Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: xColdxFusionx on August 02, 2011, 02:47:04 PM

Title: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: xColdxFusionx on August 02, 2011, 02:47:04 PM
Latest Version: vKorbyIsSillier
Download it here: http://www.best-ever.org/download?file=projectprism-korbyissillier.pk3
Download the Voice Pack: http://www.mediafire.com/download/ognkcyytygbpd4a/CSCCVoicePack.pk3
Can also be found at http://www.best-ever.org/wads/ for Wadseeker users. Add it to your Wadseeker search! (http://zandronum.com/forum/showthread.php?tid=631) (Currently experiencing some technical difficulties)

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Ever wanted to square off against your fellow Cutstuff members with more than just busters? With the Cutstuff Community Classes Expansion Expansion, now you can! Just add the Community Classes mod and you too can be playing as the pros! ...And everyone else.

What is Cutstuff Community Classes?
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?

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.

In addition to one of the above, you should post a guide on how your class should work. (Unless you posted a class; then, this step's a bit redundant.) A template for one can be found below. Be sure to at least TRY to make your class balanced and at least somewhat original; a class with 0.1x armor, 2.5/2.5 speed, and a one-hit kill weapon or an Airman with a custom skin and Ballade colors will be rejected pretty quickly.

Name:
Armor: _._x (Weakness: )
Speed: _.__/_.__
Jump: __
Damage Type:
Role:
Weapon Dropped:

Description:

Skin:
Damage Information:

Armor is a damage multiplier, NOT a health value. All classes will have 100 health.

Any guidelines to help my character get in?

*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.
*As a rule of thumb, faster characters should have lower armor. Think about it: if you move fast, you can both dodge more effectively and rush health pickups. The opposite is also true; characters with tougher armor should have lower speed.
*If you see a class that fits a similar role to yours, try to think about differentiating your class a bit. Want a fast melee class? Go right ahead, but you're going to have to figure out how to make it a different experience from playing Jack Corvus.
* Make sure your class idea is appealing to others. If I wouldn't use it, it probably won't get accepted. (http://www.cutstuff.net/forum/viewtopic.php?p=238723#p238723)

Is there a limit to the number of weapons I can have?
You are limited to a maximum of two weapons. Any more, and switching between them would be somewhat awkward.

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.

Can I make someone else's class?
If I approved them, then feel free!

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 bot of my class, too?
It isn't necessary, but go right ahead.

Hey, my class is underpowered!
Please, don't complain to me about how your class is unbalanced. If your class is truly unbalanced, other people will complain for you. If I listen to everyone throwing fits because their class “isn't strong enough”, eventually everyone will be overpowered.

Hey, this class is overpowered/underpowered!
Please feel free to post balance issues with other classes in this thread. If at all possible, give suggestions for how the class could be improved. Even if someone has already posted the complaint, be sure to tell me; I won't change it if one person is complaining, but if enough of the community thinks the same way, I will be more likely to tweak it

Can I be a beta tester?
No. I will choose who I want to beta test this when I need to. And whoever asks me will be put on my list of people to not consider.

When is the next version coming out?
Whenever it's done, OK?!

Any other questions? Post them in this thread and I'll answer them as as soon as I can. If they're relevant enough, they may even be added to this FAQ.

Classes Included in v5

(click to show/hide)

Classes To Be Added for v6

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 04:02:09 PM
Quote from: "SaviorSword"
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

Do realize that balance WILL NO EXIST. This classes project will probably be "for-teh-lolz" and such.
I suppose I'll put down my class.

Name: cdSaviorSword
Armor: 100 (Normal)
Weakness: Boomerangs
Speed: Normal
Jump: Normal
1st Weapon: Thunder Beam
1st Weapon Alt: 8 Spark Shock spread (Like Spark Man's in YD's classes, only it has 2 more shots and off the ground.)
2nd Weapon: Wind Storm
2nd Weapon Alt: Gravity Hold
Damage Type, Weapon 1: Thunder
Damage Type, Weapon 2: Gravity (or Time and Space if yar inclined to to switch thin's around)
Weapon Dropped: Thunder Beam
Skin:Elec Man
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 04:19:42 PM
Name: cmFiniteZero
Armor: 1.2x (A little light)
Weakness: Explosives
Speed: Fast
Jump: High
Weapon: Solar Laser (Weapon I made, it's on the site)
Alt Weapon: Splash Attack (Another weapon I made, also on site)
Weapon Dropped: Star Crash
Skin: Time Man (Not FC)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 02, 2011, 04:23:20 PM
That means I may upload my own class and you'll put it in the pack?
Ok, i'll make it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 04:44:32 PM
I can just see it now. Whining, whining everywhere!

However, I may or may not make a Sinkman class for this. I'll think about it.
(totally counts because everyone thinks I'm Sinkman.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jennifer on August 02, 2011, 04:54:50 PM
I Suck at Programming,But I'll just throw my Class' Idea out there.

Name: cvTravis
Armor: 0.7x (You'll See why)
Weakness: Wind
Speed: 0.8x (Trade HP For Speed.)
Jump: 1.0x
Main Weapon: Super Adapter
Alt Weapon: Leaf Shield
Weapon Dropped: Leaf Shield
Skin: Super Adapter Megaman
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 02, 2011, 05:04:58 PM
Quote from: "xColdxFusionx"

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

Yaaaay
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 05:09:51 PM
Won't this break Classes if we edit WCOLORS or SBARINFO?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 02, 2011, 05:15:28 PM
No. As a classes add-on all he has to do is define the classes sbarinfo/wcolors in his mod.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 05:23:49 PM
Wow, tons of support and whatnot right off the bat? Thanks, guys!

Even YD and Korby might make classes? Sweet! It'll be interesting to see what the finished product will look like.

Quote from: "xColdxFusionx"
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.

Quote from: "xColdxFusionx"
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.

I like a lot of the guides, but I feel like this part of the first post might be getting overlooked. Please make sure you know what you'll be contributing when you sign up.

Quote from: "Korby"
Won't this break Classes if we edit WCOLORS or SBARINFO?

Not if I use the WCOLORS and SBARINFO from Classes itself. I'll be updating it when new versions of Classes come out to keep up with the new code.

EDIT: Darn, ninja'd by YD.

EDIT 2: I noticed people putting down flat health values. Armor in Classes is a damage multiplier, not a flat health value. A rough guide to some common values:

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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 05:56:44 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 06:01:06 PM
Makin' my class. I used the "Crystal" damagetype as a Rock type, seeing as that's what they are.

Also, "Normal" is its own element for weapons without damagetypes, such as Sakugarne.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 06:12:06 PM
I guess I could move Crystal to the Rock type damage. I guess we're in agreement on every other weapon to damage type?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 02, 2011, 06:15:26 PM
Throwing mine in. I will be making it too!

Name:ctJcmack ciCcmorvus
Armor: 2.0
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.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 06:16:59 PM
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, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)

Edit: Updated with future weapons

Yes, weapons can have multiple damage types. Example from the official mode: Hardman deals both Hard and "Shock" damage.

I was not planning for the types to be grouped up like that, but it is an interesting idea.

Quote from: "Jack Corvus"
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.)

EDIT: Already clarified this question over Skype. He meant Armor 2.0x
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on August 02, 2011, 06:28:04 PM
hmmm, what weapons would I want? Think think think
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 02, 2011, 07:48:34 PM
How many weapons are we limited to?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 07:50:36 PM
Quote from: "Gummywormz"
How many weapons are we limited to?

I didn't have a limit in mind, but I would say keep it to 1 or 2, like Classes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 08:31:36 PM
Doodeedoooo
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 02, 2011, 08:37:00 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:11:23 PM
FLAME GOTH SKIN GOGOGOGOGOGO!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:14:30 PM
Trollman, you are incredibly underpowered. Just thought I'd let you know.
Llama should totally get on Steam
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:16:49 PM
On it.

I should make the HUD first, skinning eats my time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:18:14 PM
Quote from: "Trollman"
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

...It's unique, I'll give it that. Although 1/2 of Quickman's speed is Megaman's speed, so...

Also, again with the flat health. Armor in classes is a damage multiplier, not health. You're looking for 0.6x Armor.

Quote from: "Korby"
Trollman, you are incredibly underpowered. Just thought I'd let you know.

^ This, too. Although I think that was partly the point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:24:32 PM
Well, my class is pretty much finished. Just need to mess with its sound so it isn't too annoying.

I also couldn't get weapons taken away from him somehow, so you'll have to handle that, Cold.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:26:44 PM
All right, I'll do that.

Note: Edited the first post. This HP/Armor thing is starting to annoy me more than it should.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:31:34 PM
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:35:10 PM
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

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)

1.) It's SinkMan shooting water at people, obviously! :D

2.) ...That's a lot of work, it looks overpowered, and you haven't contributed anything. I'm sorry, but it won't be added. Did you even read the first post?

3.) You mean the Mint Leaf, right? The one that gave you Ice power?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:35:24 PM
xxkirbysonicxx1, Your class is so broken that it makes a cloked Top Man look about as weak as Flash Stopper.

Don't get me wrong, I love Flash Stopper more than any Radius weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 02, 2011, 09:36:06 PM
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:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:38:05 PM
When I'm done with my class, if it's overpowered or underpowered, I want it kept away from this pack.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:38:40 PM
I might try my hand at making FiniteZero. It seems simple enough.

Quote from: "Chimera Man"
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:

And this, my friend, is why I'm trying my best to play quality control.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:40:54 PM
Flash back:Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)

We need one or all of that?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:42:05 PM
Preferably all, I'd assume?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:43:17 PM
I have no idea how to code. (no idea at all!)
Teach me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:44:29 PM
Only one of those things is necessary, but I still reserve the right to reject the class if it's overpowered (also in the first post, only a few lines below that quote.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 09:45:13 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:46:59 PM
I have no clue how to code either, so I'm just copy-pasta scripts from other weapons or classes.

Hey YD, mind me using Ring Man and Snake Man's scripts as a base?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:47:15 PM
Keep in mind, Chimera, most of these guys won't get in because they haven't done anything.

Also, you'll have to ask Ivory for Ring's scripts.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:48:13 PM
..........................................................Kirby is not over powered! He's just soo cute!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ivory on August 02, 2011, 09:48:35 PM
Well, I was the one who made Ring Man before Mike edited it. So it's fine with me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:49:09 PM
Ivory?

Quote from: "LammaHamber"
mind me using Ring Man

EDIT: Ninja'd, thanks
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 09:49:27 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 09:53:21 PM
I'm going to attempt my own Class.

I'll message about it more to you xCxFx on Skype later on
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 09:57:00 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:02:45 PM
Quote from: "Duora Super Gyro"
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.

..."220 HP"? That's a lot of health for someone with close-to-standard speed.

Update on FiniteZero: DAT SLIGHTLY-MODIFIED CODING

FiniteZero, I hate to turn you down like this, but these aren't original weapons. Solar Laser, I could work with. Rapid-fire weapons aren't exactly a new concept, but it's usable. But that Hell Wheel Splash Attack? I'm sorry, but it isn't coding if you're just changing sprites around.

Class Rejected (for now.) Make Splash Attack more unique and then we might have a deal.

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.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 10:24:02 PM
Right now I am taking baby steps at making this class. but when this class is done. YOU WILL SHIT YOURSELF when you see the hp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:26:37 PM
Ow...didnt know that...just make it about the same as gyroman please :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:27:03 PM
If we're shitting ourselves, it's too much or too little, kirbysonic.

EDIT: God damn it Duora.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 10:27:50 PM
Quote from: "xColdxFusionx"

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 must have missed it.
Thanks for clearing that up.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:29:05 PM
what did i do :|
Im sorry i dont know anything about coding but thats no need to curse LlamaHombre
U_U

Edit: Im always ninjaing people! its what i do  :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:29:32 PM
I was referring to you ninja-ing me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:35:02 PM
I honestly kind of like Duora's idea. If he could actually make the class weapon, I might think about adding it.

Look at the coding for Drill Bomb, Gyro Attack, Skull Barrier, and Star Crash if you're looking for examples of how to code it. (You'll need sLumpEd in order to view the files and/or make your own.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:35:36 PM
Quote from: "LlamaHombre"
I was referring to you ninja-ing me.

I never said I hated his ideas.

To be honest, tl;dr.

I'll read it now, I guess.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 10:37:41 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:40:17 PM
Wait I have to make the weapons!
Crap... i suck at copying other weapons and turning them into my own...
I guess it could just be a Gyro Attack and a Star Crash...or somthing...

NOTE: Im good at thinking of awsome ideas... but i suck at making them.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:40:34 PM
Quote from: "xxkirbysonicxx1"
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.

192 = Cyan
198 = Darker Blue

For Kirby, I'd use 169 (Pink) and 176 (Red), but that's just me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 10:45:29 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 10:54:15 PM
Alright, Just replace the Splash Attack with a weapon that spawns an explosion and causes you to dash forward.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 10:59:11 PM
Finished Sinkman, sent it in.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 11:00:22 PM
SPOILER ALERT!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:02:32 PM
Quote from: "Blaze"
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

Combat Shotgun? Like a SPAS-12 or something? I might try my hand at this
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 11:02:53 PM
Nerf.

Not even Hard Man has that much HP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 11:08:37 PM
This is what xxkirbysonicxx1 ment

Quote from: "xxkirbysonicxx1"
SPOILER ALERT!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:14:37 PM
Quote from: "Korby"
Finished Sinkman, sent it in.

DL'ed it, tested it, loved it.

The HUD looks a little silly, but then again Sinkman is supposed to be silly.

Classes Complete: 2/??

@KirbySonic: The HP reduction thing would be too much of a pain to code. Plus, he'd get full recoveries from all the HP pickups.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 11:16:18 PM
So i have a idea of how Blaze works now.

Hp:175 (uses armor)
Role:Combat and Close Range
Weapon 1:Combat Rifle (takes 4 Damage on enemy)
Alt:Sticky Shockblast Grenade
(Temporarily Stuns the Enemy,allowing more hits)
Weapon 2:Fists (does about 2 Damage each)
Alt:The Foot (Duke Nukem styled Kick,about 5 damage,can send enemy a short distance from player.)

I was going to give a Hexen styled Sword slash and Electricity attack for his second,but thought these ones were better

@xCxFx actually i changed it to a Combat Rifle.

EDIT:there is a reason why i made Blaze like this,i wanted to make him Deviate from a "Normal" Megaman Character
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 11:19:03 PM
More underpoweredness!

I mean, Sinkman's main fire does 3 (ripping) damage, but most of these attacks probably won't rip!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 11:19:43 PM
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

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)
I'm workin' on it. Progress:

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
Quote from: "Duora Super Gyro"
This is what xxkirbysonicxx1 ment

Quote from: "xxkirbysonicxx1"
SPOILER ALERT!
(click to show/hide)
no. I meant: OVER NINE THOUSAND!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 11:20:56 PM
Quote from: "FiniteZero"
Alright, Just replace the Splash Attack with a weapon that spawns an explosion and causes you to dash forward.

Um... Would this be better than the Splash Attack? It wouldn't he hard to code at all...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 11:25:36 PM
over nine thousand = under nine
Its actually pretty easy figure this out
just devide by one thousand
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 11:26:53 PM
Quote from: "xxkirbysonicxx1"
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

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)
I'm workin' on it. Progress:

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

This class isn't going to be used. It's Overpowered beyond belief. It has invincibility, instant kill moves, to many attacks, and way to much freakin HP
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:28:29 PM
Quote from: "Korby"
More underpoweredness!

I mean, Sinkman's main fire does 3 (ripping) damage, but most of these attacks probably won't rip!

About that...

I just noticed that Sink Spray (Main Fire) is completely ineffective against Hard Gay Hardman. Should we leave it like that, or bump up the damage a little bit?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 11:30:44 PM
I forgot to give it a damagetype.

Just shoving "Sink" on there would probably stop problems with Hardman.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 02, 2011, 11:34:07 PM
/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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:47:46 PM
Quote from: "Korby"
I forgot to give it a damagetype.

Just shoving "Sink" on there would probably stop problems with Hardman.

It might be 3 * 0.3 = 0.9, which is < 0, but I'll give it a type anyway.

Do you mind if I give it the "Wave" type instead?
I'm trying to use as few custom damagetypes as possible here...


Quote from: "omegazerox12"
/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

Read the first post over again, please.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 02, 2011, 11:57:53 PM
what did i do wrong?>_>
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:02:35 AM
Quote from: "omegazerox12"
what did i do wrong?>_>

Read the first post, and THEN ask what you did wrong.  :mad:

@Korby: Adding a damage type didn't help. Should I raise the damage up by 1? ( 4 * 0.3 = 1.2 )
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:04:33 AM
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:10:13 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:13:35 AM
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: "KirbySonic"
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)

It better be balanced.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:17:16 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:23:12 AM
Quote from: "FiniteZero"
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.

I don't think you get my point.

The description has no flavor to it. It's just a generic weapon. It might as well just be an exploding Charge Kick. Or an actual Hell Wheel (if it were actually your weapon.)

If you want to go ahead and make your class, I don't care. I'm not making it, though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 12:24:05 AM
Stupid Question Alert: Do I make my class a .pk3 or a .wad?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:25:04 AM
Well, I had an idea for it to instead shoot a stunning projectile behind the person instead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:26:46 AM
Quote from: "LlamaHombre"
Stupid Question Alert: Do I make my class a .pk3 or a .wad?

.pk3 ; Look at the example for details

Quote from: "FiniteZero"
Well, I had an idea for it to instead shoot a stunning projectile behind the person instead.

...I've already stopped listening. Sorry, but you're on your own making this.

@Korby: Sinkman's Guide entry says "Damage Type: Ice." Do you want me to change that?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 12:39:31 AM
I have to say, I tested your class and had fun doing so, xColdxFusionx!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:43:09 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 12:57:32 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:59:19 AM
Quote from: "SaviorSword"
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.

That wasn't nice at all.  :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 01:00:18 AM
It was neccessary though.

Your class is really fucking overpowered.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:02:12 AM
Quote from: "SaviorSword"
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!

Dude, chill.

Quote from: "SaviorSword"
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?

Rejected due to power, and wasn't planning on it.

EDIT: HOLY MOBY ON A STICK 10 PAGES IN ONE DAY
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 01:03:22 AM
Yeah, Damagetype should probably be Wave. I didn't remember if there were any water weapons, so I went with Ice.

Also, Wood and Plant could both probably be Slicing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 01:04:44 AM
Alright, I'll just keep an eye out for this project. Good Luck xColdxFusionx!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 01:06:23 AM
Does anyone know how to code alt fires? (its just one.)
This class is going to have only one weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:07:47 AM
Quote
It was neccessary though.

Your class is really f!$@ing overpowered.

^ This

Some recent changes:

*ColdFusion now drops Fusion Bombs when killed.
*Energy Balancer scripts fixed to include Fusion Bomb and Sink Spray.
*Anti-weapon theft script fixed to include Fusion Bomb and Sink Spray.
*Damage Type on Sink Spray fixed.
*Sink Spray Damage increased in order to fix the whole Hardman bug. (3 => 4)

Quote from: "xxkirbysonicxx1"
Does anyone know how to code alt fires? (its just one.)
This class is going to have only one weapon

Did you try an "Altfire:" state?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 01:09:26 AM
nnnnnnnnnnnnnnnnnnnnnnnnnope.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 01:19:04 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:24:42 AM
Quote from: "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?

I like it. Sounds like a lot of fun.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 01:57:41 AM
So wait, is it the pillar that climbs walls?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:58:45 AM
Quote from: "Korby"
So wait, is it the pillar that climbs walls?

No, the projectile acts like a Search Snake.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 03, 2011, 02:12:18 AM
Ok my turn now :|
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 03, 2011, 02:17:32 AM
Hmm, allllllright then. I still think Savior's W. Storm and G. Hold combo is too much.

Name: Chimera Man
Armor: 1.2x (Weakness: Fire-type attacks)
Speed: 1.0x
Jump: Normal
Damage Type: Bomb
Role: Glass cannon
Weapon Dropped: Crystal Eye

Description:
Main fire - Dashing Orb
Similar to Rebound Striker, Chimera Man fires a projectile that bounces around and gets faster within each bounce. 20 damage. 3 bars of energy each.
Alt fire - Fuse Blast
Similar to Hyper Bomb, Chimera Man throws his powerful explosive that arches down, bounces at the ground/walls and explodes after 1 and a half second that was launched. Explodes on contact. 60 damage. 6 bars of energy each.

