta DoT Sock (Like I said above, it needed optimization)
well, that too, but there was some glaring examples like Neo however.We kicked him out before Zard went on hiatus again. In fact we were in the process of doing a fresh, clean start before Zard's inactivity skyrocketed.
But yeah, now that the new class base has been out for a while, not much stopping people from making there own classes now, heck, I feel we're long overdue for another classes compoI was under the impression that it still needed to be updated for v4.
Aside from that, I don't know what works, what doesn't, and whether or not this will get us banned from using Best-Ever forever[incredibly unlikely].I'm also not sure why you emphasized the bit about useless people..?
Hopefully this'll get some developers off their asses so they actually do something.
(it didn't)
tried but never actually done, heck, if Messatsu's melee attack huds were replaced with sword sprites and his hadoken hands be replaced with a buster, his class would get flat out rejected without even a 2nd thought cause it would turn into a "generic buster sword class", if someone wants to be zero. what's wrong with having 1 zero for all the zeros in the community?
Well, it's really a personal zero class. The name is because it's my name on most forums. I should change things for the class to be balanced, like stopping rifle charge when not on hand and while shooting. Something you all feel iis not too OP.From reading your posts, I don't think you understand.
Edit: Edited the class post. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&p=306170#p306170) I didn't wanted to post my edited class again, so i edited that class page.
So from what I can tell, you have a spread shotgun that bounces twice and a quick firing boomerang ripper with limited ammo and w tanks?
It's a good start, but what happens if you run out of ammo? [also 10 ripper damage can be quite a lot, especially on a boomerang]
Hey guys, i modified my class and now i have an electric class. Thanks to Bikdark for some ideas. I still may send only a skin amd a bot. Critics may be appreciated.
Name: cgZero1000
Armor: 1.0x (Weakness: Ice weapons)
Speed: 1.1/1.1
Jump: Medium
Damage Type: Melee.
Role: Electric traps and melee expert.
Weapon Dropped: Electric Sword.
Description:
1st Weapon: Electric Sword (Like the other melee weapons, it causes heavy damage. However it can be charged to do a dash slash.)
1st Altfire: Spark Slash (Zero slashes his sword with more electricity and it can slow enemies and cause moderate damage, but consumes some energy.)
2nd Weapon: Thunder Arrow (An arrow that Zero throws on an arc. It causes light damage after hitting an enemy, and after hitting the enemy or a wall, it falls to the floor, hiding itself, and when someone approaches to the arrow, a thunder falls to the arrow, making it explode and causing heavy damage.)
2nd Altfire: Electric Sphere (Zero can throw a sphere which bounces off players while dealing them moderate damage and clings on the wall or the floor for a short time. While clinged, it deals light damage and attracts enemies if on the floor. It uses some energy.)
Item Attack: Thunder Dash (When Zero has his energy full, he can use this powerful dash that causes heavy damage and paralyzes enemies. However, the energy is depleted completly.)
Weapon gague: Electricity gague (Zero has some energy that charges while attacking. Using some of the energy, he can perform altfires, and when full, he can perform a powerful dash)
Skin: Zero.
Damage Information:
Electric Sword deals up to 45 damage. Sword Dash deals up to 55 damage.
Spark Slash deals up to 30 damage and slows enemies. Uses 15% energy
A thunder arrow hit deals 5 damage. The arrow explosion causes 40 damage and may paralyze enemies.
An electric sphere deals 25 damage for a direct hit and 2 damage by someone touching it. It consumes 10% energy.
The arrow stay seconds and the sphere stay on the floor for 3 seconds.
The energy charges by 1% by doing any attack except by throwing spheres and charges by 2% for hitting someone with a direct attack (like the sword).