Skin: Chimera Man (Custom)

Let's see if I can get this skin done.  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 03:24:46 AM
All weapons found!
Punch: Slash Claw
Spin: Top Spin
Kick: Charge Kick
Now I need to put this all together
For the altfire part. Do i just type altfire then paste in a script?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 03, 2011, 05:24:11 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 06:04:13 AM
You could probably be a Wily-esque class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 03, 2011, 06:32:48 AM
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)

If I can't finish it, may I use this premade class I made a while ago?

Reggae
damage: 1.25
weapon color: black orange
attack 1: fake item (drops a fake item doing damage depending on item, extreamly rare M tank is instagib, the fakes stay for about 1 minute then die {tanks explode when they die})
alt 1: fly (thats it, he just flies, and recharges ammo more slowly)
attack 2: ram (more or less a very fast chargeman charge used for escape)
alt: fly
item dropped: regular health item, although there is a chance the item is a fake
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:55:45 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 03, 2011, 12:12:18 PM
I think for an added bonus i might make my Class' Kick is Chargable to the point to where you can send someone Flying across the stage.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 03, 2011, 01:31:14 PM
basicly it's exactly like fire, a good example is to copy the attack an paste it after the fire string and just slip alt into the name
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:48:40 PM
Quote from: "CHAOS_FANTAZY"
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?

Actually, you can use a PowerMorph effect to morph into the alternate form. I like the idea, too; sounds like fun.

Quote from: "ice"
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)

Another really nice-looking class.

Quote from: "xxkirbysonicxx1"
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

Literally, all you need to do is change the "Fire:" at the beginning of the weapon's firing code to "Altfire:".

EDIT: *Changed the BUGFIX Script to include MegaBuster. Bots no longer can keep the MegaBuster when they pick up a shield.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on August 03, 2011, 04:18:35 PM
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.



Potential Class Idea: "MegaMan.EXE"


I highly doubt people would play as a Finn class... or take the Finn class seriously. So, instead, I have formulated the MegaMan.EXE class! There's a few different skins of MegaMan.EXE, and it's Mega Man related, so I say "why not?"

I recorded my thoughts about this idea, and you can listen to them here (http://www.mediafire.com/?mb1ijbkz8x7io5c). Or, you can read about it below.


MegaMan.EXE only has one weapon to start with, the "Battle Network Buster". Rapidly fire the BN Buster to shoot normal 10-damage buster shots. The weapon is comparable to standard Mega Man's buster, but the projectiles travel faster than a standard buster. Other than that, the stats are identical: accuracy, fire rate, damage dealt, and so on. You can charge the BN Buster and release a fast-moving Charge Shot similar to Proto Man's charge. However, MegaMan.EXE's charge only does 40 damage, not the 50 damage that Mega Man and Proto Man are used to.

MegaMan.EXE's alt-fire will raise a temporary shield, dubbed the "Star Force Shield". The shield would behave similar to Proto Man's shield, as it would block frontal attacks; blast damage and radius attacks still hit, as well as attacks from the rear. After about one or two seconds the SF Shield will dissipate and undergo a short cooldown period, during which you cannot fire or re-equip the shield. This cooldown would prevent MegaMan.EXE from being incredibly cheap and running around with a perma-shield all day.

In place of an ammo bar would be the "Custom Gauge". This gauge starts to fill as soon as you spawn, and slowly-but-continually fills up as time passes. The gauge should not stop filling when shooting the BN Buster or when raising your shield. When the Custom Gauge fills completely, an item is added to MegaMan.EXE's inventory. When this "Cust. Item" is activated, the Custom Gauge empties out and MegaMan.EXE is given three Battle Chips. These Battle Chips are drawn randomly from a pool of potential chips, and are all of the same type. For example, you might get three Wide Swords or three Cannons, but you would NEVER get a Wide Sword and a Cannon in the same draw.

Battle Chips are dealt out as items and, as such, are used by pressing the Use Item key. Various chips have various effects. Chips can only be gained from filling and using the Custom Gauge, and any old unused chips are forfeited when a player draws for new chips. For example, say you have a Mega Bomb left over when you activate the Cust. Item and grab new chips. Your Mega Bomb would be taken away before the RNG shuffles and deals out a new chip type, just like in the Battle Network series of games.

MegaMan.EXE, in a sense, would feel like playing six classes in one. Every time you spawn as MegaMan.EXE you undergo a "Style Change" and transform into a unique elemental Navi. Each Style has a unique charge shot (hereforth referred to as a "Style Shot"), as well as elementally-aligned weaknesses and resistances. All styles, however, will retain the BN Buster and the SF Shield alt, as well as the Custom Gauge chip system.


How is this all possible, SmashBro?


To help achieve this difficult dream, I suggest borrowing code from both the Chaos Generator and Roboenza. The Chaos Generator has its own unique RNG code that seeds "randomer" numbers than Skulltag's crappy built-in RNG. Roboenza, on the other hand, has a system of "actor morphing" that can dynamically allocate player classes. The improved RNG would be used for determining your Style Change, as well as drawing chips from the Custom Gauge. The actor morphing is used for changing MegaMan.EXE's style upon each new life.

It has been brought to my attention that morphed classes are "locked into" one weapon, unlike normal classes which can equip several weapons. However, this ends up working into my favor, as MegaMan.EXE really doesn't need additional weapons! Your BN Buster and SF Shield are built into the same weapon, and Battle Chips are used as items, so creating extra weapons would only consume time and confuse the player. As Yellow Devil is painfully aware of, taking away weapons and giving out weapons creates a huge headache and numerous glitches (like the infamous Mirror Buster Beam and Infinite Skull Barrier exploits).

Plus, restricting MegaMan.EXE from using other weapons would help to balance him against other classes. I mean, MegaMan.EXE is already powerful enough, with Style Changing, randomized Battle Chips, powerful charge shots and Style Shots, and a re-usable shield. If he was able to use weapons like Top Spin and Power Stone IN ADDITION to all this cool crap, that would be really unfair to the other classes, now wouldn't it?


Now that I'm done talking about the technical side of things, it's time for the fun parts! Yep, now I'm going to detail the various Style Changes and Battle Chips that MegaMan.EXE encounters during combat.



Style Changes


Normal Style
Weakness: None
Resistance: None
Charge Shot: BN Charge (40 damage shot that travels extremely fast, non-elemental)
Navi Skill: BN Buster charges a little faster than other Styles.

Aqua Guts
Weakness: Electricity, Stars, Gravity
Resistance: Water, Ice, Guts
Charge Shot: Bubbler (15 damage x 6 grouped random-speed bubbles, Water elemental)
Navi Skill: Much less knockback than other Styles. Also, normal buster shots do 12 damage.

Elec Shield
Weakness: Wood, Plants, Cutters
Resistance: Electricity, Stars, Gravity, Flashing
Charge Shot: Stun Blast (30 damage, causes stun, Electric elemental)
Navi Skill: SF Shield lasts longer than other Styles, but suffers a slightly longer cooldown.

Heat Support
Weakness: Water, Ice
Resistance: Fire, Bombs, Dust / Junk
Charge Shot: Flamethrower (continual mid-range damage for 1.5 seconds, Fire elemental)
Navi Skill: More likely to draw "Recov" or "Navi Plus" chips.

Wood Custom
Weakness: Fire, Bombs, Busters
Resistance: Wood, Plants, Wind
Charge Shot: Twister (20 damage x 3 green Air Shooters, Wood elemental)
Navi Skill: Custom Gauge fills faster than other Styles. Draws 4 chips instead of 3.

Hub Style
Weakness: Only has 60 HP
Resistance: Busters
Charge Shot: Counter-Attack (11 damage + lost HP, max 70 damage, non-elemental)
Navi Skill: Greater movement speed and knockback. BN Buster fire rate slightly increased.



Battle Chip Types


Cannon
Common, 40 damage, non-elemental
Fires a large blast, similar to normal Mega's charge shot.

Mega Bomb
Common, 35 hit damage + 10 splash, Bomb elemental
Throws a grenade which explodes upon impact. Aim-able like Super Arm.

Wide Sword
Uncommon, 70 damage, Sword elemental (if not Sword then maybe Slash?)
Swings a far-reaching sword with a range comparable to Slash Claw.

Repel Aura
Common, non-damaging, non-elemental
Simply pushes away nearby players. Similar to the "Rage Blast".

Yo-Yo
Rare, continual ripping damage, Cutter elemental
Throws a large saw wheel that returns like Shadow Blade.

Barrier
Uncommon, non-damaging, non-elemental
Nullifies the effects of one attack. Watch out -- it doesn't stop ripping!

Navi Plus *
Rare, non-damaging, non-elemental
Equips nearby players with rapid fire. Doesn't work on yourself, though.
* Note: Normally you only draw ONE Navi Plus. Wood Custom can draw TWO Navi Plus chips.

Recov 30
Rare, non-damaging, non-elemental
MegaMan.EXE heals himself by 30 HP. A reliable stand-by chip.

Invis
Uncommon, non-damaging, non-elemental
Become invisible for a short period! However, you can still take damage.

Air Shoes
Uncommon, non-damaging, non-elemental
Flight for a short period of time! Just don't run out of time and fall to your death.





So, what do you think?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 05:40:50 PM
Quote from: "SmashBroPlusB"
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?

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...)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 06:40:59 PM
I made my class, I suppose I should submit it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 06:55:05 PM
Probably.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:06:31 PM
Quote from: "FiniteZero"
I made my class, I suppose I should submit it?

Just recieved it. Excuse me while I take out a lot of unneccesary redundancies...

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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 07:17:53 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:22:09 PM
Quote from: "Trollman"
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

Those are the classes that I've approved for submission. I'm glad that you're glad that you made the cut!

@FiniteZero: I don't think Bass Buster will work as a drop. Switching it to Gemini Laser instead.

...Also, If you're going to use someone else's sprites for your weapons, at least change the lump names so that they don't overwrite each other. *sigh* Looks like I'll be renaming even more lumps...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on August 03, 2011, 07:37:35 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:44:00 PM
Quote from: "TheBladeRoden"
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


I like it. Neat idea!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on August 03, 2011, 07:55:41 PM
Quote from: "xColdxFusionx"
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...)
WHAT. That rule totally wasn't there before. :lol:

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.

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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:05:01 PM
Quote from: "many people"
Trollman is underpowered lol

Actually, the class was abstractly nerfed by me before being writen, I planned a much more powerful class but i thought it was going to be OP. Here's the actual idea:

Name/skin: Trollman
Armor: 200
Speed: a bit less than quickman speed (quickman is too fast for being usable)
1st weapon: troll cannon (bass buster speed, alt is charging wich shoots a crash bomb with a metal blade inside, this doing 4 damage per explosion and the buster shots 3)
2nd weapon:troll saber (sensitive to mouse clicks so it can do a 3-hit combo like the Z-saber, i dont really know is this is posible though, charge shot: the same as the zero series, however, the slashes that come out of the hit are homing and do 3 damage each)  
2nd weapon alt: block, effective as knightman's shield and infinite untill un-press
3rd weapon: bare hands, 6 damage per punch
3rd weapon alt: punch to the ground, throws boulders like in the super arm that surround you forming a circumference.  
can pick up? yes, anything

[NOTE]: This is only a reveal of how it was going to be, if you think it's better then you can do this instead of the one that I posted, coldfusion.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 08:06:06 PM
What we mean, Trollman, is that classes normally have 100 health. Your attacks do 6 at most.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 08:06:46 PM
Quote from: "SmashBroPlusB"
Quote from: "xColdxFusionx"
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...)
WHAT. That rule totally wasn't there before. :lol:
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.

Quote from: "Korby"
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...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:10:06 PM
*removed due to derpness needs MOAR derp*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 08:12:12 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:13:39 PM
Quote from: "Coldfusion"
Agreed.  I might make the first Trollman idea submitted with increased damage if I have the motivation to make the HUD for the sword...

Really? LOL, then maybe I have a terrible sense of power level.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 08:14:09 PM
Quote from: "SmashTheEchidna"
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.

Oh I'm going to enjoy pounding the snot out of this class so much... ...and playing him, too, probably...

Quote from: "Trollman"
Really? LOL, then maybe I have a terrible sense of power level.

I meant the "nerfed" version, just so you know.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:41:00 PM
I got why trollman is underpowered in damage terms. I based the damage values on the fact that on Megaman sidescrollers you have 28 HP when full (as writen in MMKB, the OHKO weps on the games do 28 damage), forgetting completely that you have 100 on skulltag when full. Whatever, I would like to tell you also that the troll cannon is a middle finger white colored (like the entire hand that it forms part of. how are the shots generated you ask? The cannon has ceratanium nanorobots that generate laser,other nanorobots that build the bomb and other nanorobots that generate the cutters in strictly equal parts). I'd suggest for the troll sword to make a skin (I will do it myself) instead of making the weapon spawn a sabre thing. Talking about skins, I will try to make another fix for the trollman skin because the side (B/C/D/E 8/2) walking frames have the wrong visor (yes, that black rectangle that is where the eyes are supposed to be is a visor for an armor) and another flaw.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 03, 2011, 08:49:12 PM
Question: Do I need to do everything or can I just throw my idea in?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:50:13 PM
Quote from: "NaePoliTan"
Question: Do I need to do everything or can I just throw my idea in?

You just throw your idea in (it needs approval, so try not to make it OP/UP) (UP means UnderPowered)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 09:16:48 PM
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!
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 03, 2011, 09:56:26 PM
Fine then. So, here is mine:

Quote
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.
     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.
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.

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.

If it needs a balance, hint me where.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 03, 2011, 10:03:58 PM
Sorry for reposting but I want to know if this class could be accepted...
(click to show/hide)

About the code I can try to make it...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 10:04:59 PM
Question about the list, does that mean I have clearence to make my class, or have you already made it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 03, 2011, 10:20:49 PM
Quote from: "LlamaHombre"
Question about the list, does that mean I have clearence to make my class, or have you already made it?
Quote from: "xColdxFusionx"
xColdxFusionx
Korby/Sinkman
King Yamato
FiniteZero
Jack Corvus
Yellow Devil

If you're on this list, this means your class is fully completed and programmed into the game.

Quote from: "xColdxFusionx"
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky

If you're on this list, this means your class' moveset has been balance-approved, and you may make it/try and get someone else do make it.

Does that help?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 10:27:41 PM
Much better.

I'll do work, then!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:11:15 PM
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 11:16:10 PM
Thanks to everyone who has already submitted their class! I'm really excited that this project got so much support! I just may be beta-testing v1a today!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:36:24 PM
Hm, Well, I'll be there if you are.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 11:37:38 PM
I'm gonna miss out the testin', but oh well, there's always another time for that.
I recommend ya put the list of folks that got an "Okay" from ya to make their class, like the one ChaosFantazy wrote... well ya wrote. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 03, 2011, 11:40:09 PM
I sent my class in. Let me know if I failed it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 11:40:45 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 03, 2011, 11:47:37 PM
Yeah im horrible at coding. I tryed making my own stuff...but all i can do is make maps, can someone please make my class for me
PLEEEEEEEEEEEEAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSS.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 11:47:59 PM
Quote from: "SmashTheEchidna"
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]


... :shock:

That is one of the biggest walls of idea I've seen, aside from Megaman.EXE.

I'm not coding that. I am NOT coding that. Not even if I had a Hand Cannon to my head. Sorry, but I'd probably fall asleep in the middle.

In other news, the final list of who will be in v1a has been determined. Now excuse me while I go hunt down some poor suckers beta testers.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:49:13 PM
Who said you'd be coding all of that? :p I planned to do all of that myself, with some help along the sides if I needed any. This was going to be released as a single class until Chaos Fantazy lead me here.

And I'd be glad to help beta test.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:50:00 PM
Quote from: "xxkirbysonicxx1"
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
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?
DON'T IGNORE it.
Quote from: "SmashTheEchidna"
Hm, Well, I'll be there if you are.

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.
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!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:52:54 PM
Dude, please. You didn't even give anyone a chance to ignore it. I'm pretty sure people are STILL READING OVER IT from how long it is. At LEAST put it in spoilers, especially when you're posting it again AND with my post in there.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 12:00:52 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 04, 2011, 12:02:27 AM
Quote from: "Trollman"
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
it isn't a spam.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 04, 2011, 12:03:41 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 04, 2011, 12:19:51 AM
Tried both... failed... horibly.
I only got one weapon in the game, i changed the name of the weapon to GAME CRASHER.
And then banished it to the firey pits of hell.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 12:24:07 AM
Quote from: "Gummywormz"
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.

Sorry, but I don't think that it is a good thing for absolut noobs,at least for me, the weapon template is so damn comlpex i didn't got to make anything, or else I would have sent a fully compiled class from the beggining.

Changing themes, I would suggest to implement the hands weapon from the original idea of the class but changing the alt's fire-type, it's still 8-way. However, the boulders are smaller (about the size of the ones that are shot when the super arm boulder breaks after landing) and jump 3 meters after you, actually, that is what I had in mind instead of the OP super arm boulders 8-way
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 04, 2011, 12:36:14 AM
I guess i can revise the Class...mind telling what i could do to Change it xCxFx?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 04, 2011, 12:47:09 AM
Quote from: "Trollman"
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

It's not spam. It's a legitimate point

Your Trollman skin qualifies you for the Community Classes mod. But if you want to edit it, go right ahead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 04, 2011, 01:18:09 AM
Instead i think Blaze will be different
Name:Blaze
Role:Heavy Weapons and Close Combat
Armor:0.5x (Weakness:Buster,Water)
Weapon 1:Flame Chaingun,basically can fire at a fast rate (also being sporadic in the trojectory of the projectiles) creating fast moving Mid damaging Fire Bullets (Each bullet does 6 Damage and this weapon has a Fire-type Painstate.)

Weapon 1 alt:Kick,this kick can be Charged to a point to where you can Send a opposing enemy across the stage (kick itself does 5 damage at Normal,10 on Charged.)

Weapon 2:Damnation Hammer,Similar to the Hexen hammer weapon,goes at tad bit slower though,and the weapon itself is a Heavy Damager,it can do Four hits to kill (Basically 25 damage (i presume) per hit)

Weapon 2 Alt:Hammer Strike,toss the hammer that boomerangs back,hammer can bounce off of walls (damage is Minimal for this toss)(Does about 6 Damage per hit)

Well,this was what i had in mind
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 01:38:25 AM
Quote from: "ColdFusion"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Bikdark on August 04, 2011, 03:14:45 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 04, 2011, 08:28:05 AM
Quote from: "Bikdark"
I should totally make my class a rapeninja clone :V
There was a reason rapeninja is no more bro.
a bunch of people whining

Anyway...Pew pew! Shade comes into the topic and ruins everything!...Or maybe not, let's see.

Name: Breve (Class is based off a robot design I made)
Armor: I would like Breve to have about 90 health, so does that mean his damage multiplier would be 1.1x? (Weakness: Thunder)
Speed: A bit faster than Mega Man.
Jump: However high enough to let him jump up 3-block high ledges.
Damage Type: Normal/No element (whatever type Needle is classified as I guess)
Role: Versatile, all-round range with slightly less HP.
Weapon Dropped: Needle Cannon

Description:
Weapon 1: Stave Rifle-Similar to Bubble Man's buster, as in moderate damage, speed and fire rate.
Weapon 2: Stave Cannon-Similar to Needle Cannon but a bit weaker.
(Weapons 1 and 2 would share ammo bars)
Altfire for weapon 1 & 2: Energy Wave-Creates three barriers that do minor damage and go in three directions, similar to firing a Spreadrune. These barriers would push opponents back and disappear after a second or two.
(Altfire would either have a separate ammo bar or just have a delay between uses)
Item: Cloak-Causes Breve to go invisible for 3 seconds. Each second after that, he slowly loses transparency...So first 3 seconds he's at 100% invisibility, then 4 he's at 90%, 5 he's at 80% and so on.

Skin: I have nearly made the skin for him, and I might post a picture of what he looks like if I can be bothered.

I might try to do the class and weapons myself, but it will be my first attempt at weapon/class coding so no guarantees.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 04, 2011, 03:58:00 PM
I have the weapons coded and everything, but for some reason it dosent want to register, I even went as far as to add "replaces iceslasher" to see what would happen and it was a ! in a diamond, oddly enough, I later copied the coding for the reggae class into it and the reggae weapon worked fine, I'll try to see if I can fix this
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 04, 2011, 06:58:14 PM
Did you remember to include it in the DECORATE script?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 04, 2011, 07:14:38 PM
yes, I have, otherwise, it wouldn't of replaced ice slasher or gave me a error when I delete 1 } from the coding, and I wouldent be able to summon the projectiles from the lump if it wasnt in decorate, this is turning into MM8BDM release plantbarrier syndrome again

Edit: I tried a alternative method and copied the thunderbeam coding and changed some stuff around, it's finnaly working
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jman on August 04, 2011, 09:55:41 PM
I'm gonna need to learn how to code!
*cracks open several classes mods*
<3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 04, 2011, 10:24:02 PM
I'm almost done making the skin for my class and i want to ask something:
May I use sounds from MOHAA for taunts?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 04, 2011, 10:27:38 PM
My class is done (or at least the first version).

Waiting for further instructions.  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 12:33:24 AM
Apologies to all Cutstuff Members, I was on a trip today and didn't have access to my laptop.

Quote from: "Bikdark"
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

[Rejected for balance.]

@Blaze: Love the idea. Sounds like tank-tastic fun.

@Shade Guy/Breve: Sounds like Needle/Wind to me. Also sounds like it'll be fun to play.

@Chimera Man: Feel free to send it in!

In other news, I was thinking about making a CMM class. Thoughts/suggestions/sh--storm?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 12:35:55 AM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 12:38:17 AM
Quote from: "CHAOS_FANTAZY"
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.

I'll PM him if I get enough "yays" to the idea.

Also, v1a is almost ready for release. A few more tests to make sure balance works, and I'll release it.

It's like playing Engineer; Have a problem? Hit it with a wrench nerfbat/buffbat and see what happens.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 12:41:34 AM
im re-submitting.if this isnt right, then i will do it again.

Name:omegazerox12
Armor: 100 (Weakness:ice )
Speed: normal
Jump: medium
Damage Type: normal
Role: shooter
Weapon Dropped: quick bommerang

Description:

Skin:bass
main:omega's buster
alt:omega's healing.(lol)
damage information:normal.

EDIT:AWWW....can u add this for the next version then.:3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 01:02:00 AM
Yeeeeeah...this isn't going far, and let me tell you why.

Quote from: "omegazerox12"
Name:omegazerox12
Unless you wanna be boring white colors, you need to add the color codes to this name.

Quote from: "omegazerox12"
Armor: 100
xColdxFusionx sez:  ARMOR IS NOT A HEALTH VALUE.

Quote from: "omegazerox12"
Speed: normal
Jump: medium
I 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") .

Quote from: "omegazerox12"
Damage Type: normal
Normal isn't a damage type... :/

Quote from: "omegazerox12"
Role: shooter
This 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.

Quote from: "omegazerox12"
(Weakness:ice )
Weapon Dropped: ice slasher
So, your weapon is closest to I-Slasher, yet you're weak to ice?  LOLWUT

Quote from: "omegazerox12"
Skin:bass
If you're gonna be an existing skin, what colors will said skin have?

Quote from: "omegazerox12"
main:omega's buster
alt:omega's healing.(lol)
No explanation of what the "Omega Buster" does, nothing at all.  If everything else wasn't bad enough, this kills your chance of getting in.
Also, healing is OP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 01:15:40 AM
Quote from: "CHAOS_FANTAZY"
Yeeeeeah...this isn't going far, and let me tell you why.

^ This.

Quote from: "CHAOS_FANTAZY"
Also, healing is OP.

The only part I don't agree with. Healing can be balanced with enough nerfbat-mashing!

...Alright, I'll let one last class slip through to make it an even number...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 05, 2011, 01:21:14 AM
Quote from: "CHAOS_FANTAZY"
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.

Quote from: "CHAOS_FANTAZY"
Normal isn't a damage type... :/

Quote from: "Korby"
Also, "Normal" is its own element for weapons without damagetypes, such as Sakugarne.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 01:43:16 AM
well, just accept it and add the random stuff except the weapons i picked.

:3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 01:53:00 AM
Quote from: "omegazerox12"
well, just accept it and add the random stuff except the weapons i picked.

:3

...You expect me to dignify that with a legitimate response?

Go add some flavor to that bland little thing you call a class, then try and submit it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 02:02:56 AM
ill submit it tomorrow.>_>
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 04:02:56 AM
Quote from: "xColdxFusionx"
Go add some flavor to that bland little thing you call a class, then try and submit it.

Canned and packaged...this.  It seems you just want your name in lights for this project.  If you are unwilling to even tell us how your bloody class works--let alone doing the things that would actually get you in--I don't think you deserve a spot.

Also...
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 04:58:58 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 05:59:17 AM
Quote from: "Korby"
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.

Damn it, Korby, you blew my cover and I look lazy again

I think it was pretty obvious when I mentioned PressStart, but you'd be correct.  If it's not good enough, I could try (and probably fail) to make something custom...
Also, it's not giant!  It's shorter than Cut-Man!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 05, 2011, 06:36:27 AM
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. 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.

And woo left-handed people
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 07:26:44 AM
But isn't WilySkullSuit taller than Ballade?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 07:47:02 AM
Quote from: "Shade Guy"
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.
People will download anything.
In all due seriousness, I get your point

Quote from: "Shade Guy"
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?

Quote from: "Shade Guy"
And woo left-handed people
Hell yeah!
/me gives Shade Guy a lefty-five! *
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 05, 2011, 08:29:46 AM
Erg, don't take my word for the unshapeliness (is that a word?) of the head...I don't know how to describe it. I might edit the sprite a tiny bit to try and show you what I mean.
seriously 3/4 of players in the Roboenza servers look like Base skin to me :/

Gah, trying to figure out how weapons and classes work. I've managed to make it so he can jump higher/run faster/take more damage to things, but that seems to be the easy part.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 02:05:40 PM
Quote from: "CHAOS_FANTAZY"
(click to show/hide)

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.

- You can find the Doom Palette on the ZDoom Wiki.
- It's a bit hard to tell what he's doing in the attack sprite. I suggest fixing this.
- I like that pain sprite, although it makes the character look like he's an illusion (like Alien.)
- I like the cape idea. It would add that neat connection between the two forms.

Can't wait for this to be finished! Sounds like it's going to be fun!
*gets out his bats, just in case...*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 05, 2011, 04:31:06 PM
I found the sumbitted classes list without my class, why? Just for knowing so.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 05, 2011, 04:36:42 PM
Well, I won't use the MoHAA taunts for my class because I don't want copyright problems with EA, so i'm going to do something different...
I'll upload my skin soon. Here's a description of my weapons (I'll make these too):
NadeSpam (main weapon):
Primary: Throws weak explosive balls quickly. Medium range.
Secondary: Uses a knife (Much like Needleman's alt but a bit weaker).
Tommy Gun (very weak Hitscanner. This antiquity wouldn't work well on 20XX, but i'll use it for fun):
Primary: Fires very weak (damage would be 1 or 2) hitscan attacks.
Secondary: Reloads. A clip contains 30 bullets and you have 60 extra bullets.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 05, 2011, 06:04:21 PM
Okay, this is just confusing, this is my 1st time working with morph actors I'm not sure whats wrong, I have the weapons of the class set to switch to a different form, but for some reason, when i switch weapon, it goes to a class with no weapons, then I switch one more time and it goes to the other class, but now I can't even use other weapons, and if I picked up a weapon while in the weaponless state, it makes me use it, but I can't use any other, I walk over the pickup map weapons once, it plays the pickup sound, then when I walk over it again, nothing happens, no pickup sound, no pickup message, nothing

here is the acs code I used

Code: [Select]
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, "", "");
}
}}

and yes I know this is clearly a copy of the roboenza code, can anyone figure out what I'm doing wrong?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 06:05:52 PM
Quote from: "Trollman"
I found the sumbitted classes list without my class, why? Just for knowing so.

Your class hasn't been made yet.

*whaps the classes a few more times* One last beta test should do the trick. *crosses fingers*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 05, 2011, 06:33:13 PM
Before anyone complains / asks what my class does:

Main fire is alternating fire / ice swords. I know the hud is dumb and doesn't make sense, I'm gonna work on a new one soon. There's also a random bug where the hud animations get reversed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 06:35:52 PM
Quote from: "xColdxFusionx"
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.

Quote from: "xColdxFusionx"
- 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.

Quote from: "xColdxFusionx"
- 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.

Quote from: "xColdxFusionx"
- 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.

Quote from: "xColdxFusionx"
- I like the cape idea. It would add that neat connection between the two forms.
Then that's what I'll do!

Quote from: "xColdxFusionx"
Can't wait for this to be finished! Sounds like it's going to be fun!
*gets out his bats, just in case...*
It's definitely going to be interesting.
I thought he was relatively balanced and all, though, what with taking a lot of damage from the tiniest hit...


I'll wait another day before I continue my work.  If Laggy doesn't get anything to me, the head will stay the same.  Otherwise, the other modifications shall proceed as planned.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 06:51:29 PM
ATTENTION ALL CUTSTUFF MEMBERS

I am proud to announce that, after much anticipation, v1a of the Custuff Community Classes Expansion Expansion has been released! You can now play as 8 of your fellow Cutstuff members! Have fun, keep the classes coming, and thanks for all the support!

Get it in the opening post!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 06:53:56 PM
Congratulations, you're no longer a beta!

Anyway, cool, gonna go download that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 07:59:23 PM
Some of the bots don't work right, but other than that, it's great!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 08:00:31 PM
Quote from: "FiniteZero"
Some of the bots don't work right, but other than that, it's great!

 :shock: Oh, really? Whoops! Which ones did I screw up?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 08:05:25 PM
/me takes a look

The Gummywormz one, and the Chimera Man one, I think.

Oh, and I'd like to add my botchat as well:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 05, 2011, 08:16:41 PM
Quote
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 08:17:20 PM
Quote from: "NaePoliTan"
Quote
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

You're supposed to load the original classes mod first.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 05, 2011, 08:29:21 PM
Quote from: "FiniteZero"
You're supposed to load the original classes mod first.
Really? I had no clue.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 09:22:25 PM
Quote from: "xColdxFusionx"
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.

It pays to not tl;dr.

*Ninja-adds link to MMC*
Bots fixed for v1b. Sorry about that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 05, 2011, 11:03:26 PM
Hmmm... okay, here goes the botchat for Chimera Man bot:

[IntroStrings]
"Right... let's get moving."
"Incoming!"
"Go go go!"

[FragStrings]
"KA-BOOM!!"
"Gotcha!"
"Sentry down!"

[KilledStrings]
"Sigh..."
"What the heck."
"SPY!"

[RoamingStrings]
"..."
"Stop running away."
"/me does a quick check-up"

[RareRoamingStrings]
"OW! Lag spike!"

[EnragedStrings]
"Now ya got me fired, and that's not good!"

[WinStrings]
"Eat grit!"
"This time I got real..."

[LoseStrings]
"Oh man..."
"Sorry, I had some problems there."
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 01:26:09 AM
The classes are overall goodly made, here's some flaws I found:

-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.
-Sinkman can't damage Yellow Devil with the sink spray, it only can with that rain flush clone.
- GummyWormz's "Blades" are confusing at the beggining, as you think they are long distance hitscan weps.I am afraid that I can't make HUDS as I suck for that.
- 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.
- King Yamato is a slower Yamato Man with a graphically diferent alt...

 I know this is the first release of the class pack. I just wanted to point out the flaws for cooperating with V1B development.

 inb4 you try to fix that
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 06, 2011, 04:12:16 AM
Quote from: "Trollman"

- 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)

I know the hud fails, I'll make a new one eventually. Also, the needle machine gun spins around, so it's not the same as regular needle cannon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 06, 2011, 10:35:21 AM
Quote from: "Trollman"
-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.


You're not invincible. You travel very slowly.

Quote from: "Trollman"
-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.

Such is the price for an extremely fast semi-powerful laser.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 10:50:34 AM
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!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 02:02:26 PM
Quote from: "Trollman"
-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.

You're not invincible, just invisible. If you were invincible, the bar would probably go down much faster...

Quote from: "Trollman"
-Sinkman can't damage Yellow Devil with the sink spray, it only can with that rain flush clone.

I could have sworn I fixed that. *checks*

EDIT: It does. You're just firing a bit too high.
I might make his hitbox a bit larger so that it's easier to tell where it is.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 03:06:27 PM
Quote from: "Gummywormz"
the needle machine gun spins around, so it's not the same as regular needle cannon.
Sorry, didn't saw that, editing...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 04:20:43 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 04:24:00 PM
Quote from: "Jack Corvus"
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!

I think he meant that when the ammo bar runs out, he just sits there and acts useless.

This, unfortunately, I will not be fixing. Bots aren't exactly the main focus of this mode.

Quote from: "Trollman"
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)

Have you tried firing in bursts?

YD's getting his hitbox and laser duration changed for v1b, btw.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Mr. Sean Nelson on August 06, 2011, 05:32:15 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 05:33:54 PM
Quote from: "Sean Nelson"
How can you play as the pros when so many of them are absent from the mod?

Not our fault the pros dont know how to code.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 05:45:33 PM
Quote from: "Sean Nelson"
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?

Hey, I had to put some limiter so that not just anyone could jump into this thing and trash it.
Plus, having people make stuff makes my job easier.

PM sent out to CMM. >inb4 rejected/no answer
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 05:57:47 PM
Quote from: "Sean Nelson"
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 don't have to code the ENTIRE thing (not necesary), you can contribute with a part of it if you suck at coding. Like in my case, where as I suck at coding I contributed with the class's skin (skins don't need coding, they need patience to make the frames)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 06:00:22 PM
Quote from: "xColdxFusionx"
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 (yes, it's balls)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 06:08:05 PM
Suddenly, the topic moves.

I guess that means we're no longer in WIP mode!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ivory on August 06, 2011, 06:10:20 PM
Well you have made a first release. So you are not in progress anymore.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 06:14:56 PM
Quote from: "Ivory"
Well you have made a first release. So you are not in progress anymore.

This is a true statement...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Mr. Sean Nelson on August 06, 2011, 06:16:18 PM
Congrats!

Yeah, I can barely run the game, so no coding for me.
Maybe I'll look into sprites, though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 06:17:00 PM
Quote from: "Sean Nelson"
Congrats!

Yeah, I can barely run the game, so no coding for me.
Maybe I'll look into sprites, though.

If its something basic, I could take a shot at it. But I aint doing any miracles, ya here me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 06, 2011, 07:59:41 PM
Last time I checked, it's tomorrow, so SKIN UPDATE TIEM!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 06, 2011, 08:20:00 PM
I finished my class (sortof) now to work on his sprites, only thing that's wrong in ice mode he jumps lower than megaman, and I rigged it to give a highjump rune in lightning mode, but when in lightning mode, he jumps as high as the megaman class with it, but meh, if it's not broken when I send it, it should be fine

it's ice form in a tank when hit by ice or lightning but takes a crapload of damage from fire and rocks, and melee, 1 or 2 hitted in lightning mode
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 08:51:26 PM
Quote from: "CHAOS_FANTAZY"
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)?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 06, 2011, 09:06:01 PM
Quote from: "xColdxFusionx"
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)?

It had completely slipped my mind, but after taking another look, I couldn't do much to fix it.
This is probably as good as it's gonna get... (http://i1106.photobucket.com/albums/h367/CHAOS_FANTAZY/CFOff.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 06, 2011, 09:21:34 PM
I have a question: Even though I don't play online, can I still make a class for myself?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 09:41:33 PM
Quote from: "Beed28"
I have a question: Even though I don't play online, can I still make a class for myself?

...Sure, go right ahead.
It was originally intended for people who go online, but I guess you can.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 06, 2011, 10:46:06 PM
Here goes:

Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Quick for all weapons (no hitstun)
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: Shoots three Magnet Missiles (one by one, with Dive Missile's better homing) that deals two damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Same as Skullman's Barrier. Can only use when ammo bar is half or more.
Weapon 2 Primary: Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shoots a blue version of the Force Beam that deals 4 damage per tic, and lasts one second. Cannot move while firing. Requires a full ammo bar.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 12:18:11 AM
Lol that class's ammo makes it UP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 12:33:03 AM
Quote from: "Trollman"
Lol that class's ammo makes it UP.

...I think it could work.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 07, 2011, 01:01:56 AM
Crazy idea comin in.

Name: Tsukiyomaru Zero                (Will get the colors right later)
Armor: A tad low
Speed: A tad slow
Jump: Normal
Damage Type: Normal
Role: Camper extraodinaire, area denial, joke class
Weapon Dropped: Copy Vision.

Description: His weapon is the Tsuki buster.
Main-fire: "Server full of Tsukis." Use half your ammo to spawn a clone. It's like a long lasting, killable treble sentry. Can have up to 5 out.
Alt-fire: "Ragespec." It's an invinci-cloak at the cost of all your ammo.
What you are expected to do is to summon dopplegangers at key locations to take out opponents for you. Or you can camp around a mass of them and kill whoever comes your way. You don't actually have a direct means of attack. If you're in trouble or want to get past a chokepoint, that is when you hopefully conserved your ammo and ragespec off to somewhere.

Skin: Doesn't he use Volnutt?

So yeah... is this allowed? Is this even a good idea?
If approved, I will make it myself, but I want to know if it's possible to summon the skulltag spectate effect.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 07, 2011, 01:25:04 AM
Well, I always thought he used those Holographic Proto Man sprites.

Even if you aren't allowed to make a class for Tsuki, you should still try making a class with these abilities. Sounds fun.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 02:31:33 AM
Another idea for a crazy class that may or may not be made

Ashley's Spirit
Armor: 0.0x (Weakness: Anything Energy based (including Buster and Misc.) (at 1.0x))
Speed: 0.3/0.3
Jump: *Ashley's Spirit floats around. Infinite Fly.
DamageType: Skull
Role: DO WORK GUYS
Skin: Roll (White colored)

Weapon 1: Poison Chip - Summons a small purple orb that deals incredibly small damage and slows the target. Fairly slow firing rate.
Altfire: Healing Orb - Summons a small glowing orb that floats around and drops health pickups briefly.

>inb4 Ashley shows up out of nowhere and gives me sh-- for this


On the subject of joke classes, I may make them if either
*There is enough demand, or
*The player in question gives permission.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 02:46:54 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 03:16:38 AM
Quote from: "Trollman"
I don't get the class's role, maybe helping allies in a team game?

Bingo. She can hardly deal damage by herself; she needs to support her team in order to be useful.

Basically, she'd be good for TDM/TLMS/CTF (aiding defenders), and terrible for everything else

Quote from: "Trollman"
I don't get the armor value, it means it can't pain or that it doesn't have armor at all?

She's supposed to be a ghost. Hence, she can't be harmed by attacks with physical components. Energy attacks, however, would deal near-normal damage.

Of course, this would require lots of balancing.

Now that I think of it, her flight would have to somehow be balanced for TLMS to prevent Shadowman-type delaying problems...
...I'd have to balance out the armor, too...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 03:28:15 AM
Well, I finally got to fix the skin (NOTE: It doesn't have neither the sword frames or the punch frames, I will try the punch ones though) Download (http://www.mediafire.com/download.php?hjajhz4u20swvah)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 04:59:29 PM
Quote from: "CutmanMike"
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...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 05:01:16 PM
Quote from: "xColdxFusionx"

Alright, thumbs up, let's do this.

...Now how to make sure he's not a Cutman clone...

You can make his rolling cutter spread and nerf it's damage a bit to balance. The alt would be cutting the time/space and go in, then reappear on the place forward, in a punk tackle range (the attack is taken from cutman from MM2TPF)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 07, 2011, 05:22:45 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 05:29:07 PM
Quote from: "Korby"
He seems to have some sort of Red Magic-y stuff. Any idea on how you could incorporate that?

Blaze told me on the Skype chat that he had the idea that CMM could use hellfire for his attacks (i.e. shooting fireballs at people and using a flaming Cutter). I'm not sure if that's what you mean, though.

Quote from: "Korby"
Also, keep in mind the character is named Cutgoth, not CutmanMike.

...I'm not sure which name I'm going to use. Probably CutmanMike though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 07, 2011, 05:34:34 PM
Well, the character's named Cutgoth, and I didn't name Sinkman "Korby," now did I?
 :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 05:40:47 PM
Quote from: "Korby"
Well, the character's named Cutgoth, and I didn't name Sinkman "Korby," now did I?
 :p

...I'll think about it.