The Lazer Dash causes up to 75 damage. It consumes all energy
Hey guys, i modified my class and now i have an electric classElectric huh?
an interesting idea I thought of would be as long as you have weapon energy you can fire off the 2 side shots in the spread along with the center shot, but once you run out of ammo you can only fire the main shot only untill you recharge, that way you'll still have an emergency weapon to fall back on
@Gos: Forgot to post last night but go ahead
anybody in the community handy with time related shenanigans online (time slow, or classes Flashman)? We could use a time based class to help counter the speedsters (and give Korby something else to get slowga from)
Also made a test wad with DrMario2 and Trimagus1's class, not sure how much ammo each attack should use though, as with Trimagus1's class, I made the spread beam a 5 damage ripper, it's surprisingly not broken in hallways, and for the boomerang, kinda inconclusive as I suck with rapidfire weapons, but it seems fine with a 10 damage ripper though might also nerf it to 5 damage if it is too strong
okay, tried making some of the classes,
FGG: still working on them
Dr.Mario2: Stopped working atm as he seems to have vanished
Zero1000: Satisfying to use
Trimagus1: Eh... I'm going to have to do ALOT of tweaking, mind if I make a few changes? (Lower the speed from Jack Corvus's top speed to alittle below quickman speed, lower the jump from springman to ... can't think of a reference but to 16, the main beam is still a 10 damage ripper but make the side beams faster and nonripping)
ripper damage
Splash Damage
1st Weapon alt: Overdrive Invoke System** (When activated, all shots are Red colored with receive +1 Damage dealing bonus (+2 for Splash Damage), Increased Projectile Speed, Increased Explosion Size, Plus also Boosts User's Speed to 1.6 for max 30 seconds.
It can only activated when have Plasma Buster selected, lower than 30% Health and can only used 1 times each time when you spawn)
Items:
Full Weapons Recharge Chip (Restores All Weapons and can only used 5 times each time when you spawn)
Quote from: "Trimagus1"Items:
Full Weapons Recharge Chip (Restores All Weapons and can only used 5 times each time when you spawn)
30 seconds x 5 = 150 seconds = 2 minutes 30 seconds = average length of a match = permanent steroid = see "size=20"
This item would only be useful on your alt, considering your mainfire is a charged laserbuster and wouldn't technically have any ammo in it. Seeing as your alt can only be used once and this refills things.. what exactly does this refill? Nothing. Absolutely nothing.
I'm currently on coding hiatus till Dec 8 so other than the last build, no progressIt's ok, just take your time, as i know there are other classes that are being made.
And armor, reduce it (or increase the multipler) if you have more speed.
Armor: 1.5x (Weakness: Ice weapons)
Speed: 1.5/1.5
You are aware that in terms of armor, .5 is more glass and 1.5 is more tank right? It's weird. What you have now is an extremely tanky/fast class that's melee. How about no.
Quote from: "Rozark Kyouko"You are aware that in terms of armor, .5 is more glass and 1.5 is more tank right? It's weird. What you have now is an extremely tanky/fast class that's melee. How about no.
armour works in damagefactors so 1.5 is 1.5 times normal damage which is glass
How about decreasing your weakness, since i think magic card is your only weakness.
I know the quality standard lightened up, but still I'd like to bring this post (http://www.cutstuff.net/forum/viewtopic.php?p=238723#p238723) to your attention again. Especially sections 1 and 4.Ok, then i will reduce speed to something not over 1.3.
EDITED IN NOTE: For future exampleSome fairly okay examples:
1st Weapon: Electric Sword (Like the other melee weapons, it causes heavy damage. However it can be charged to do a dash slash.)Have I got this right?
I can't complain.
1st Altfire: Elecctric Wire (A wire that causes medium damage to the person it touches, and paralyzes it. It retracts when it hits someone or reaches his max range, which is low-medium. Uses some energy)
It sounds like a Thunder Claw that can paralyze. I think it's safe to assume you can follow up with this pretty quickly.
2nd Weapon: Thunder Arrow (An arrow that Zero throws on an arc. It causes light damage after hitting an enemy, and after hitting the enemy or a wall, it falls to the floor, hiding itself, and when someone approaches to the arrow, a thunder falls to the arrow, making it explode and causing heavy damage.)
Huh, is it possible you could make this work around Electric Sphere's attraction mechanic?
2nd Altfire: Electric Sphere (Zero can throw a sphere which bounces off players while dealing them moderate damage and clings on the wall or the floor for a short time. While clinged, it deals light damage and attracts enemies if on the floor.)
I completely missed the attraction part the first time around. As I said earlier, it sounds like this would work with all your other attacks. I'm just worried about how annoying it would turn out to be.
Item Attack: Thunder Dash (When Zero has his 1st energy full, he can use this powerful dash that causes heavy damage and paralyzes enemies. However, the energy is depleted completly.)