In the meantime, have some possible CutmanMike plans, based on my discussion with Blaze:

CutmanMike
Armor: <Same as Cutman> (Weakness: Ice-based, especially Ice)
Speed: <Slightly slower than Cutman>
Jump: <Slightly lower than Cutman>
DamageType: Cut/Fire
Role: Fiery Assassin
Weapon Dropped: Rolling Cutter

Weapon: Hellfire Cutter - Throws a (slightly weakened) Rolling Cutter imbued with flame. Leaves a flame trail behind it that deals damage as well. Costs a full ammo bar
Altfire: Dark Inferno - Fires a wave of 3 fireballs straight forward. Costs a small portion of the ammo bar.

Note: Ammo recharges somewhat quickly while holding the cutter.

Skin: Either Cutman or Cutgoth (if I can get my hands on it)

My thoughts: Use the Hellfire Cutter to take out foes, then use Dark Inferno to harass anyone who decides to chase you.

>inb4 what is a man joke
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 07, 2011, 06:52:59 PM
Wow, Dracula CutmanMike would sound awesome to play as!

Anyway, I'm still working on my class. I've programed three of the four weapons, and now I've only got the shield to do. If I can manage it. I've even made an advanced bot out of it, which can use any of the three.

So, I've only got that weapon left to do, make sprites for the Hyper Missile and Shining Laser (right now they are using placeholders), and it should be cool. :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 07:18:49 PM
Things to look forward to for v1b:

*Fix: M-Tanks now give ammo for custom weapons

And I am officially kicking myself for forgetting this.

In other news, have an Alternate Weapon Mod-compatible version (with the MTank Fix.) (http://www.mediafire.com/?vza566b6p9v9n0m)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 10:15:00 PM
*comment removed*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 07, 2011, 10:16:35 PM
..................................................................................................... :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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 11:24:43 PM
Quote from: "xxkirbysonicxx1"
..................................................................................................... :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)

...No.

I never approved your class anyway.

EDIT: Whoa, the forum just tried to make me double-post.

EDIT 2: A little gift to celebrate 25 pages. Also because I'm too impatient to wait any longer on releasing the darn thing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 08, 2011, 01:17:02 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 01:23:36 AM
Quote from: "FCx"
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

Found it.

...The only part I'm not sure about is the clone. We all know how obnoxious Gemini Clones are.
The ability to use MM weapons would make it vastly OP, though.

Also, you're actually on the list as "Conficker"
...Unless I'm looking at the wrong class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 11:28:51 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 01:53:54 PM
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."
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 08, 2011, 04:11:59 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 04:42:13 PM
Quote from: "Beed28"
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.

HOLY JESUS THOSE MAGNET MISSILES HURT LIKE A B----!!
Yeah, I'm nerfing this sucker a bit, but I really like the idea. It's going into v2a for sure.

"* Beed28 Ghost Data Loading Complete."

Awesomeness.

Also, you should play online. It's a whole different, awesome world out here.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on August 08, 2011, 05:10:38 PM
I've got one.
Quote
Name: Metallix
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))
Not sure if the 2nd weapon Alt makes it too OP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 05:16:07 PM
Quote from: "xColdxFusionx"
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!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 05:26:34 PM
Quote from: "Michael712"
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!

...Isn't that incredibly pointless? Why not just start with the Quickman armor on?

EDIT: I know I'm late on calling this, but 111 GET

@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 05:33:32 PM
Hmmm...maybe your right. Although I think it would be good if it was done so that the effect doesn't happen if you respawn from dying and only lasts about 1-2 seconds before being able to fight
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on August 08, 2011, 05:51:24 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 05:59:43 PM
Quote from: "Metallix"
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?

...This I can see working. [Approved]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 08, 2011, 10:43:30 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 11:19:45 PM
Quote from: "Trollman"
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)

...You do realize I accepted the one that just had the buster and sword, right?

*headdesk*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 08, 2011, 11:46:20 PM
Oh, thank god OK. What do you think about the sprite? What can be improved from it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 09, 2011, 01:17:25 AM
The wings could use a black outline and should be smaller/point up (like Jet Mega or Super Mega) IMO.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 09, 2011, 06:35:26 AM
Okay, for my class, I've done his skin and two weapons. All that's left is his altfire and cloak-item.
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 09, 2011, 06:32:21 PM
Quote from: "Shade Guy"
Okay, for my class, I've done his skin and two weapons. All that's left is his altfire and cloak-item.
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.
You can base the alt on the V1C ghold and modify it´s script.
 The Totalizer will have a slight delay because I contracted roboinfluenza and my head hurts strongly if I use my computer too much long
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 09, 2011, 07:36:24 PM
Quote from: "Shade Guy"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Captain Barlowe on August 09, 2011, 10:43:16 PM
Technicakly, I already submitted mine a whil back, so, uh yeah.
Gah, I wish I could test this. Camping hngh...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 10, 2011, 12:21:50 AM
*ninja'd by autor*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 10, 2011, 10:52:06 AM
I'm wondering if I should make a MegaGizmo class or if it would be redundant with Megaman around...?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 10, 2011, 10:22:53 PM
NVM, the Totalizer will be replaced by a skll of the class called hyperdrive wich instead of flying it hovers, for being activated it needs to have a full bar called the rage bar that gets filled up with damage and kills, if full I recieve a morph item that lets me hyperdrive and I keep that form untill I die (see below to find what is the catch to this).

[NOTE]: Trollman on Hyperdrive looks the same as ever, but he has a white aura.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 10, 2011, 10:59:08 PM
Yay! My Class is almost complete! I'll send it whithin few hours.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 11, 2011, 08:49:37 AM
Yeah so, with all the talk about classes, people wondering when I'm gonna be finished mine, and the fact that my motivation to sprite is dwindling, I started back to working on my class. I still don't have a full understanding of just what the crap I'm doing, but it's somewhat playable now. ((Actually it always was, but now since I'm trying to merge together different updates scattered about my computers, it's not entirely functioning properly since I'm not done.)) So many new ideas are springing to mind. I always knew that Gizmo's melee weapon, the Claw Gloves, would just be redundant with Slash Claw around. And with it having infinite ammo, it might be overpowered too. Especially since he attacks twice, but then again that doesn't matter if he has infinite ammo. But now I've got an idea of how to work with it to make it a bit more unique. What if I made something like Timed Hits to create combos? Though it sounds really farfetched, I believe that it's possible. I kinda feel like I know how to do it, but I have no idea how to go about it. After I finish fixing up the weapons to be just normal, Then I'll try experimenting with it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 11, 2011, 11:48:37 AM
Watch out, Gizmo knows about timed hits!

Hm...I'm questioning the usefulness of one of my weapons.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 11, 2011, 11:52:05 AM
Quote from: "Shade Guy"
Watch out, Gizmo knows about timed hits!

*Educational Goomba leaves because that works for him!*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 11, 2011, 10:24:33 PM
Timed Hits/ Combos would be VERY tricky to pull off due to latency. That's my only complaint with that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 11, 2011, 10:34:41 PM
Quote from: "Trollman"
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.

.....Get out.

[Rejected for Balance]

EDIT: Whoops, double post. My bad.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 11, 2011, 10:45:51 PM
Um... that's not the class itself, but instead the hyperdrive (replacement of the totalizer). Also, the Totalizer was going to work exactly the same. Whatever, it wasn't so necesary though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ryuga_knight on August 11, 2011, 11:37:20 PM
Previous PM in history | Previous PM | Next PM     
Message subject:    Re: [Expansion] Cutstuff Community Classes Expansion... Thi
From:    Ryuga_knight
Sent:    Thu Aug 11, 2011 12:50 am
To:    xColdxFusionx
Message
Name: Ryuga_Knight
Armor: Normal (Weakness: Ice Slash )
Speed: a little faster than amegaman
Jump: a little higher than megaman
Damage Type:
Role: Balanced warrior
Weapon Dropped:
strike vent

Description:
colors are Blue=#FF0000
Cyan= #004000
Skin:
http://www.mediafire.com/?1hlb47175bg0ndl (http://www.mediafire.com/?1hlb47175bg0ndl)

Damage Information:
Weapon 1 Strike Vent: Basically it is Flameman's Flame Blast Boss Weapon minus the secondary fire.
Weapon 2 Sword Vent: a close up sword slash. same damage as slash claw
Weapon 3 FINAL VENT!: it starts half full and takes a little bit to fully charge but only can be used once per spawn. It is basically a flying flaming kick that works like Blizzardman's charge attack.

stuff needed:
a first person strike vent http://www.rangercentral.com/database/2 ... -ryuga.jpg (http://www.rangercentral.com/database/2002_ryuki/images/ryuki-ar-dragclaw-ryuga.jpg) the dragon head
a first person strike vent: http://www.geocities.jp/czonea/ryuga05.jpg (http://www.geocities.jp/czonea/ryuga05.jpg) the sword
and a first person kick for final vent

other:
kick sprites Image
(http://i825.photobucket.com/albums/zz174/Ryuga_knight/ridahkick.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 01:54:59 AM
Quote from: "xColdxFusionx"
Timed Hits/ Combos would be VERY tricky to pull off due to latency. That's my only complaint with that.

True. But it's the only Idea I can think of to make the Claw Gloves any different from the Slash Claw. I'm willing to give it a try.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 12, 2011, 07:31:52 AM
Well, it doesn't have to be THAT distinct from Slash Claw. One of my weapons is just a Needle Cannon with different sprites.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 07:52:01 AM
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110811_235936.png)
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 08:30:41 AM
Quote from: "Shade Guy"
Well, it doesn't have to be THAT distinct from Slash Claw. One of my weapons is just a Needle Cannon with different sprites.

True. But I feel like the way it is now, it's kind of an overpowered Slash Claw, despite whether it's true or not. I haven't really compared them yet but still.

also it'd be freaking cool if it works.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 09:44:36 AM
If I may make a suggestion; as opposed to "timed hits," why not combo on successive hits like TF2's gunslinger?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 12, 2011, 09:53:59 AM
Not even coded in Decorate, but this is pretty much how you'd do that.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 12, 2011, 09:54:26 AM
I JUST made a sentry class yesterday and what do I find? Another one!

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 10:06:19 AM
Quote from: "Korby"
Not even coded in Decorate, but this is pretty much how you'd do that.
(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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 10:30:32 AM
Quote from: "Yellow Devil"
I JUST made a sentry class yesterday and what do I find? Another one!
(click to show/hide)
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)

Quote from: "SmashTheEchidna"
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.
But anyway, my suggestion is meant to deal with lag issues in sheer precise timing, make the combo more infight focused, and to reward accuracy.
How it specifically works:
Punch: it hit 'em. Come in for a second hit; it connects as well. Maybe go for the target next to them, but those previous two connections make this the critical thrid strike.
And of course, missing resets the combo, and you got a bit of time between each hit before the combo resets.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 10:42:37 AM
Hmm, I see. Well, That works too. I could try that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 12, 2011, 01:33:15 PM
Okay, I've changed my class a bit, so I'll post what has changed.

Weapon (removed Stave Rifle since I thought it was unneccessary): Stave Cannon-Basically Needle Cannon, except the sprites have been changed.
Altfire: Stave Bomb-Breve throws a bomb (bomb sprites from Super Mario Bros. 2, olo), similar to Bright Man's alt. Explodes on contact and the blast pushes people away. I can imagine people having fun messing with foes trying to make dangerous jumps.
Cloak has been removed, due to complicated-ness and me realising he doesn't really need a cloak.

I'll probably submit it soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 01:55:17 PM
Now that I'm actually doing some serious work on my class, (finally actually downloaded the weapon guide, which makes things much easier.) I've realized that I really HAVE to finish updating Gizmo's skin. It's not just the looks. I need to make sure his colors are in working order so they won't be all wonky while I'm testing. So I'll be getting back to spriting soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 12, 2011, 03:55:05 PM
Quote from: "Yellow Devil"
I JUST made a sentry class yesterday and what do I find? Another one!

(click to show/hide)

...What in the name of God is that...?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 12, 2011, 05:02:06 PM
Quote from: "JaxOf7"
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110811_235936.png)
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.
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....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 12, 2011, 05:04:14 PM
Quote from: "NaePoliTan"
Quote from: "JaxOf7"
*snip*
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.
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....

I think he's fine with it. He's permabanned anyways.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 12, 2011, 09:44:53 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 12, 2011, 09:58:09 PM
It's not like it's your class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 12, 2011, 10:05:17 PM
Nor yours
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 12, 2011, 10:09:35 PM
Quote from: "NaePoliTan"
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.

Are you absolutely, positively SURE you're not Tsuki?

I tried to ask him about it, and he dodged my question. And he's banned from the forums. I think that's reason enough to allow this in, since there IS apparently demand for it....

Quote from: "xColdxFusionx"
(...)
*There is enough demand, or
(...)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 13, 2011, 12:12:44 AM
Still think the best idea is to make the class but change the name and skin so it doesn't look like you're poking fun at Tsuki, regardless of him being here or not.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 12:14:23 AM
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 12:41:30 AM
Quote from: "xColdxFusionx"
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
So wait, did he just okay my Tsuki class or his Tsuki class?
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 12:49:20 AM
Quote from: "JaxOf7"
Quote from: "xColdxFusionx"
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
So wait, did he just okay my Tsuki class or his Tsuki class?
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.

I was thinking about naming your version "Tsuki - Legacy" or something like that (if he somehow magically finds a way to send it to me.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 01:08:36 AM
I find out this class to be very original and a very good clone of the engineer for classes. Here's some defects:

-I know the clones are bit more than modified treble sentries, but they are very easy to spawn. What if you made them take a bar or something like that?  
- The alt is pure useless, it just shows a spec animation. Maybe it can be replaced or modify it to work as an exit unit.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 02:05:26 AM
The alt fire needs to print "tsuki joined the spectators" to the console.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 02:12:37 AM
Again, the alt fire is useless and takes a place that can be easily replaced by a taunt. It NEEDS to serve as something on combat, or else it has to be removed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 02:19:42 AM
Press it once. It makes you invisible for a short time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 07:52:38 AM
Forgot to mention, to make the clone colors work right I changed ACS script 143 in bugfix. Just set the seresultvalue to 4.
Cause you see, that script was designed for dive man, who is blue anyway, and...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 02:04:45 PM
Quote from: "Gummywormz"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 02:09:55 PM
...Wait, what am I thinking?

Joke Classes will not be added to the pk3. We all know we have people we as a community want to ridicule, but a public mod is not the place to do it.

I just wanted to stop this before it got out of control. Also before I got in trouble with the mods.
>implying it wasn't out of control in the first place
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 04:49:30 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 04:58:03 PM
Quote from: "Gummywormz"
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.

He did, but he said he wanted to make it.

Also, this variation of the class is an obvious mockery. So it probably won't be included.

In other news, I'm debating whether or not to add the Fenga Papit class by YD, since it technically IS a legitimate class for which he DID get permission.

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!  :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 09:33:44 PM
My only regret is that I didn't get the no-go earlier.
Oh and I guess also the fact that he is very cheap when used right.

So time to make a good class.
(http://i683.photobucket.com/albums/vv191/JaxOf7/fanrmlineuprevealed.png)
In the same vein as Korby's Sinkman and Chimera Man's Chimeraman, I would like to enter as Ghostman.

Name: Ghostman
Armor: 1.0x (Weakness: Light weapons)
Speed: 0.7/0.68
Jump: 14
Damage Type: Curse and Shock
Role: Indirect combat
Weapon Dropped: I have no idea!

Description: Main fire: The ghost flash. Works just like the centaur flash but it also afflicts curse damage. What the curse does is inflict a set damage over time regardless of armor. This helps him deal damage while keeping away and makes him a great threat towards heavy classes.
Alt fire: He leaves his lamp where he is and becomes intangible, allowing him to fly through walls and to claw his enemies. His claws afflict curse, naturally.
Attacking his lamp where he left it causes him to return to it with a vulnerable empty bar.

Skin: Still have to make ghostman. I’ll probably also have him leave particles wherever he goes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ryuga_knight on August 13, 2011, 11:19:40 PM
So I,m guessing no one wants to help me make my class? (page 28)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 14, 2011, 01:54:19 AM
Quote from: "JaxOf7"
Damage Type: Curse and Shock

...Please avoid custom damagetypes. Thank you.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 14, 2011, 04:55:27 AM
Quote from: "xColdxFusionx"
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!  :D
O_O. Really? Well, I hope it doesn't get too hated for being spammer and have hitscan attacks.
Did you solve those sprite bugs?
Quote from: "Ryuga_knight"
So I,m guessing no one wants to help me make my class? (page 28)
I want to help somehow. What do you need?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -RanRan on August 14, 2011, 05:53:54 AM
Name:ct-RancvRan
Armor: 0.8x [Main weakness: Lazer, No Element. ] [Secondary Weakness: Bomb.]
Speed: Slightly faster than normal.
Jump: Crashman-like, but 35% less.
Damage Types: [- Buster: Slicing, Fire, Ice] [UltraRan Cannon Left Click: Boomerang, Thunder.]
[UltraRan Cannon Right Click: Thunder, Shield]
Role:All-Around, Assassination
Weapon Dropped: - Buster, UltraRan Cannon. [I have already designed the weapon symbols for these. I'll upload the images later.

Description:Dislike him. Insult him. Compliment him. The fact remains: you're dead.
Behold, the only person without a friend and a infinite list of people who hate him.

- Buster: The Standard of the -'s arsenal. The balls of energy ignore shields. Well aimed shots can win the fight easily. Single Click is nothing more than Skullman, with the option of charging on hold.
Half Hold: A Crystal Eye appears, before exploding with various colors. No smaller crystals are spawned, and leaves a Crash Bomb cloud of the Crystal's Color. [This is just a slow floating C.E. with a Hyper Bomb radius of damage, and Crashman-like Effect Cloud. ]
Full hold: Cloud Man Sized Bullet of the Single Click Colors. Inflicts incremental damage equal to 1~3% of remaining hp for 3 seconds, on top of Single Click Damage. [ This is Cloudman's Weapon, just with an added effect of damaging after hit, and a random color change.]

I am deciding if there should or shouldn't be an effect for the Half-hold.
Quote
XXXX died at the hands of XXXX's - Buster.

UltraRan Cannon: The -'s idea of a BFG. This weapons deals damage in two ways: A rapid fire damager that cannot affect Leaf Shield-esque powers, and a shield that can last a little bit longer than a Skull Barrier.
[Left Click - Hyphen's Wrath: The physical representation of his will to kill you. Think of Flashman's weapon with thunderous hitstun that rips. It can't get past those with the conviction of protection; Better run away from this. ]
Use Flashman Classes Weapon to easily replicate this. If you want, you can also use Bass Buster.
Quote
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.
When in use, left-click holding will trigger the active state of the shield, allow the user to damage foes with extreme knockback but minor damage.]
I have the sprites for this, but I do not know if my skills will be enough to replicate the desired description.
Quote
XXXX's Divine Invocation repelled XXXX.

Skin: Bass.Exe
Damage Information: [- Buster: Single Click:25(?), 35(?) HP| Half: 15~20 (?) HP |Full:SC+ 1~3% Incremental damage. ]
[UR Cannon: (H's W: 10~15 HP. Shoots 5~8 Pellets. ) |(DI: 5 HP per tick. )]

[I am designing the HUD for the weapons, and I am currently hitting a wall. Get back to me later on that.

I have the sprites for the - Buster's unique Single fire, as well. Already done, I only need to rotate it 90*.

I also have taunt sounds.


I'm expecting no one to volunteer to work with me at all. -shrug-
Let me know if you want to help. PM's, please.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Turbodude on August 14, 2011, 08:26:55 PM
(http://i53.tinypic.com/6tekaq.png)
Am I the only one who gets this upon loading the PK3?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 14, 2011, 08:28:52 PM
You MUST add Classes-v5d.pk3 with Community classes, or else you will DIE this happens
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Turbodude on August 14, 2011, 08:34:13 PM
Quote from: "Trollman"
You MUST add Classes-v5d.pk3 with Community classes, or else you will DIE this happens
Alright, that worked. Thanks.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 14, 2011, 08:57:21 PM
Quote from: "xColdxFusionx"
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!

KY brought up a good point in the Skype chat. Rules updated.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 15, 2011, 02:41:44 PM
Well, I decided to help with my class and made the charge projectile, I am going to upload it soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 15, 2011, 02:43:55 PM
Small question, your weapon should be compatible with bots?? If yes I need help :|
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 15, 2011, 03:11:32 PM
Here (http://www.mediafire.com/download.php?dbj8xdp8l14rsuz) it is, I used help from the crash bomb for the death state.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 16, 2011, 06:21:27 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 17, 2011, 10:22:42 PM
Quote from: "FCx"
Small question, your weapon should be compatible with bots?? If yes I need help :|
What do you mean? What happens?

(if the robot runs around trying to kill you when the bar is depleted, that is normal for most of the classes so don't try to waste time fixing it)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Flandre Scarlet on August 18, 2011, 12:04:03 AM
Name: Flanny the Flan
Armor: 3/4 of the normal armour. 75%?
Weakness: Water type attacks (Water wave, mostly...)
Speed: 2x faster than normal speed.
Jump: 1.5x higher than normal Jump
Damage Type: Fire
Role: Charger
Weapon Dropped: Fire storm / Scorch Wheel.

Description:
Fast speed, medium damage, but weak against water type attacks. Charge through lots of people and through long corridors fastly while dealing a lot of damage! Watch out for stronger projectiles though...

Skin: Mokou Fujiwara

Damage Information:
1st Weapon - Chargeable Fire storm. If you click, just a normal fire storm comes out. If you hold, half hold will simply increase the size of the projectile and the duration of the shield a bit, and full hold will grant you an ever bigger projectile, and a temporary shield that works like junk shield, but doesn't reduce the damage as much as Junk shield does, and can only tank a few hits, and lasts about 5 seconds before fading away by itself.

2nd Weapon - Scorch Storm. Basically, just a Scorch wheel that grants a shield that is similar to the one of fire storm while you hold the mouse button.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Galaxy Sisbro on August 18, 2011, 02:19:54 AM
Name: Galaxy
Armor: 100 (Normal)
Weakness: Bombs
Speed: Normal
Jump: A little higher than the normal one
Damage type: Time and Space
Description: Powerful class, But pretty difficult to use. Only one weapon for a better overall
1st Weapon: Rose Schwert. It is a sword slash That makes certainly a big amount of damage (Take recharged wild coil as damage), However, With a closer range than the slash claw, Exposing the class itself. Also, It throws a red sphere that splits into 2 (Or 4, depending) boating little spheres (Like Wild Coil springs) when it touches the floor, Ceiling or wall; However, the damage of the sphere is less. (Big sphere damage would be equivalent as thunder beam. Little spheres would be the same as ice slasher. It doesn't consumes any ammo)
alt weapon: Meteor regen. A blue sphere fells down right in front of the class, and explodes when touching the floor. Is rather difficult to shoot at the player, however, with some practice it can be harmful. (Damage is the same as ballade cracker, and can go through shields. Consumes ammo)
Item: Exit Unit
Skin: Sword Planet

If you couldn't understand what i have here, I have an explanatory image i'll submit right now
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 05:08:51 PM
Quote from: "Shade Guy"
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?

Feel free to send in edits to your class. For example, Jack Corvus sent in a new weapon for his class that will be included in the next update.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 18, 2011, 05:22:26 PM
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...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 05:24:48 PM
Quote from: "Beed28"
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...

Go right ahead. I'm not stopping you.

I'd make the magnets fire much slower, give them 4 or 5 damage, and increase the amount of ammo they use. They're just way too spammy as they are right now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 18, 2011, 08:41:59 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 09:39:34 PM
Quote from: "Manibogi"
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?

Go right ahead!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 18, 2011, 10:21:33 PM
Name: cdMcmacdncmicdbcmocdgcmi
Armor: 0.9x
Weakness: Bomb, slicing
Jump: Normal
Damage type: Bomb
Speed: A bit slower than Megaman
Weapon dropped: Ballade cracker
Skin: Ballade-alt.
Skin color: Black and green
1st weapon: Skull bomb (Explodes like the ballade cracker (and it has the same fire rate) and it's affected by gravity, that means that it flies in an arc). Damage:20
1st weapon alt: MB Buster (Same as the bass buster, but it consumes energy, and fast). Damage:7

He does have quite a weakness: If he gets killed, he'll drop the ballade cracker, and that's his weakness, meaning that the person who grabbed it can use it against him  ;)

EDIT: Skull Bomb rotations: http://img695.imageshack.us/img695/1066/skullbomb.png (http://img695.imageshack.us/img695/1066/skullbomb.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: WheelieCarbonate on August 19, 2011, 04:31:03 PM
I give in.
Name: cvWheelie Carbonate
Armor:90
Weakness:Ice Weapons
Jump:A bit lower that Shadowman.
Weapon dropped:Crash Bomb
Skin:Brightman
Skin Color:Dark blue and Purple
First weapon:Fires a shot that Moves slowly and moves up and down and explodes like Crash Bomb on contact.(called Wave Missile and does as much damage as Crash bomb plus the explosions,but only one explosion,like drill bomb..)
First weapon alt:Drops a Bomb that does 3 damage and Stuns others (called Stun Bomb.)
Speed:A bit faster than Megaman.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 19, 2011, 08:23:54 PM
I have now sent in my class, no to hope it's acepted
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:00:16 AM
It won't let me access it in game. It keeps saying "Script warning, "CommunityClasses-v1b.pk3:weapons/jcweapon.txt" line 95:Unknown class name 'HeatPillar'" Someone help me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:02:03 AM
You need to have the Classes PK3 loaded first.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:06:38 AM
Quote from: "FiniteZero"
You need to have the Classes PK3 loaded first.
How do I load up both at the same time?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:08:59 AM
First you add the Classes PK3, then you add Community Classes.

You can load up more than one file at a time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:16:07 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:19:27 AM
/me shrugs.

Seems to be working for me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:19:48 AM
:c
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 26, 2011, 12:20:47 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:21:38 AM
Quote from: "Gummywormz"
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.

Wait 5"d" where do I find this I only have 5c?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 26, 2011, 12:27:13 AM
Quote from: "Jodar5"
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.

Do you have v5d? Seriously, keep your shtuff up to date
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 26, 2011, 12:30:10 AM
On YD's thread maybe?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Skunk on August 28, 2011, 05:46:40 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 28, 2011, 08:45:30 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 28, 2011, 09:55:19 PM
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.

http://www.mediafire.com/?udb8mfm8nbomnd7 (http://www.mediafire.com/?udb8mfm8nbomnd7) I had this class made for me, it is a pretty good class, trade accuracy and speed for power, a secondary faster firing weapon for close quarters. But the color ame out wrong on the armor. His armor came out grey when it was supposed to be colored like this http://jodar5.deviantart.com/#/d47d0hm (http://jodar5.deviantart.com/#/d47d0hm) can you help me?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 30, 2011, 05:43:34 PM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 31, 2011, 11:25:10 PM
Quote from: "Manibogi"
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

It was when it started off and the only similarity to crashman is the helmet. He does have a jetpack and the fast buster is an alt fire of his original one if you can get it playable after I add the jetpack I would be eternally grateful :D . He also Is original in the comic, much more of an efficient character I just had to make him balanced so it would be playable.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 31, 2011, 11:28:27 PM
ATTENTION ALL CUTSTUFF MEMBERS

v2a is almost complete, but will not be released until after Classes-v6a is released. YD stop being lazy and release it already...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 01, 2011, 12:47:34 AM
Quote from: "xColdxFusionx"
ATTENTION ALL CUTSTUFF MEMBERS

v2a is almost complete, but will not be released until after Classes-v6a is released. YD stop being lazy and release it already...
Jeez, that's what it thought.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on September 01, 2011, 11:47:47 AM
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:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 01, 2011, 01:18:54 PM
Quote from: "SmashBroPlusB"
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:

Megaman.EXE I have a problem with because he has nothing to do with you. If you want to make a SmashBro class, fine. Just keep your Megaman.EXE class out of my Community Classes mod. As far as I know, there's no Megaman.EXE on Cutstuff.

And don't you pull that "I don't play online as SmashBro" stuff on me. As far as I'm concerned, that's not the issue.
Title: SHORYUKEN.
Post by: Hallan Parva on September 01, 2011, 01:34:43 PM
At this point in life I don't even care anymore. I've been making the class myself and having a good bit of progress with it. Really, all I was doing is trying to make a point about that particular "submission". Try to chill, okay dude? You don't have to get so pissed about it y'know
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 01, 2011, 01:40:46 PM
Oh boy, did I sound too angry there? I'm sorry. It was a cool class idea, but it just didn't work with the theme of "Classes of the Community Members."

If you make it compatible with CSCC, I'd gladly put a link to it in the first post.
LOL Expansion-Expansion-Expansion
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on September 01, 2011, 09:44:12 PM
This is great! :) I hope Yellow Devil releases the next version of classes soon. I can't wait for v2a to be released!

P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 12:11:34 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on September 02, 2011, 11:52:48 AM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 07:38:00 PM
Quote from: "Beed28"
I sent you BeedClassForCommunityClasses-fixes.pk3 a while ago (check your PMs). I updated the BOTCHAT but forgot to tell you.

Ah. Alright. Thank you.

ATTENTION ALL CUTSTUFF MEMBERS

It's that wonderful time of year again: School Season! Don't expect me to get to your posts right away all the time; between classes and homework, I'll be quite busy.

Don't think that this will stop me from working on CSCC. My attention span is doing a spectacular job at that already.
I promise the next version will be ready for testing and release soon. "Soon" being "some point by the end of the month at absolute latest."
Also still waiting on Classes-v6a.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 02, 2011, 08:16:42 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 08:24:20 PM
Quote from: "Laggy Blazko"
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.

Go right ahead. I ain't stopping you. [/quotefromsomeoldcomedysketch]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 03, 2011, 09:23:38 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 04, 2011, 12:28:30 AM
Quote from: "Laggy Blazko"
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)

Those look fine. As always, amazing work on the sprites!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on September 05, 2011, 02:45:20 PM
I've finished my class! But it has errors. The star saber only works when I tested my class. You may want to look at my amazing class. Its so amazing. You'll be lucky! ITS NOT LUCKYMAN! ITS STARMAN.ITEM! I GAVE UP ON MY KIRBY CLASS.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 14, 2011, 12:44:00 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on September 18, 2011, 04:20:04 AM
Quote from: "xColdxFusionx"
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.

Valve actually is pretty quick fixing bugs and glitches.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on September 18, 2011, 07:26:53 PM
Hrm, now I'm stuck with my half-done class questioning if it would be worth it to finish the other half.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on September 19, 2011, 12:38:24 AM
now that the new classes are out, need any thing to help speed this up?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 20, 2011, 07:52:42 PM
Quote from: "ice"
now that the new classes are out, need any thing to help speed this up?

I could use someone to help me add all the new files to the pk3 (because I'm too freakin' lazy to finish it myself) but I can't send the files through here for security/leaking reasons. I'll probably get someone from the Skype chat to do it.

Thanks for the offer, though.

Another thought: If you could fix the ACS and/or SBARINFO to work with the new version that might help.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: KillerChair on September 20, 2011, 08:09:26 PM
Too bad i'm to lazy to figure out how to make weapons/class stuff :p

I did play with a few of these classes and i must say, They are ok.
Not super... But not bad either.
Ill check the newest version soon again. (i havent played since a few patches with these classes i think... but meh)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 20, 2011, 08:09:41 PM
I'm starting to make my weapons now. They will consist of ripping purple fire that doesn't do much damage. I should have it done by sometime in this week.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on September 20, 2011, 08:37:27 PM
Wait a second. I may of sent you the wrong class. Dat hp
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 20, 2011, 08:39:06 PM
Quote from: "xxkirbysonicxx1"
Wait a second. I may of sent you the wrong class. Dat hp

Oh dear. To anyone who's sending in classes: Make sure you double-check your files, because I pretty much just copy-and-paste lumps over. Not that Starman.Item was accepted anyways.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 21, 2011, 02:59:58 PM
Okay I've pretty much done all the weapons. All that is needed is the little bonus effect where I start as me and equip the special quickman amour. I know it seems pointless and all but if it was possible to make it so that it only happens at the very start of entering and not when respawning I think it would look very cool. So....anyone know how to do that?

Also for that effect, I need someone to help me with the HUD graphic. I need a purple-shirted Mario arm in FPS view but I can't make it myself because it just looks very weird with every attempt I make. Anyone what to help me with that?

Also, update to my main character thing:

Name: Michael712
Armor: 0.9x (Weakness: Rolling Cutter (x2) and Mirror Buster (x1.6))
Speed: 2.6/2.2
Jump: 1.8
Damage Type: Fire (for weps 1&2) and Beam (for wep 3)
Role: All around-ish/Speed
Weapon Dropped: Nothing but a large health energy

Description: Michael712 starts off the game as himself, then quickly activates his Quickman amour. The amour gives him a speed and jump boost, as well as giving him special attacks with purple flames, as well as slightly better amour. The amour looks like quickman except it is purple and yellow. His attacks consist of throwing purple fireballs that bounce around the place, shooting a powerful fire thing that splits into little ones upon wall contact and shooting little flame bursts at high speed out of that yellow thing on his arm. He even has the ability to launch a powerful force beam out of his hands, but that needs a long wait and a long charge up. Despite his high speed and range of attacks, his attacks require quite a bit of charging up and they are not that powerful. He is weak to Rolling cutter because he gets killed by it easily and Mirror because of the dodgy dimensions surrounding him. He can use E tanks but not M or W tanks and he cannot pick up special weapons.

Skin: Quickman
Damage Information: All fire damagetype except the force beam weapon which is very hard to use. His attacks are not very powerful.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 21, 2011, 11:52:05 PM
Before you ask, my role is Spammer.
Title: I wish Tsuki was still on cutstuff.
Post by: MasterXman on September 22, 2011, 12:21:26 AM
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.
Title: Re: I wish Tsuki was still on cutstuff.
Post by: xColdxFusionx on September 22, 2011, 12:45:22 AM
Quote from: "xxkirbysonicxx1"
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.

Role: Anything that involves REJECTED

Quote
*You need to make the whole skin. Just a few frames doesn't count.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 22, 2011, 03:55:38 PM
When will the next version be released? (Sorry for asking, I just really want to play with my new class)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 22, 2011, 08:30:23 PM
Quote from: "Michael712"
When will the next version be released? (Sorry for asking, I just really want to play with my new class)

A.) Whenever the hell I get around to assigning a minion to finish it finishing it
B.) Sorry, I've already decided which classes are in and which are being waitlisted for v3. And you missed the cutoff point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on September 22, 2011, 09:18:32 PM
If I were to build a weapon for a Sequence Man class would you add it? :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 23, 2011, 12:33:42 AM
Quote from: "SmashBroPlusB"
If I were to build a weapon for a Sequence Man class would you add it? :cool:

I let Korby put in Sink Man, and Shade Guy put in Breve...
...I'll let it in.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 23, 2011, 02:53:18 PM
So I'm not gettin' in yet eh? Hmmm, ok then. But just one question, how exactly do I make the class? I mean, I can make the weapon there and all, but when I try to use it, it never has any weapons and I don't know how to make the recharge thing work.

EDIT: Okay so I made the recharge thing work but only one of the weapons show up -_-. I know you will be making the the actual class file itself but I can't properly test it right now. I'm improving my weapons and stuff so I'l PM the updated ones soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 30, 2011, 11:35:52 PM
No, I'm not dead.

CSCC has been updated to work with v6a!!

Sorry I couldn't get it out by the original due date. I just need to add some finishing touches and get some testing in.

Also, two last classes just slipped into v2a: Tsukiyomaru Zero and (what is now called) "Trollyomaru Zero". :3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 01, 2011, 12:39:39 AM
I forget...Did Breve's bomb end up blinding people? Because that's unintentional.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 01, 2011, 01:08:30 AM
Quote from: "Shade Guy"
I forget...Did Breve's bomb end up blinding people? Because that's unintentional.

...Not sure. I will have to test this.

EDIT: STATUS UPDATE

Every class has been coded. I still need to fix Blaze and add CutmanMike and Blaze's HUDs, but other than that it's almost ready for testing.

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...

Expect it to be out soon!  :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 02, 2011, 07:12:53 AM
I updated all my weapons so they now have a recharge and balance fixes. I hope the slow recharge and low damage balance out the high speed and amour.

I'l send it to you later, even if I wont be in the next update.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 02, 2011, 11:41:09 AM
Quote from: "xColdxFusionx"
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...

Aww! The GUIDE was the best part of CSCC! I was looking foward to reading about the new classes! :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 03, 2011, 12:21:02 AM
Perhaps each contributor could make their own part of the GUIDE file for their class?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 03, 2011, 12:53:20 AM
Quote from: "Shade Guy"
Perhaps each contributor could make their own part of the GUIDE file for their class?

I suppose that works.

*re-copypastes the GUIDE*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 03, 2011, 01:00:05 AM
Ah cripe, now I have to make one.
Thanks a lot, me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 04, 2011, 10:13:32 PM
Man, balancing turrets is hard.

No wonder the Engie could only have one out at a time. >.>

EDIT: @Jodar5: Is Jodar supposed to be able to pick up weapons? If so, his colors need to be changed. If not, I need to go fix his coding.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 09, 2011, 06:32:52 PM
I think you should double-post instead of editing your last message if it was made many days ago.
Correct me if i'm wrong, mods.
Title: IMAD
Post by: MasterXman on October 10, 2011, 05:35:49 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 10, 2011, 06:10:29 PM
But CSCC is compatible with V6A...
Title: Re: IMAD
Post by: xColdxFusionx on October 10, 2011, 08:10:43 PM
Quote from: "xxkirbysonicxx1"
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?

OK, how many times do I have to tell you that your class was rejected!

I'm not sure I can put it into any clearer terms.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 15, 2011, 03:49:29 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 15, 2011, 03:52:51 PM
When will my class go in? (I'm sick of not using it online.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 15, 2011, 09:14:55 PM
Quote from: "Laggy Blazko"
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.

Sorry, it's pretty much ready for testing. I just need to get around to beta-testing it. Expect it fairly soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: mike858 on October 16, 2011, 02:36:20 PM
Name:mike858
Armor:2.0
Weakness:Close Range Weapons
Speed: Quickman Fast
Jump:High
Damage Type: Peircing
Weapon 1:Needle Cannon
Weapon 2(ALT):Ukiyama's Boomer
Weapon Dropped: Ukiyama's Boomer

Description: I am a peircing machine

Skin:#2 Pencil Man (made by me(if someone could make it compatible with mm8bdm that would be great)) Link to download: http://www.megaupload.com/?d=XRQXT0RK






Hope this gets in!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 22, 2011, 10:07:20 PM
ATTENTION ALL CUTSTUFF MEMBERS!!

To make a long story short, I've decided to not keep this as an expansion-expansion.

Translation: CSCC is going standalone!

That's right, folks! You no longer need to deal with any other classes while fighting your friends from the forums!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 22, 2011, 11:56:27 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 12:05:11 AM
If you want to make it? Go right ahead.

Will I make it? Hell no. I'm done dealing with him and his fanboys at this point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 23, 2011, 12:27:17 AM
Quote from: "Laggy Blazko"
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 12:30:59 AM
Quote from: "Beed28"
Will you also make a patch for King Yamato's classes as well?


Also no. Again, if you want to, go right ahead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on October 23, 2011, 04:22:03 AM
You just motivated me to finish Sequence Mang. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 23, 2011, 11:31:54 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 11:33:32 AM
Quote from: "Michael712"
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 wouldn't worry about it until v2 is released.

...Which probably won't be as soon as planned, because no one's ever on to help me test it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 23, 2011, 12:54:08 PM
I can help beta test if you want! In terms of balance issues, I'l always use logic in determining whether or not the classes are OP.

Speaking of balance, I can't help but think my class might be a bit too fast. Might want to change the speed to 1.5/1.3. (Slightly slower than quickman)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 04:41:09 PM
I'll be asking people to resubmit classes anyway, so don't worry about it for the time being.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 25, 2011, 04:56:17 PM
Quote from: "xColdxFusionx"
I'll be asking people to resubmit classes anyway, so don't worry about it for the time being.

When you give us the go ahead to resubmit, I wonder, could I swap my three magnets attack for this (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2949) instead? If so, could I make it the weapon he drops too?

Is there any reason why I like billions of missiles now? (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 27, 2011, 12:23:46 PM
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"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:11:05 AM
...This is amazing.

Someone has to make this for v3.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on October 28, 2011, 12:18:22 AM
This project looks kinda looks understaffed if ya ask me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:51:32 AM
No one applied for any positions.

Which makes me kind of sad.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 12:52:33 AM
I have now provided a download link for the transparent skin of every frame.
Quote from: "xColdxFusionx"
...This is amazing.

Someone has to make this for v3.
I'd fully-create it myself if I could and I only wish I had the coding skill and resources to do so.
I'm quite pleased with how my abilities (etc) turned out, since I've actually been re-tuning my character for that past 24 hours or something. I even discovered mistakes in my skin while I was adding transparency, and corrected them.