.. I don't even know what to say about this one. Controllable directions with A_Recoil for days?
Speed: 1.5_/1.5(Sightly more fast as normal MegamanMegaman's speed is .8 forward/backward, .78 left/right
New Speed:0.9/0.7(little more than normal megaman class)
New New CrystalWolf's Speed: 0.9/0.9
I'm guessing from the highlighted text you can pick up weapons like megaman correct?(click to show/hide)
(click to show/hide)
Quote from: "Trimagus1"I'm guessing from the highlighted text you can pick up weapons like megaman correct?(click to show/hide)
1: Ok, sorry for my thought on the weakness.Quote from: "zero1000"(click to show/hide)
P.S. Back finally
Ok, actually reading this, holy shit your damage needs to be lowered, spread YD QB that does 20 damage, EACH? At close range thats 60 damage if all three hit, which might not be hard to pull off.Quote from: "ice"Quote from: "Trimagus1"I'm guessing from the highlighted text you can pick up weapons like megaman correct?(click to show/hide)
Yup. i can
Then i ask if 15 damage is good or bad? If good then i nerf my damage dealing from 20 to 15 ok?I'm gonna pull this from Ceridran's post
You'l be firing roughly 15 projectiles per second(?) that each deal 20 damage and bounce off walls twice just in the case they miss.
That is a totally of 300 damage a second (given all three shoots of each burst hit)YD classes quickman's quick boomerang deals 8 damage. So if i have 10 DMG then it makes my ultra beam Possess 2 upgraded damage with is 8+2=10 (or 8 or 5 is enough?)
dropping down to 15 is still 225 damage a second.
I'd say drop down to around 5 damage a hit, so you are pumping out 75 damage a second total.
Also probably get rid of the ability to pick up weapons, unless you have something unique regarding them it doesn't make sense for you to have it other then you want to be able to. Gizmo is a class already in with the ability to pick up weapons and my class is being worked on from my understanding which also does have the ability to, the difference, both use unique weapons instead of the actual picked up weapon.
So YD Quick deals 120 damage a second if he fires the same speed as you do.Quote from: "fortegigasgospel"That is a totally of 300 damage a second (given all three shoots of each burst hit)YD classes quickman's quick boomerang deals 8 damage. So if i have 10 DMG then it makes my ultra beam Possess 2 upgraded damage with is 8+2=10 (or 8 or 5 is enough?)
dropping down to 15 is still 225 damage a second.
I'd say drop down to around 5 damage a hit, so you are pumping out 75 damage a second total.
Quote from: "fortegigasgospel"Also probably get rid of the ability to pick up weapons, unless you have something unique regarding them it doesn't make sense for you to have it other then you want to be able to. Gizmo is a class already in with the ability to pick up weapons and my class is being worked on from my understanding which also does have the ability to, the difference, both use unique weapons instead of the actual picked up weapon.
i have no idea what unique weapons i wanted for.
I had an idea. This is a revision for Trimagus's class. It won't count for anything unless he personally agrees to the concept. Otherwise, I may use pieces and parts of it.
Values, especially damage values, should be adjusted as the team sees fit, because I didn't look too much into refining them.(click to show/hide)
The name's color code is unnecessary unless you're messing with bots.
I thought it looked better without the number, but seeing as that's what you wanted it was kind of silly to leave it out.
He was referring to yours, aye.
I like how you take into account balance and uses with these suggestions, unfortunately this mod is...either dead or sleeping.
I'm gonna go with dead.
It hasn't been worked on in god knows how long, a lot of the classes were boring, broken, or both, and the original developer just straight-up doesn't care anymore.
Sorry, bro. That's how things are.
I don't know what sprung you feeling the need to mention your age as absolutely no one mentioned anything about anybody's age.Quote from: "Lego"He was referring to yours, aye.
I like how you take into account balance and uses with these suggestions, unfortunately this mod is...either dead or sleeping.
I'm gonna go with dead.
It hasn't been worked on in god knows how long, a lot of the classes were boring, broken, or both, and the original developer just straight-up doesn't care anymore.
Sorry, bro. That's how things are.
If you're talking about that mod is dead or sleeping you can hire others who is fully avaiable for help that mod is will be avaiable forever.
Age is not matter as im 15 years old (Until May 7 in 2015 with i will be 16 years old).