How do you apply for positions?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:59:19 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 01:02:40 AM
Quote from: "xColdxFusionx"
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

Check, check and maybe I could help with sprites?

My username on Skype is the same as it is here.  :lol:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 01:09:45 AM
Just to make sure I have the right guy:

Are you from the UK?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 01:10:46 AM
Quote from: "xColdxFusionx"
Just to make sure I have the right guy:

Are you from the UK?

Yes.

By the way it's 02:10 here.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 28, 2011, 07:26:49 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 28, 2011, 09:25:18 AM
I'd like to apply for someone that codes up and makes the weapons.

Proof of doing work:
The weapons and game mode that I made (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2773)
The class weapons that I sent you.
I'm currently making a new game mode too. (I just can't really show you progress).

The only thing I don't have is skype, but I guess I could get it if I have to get it....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on October 28, 2011, 02:11:44 PM
Quote from: "Shade Guy"
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.
With folks applyin' for positions, I can see this project leap forward and become a bit more mainstream like YD/KY classes, Robozena, or Bot Apoc.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 28, 2011, 04:04:41 PM
Quote from: "xColdxFusionx"
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?
INB4 "get skype, fucking retard".
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 04:59:05 PM
Made the transparent sprites (actor and projectiles/shields) into PK3 files.

Also yeah you need Skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 07:43:57 PM
Quote from: "Laggy Blazko"
Oh damn...
Can I still make patches if I don't have skype?

You can still make patches. IMO, You're probably the most qualified person here to do so.

No offense, everyone.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on October 29, 2011, 12:25:05 AM
Feel free to add me on skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 29, 2011, 01:24:46 AM
Alright, Done.

You will be added to the chat as soon as you accept.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 09:23:37 PM
It's here!

After 2 long months of conflicts, laziness, missing beta testers, and power outages, it's finally here!

Get your v2a while it's hot! (http://www.mediafire.com/?w2kquqow3f2ualc)

10 new classes, and a couple balance and bug fixes for some of your old favorites! And we've gone standalone!

Also, anyone with finished classes for v3a: I have probably lost them. Please re-submit them to me so I can make sure I have them all.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 30, 2011, 09:55:01 PM
Oh cool! Now on V3A there will be Trollman! hehehehehehehheehhehehehehehehehheheh
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on October 30, 2011, 10:17:46 PM
...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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 10:22:54 PM
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!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 30, 2011, 10:27:46 PM
Pretty great! Now if you make an 8-bit rendition of Dance of Illusions (http://www.youtube.com/watch?v=zMqxveujf0I) accompany CutmanMike, it will be complete!

Just looked at the mod in SLADE and I'm wondering; why is Trollyomaru Zero's botchat entirely commented out? :?

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.

EDIT AGAIN: Wait, how can we use the dropped weapons or exploit weaknesses if there's no "Mega Man" class? *facedesk* I take that back. The normal Mega Man class is still there. Even the regular bots still use their skins. *facedesk*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on October 30, 2011, 11:01:05 PM
Quote from: "xColdxFusionx"
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!

Alright. I'll put up the V2 version.

http://www.mediafire.com/?388bq5xi45zta6k
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 11:15:51 PM
Quote from: "Beed28"
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.

Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 31, 2011, 03:53:03 PM
YEEEEHAW!
Well, it seems my tommy gun has too few bullets but MM8BDM is not supposed to have hitscan attacks anyway so i think it's OK.
(AND THERE ARE TOO MANY FIRE CLASSES O.o)
About the patch, I'll have to ask YD first.
PS: NEEDS MOAR BOTCHATS
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 31, 2011, 04:33:12 PM
Um... The game runs perfectly fine if you load community classes after YD classes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on October 31, 2011, 04:43:40 PM
Will my class get in if I use the Stickman skin? (http://img511.imageshack.us/img511/5808/sold.png) (http://www.mediafire.com/?wdlz6t1glb7b9ky)
If it does... Plz rename to stickman class...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 31, 2011, 05:24:03 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 31, 2011, 05:48:46 PM
Quote from: "Beed28"
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.
Yeah, I forgot to say that.
Title: CF, plz stop ignoring my posts -_-
Post by: BiscuitSlash on October 31, 2011, 06:00:50 PM
I see my name isn't on the list.

What exactly is wrong with my class? Is there anything I need to do it?
Title: Re: CF, plz stop ignoring my posts -_-
Post by: xColdxFusionx on October 31, 2011, 06:19:11 PM
Quote from: "Michael712"
I see my name isn't on the list.

What exactly is wrong with my class? Is there anything I need to do it?

Whoops, I forgot to add you to the list.

Although "Fast and high armor" kinda breaks the guideline I set above.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on October 31, 2011, 06:22:56 PM
What about my class with Stickman being used for the skin instead of Starman.item?
Will it get in if I use Stickman instead?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 31, 2011, 06:24:05 PM
Quote from: "xxkirbysonicxx1"
What about my class with Stickman being used for the skin instead of Starman.item?
Will it get in if I use Stickman instead?

...I...

Re-send it to me and I might consider it.
Might.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 31, 2011, 06:35:29 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 31, 2011, 06:50:15 PM
I'll take a look at it for the next version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 31, 2011, 07:01:25 PM
Also, because the speed values for the files are out of proportion, I'd like to request my speed to be changed to "1.4x" for forward/backward and "1.1x" for strafe. (As in the file values.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 31, 2011, 07:05:18 PM
Wow. Now it seems my nade spam is OP. But I only have tried it in my own server so I don't know.
And a server full of Tsukis is fun!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on October 31, 2011, 07:15:12 PM
Hehe ya both Tsukis love camping just about anywhere :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on October 31, 2011, 07:18:16 PM
Beed and Blazko are OP, and I don't feel Blaze is original enough yet.

A knife and a flamethrower. Big woop.
Title: It could be a Stickman swordsman class...
Post by: MasterXman on October 31, 2011, 07:20:45 PM
Ok... I am having trouble making this class...
(click to show/hide)
Is there anyway to do this?
making katana slash was easy. But I can't charge it... How do I charge it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 01, 2011, 12:11:19 AM
So we did some testing with v2b beta

And we have determined that, as the classes stood in that version...
Vanilla Megaman is OP.

This makes me slightly confused.

Excuse me while I dick around with damage values to rectify the situation.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on November 01, 2011, 03:26:13 AM
I have an small trouble:

I want to make my class compatible with bots. I discovered that there is a small ACS code that avoid that bot uses my weapon, but when I remove that code and my bot use my weapon, my PC freezes and force me to restart.
Who can help me in this? Did I write something bad in my code or what?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 01, 2011, 05:14:23 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 05:28:34 PM
Quote from: "Michael712"
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.
Having a weakness to one element just makes you less OP by one element.
I suggest toning the armor and weakness down, or have a few weaknesses instead of just one. Preferably with less damage than 2.0x

I wouldn't suggest having mobility and armor though, since that makes you useless at killing in death match and cheap in LMS (Since you can just wait it out till the end(Ironically it might make your enemy decide to camp as well))
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 05:34:24 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 01, 2011, 05:58:06 PM
YAY MOAR BUGS:
- My class (and I think any class) can use charge kick.
- Megaman's nade spam uses the wrong colors. I think I sent the right ones.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 06:22:29 PM
Quote from: "Michael712"
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.

It's not unfair as much as perhaps.. annoying. 1.0 seems fine though, 0.9 might be fine with more weaknesses though.

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.

Just opt for any weakness that makes some sense against your class. Does your class have any elemental attacks?

If you have Skype or message I can help you through balancing your class, or perhaps help you make it somewhat original if you want.
Title: Mi engrish sux
Post by: Laggy Blazko on November 01, 2011, 06:33:00 PM
Also I think I had a grammar error. My knife's obituary is "got shut up by" and they told me it should be "was shut up by".
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 07:56:11 PM
Quote from: "zblueboltz"
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.
Quote from: "zblueboltz"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 08:40:40 PM
Quote from: "Michael712"
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.

Even 1.5 is a bit large i my opinion, it can mean only getting hit twice before dying. The real govern of damage is multiplication as well, so 1.5x would be like halving your health, against a certain element anyway. Plus that's what the armor counts as against that attack, so technically 0.9x (1.1 defense) armor wouldn't even count against it.

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)
You may be minimally weak against water or ice, since you use aura to generate fire.

The problem with a weakness being "More teared down by his weakness" will only involve a few classes

I would keep damage damage, but charge/fire rate low only if your projectiles are a bit faster too, especially if your speed goes to normal. (It'd make up for speed loss, attack-wise)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 09:17:43 PM
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)
You may be minimally weak against water or ice, since you use aura to generate fire.
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 09:52:33 PM
Quote from: "Michael712"
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)
You may be minimally weak against water or ice, since you use aura to generate fire.
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.

Well 1.5x is technically "75" health but if you're opting for defense, 1.2x lowers it to ~85
It's not too big if the enemy uses powerful weapons, but it helps against smaller damage, rapid fire.

It also means the damage received from your weakness is about the same as normal defense - the higher your defense, the more resistance you want against a weakness. This is because it is separably coded (I think) and because you want to lose the same percentage to actually make your defense worth something.
E.g, 0.5 x armor (150 health) with 1.5 weakness (75 health), would be effectively x 2 damage, not so much 1.5x
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 01, 2011, 11:30:43 PM
Quote from: "Ukiyama"
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.

This has to do with the fact that I can't figure out how to make bullet attacks have a damagetype. I'll mess with the Beed Mirror/ Mirror Buster code and see what I can do.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 02, 2011, 01:44:35 PM
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).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 02, 2011, 04:40:15 PM
By the way, can I change my class for the next update? I want to replace the Magnet Storm with Missile Barrage (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2949). Also, I'm looking to see if I can add different buster graphics.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 02, 2011, 10:18:19 PM
I finnaly gotten to play it and I have to say, my class's stats seem a tad too skewed from the original, Ice now moves at hardman speed, here was the original acs code

sparky 1.9 (now 1.6)
Ice  1.0 (now 0.7  we went over this, aprop speed 1.0 returns them to normal speed)

as for speed the class was 0.6 and is now 0.7

and plus, 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

Could you please change it back to the way it was?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on November 02, 2011, 11:06:25 PM
Just so you know I'm remaking his sprite sheet to make him less cumbersome...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 03, 2011, 11:43:51 AM
I'm done changing Beed's first weapon, now to send to xColdxFusionx to see what needs nerfing. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 03, 2011, 11:23:53 PM
Ok, I finished the CV6A-CSCCV2A Compatibility patch. Just let me upload it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 03, 2011, 11:36:11 PM
Quote from: "Ukiyama"
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).

Wind damage uses v1- code, which is what YD's classes use. I might update it at some point, but it's not a priority.

Quote from: "ice"
-snip-

I didn't change Ice/Sparky at all from the code you sent. What are you talking about?

Also, 0.7 is not Hard speed.

Nice try.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 03, 2011, 11:42:14 PM
http://wadhost.fathax.com/files/CSCC-ClassesPatch1.zip (http://wadhost.fathax.com/files/CSCC-ClassesPatch1.zip)
When it's done.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 06:16:12 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 07:55:39 PM
Quote from: "ice"
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

Wait.

...Oh, Jesus. I can't believe I forgot to fix that.

For future reference, if you can find the flaw in the code, copy it and paste it into your argument so I don't go "I fixed that already."
Because I seem to keep forgetting to hit "Save Lump" for some reason.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 09:22:29 PM
I would if it was possible on a phone ^-^;

also could you please re add this
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 09:35:49 PM
Quote from: "ice"
I would if it was possible on a phone ^-^;

also could you please re add this
Quote 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.

Err, I'm not sure I understand what you mean.

And, being the idiot I am, I deleted the original class file. Could you re-send it so I know what you're talking about?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 10:14:31 PM
Thats a problem, no internet on my computer, but I.ll try to send a IM copying the codes
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 04, 2011, 10:58:18 PM
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...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 11:17:37 PM
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.


There are a lot of different unexpected reworkings and changes being added to v2b. It's going to take a bit longer than first expected to be released.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: mike858 on November 05, 2011, 02:28:14 PM
did anyone make a usabe skin made out of my character for mm8bdm?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 09, 2011, 07:22:56 PM
I think I'l probably make a few tweaks to my class. Mainly correcting the speed and adding a better hit sound (MM3-6 hit sound).

I've also decided this:

Secondary weaknesses:
-Water Wave (1.3x)
-Water Balloon (1.3x)
-Bubble Lead (1.1x)

Water wave/balloon will also take away a little bit of my ammo for weapons 1 and 2. (Maybe about 2 per hit). I would like more of these secondary weaknesses, but these seem to be the only water attacks in the game (and water balloon will require some waiting to use). Basically, I'm weak slightly to water attacks, but when I get hit by them I lose some ammo.

I would also like that transformation of activating the Quickman amour, but I had a go and cannot seem to work it properly. (I want it to last 2 seconds, in which it starts with me activating the special amour. It will only ever happen upon first spawn and is not activated by respawning.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 10, 2011, 10:03:45 PM
I'll upload a new CSCC-Classes patch later, but I must figure out why is Yamato's Ammo broken.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 10, 2011, 11:57:46 PM
Double post because http://wadhost.fathax.com/files/CSCC-ClassesPatch2.zip (http://wadhost.fathax.com/files/CSCC-ClassesPatch2.zip)
Fixed some bugs... I mean... Horrible bugs.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 08:48:02 PM
Quote from: "Laggy Blazko"
Fixed some bugs... I mean... Horrible bugs.

Yeah, I really needed to check over v2a again before releasing it.

Thankfully, the entire mod is getting revamped and bugfixed for v2b, which is fairly close to releasing. Stay tuned!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 11, 2011, 08:49:52 PM
Am I in V2B?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 11, 2011, 09:18:29 PM
Hehehe, I was talking about the patch's bugs (The Yamato weapons didn't fire, I forgot to add Time Slow pain states and fix some Time Stopper states), but yeah, I fixed some CSCC bugs too.
BTW, can future classes have custom controls if we know how to do that? (I know how do that using KEYCONF and NET scripts)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 09:25:54 PM
Quote from: "Trollman"
Am I in V2B?

I don't add classes in "letter-updates." Sorry bro.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 11, 2011, 09:30:24 PM
Quote from: "xColdxFusionx"
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 09:34:19 PM
Quote from: "Beed28"
I wonder what's revamped and what's bugfixed. Can we have a patch log?

Maybe?
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 11, 2011, 10:55:45 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 04:01:05 PM
Quote from: "Beed28"
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.

Oh, derp.

It IS going in. We just didn't get around to adding it to the file. Either that or I accidentally overwrote that change like an idiot. Welp, time to go fix that. Whatever the case may be.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 04:32:29 PM
Quote from: "xColdxFusionx"
Either that or I accidentally overwrote that change like an idiot.

* Facepalms self *

I wonder if you overwrote the new buster graphics for my second weapon too.

Anyway, moving on, will you make the bots for the other classes compatible sometime too, like KY's classes? I'm probably not hoping for it in this update, but the next.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 12, 2011, 04:34:30 PM
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. When If I go in this, it will have to be made so that bots cannot use my third weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 05:51:59 PM
In other news, just figured out how to give bullets a damagetype. Well that solves a lot of problems right there.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 06:06:53 PM
Quote from: "Michael712"
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. When If I go in this, it will have to be made so that bots cannot use my third weapon.

My class is also capable of firing a force beam, but my bot only fires it once in a while (he follows a pattern, only breaking it slightly if he runs over a weapon pickup), so you may want to investigate it in SLADE.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 06:36:48 PM
Hey, xCFx?
Yes?
What's this talk in the dev chat about "IG Weapon ideas?"
Oh right! That!
*xCFx grabs his microphone*
Ahem...

Attention all current members of CSCC!

We here on the Dev Team have come up with the crazy idea to make "Instagib Weapons" for each of the Community Classes. If your class has made it into the pack, feel free to design your own.

Some examples:

Megaman - Instagib Metal Blade
Mainfire: It's the vanilla IGMetalBlade. You should know how it works.
Altfire: None

xColdxFusionx - Lightning Rail
Mainfire: xColdxFusionx fires a fast shot that rips through targets. Can be charged to "scope in", allowing you to take out targets from a long range.
Altfire: xColdxFusionx activates his rocket jets. Same as his normal alt.

Tsukiyomaru Zero - Sentinel Tracer
Mainfire: Tsuki fires Hungry Wisps (mainfire) at a slower than normal rate. Hitting a wall will cause the wisp to become a Tracer Wisp that follows nearby targets briefly, but doesn't deal damage.
Altfire: Tsuki conceals himself, making him harder to see (like an Invisibility Sphere.) It doesn't last very long, and it is only partly effective, but making yourself less obvious always helps.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on November 12, 2011, 06:40:13 PM
I know what to do with my class!

FiniteZero - Jump! Jump! Slide! Slide!
Mainfire - Fires Jump! Jump!. Does 50 damage, not very fast, and when it hits an enemy, they are thrown into the air.
Altfire - Fires Slide! Slide!. Does 25 damage, fast.

If one were to look around a bit in the weapons section, and find my weapons thread, you'll see the weapons there. They just need minor alterations and such to work in this.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 12, 2011, 07:03:22 PM
Well, I would say my force beam gun in my weapons thread....but that's a lot more OP than the IG metal blade.

Hmmm....lemme think....

Michael712 - Purple Flame Overheat mode.
Main fire: Launches a small fire ball (about the size of a player explosion  thing) that when detonated, explodes into a huge fire ball that does immense damage. Similar to the smart bomb in brawl.
Alt fire: Throws his hand across the screen, launching out 3 purple fire balls that look like the fire from Wily capsule 7. They start without moving, but they soon home in on enemies, stop, and repeat twise. They then explode like they do with Weapon 2's main fire. The difference is, they don't stun enemies like the Wily Capsule.
Amour against Instag damage type: 1.0x (So that it will actually kill me)

All fire mentioned above is purple with the fire damage type. If you want, I can make the weapon for you. So do I get in now? I AM desperate....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 07:07:19 PM
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.
Altfire: Shining Laser with a MUCH shorter startup time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 12, 2011, 08:35:44 PM
I hope i can have 2 weapons. If I can't then i'll choose one of these:

M1903 Springfield: Really slow hitscan. (Rate: 15 rounds per minute. Mag: 5)
Main: Fires.
Reload key (I can do that now): Reloads.
Secondary: Scope.

Rocket Launcher: I want to rocket jump. (Rate: around 0.75 rockets per second. Mag (optional): 4)
Main: Fires a rocket. If we can't have splash damage in Instagib, at least it can thrust things if they're too close.
Reload key: Reloads. (duh)
Secondary: Stronger knife.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 13, 2011, 02:54:01 AM
Trollman - Hyper Cannon adaptor
Trollman's color scheme changes from blue and cyan to black and dark blue and the middle finger troll cannon is replaced by a BFG10K-looking black cannon..
Mainfire - Cannon shot: Fires a beam that can destroy more than one target in a shot and that it's "long", Trollman can't move while he's firing this.
Altfire - Laser Cannon Ball: Trollman shoots a piercing ball about the size of a hyper bomb that needs the energy bar to be full to be shot.
Based on the cannon from Cutstuff War.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 13, 2011, 05:17:55 AM
Quote from: "Beed28"
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.

Quote from: "Laggy Blazko"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 13, 2011, 10:40:48 AM
Here's my new primary weapon:

Beed28 - Deathly Missile Barrage and Super Shining Laser
Mainfire: Beed28 fires a black version of Missile Barrage (same colour as Hyper Missiles) that dosen't home in on people.
Altfire: Shining Laser with 1/3 the startup time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 13, 2011, 10:48:26 AM
Another thing, when I'm in the purple fire overdrive mode, I'd like to have purple after images trailing behind me whenever I move. I know how to do this so I can implent it myself if you want. Maybe even "Overdrive" letters when entering like in Rockman Cross X.

But what exactly does it mean my "Classes Approved"? This needs to be answered
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 14, 2011, 11:33:16 PM
Quote from: "Michael712"
But what exactly does it mean my "Classes Approved"? This needs to be answered
You have been approved to be added to the pack. Once I get code, I'll add it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 15, 2011, 01:49:41 AM
good news, the internet should be on tomorrow meaning I can send in my updates (and slightly speed things up hopefully)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 15, 2011, 04:56:49 PM
Quote from: "xColdxFusionx"
Quote from: "Michael712"
But what exactly does it mean my "Classes Approved"? This needs to be answered
You 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!