I think you need a bit more information regarding the weapons. I know Gizmo and the class for me both use copy weapons but via pick ups, so at least yours obtains weapons differently.
But how do they work? As in movement. Or do they all fire the same way?
White Ultra Beam: If opponent is hit by this, they're blowned in random direction (Obtained After Fragging ColdFusion)Ok but how does the projectile act?
Yellow Ultra Beam: Fast as Rail (Obtained after Fragging Laggy Blazko)Again. Huh?
Quote from: "Trimagus1"White Ultra Beam: If opponent is hit by this, they're blowned in random direction (Obtained After Fragging ColdFusion)Ok but how does the projectile act?Quote from: "Trimagus1"Yellow Ultra Beam: Fast as Rail (Obtained after Fragging Laggy Blazko)Again. Huh?
Both these are very vague, ok, they do these things, but you don't explain HOW. The effects sound interesting but without knowing the properties of the projectile itself they are meaningless.
Do you mean it is the same as your basic weapon only with the new property added?
Wacky Idea:
Make Ultra Beam a basic weapon, no special traits (yes as in remove the wall bounce as well) BUT keep this concept you have going where you get new "versions" for fragging certain classes.
There are two ways you can go about working this idea"
Option #1: When you frag a class you get the new version of the Ultra Beam that class gives, but it replaces the current version you have.
Option #2: This one will sound like it will be hard, but it really shouldn't be (just a lot of copy pasting). Make the Ultra Beam only able to fire 10 shots at a time before you must recharge ammo (at all times) with no special features. When you frag a certain class you get a boosted effect to the Ultra Beam, which stacks every time you kill a new class. Example: Killing CMM class will make it a ripper, but killing sinkman increases firing rate, where killing CMM then sinkman later before dieing will make it both faster firing rate AND a ripper while keeping the 10 shots before needing to recharge.
This concept will make the class start off rather weak but get more powerful for scoring frags as each new class killed will give a new effect to the Ultra Beam, it also gives the concept of being a copy weapon class without the copy weapon style of changing weapons to suit your needs.
Probably rework some of your effects though.
CF should cause the UB to gain an explosion when it hits something.
Sink should make the UB a bit more powerful within a certain distance.
LB should increase firing rate.
After it becomes a ripper things like the explosion will still go through while letting the beam keep going, and the sticky shot doing the same but staying even after the explosion has happened.
And so on. Think of ways each class itself should give a bonus to the UB.
Instead of being a third copy weapon class. It would add a different twist to the play style. Option 2 would even have "Regigigas Effect" start off weaker but potentially become very powerful, only in this case instead of being with stats it is your weapon getting more powerful as you frag. Also makes the weapon feel more like an "Ultra Beam" to me by getting more powerful.
Option 1 gives a bit or strategy and keeps the copy weapon style, in place of having a large rooster of weapons to pick from your weapon is replaced by the new one as you still have an unchanging alt fire.
Also atm your are very basic (default armor and movement) copy class, basicly Bass with bouncing shots and Quick Man's alt in place of a dash.
what it's travel speed and rate of fire is exactly like?
I'm just dropping by to say that I've been reading about how Trimagus1's class concept has been evolving. Sounds like something awesome. I'm even inclined to help with the coding if I was allowed to.
Speed 99999999 is maybe good for Hitscan Attack.
I said in place of a dash as in you have quick man's weapon instead of doing Bass' dash.Quote from: "fortegigasgospel"Instead of being a third copy weapon class. It would add a different twist to the play style. Option 2 would even have "Regigigas Effect" start off weaker but potentially become very powerful, only in this case instead of being with stats it is your weapon getting more powerful as you frag. Also makes the weapon feel more like an "Ultra Beam" to me by getting more powerful.
Option 1 gives a bit or strategy and keeps the copy weapon style, in place of having a large rooster of weapons to pick from your weapon is replaced by the new one as you still have an unchanging alt fire.
Also atm your are very basic (default armor and movement) copy class, basicly Bass with bouncing shots and Quick Man's alt in place of a dash.
I haven't added dash. And it is bad for you to have 3rd copy weapon class in CSCC?
Anyway, so is this somewhat back in development now?
Which is precisely why I only had a weapon for each element, as opposed to replacing each and every weapon out there. I had the idea of making a new version of each weapon for (Mega?)Gizmo early on, but quickly shot that down. (I have other reasons for going with what I did as well, but that's irrelevant.) It's also worth noting that you'd have to go back and add more weapons as new expansions of 8bdm are released.Same with mine, I replace each weapon type with something to keep the weapon count lower while still having a good array of weapons.
Anyway, so is this somewhat back in development now?
trimagus1 are you the one who make your classe? Because you need someone you know directly. (but it seems You know how to make classe :) )
Some news about this CSCC? Can't wait to see the update (i hope i will get a true taunt :p
I can host it on BE if you want. :)
CSCC Prism v1a has functionally been completed. Needs a bit more testing and I actually need to have time to release it (life has been quite busy) but it should show up in the near future. In the meantime, here's the logo (Thanks to Tsukiyomaru Zero)Is there any list of classes we might see in the future? Just curious what isn't staying on the cutting board and what new ones we might see.(click to show/hide)
The class list included is as follows:
ColdFusion, Copy Robot, Ice/Sparky, Messatsu, Ukiyama, Knux, Rozark, Mutant Yoshi, Adara Mozes, and Korby.
Yes this axes a lot of classes from 5b but this is merely a starting point as most of the classes have been tweaked, rebalanced, or changed entirely. Just because a class you liked isn't in the list currently doesn't mean it's not going to be added in the future.
I suppose You removed definitly ma class "stonefunk" but anyway, you can and i can't program my own class "stonefunk" since it was an other guy who made it in the past, also because i dont play this fangame anymore.
Do We need to Re-Create Class Ideas if that update is released or not?Eh, I'm not one for 'ideas' myself. There's a lot of those being tossed around. I'd much rather see something more concrete, like a basic structure of a class itself with an outline on a more complete version of that.
I'd much rather see something more concrete, like a basic structure of a class itself with an outline on a more complete version of that.
Quote from: "Trimagus1"Do We need to Re-Create Class Ideas if that update is released or not?Eh, I'm not one for 'ideas' myself. There's a lot of those being tossed around. I'd much rather see something more concrete, like a basic structure of a class itself with an outline on a more complete version of that.
I see I'm not in it either. Will I be added back in the future?This was honestly the reason I had asked, so people who were in wouldn't be needing to ask and both them and people trying to create classes wouldn't need to go back to the drawing board.
Nope.R.I.P. Evil Yashichi having 50+ randomly chosen obituary messages. :cry:
I don't recall Mess' exact reasons but I think he didn't want the hassle of having to make one for each class and balancing them.
I do think he had an idea for a replacement though. Doubt it'll be in the first release.
(Weakness: Rolling Cutter)Uhh.. I think the weakness must be a kind of weapon, not a single weapon, due to the other classes being there and being unable to use Copy weapons. I think the weakness could be something like "Cutting Weapons" since the Rolling Cutter is that.
"(Weakness: Rolling Cutter)"In this case:
Uhh.. I think the weakness must be a kind of weapon, not a single weapon, due to the other classes being there and being unable to use Copy weapons. I think the weakness could be something like "Cutting Weapons" since the Rolling Cutter is that.
Actually I kinda posed that same question to Rozark. Honestly, given everything about MM8BDM, I think having robots bleed is probably not the craziest thing around. Besides, it's not like Mega Man can't bleed oil .......that's red. .........oh just go with it!Eyy, robots bleeding red is canon per MMZ ain't it? Haha
There was also a small bug when I was playing as Korby; occasionally the "none" graphic in the blue magic box wouldn't go away when I got an ablility so the two names would both be there forming a mostly unreadable blob.
Actually I kinda posed that same question to Rozark. Honestly, given everything about MM8BDM, I think having robots bleed is probably not the craziest thing around. Besides, it's not like Mega Man can't bleed oil .......that's red. .........oh just go with it!
Eyy, robots bleeding red is canon per MMZ ain't it? HahaJust popping in to say it was in X too, zero had red stuff coming from his mouth when he was destroyed in the 1st game, in 4 he had red stuff all over his hands and one of the dead reploids in that same cutscene had red oozing out of him.
Adaramozes is Rui's character, actually.Oh? Sorry about that, wasn't immediately thought up when thinking about the class. Guess it really threw me off because it's not a username.