Although I will be making a few tweaks to my class, as well as making the instagib weapon for it. (I really hope that Wily capsule attack works it multiplayer.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 15, 2011, 07:32:36 PM
That's a point I'd like to ask; do we have to code the instagib weapon ourselves?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 15, 2011, 08:21:39 PM
Even if we do or don't, I'd like to contribute by saving you the time of making it by doing so myself. The only real trouble I have is getting a good graphic for my main instag fire, and possibly tracking with the alt fire.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 15, 2011, 09:44:29 PM
Quote from: "Beed28"
That's a point I'd like to ask; do we have to code the instagib weapon ourselves?

Feel free to. The dev team will be coding some of them, too, so don't panic too much if you don't have the time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 15, 2011, 09:46:33 PM
Did my weapon get in? I'd like to now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 16, 2011, 04:06:39 PM
I've done my Instagib weapon and sent it in. Now all I have to do is wait.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on November 18, 2011, 03:31:14 PM
Sorry about this, but... looking back at my previous post, that class is too bland. I didn't put much thought into it. So here we have the re-worked Metallix class:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 18, 2011, 03:38:31 PM
Just to let ya know your armor should be like 1.2 (its a multiplier). The way you said it, your speed and armor all in one  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 19, 2011, 10:44:43 PM
Okay, having to wait 4 seconds to refire is annoying. But I'll let you balance my rifle. I'll send it now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 20, 2011, 05:25:03 PM
Changing my class a little.

Weapon dropped: Instead of a large health capsule, he drops my weapon that I use (the bouncy fire ball one). It's just like the original, except you only get the main fire (1 fireball) and it uses 2 ammo instead of 5. The icon is the side fireball sprite that I used. The colours are the same purple and yellow used in my class and the HUD is an empty hand.

Instagib weapon Alt: Instead of Purple Wily Capsule flames, I might throw 6 drain cutters or something. I'm currently making that weapon so I'l implent it once it's done.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on November 25, 2011, 07:34:35 PM
hmm...

Name:cuddle pie
Armor: 1.75x (Weakness: wind)
Speed: 1.5/2.25(low health but really fast)
jump: slighty higher then normal, about 1.5 of a normal jump.
Role: hit n' run
Weapon Dropped: rolling cutter, like the one i use.

Description:
(weapon1)"heat chakram" a simple rolling cutter, just slightly faster, but weaker. chrage-able to increase damage. shreds. fire damage. (sprite for HUD would be a light blue version of the regular rolling cutter hand, same for the shot sprite)
(weapon alt)" flash dash" a very fast dash, mainly used to get out of trouble, but deals very low damage "if" you happen to run into someone.
 
Skin: if kapus does not mind, chao.


question, do we have to decide the damage values ourselves or do you decide how much they deal?

edit: added sprites, changed around some things.

edit2: removed the second weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on November 26, 2011, 02:54:21 AM
Quote from: "SaviorSword from page 14 :"
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!
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.
Welp, I dug this up since it was never accepted nor rejected, but rather lost and forgetten in the depths of this topic.
Movin' along!
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 26, 2011, 03:29:21 PM
Quote from: "SaviorSword"
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
Tsukis everywhere
-------------------------------------------------------------------------
BTW, maybe i'll create a class for a friend called "Shadow Black" someday. I suppose there's no problem.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 26, 2011, 06:47:10 PM
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

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.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 26, 2011, 07:25:29 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 26, 2011, 11:03:07 PM
Quote from: "ice"
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

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.)
Mine's an open-option utility tank type thing. C:

Quote from: "Michael712"
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.

How about setting out to find a way of making your class more punishable than just having low offensive power?

Other than that your character is probably the same kind of thing Skull Man is (+defense +speed -offense), except his defense and speed isn't passive, and so taking him from surprise is more punishing than norm.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 26, 2011, 11:34:23 PM
Quote from: "ice"
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.^
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 27, 2011, 12:43:52 AM
When do you estimate this being released and what else needs to be added before it's ready?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 27, 2011, 08:26:26 PM
I have a better idea for my instag altfire:

If held down, Michael712 uses both his hands to launch the Wep2 fireballs in random direction at a high fire rate. Has limited ammo for this though.

Also whenever I start off the game, I want either one of these things to happen. (Never happening during respawning):

During normal mode - Starts off as normal me, then quickly activates the quickman amour. The sprites are there in the file. Cannot move during this, but it only lasts a second. Here's how fast the frames should be:
(click to show/hide)

During Instagib mode: Doesn't pause, has the amour from the start. BUT, instead the letters "OVER DRIVE!!" appear above him like they would in Rockman Cross X. They always appear above him until they go away (which is about 1-2 seconds). They make the thunder bolt noise when appearing.

If it's too much effort to add it before the next release, then you can leave it out until the version after. I would code it up myself but I'm not certain and I don't trust myself yet.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 30, 2011, 02:07:51 AM
Need any extra hands to help speed things up?

This part of the forums is trapped in a long drought, we need more fresh updates
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 06, 2011, 05:31:26 PM
I went and updated the Mega Man Volnutt skin a few days ago (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2919), and I wanted to update my current skin with that one. I've sent xColdxFusionx the newer skin, so I'll see how that goes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Fyone on December 09, 2011, 12:43:30 AM
Right now I'm working on a skin for my class and a few map packs. I'm wondering how I would do the skin work. I was following the tutorial, but except I want one set of sprites for walking and flying for my character. I don't know what to name the set. For example, for running, the set is "B,C,D,E", but I don't know what set would be for flying.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 09, 2011, 12:58:59 AM
anything past H would work
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 09, 2011, 06:57:27 PM
Alright, I've pretty much finished my class with the exception of two things:

1) The transform intro thing. I can't get it to work without it happening every time I respawn, and that would be really annoying. I think it would need some ACS :/

2) Similar to the above but a little OVER DRIVE! thing happening like in Rockman Cross X, which replaces the transform thing if playing in instagib mode.

These don't have to be implented yet though. If you want, they can be held back until a later version.

I've worked really hard on it, and I really want to play it online. Should I send it to you now?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 11, 2011, 04:03:44 AM
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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 11:46:11 AM
After lots of making it and testing it, I finally finished it. Complete with all 3 weapons (mainly 2, the third is a bonus signature move), and instag weapon, and a weapon for Megaman to use, along with special hit sounds, land sounds, and stuff like that. The only thing missing is the intro animation, which I can't get working yet. The sprites are there, but the intro might need to be held back until I can get it working (as in, it'll be there for a later version).

Before I send it to you, I just need to ask one thing. The taunt for my class is in .wav format and  is about 1-2MB in size. It also makes the game pause slightly when first used due to the size. I tried saving it as .ogg like the ones in the other classes mod, but it said it was "Unknown" rather than "Sound". I never even played in game either. Should I compress the sound? If so, how?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 11, 2011, 04:42:18 PM
that is normal for .ogg files, just as long as you dont click on the file and hit save turning into a text file
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 05:11:17 PM
Doesn't seem to work. The taunt button never does anything.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 11, 2011, 05:35:43 PM
Maybe the sound file should be in a "sounds" folder if that's a PK3, and be defined in SNDINFO.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 11, 2011, 09:02:41 PM
Quote from: "ice"
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

Thanks for the critique! There's been some re-balancing for v2b, so some of these problems should be fixed up.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 09:10:22 PM
Quote from: "Laggy Blazko"
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.

Does anyone know how to compress a .wav sound? I can't think of any other way.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 12, 2011, 01:38:47 AM
Use audacity, or you could send the sound file over and I can compress it for you
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 15, 2011, 05:52:06 PM
Sent CF the most recent M712 Class file. Check your PMs. If there's any problems please tell me!
Title: You're holding out till Xmas aren't you?
Post by: ice on December 15, 2011, 06:25:41 PM
Also, any hint on the release date?
Title: Re: You're holding out till Xmas aren't you?
Post by: xColdxFusionx on December 16, 2011, 11:44:29 PM
Quote from: "ice"
Also, any hint on the release date?

Most likely at some point between now and Christmas.

Also, a new surprise for the next addition, courtesy of our good friend King Yamato:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 17, 2011, 12:20:54 AM
Is that... a new attack for Dracula CutmanMike? :shock:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 17, 2011, 12:33:14 AM
A new altfire, to be specific. It's actually quite interesting...
Title: This is obviously a joke but if you SOMEHOW like it I'll mak
Post by: Bikdark on December 18, 2011, 07:56:14 AM
The best class idea ever:
Name: Rapeninja (if you don't exactly like that name, I'll go with LeBikdark)
Skin: Shadowman Or if ken decides to skin it, Sho Minamimoto, and then I'll go with LeBikdark as the name
Armor: 1337.10x (Weakness: He's essentially got 1 hp, so he's weak to everything )
Speed: Whatever Megaman's is.
Jump: Double Megaman's jump
Damage Type: raep plant
Role: Rage inducer/Gimmicky
Weapon Dropped: Flash Stopper disguised as Ghold
Mainfire: Shadowman's old 100 damage muramasa with plant barrier graphics. Firable every 5 or so seconds, requires some wind up time.
Alt: lolnofuckingideayet
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on December 18, 2011, 08:16:02 PM
*snip*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 20, 2011, 08:51:44 PM
Is anyone going to make a patch for the new release of YD's Classes? What about KY's classes, too?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 20, 2011, 10:24:36 PM
also is this going to be a letter release (no new classes) or a number release (new classes), if it's a letter one, anyone need help coding there classes?

also, whatever happened to zblueboltz? I might try my hand at his idea (if it hasent been made yet)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 20, 2011, 11:52:29 PM
Next release is v2b. We have a lot of interesting new ideas and a lot of tweaks going into this thing, and we want to make sure they're all well-balanced.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 21, 2011, 12:01:02 AM
Quote from: "Beed28"
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.
Title: I want to script something SO BADLY RIGHTNOW!
Post by: ice on December 21, 2011, 01:20:04 AM
so I'm guessing noone knows?

also my scripting offer is still on the table. Any takers?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 22, 2011, 01:04:30 AM
Rofl, I guess I should make an appearance.

Skin:Dustman
speed:.3
armor: 2.0
jump: standard
Role: Tactical bombardment or general remodeling
Drop: Splosion of pickups if that is allowed
wep1: Burning Big Bang... Weapon I made for tsuki's expirimental weapons.
Wep2/alt: Pose, doesn't do anything.

Might need even less speed to be balanced. XD
would this kind of thing be acceptable? just noticed this topic and I think I got the paramaters right.
Title: inb4 mod is filled with joke classes
Post by: ice on December 22, 2011, 01:07:32 AM
so in other words, exploding eddie?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 23, 2011, 04:45:07 AM
I searched exploding eddie, Not sure entirely what your reffering to, but if you mean the powerup scatter yeah that sounds right.

I thought that weapon drops are overdone, and burning big bang is unbelievably situational considering what it represents.

(if there is a low roof, you lose all homing ability, dumbfire rockets do not travel fast enough or give enough individual punch to push off the opponents that will snipe your immobilized body)

in hindsight I really should have made a few more diversified weapons. I can't remember if I made anything else...
Title: inb4 it's released long after that
Post by: ice on December 23, 2011, 08:15:11 PM
2 days left till Christmas *nudgenudge*

look 1 page back if you want to know what I mean
Title: Re: inb4 it's released long after that
Post by: xColdxFusionx on December 23, 2011, 09:34:52 PM
Quote from: "ice"
2 days left till Christmas *nudgenudge*

look 1 page back if you want to know what I mean

Working on it.

Geez, be patient...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 07:17:47 PM
Merry Christmas (http://www.mediafire.com/?s8j7547pp2hxx64) Everybody! (http://wadhost.fathax.com/files/CSCC-v2b.pk3)

Our most anticipated release yet! Sorry it took so long...
Title: Gir! Self destruct!
Post by: ice on December 24, 2011, 07:47:56 PM
FINNALY! Hehehehehe *SPLODE*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 08:35:37 PM
Aww, you didn't include my Instagib weapon and updated skin... :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 24, 2011, 09:09:12 PM
Well, now my nadespam isn't OP anymore.
But the gun is.  :|
Also, Jack corvus uses his normal weapon on IG.

What if you (or someone) makes hotfix patches instead of having to wait for the next version?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 09:23:03 PM
(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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 09:26:16 PM
Quote from: "Beed28"
(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.

Gah. I hate SBARINFO. It gets way too big way too fast.

Will fix soon. Sorry about that.

EDIT: It's fixed! Check the first post for details.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 09:48:53 PM
Thank you for the quick fix! But my class still lacks the updated skin and IG weapon...

I guess I gotta repay you... how about a patch that makes this compatible with KY's classes? (http://www.sendspace.com/file/jx63ah) Add KY's classes first, then CSCC, then this patch. Have fun!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 24, 2011, 10:12:09 PM
Now that the new classes are released time for a reevaluation
1 being the lowest, 5 being the highest

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 11:04:48 PM
Quote from: "ice"
Now that the new classes are released time for a reevaluation
1 being the lowest, 5 being the highest

(click to show/hide)

Bots are not a super-high priority since this mod is mainly meant for online play.

Thanks for the commentary! I'll definitely take this into account for the next version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on December 24, 2011, 11:38:26 PM
Bot apoc says hi  :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 25, 2011, 02:25:39 AM
Quote from: "Ukiyama"
Bot apoc says hi  :cool:

I'm about 85% sure that this isn't compatible with Bot Apoc.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on December 25, 2011, 02:27:11 AM
Old school apoc where you insert bots separately  :cool: I guess you did have a point though XD
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on December 25, 2011, 02:32:23 AM
The only thin' ya'd have to alter is the botlist as far as I know. If bot apoc were to be played with CSCC, then ya need a separate bot apoc mod for CSCC.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 25, 2011, 03:28:55 AM
Quote from: "Ukiyama"
Bot apoc says hi  :cool:
(http://i1105.photobucket.com/albums/h341/LaggyBlazko/TrolApoc.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 25, 2011, 03:33:58 AM
Do you really want an army of Blazkos... or even Beeds after you?

god forbid if they start with the gun
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 25, 2011, 10:04:02 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 01:13:07 AM
Quote from: "Beed28"
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.

I'm not sure. Sending it to the dev team for testing to see whether or not they like it.

Also, I'm not sure Monitor Throw would sound right in MM-style 8-bit. I might give it a whirl at some point, but I'm not sure it will work.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 26, 2011, 01:39:53 AM
Hmm, I see this mode is starting to have small 8-bit themes as taunts. Maybe I should send something like that because that would be easier than choosing a good voice taunt (I still can't) or using my own voice (my accent may sound annoying for english speakers unless they know my class is supposed to sound chilean/latin).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 01:46:57 AM
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*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 01:51:41 AM
Quote from: "ice"
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*

This is another good point. Fire-based and close-ranged classes are already in here in abundance. Try to think up some more unique powers, please.

==========

In other news...

ATTENTION TO JODAR5
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on December 26, 2011, 04:18:44 AM
does Stone Body count as "defensive"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 26, 2011, 05:33:08 AM
Quote from: "SmashBroPlusB"
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.
Quote from: "xColdxFusionx"
ATTENTION TO JODAR5
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.
That 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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 26, 2011, 10:37:36 AM
I am for the idea of a separate mod for bot apoc + this. Although I think my bot would be quite bad with just badly throwing fireballs, I'd love to have an army of me! (I could also blend in with the bots).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: fortegigasgospel on December 26, 2011, 05:38:44 PM
In regards to needing more defense based classes I'll try and do some work on something maybe. See if I can make anything worth while as my addition since I'm now getting into this a bit.
I have a friend who is making a few skins for me (3 new ones and his own version of one I've made already).

If I get the chance I'll toss in either Forte Gigas, Boulder Man, or Tree Man as all three would be defensive and a bit slow.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 05:57:11 PM
bot apoc would be like this

ColdFusion: bomb (ballade cracker) rape

Beed: unwinable

blaze: those rockets are fast and hurt alot. Extra points if you spawn/teleport into a flamethrower pit, though stages like yamatoman would hinder them

Jodar: basicly bots with hard knuckle, might be easy to dodge, might kill you in the 1st few seconds

sinkman: will be easy as long as you stay away or dont jump

king yamato: too easy now that the bots can can only fire 2 at a time

finite zero: this will end fast both ways

jack corvus: see blaze about the flamethrower

yellow devil: rather easy as they have poor laser aim and poor rangee

GummyWorms: stay away and win

cutmanmike: could go either way: make them fire and they're sitting ducks, hide too much and they'll recharge and kill you

chimeraman:just hope the stage is wide open

laggyblazko: if they use the guns, you're already dead

Breve: bots with needle canon, might end badly might end well

ice/sparky: chlallanging, Ice's shots might break on a teammate, though do alot of damage, sparky's shots rip and do good damage

tsuki: could go both ways

fenga: homing weapons on a army of bots!? ARE YOU MAD!?

trollzero: you're dead

bot apoc will not work fairly

Also on a unrelated note, could you change the blue on ice to junk sheild blue and add damage types to lightning wave and iceblade? Was wondering why ice was weak to his own weapon
Title: post
Post by: BiscuitSlash on December 26, 2011, 06:02:49 PM
I enjoy classes + roboenza + bots, and that becomes total havoc very fast. Kinda like what you said in a lot of that post. However, I really enjoy that, and I think this mod would be hilarious too.

We can even have Roboenza + this mod together someday. That would be kinda epic when you think about it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 10:03:21 PM
I messaged Jodar about the community classes and he told me this

Quote
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 11:35:39 PM
Alright, Jodar's getting cut.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 27, 2011, 12:45:48 AM
Btw, could we get a list of what unadded classes were accepted and which were coded?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 01:32:31 AM
Classes that have been submitted that will be added:
TheBladeRoden
Messatsu (after a little tweaking, most likely)

Classes that have been submitted, but need to be revised:
Michael712 (Obituary needs to be revised, weapons themselves are too numerous and powerful (will be adding a 2 weapon limit from here on out))
Ukiyama (Weapon choice seems a bit ridiculous (Seriously? Meteor?))
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 27, 2011, 02:02:14 AM
from what I saw Micheal's class had 2 main weapons, the firball and the fire shot, the 3rd beam weapon was a sure why not thing, and the 4th was a instagib weapon, though I did make a community classes dummy file and made a bot for his class with just weapons 1 and 2 and the shots were rather easy to dodge yet powerful, though I guess changing it from a ripper to a set damage projectile and limiting the class to weapons 1 and 2 might help somewhat, his fireball weapon was pretty decent as for the fire shots, it seems like more of a ripping freeze cracker that dose max damage when the targets againsed a wall


Anyway enough of my rambling, I'll send you my IG weapon when I finnaly gain computer access again, and I might change the HUD sprites so they make more sense (and end up being a base for other weapons)

Edit:Also you forgot to give my class a IG damage type causing it to take major damage and survive non ripping IG attacks
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 11:37:58 AM
Ahh, thanks for telling me what needs to be cleaned up!

If the weapons are too numerous then you can remove the force beam weapon. It was there as a signature move because of that force beam gun that I made. I had a feeling it might have been useful at times, especially LMS campers.

I kept trying to balance the fire damage to see what was right. I've been trying to go for low power to go with the high speed and amour. The fireballs seemed to always be an 8HKO, which made killing someone kinda annoying. I think I'l go into more testing to see what the damage output should be. I'l probably lower the damage on all attacks by a few damage points, although obviously more for the fire shot.

About the obituary thing....yeah, I kinda fail at making those. "Victim was burnt a lot by M712's Purple Fire" was the best thing I could think of, and I don't really know what else it could be.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 02:28:35 PM
That's OK, I love coming up with obituaries!

%o was turned to ash by %k's Purple Fire
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 05:24:05 PM
Testing it again, and here's some changes I've made. There should no longer be any power issues of any sort.

Here are the weapon changes:

M712Flame1:
Damage = 9 --> 7

M712Flame2:
Damage = 8 --> 6
Speed = 30 --> 40 (This way it will not attack them as much

M712Flame3: (The fire shot)
Damage = 19 --> 14

M712IGFire1:
Explosiondamage = 62 --> 52

M712IGFire2:
Explosiondamage = 80 --> 65

Bots will have an advantage with my weapons. Assuming they have infinite ammo, they will be able to spam the attacks a lot more. Normally, the weapons use up quite a bit of ammo and they wont recover it very quickly. If you run out of ammo in the middle of combat (which happens a lot while testing), then you basically have to switch to the other weapon, and if that doesn't have ammo then you must run. When I test it, it seems very hard to actually kill someone that has full health. For most damage, you must make them end up in a way that the fireballs don't stop hitting them (such as small spaces) or to hit them with a fire shot when they are up against the wall (which is hard to do). I find it hard to beat Cutman's level in campaign mode, and I think my class is balanced at the moment. (The only real special power he has is high amour and mobility, and that's not all that powerful compared to others).