I believe the classes in CSCC aren't limited to representing a user, but a place for all kinds of classes made by the people of the Cutstuff community. Remember those class contests, which the winners of would find a spot in CSCC? Most entries didn't represent the maker themselves.Fair enough, but it is pretty typical to mostly see classes in CSCC indeed representing a user, in fact Ada is probably the only actual non-userclass (unless MutantYoshi counts as one) at this current moment.
Since Prism is a reboot so to speak, those are the only classes at this time. Each new version going forward will add new classes, both brand new and from previous versions. 10 Classes was what I felt was a good spread for an initial reboot. In general the goal was to make each class more unique than just Primary Fire / Alt Fire and that's it. Each class has something unique to itself and I hope it's something everyone can enjoy, but we certainly welcome constructive criticism and positive feedback.
Only got to goof around in DM for like an hour but Roz still seems really damn strong.
but isn't that great against other classes in my personal opinion.
Oh baby this is delicious.I guess. I mean I never said I was demanding change but I guess I understand why these are kept the way they are, really just comes down to making opinions first day as opposed to letting it settle for a bit before making an opinion.
I'm glad to see the vastly differing opinion on the strength of my class still exists. ayy that skillcap
If you were instead talking about design and not balance, Let's break a few of these classes down to REALLY simple forms. MutantYoshi devolves, in the simplest form, to attacking people with the mainfire to hold an item while using his altfire for mobility. (IIRC, it's been a few weeks since I've played it, so excuse me for any recent adjustments) Messatsu (who you praised) devolves to hitting people with your mainfire to select your secondary mainfire while his altfire is mobility. My class involves debuffing people with the altfire (which again, is mobility, notice that trend among these classes olo mobility creep) to deal more damage with mainfire1 or mainfire2. Sure, you could just use mainfire1 or mainfire2 without the altfire, but that would be losing out on damage efficiency and creativity, wouldn't it? Yes, Coldfusion is probably the simplest when broken down, which throws a standard mainfire with an altfire for pushing/mobility. There isn't any "catch" (Messatsu's selecting a secondary mainfire, MutantYoshi's item/egg storage, and my debuffing) to Coldfusion's class: It's just plain fun. There isn't anything wrong with that. It's -THE- beginner Prism class that isn't Megaman.
Do you see what I'm getting at now?
What is armor? (I put random numbers on my class application, atleast, what i tought.)Armor is a factor which multiplies all the damage you take. For example, a class with 1.2 armor would take 1.2x damage from everything, which is similar to having about 83 health (everyone has 100 health).
Thanks for erasing one of my doubts, man.Quote from: "Meleeshot Joe"What is armor? (I put random numbers on my class application, atleast, what i tought.)Armor is a factor which multiplies all the damage you take. For example, a class with 1.2 armor would take 1.2x damage from everything, which is similar to having about 83 health (everyone has 100 health).
If you find offense in what they're saying, here's something really quick that summarizes what they've said in a friendly manner:I also have to remodel my class from scratch, by suggestion of a nice forum user called Cerikeno (thanks), but to be honest, i lost some interest on this project, but i'm not preventing people from suggestioning their classes...
TLDR Your class is overloaded and you need to make a new one from scratch.
There honestly should be a lot more to it then that, right?
It is ok to make a class that starts with randomly choosen weapon just like in LMS?
I apologize if this question made you angry.
What weapons is it randomly choosing? Unique weapons? Core weapons? If core weapons there better be more to it or this class will just be Megaman with no say in what he gets. If unique weapons, what are they? Your abilities and stats better make due for the huge risk of using your class. I'd say it would be ok if done correctly.Quote from: "fortegigasgospel"There honestly should be a lot more to it then that, right?
For what?
Quote from: "Trimagus1"It is ok to make a class that starts with randomly choosen weapon just like in LMS?
I apologize if this question made you angry.Quote from: "Trimagus1"What weapons is it randomly choosing? Unique weapons? Core weapons? If core weapons there better be more to it or this class will just be Megaman with no say in what he gets. If unique weapons, what are they? Your abilities and stats better make due for the huge risk of using your class. I'd say it would be ok if done correctly.Quote from: "fortegigasgospel"There honestly should be a lot more to it then that, right?
For what?
I would love to see that class that uses his own health as ammo for atacksThat was Bikdark's class if I recall, I think there was another in CSCC that used it too.