I don't really know how else I can nerf it.

Might need a few more ideas for obituaries.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 07:08:47 PM
Quote from: "Michael712"
M712IGFire1:
Explosiondamage = 62 --> 52

M712IGFire2:
Explosiondamage = 80 --> 65

Uh, IG weapons are supposed to have damage of at least 100, preferably more. Also no explosions. Will take a look at those and report back.

Also, Ukiyama is getting added to v3a, but the dev team's tossing around exactly what we're going to tweak, if anything. @Ukiyama: If you have any ideas for changes, PM me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 07:15:45 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 07:17:56 PM
Quote from: "Michael712"
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.

I like it. It's clever.

Instagib is supposed to be a mode where everyone has a one-shot-kill weapon. Of course, that means every class will have to be balanced in some other way.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 07:20:23 PM
At first, I decided to use my fire for instag rather than beam, as I originally had a beam attack and my force beam gun is really OP compared to IGmetalblade.

I'l be back with a new (and better) instag weapon!

2222 posts! EFF YES!!!!! uscared korby?

POST MERGE: Got 3 problems right now.

-Holding the alt fire will activate the firing animation
-I don't have the sound that I want to use and I can't rip sounds without .nfs (I want to use DEM's synthesizer sound). I'm using leaf shield for now
-The alt is making lots of weapon change sounds for some reason.

Instead I might give it lots of ammo, but when you run out, you must use an item to recharge, leaving you very open for a few seconds. Not sure about the altfire yet, and I might not even need one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 28, 2011, 05:05:10 PM
Welp, I gotten bored and made this late at night


http://www.4shared.com/file/VBAGRFrR/Balancetest.html (http://www.4shared.com/file/VBAGRFrR/Balancetest.html)


basicly, they're classes that have different balances that might give a general idea or how the classes would most likely be balanced, use buckshot for the best results

Jack of all stats: megaman, uses the standard megabuster

fragile speedster: moves alot faster and jumps higher than megaman, but lacks power and defense with a fast fire rate but low damage buster

Glass cannon: has high attack power, but lacks in speed and defense, with a very high damage buster

stone wall: has high defense, but low speed and attack

glass ninja: sacrifices even more defence for speed and attack power

mighty glacier: sacrifices more speed for attack and defense

(not sure what to call the speed/defense combo so I went with boulder)
Boulder: sacrifices more attack for speed and defense

lightning bruiser: try to stay away from making this, having high defense, speed, and attack will upset the balance

so heres the classes atm

(5) attack: Cold Fusion, cutmanmike, Jodar5, beed, troll
(5) A/S: jack corvus, gummywormz, chimeraman, Sparky, tsuki
(1) speed:Finitezero
(0) S/D:
(0) defense:
(3) D/A:Kingyamato, yellow devil, Ice
(5) allaround: megaman, Sinkman, laggy blazko, blaze, Breve
(1) Joke character?: fenga


also, yellow devil could stand to have a ammo usage nerf on his block lob attacks cause atm it uses too much ammo to be useful
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 28, 2011, 10:35:53 PM
Hmm, now I find my nadespam too UP and the gun too OP . My tommy gun was weak before because it was supposed to be used to finish weak targets which were trying to escape... or trolling distant people with weak hitscan attacks. However, the nadespam was supposed to be the main weapon and now I find it too weak.
 Ok, these green balls shouln't be as OP as before, but maybe should be a bit more powerful than now... Or at least be able to bounce off walls so it can work as actual grenades.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 29, 2011, 03:58:45 AM
Let's see seeing as my old idea is kindof op/joke,

How about a class that can attack with a variety of barriers, Either solid ones which prevent characters from passing or energy ones that block/reflect certain projectiles.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on December 29, 2011, 07:49:54 AM
Quote from: "ice"
(not sure what to call the speed/defense combo so I went with boulder)
Boulder: sacrifices more attack for speed and defense

Interceptor?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 29, 2011, 06:41:53 PM
Welp, almost done making sprites for my class, just need to make the alt ones for sparky and I'm done

(click to show/hide)


Hand spriting tip: Make a pose you want with your hand, draw a sketch of it in paint, then pixelize around it
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on December 29, 2011, 07:12:11 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 29, 2011, 09:02:47 PM
Quote from: "SmashBroPlusB"
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 think it's a clever idea.
[ACCEPTED]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 29, 2011, 10:17:25 PM
At long last I've decided to remake my class! I hope this defensive class helps with the whole 'Glass ninja' situation. Like before I don't know ANYTHING about coding, I'd greatly apreciate if anyone helped me out. I've already started making the sprites, but I just wanted to make sure the class is accepted before continuing.

Name: Manibogi
Armor: 0.8x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Electric attacks and Stun
Jump: Normal
Damage type: Normal
Role: Counter Hitter
Speed: 0.9
Taunt: Zelda/Mario 3 Whistle
Weapon dropped: Proto Buster Upgrade
Skin: Darkman2
Skin color: Star Crash's color
Junk shield's color (FullMetal Armor)
1st Wep Alt: Guard Shell: Raises hands, lowering damage taken by 75% and speed by 50%. Damage:-75% Speed:-50%
1st Wep: Counter Attack: If Manibogi is hit in this state, he takes no damage and fires a projectile with the same strength. If nothing hits him, he becomes unable to use any attack for 1.5 secs. Damage: Depends on countered attack.
Special: FullMetal alchemist Armor (UBER CHAARGE!!): To the left of Manibogi's health bar is a meter which fills as fast as Flash Man's from classes. When filled up he gains an item that, when activated, gives him FullMetal Armor, which reduces damage taken by 50% and increases damage dealt by 25%.
IG Wep: Flare Cracker: Fires a spread of missiles that leave a trail behind. Damage: 300
IG Wep Alt: Spiraling Flare Cracker: Fires 2 spiraling missiles that leave a trail behind. Damage: 300
As you can see, Manibogi has (at least) two playstyles, he can play strategic, by using carefully timed counter attacks, or he can just camp until he gets enough energy for the FullMetal Armor, since he becomes one of the most threatning classes defense-wise.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 29, 2011, 10:28:28 PM
I'd be more than happy to help code it
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 29, 2011, 10:30:01 PM
I found two bugs:

When playing as Vanilla Megaman, he cannot seem to refill Charge Kick with Weapon Energy Capsules. Which means if it runs out of ammo, that's it, unless he uses an M-Tank.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 29, 2011, 10:46:26 PM
Quote from: "ice"
I'd be more than happy to help code it
Thanks a lot Ice!! I'll finish the huds and sprites, ask me if you need help. Thanks! :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 29, 2011, 11:21:17 PM
Quote from: "Beed28"
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).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 04, 2012, 07:49:47 PM
Welp, Ive submited my Instagib weapons and changes and I'm almost done with Manibogi's class, anyone else needs something coded?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 04, 2012, 08:17:25 PM
Something I forgot in the file I sent you:
(http://img38.imagefra.me/i514/michael712/r1j3_b04_ubf6m.png) (http://i.imagefra.me/626ivf5e)(http://img38.imagefra.me/i514/michael712/r1j3_426_ubf6m.png) (http://i.imagefra.me/111ivf5f)
These are empty bars for the flashing bar when my Instag weapon is charging up. When these are set, the flashing bar in the Instag weapon will have a flashing background where the bar isn't full and it will look much more like it would do on an NES.

Also, I'm working on Trollman's class. Hopefully I'll have it done by the next release.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 05, 2012, 12:07:40 AM
now that i have access to a computer, i can provide a better idea. seeing as all my others were small and too generic due to psp text limits.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 22, 2012, 04:15:19 AM
Yes, this project is still alive.
No, I'm not quite ready to release any info on the new version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 22, 2012, 04:24:27 AM
I changed Smash Man to a lethal joke character :cool:

I hope you're not amd at me for doing it


(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 22, 2012, 12:41:17 PM
So, has my class overhaul made it? Like having to pickup weapon energy to use the laser? As well as the instagib weapon and skin.

Oh and one small request: give my Missile Barrage infinite ammo and change it's damage type to quick so it doesn't hitstun. Especally the last one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 22, 2012, 06:17:41 PM
Quote from: "Beed28"
Oh and one small request: give my Missile Barrage infinite ammo
*looks at YD's wily* Yep, that wouldent be cheap at all
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 04:48:03 AM
Here’s a joke class that I think folks might enjoy. ;)

Name: Shedinja

Skin: If there’s no Shedinja skin, then Metal Man or Shadow Man works. Main color is mud green and dark brown.

Armor: Immune to all weapons except for Fire, Rock, Air (Flyin’), and Dark/Ghost attacks. Since this weakness description is a bit vague, I’ll give a list of Weapons that should affect Shedinja. Ya may add Slicin’ weapons onto the list too if ya want.
Fire Storm, Super Arm, Atomic Fire, Air Shooter, Hard Knuckle?, Shadow Blade, Pharaoh Shot, Skull Barrier?, Gyro Attack?, Crystal Eye, Power Stone, Flame Blast, Wind Storm, Scorch Wheel, and Noise Crush?.

This is all of the weapons that aren’t slicin’, if ya wan slicin’, here’s the rest.

Rollin’ Cutter, Metal Blade, Shadow Blade, Gyro Attack, Sliver Tomahawk, Slash Claw, and Screw Crusher.

Because it’s Shedinja, it will die to one hit if any of the above weapons hit the shed bug. Some of the weapons on the above list might be iffy, so ya can change it up to yar likin’.

Weapon 1: X-Scissor, A double Slash Claw attack that’s a lot weaker than the normal Slash Claw, but it covers a long horizontal range. If a foe is caught between both slashes, then it could inflict a lot of damage, about 75 sounds about good for the “sweet spot”. Damage Type: Slicin'.
Weapon 2: Night Slash, More or less, it’s a Shadow Blade that travels really fast (as fast as Sliver Tomahawk would work) and travels a long distance before comin’ back. This attack should range from a 4 – 6 hit kill. Damage Type: Slicin' (also "Dark" as well).
Alt fire: Same alt for both weapons. Shedinja starts out with an empty ammo bar and starts to fill, and flies like Gyro Man, however it should eat up ammo faster than Gyro Man.

Speed and Jump: Shedinja should be slower than Mega (about 70% - 80% of Mega’s speed), and have a higher jump (about 120 - 130% of Mega’s jump).

Weapon Dropped: Both Slash Claw and Shadow Blade.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: GameAndWatcher on January 23, 2012, 05:07:22 AM
Trogdor class idea to represent me:
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
EDIT: Skin: Bondman's Trogdor skin
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 05:09:54 AM
Quote from: "Game&Watcher"
Trogdor class idea to represent me:
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 23, 2012, 05:23:54 AM
@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
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: GameAndWatcher on January 23, 2012, 05:33:25 AM
Quote from: "SaviorSword"
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
Anyway, Troggie should take about half of the usual damage (except when hit by one of his weaknesses)
Also, When he Frags 10 people, he gets a special item that makes him invincible and have infinite ammo for a few seconds.
(I'm posting this on a 3DS, please that is what's taking me so long.)
Edit: Drops Fire Storm
As a second weapon, he should have a "shieldless" Fire Storm for people farther away, it would do about the same damage, but take more ammo
Second Alt, Same as primary alt.
Flamethrower and "Fire Storm": Fire type
Punch: idk, probably Guts-type
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 23, 2012, 02:20:46 PM
Quote from: "ice"
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
NORMAL NAVI FROM BATTLE NETWORK

DO IT NOWWWWWW
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 23, 2012, 02:45:19 PM
Ive never played the battle network series (or even seen actual gameplay) so you might need to PM me some details
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 23, 2012, 07:32:39 PM
Quote from: "ice"
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

...This, sadly.

Try to design classes based on your own characters/how the community perceives you.

Also, while I'm up here, a quick note: If you're going to use someone else's weapon or skin in your class design, make sure you get permission from the original creator, if possible, and tell me that you did.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 09:08:09 PM
Quote from: "ice"
@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

Ya've seem to forget about CMM, Gummywormz (fire sword), and Tuski0 (Ghost type). Yea this is a joke class, and sorry if ya took any offense.

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.

P.S. Isn't more classes, the merrier?  :?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 23, 2012, 09:29:08 PM
my class will hurt your class when they're both done

Shoryuken Smash Upper is fire-type and Windy Spin is AIRMAN TYPE flying-type

also here's a hint for Smash Man when he's released

LEFT LEFT LEFT RIGHT LEFT
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Emmanuelf06 on January 24, 2012, 04:03:58 AM
I will ask to Jack Corvus for a caracter in this mode, i think =P
Must test the new classes....
Title: Its MegaMan X
Post by: MasterXman on January 24, 2012, 10:27:19 PM
Alright. Since My laptop cannot work right and the computer I'm on right now does not work with Slumped (this isn't bullshit. I actually tried and its missing something)... Here's the class that I need to be coded.
Classname: my username
Skin: Bass-SGC
First weapon: Right MegaBuster. Its shoots regular shots and it can be charged up for a bigger shot

Second weapon: Left MegaBuster. It fires Missiles that can follow your opponent.
Second Altfire: A much more stronger Missile but it CAN'T follow your opponent.
(This requires ammo to work)

Third Weapon: Z-Saber. Its like slashclaw. Only doing a low amount of damage.

Now why did I not type down the armor, speed and jumpheight? It should be exactly the same as Megaman's.

Now what should be dropped when he dies? The Z-Saber or the Missile Launcher? I don't know about this.

Weakness? MetalBlade.
What type is he? Is normal acceptable?

Edit: forgot to add this.
Item1: Dash
Item2: Jetpack. (Should only be floating for 10 seconds)

Edit I forgot to add on: You could also just add the 2nd MegaBuster to the first MegaBuster So its actually one weapon.
Like The 2nd MegaBuster being an altfire which can be charged and The first Megabuster can be charged too as a regular weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 24, 2012, 11:44:26 PM
So Samus with a sword? XD jk

Dosent seems like too much work and the class seems unique enough. I could code it if you want
Title: Makes no sense
Post by: MasterXman on January 24, 2012, 11:47:55 PM
>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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 24, 2012, 11:55:39 PM
hey ice could you do me a favor

I need HUDs for Smash Man

specifically an uppercut and a guard

just use the "Mega Man styled" arms/hands

if you do that I will love you forever
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 25, 2012, 12:13:02 AM
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?

just use the "Mega Man styled" arms/hands


if you do that I will love you forever
?_? No homo?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 25, 2012, 12:17:34 AM
Quote from: "ice"
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
Title: Re: AAAAAAAAAAAAAAARGH!
Post by: zblueboltz on January 26, 2012, 04:16:18 PM
Quote from: "xxkirbysonicxx1"
>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.

What he may be getting at (and what I too believe) is that your character is too "unoriginal" or "basic" and we are trying to get people to make more interesting classes, too.

Perhaps you could have a charge to do something more original or interesting? (Or even a charge that requires both clicks to be held).
The gun could be used to draw enemies in. (As opposed to knockback) It could still be a buster shot.
The sword may be weaker (since you can draw people in) but perhaps give it something else so the trade off is okay. Perhaps a disorientating flash? (Less than a second)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 26, 2012, 09:45:33 PM
Drawing people hasn't exactly been perfected by anyone yet. The only thing we have right now is Magnetman's old Magnet Pull, and that was riddled with lag problems.

But the point still stands. You need to make something more original.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 27, 2012, 10:14:06 PM
I came up with another idea for my class. The Mirror Buster is getting the axe and now the altfire for my first weapon would now have infinite ammo, mainly shooting four small lasers going outward in a square pattern. These lasers do 1 damage (or is that too weak?) each and do not bounce off of walls.

Good idea? You said we needed to be more original for our weapons.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 27, 2012, 10:16:11 PM
I'm gonna tweak Sinkman's alt a bit.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 27, 2012, 10:27:00 PM
No wall bounce and only ONE damage?

That's worse than Flash Stopper (3 damage), and getting a kill with THAT is considered "trolling" / lucky.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 27, 2012, 10:43:58 PM
I think he means one bar of the 28 health bar, despite characters having 100 health.

That's roughly 3 damage, which is still too weak, unless he's super rapid fire or something.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 27, 2012, 11:02:52 PM
Nope, it's basicly the same fire rate as Gemini Laser.

Right now, it's 1 damage per laser, for 4 damage maximin. Maybe it should be 2 damage per laser, for 8 total. Or 3 damage per laser for 12 maximin. Or...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 28, 2012, 03:08:30 AM
megabuster does 10 damage
Title: please tell me the attacks are do able
Post by: TeirusuNuigurumi on January 28, 2012, 04:15:42 AM
name- cuddle pie
armor-1.15
speed-1.25(1.50)
jump-1.25
weakness- ice based attacks
damage type-fire
role- crowd control

wep1-
guard line
a shot that chews up 1/3 of the ammo bar. it creates a line from the cursor to about 1.5 ringboomer distance. anything touching it gets hurt and knocked back. lasts 5secs, and charging makes it reach farther.
wep1alt-
gravity swell
a ball that, upon impact with a enemy or terrian, causes a small AoE attack that jolts enemys into the air.

skin-kapus' chao, but red
Title: Re: please tell me the attacks are do able
Post by: Korby on January 28, 2012, 04:24:49 AM
Quote from: "PLAINOLDLUIS"
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.
Isn't this Mike's mainfire?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 28, 2012, 04:26:40 AM
is it...? if it is i'll change it. i have a second weapon and more info but can't post it due to psp text limits.

also, i have permission to use the chao skin from kapus.

and here is said info...

wep2-
heat saber
a basic fire sword. charge able to cause a wave of fire on the floor that travels small distance before disapearing. the wave shreads.

wep2alt-
karma stab
a fatal attack that has a short range but inflicts massive damage.

drops-
ghold, and small life capsule.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 28, 2012, 04:54:03 AM
oh weapon drops, I forgot about those

Dropped weapon will be Mirage Chaser, a sort of "middle man" in between Magnet Missile and Dive Missile.

Instagib weapon will be Justice Fist. It's exactly like Smash Fist except every move gives "ultra stunlock" like Broken Time Stopper and attack power is raised through the roof. Yes, I just said that Smash Man uses a melee weapon in Instagib.

Also, in Instagib mode Smash Man has double speed, just because he can. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: fortegigasgospel on January 28, 2012, 04:58:55 AM
Well I've gotten a bit more active in the community so I'll see about making a class. I can maybe do the hud once I know what I need to do.
Name: Forte Gigas
Armor: 0.2x (Weakness: Electricity) ((Is .2 higher armor or lower? he should take less damage))
Speed: 0.7
Jump: 1.2x
Damage Type:
Role: Armored Range Attacker.
Weapon Dropped: Gigas Blades, work exactly like his.

Description: Basically the guy in my avatar.  Roughly a Megaman style character but slower and more heavily armored. (but he doesn't need to have the weapon change if you want to keep that out of the mod)
Main Weapon: Gigas Buster: Fires a long piercing laser that does average damage. Can not move or turn until the whole beam has fired.
Alt Fire: Gigas Blades: A two hit sword slash that does low damage for defense against opponents who get too close.

Skin: Um, I guess my Volt Man until I get a skin made

I'll see about making what I can but I'm not good with scripts.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: HD_ on January 28, 2012, 10:49:57 AM
If someone could teach me how to make classes, then I'll code it myself.

Name: /cgHuman Destroyer
Armor: 1.0x (Weakness: Water/Wave/Whatever it's called)
Speed: The default
Jump: Default
Damage Type: Fire
Role: Berserker
Weapon Dropped: Atomic Fire

Primary Fire: At full HP, shoots Stage 1 Atomic Fire at a slow RoF. At 60 or lower HP, Stage 2 AF with an ever-so-slightly increased RoF, and at 20 HP, Stage 3 AF with the same RoF as Stage 2.
Secondary Fire: A flaming version of Skull Barrier. Kind of a combination of Skull and Star, but with less ammo and slow recharge.

Skin: Skullman

Yay, I got that out of my system. Now, could someone teach me how to code this please?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 28, 2012, 12:51:17 PM
I did a similar mainfire with Darkman 1, so I can certainly tell you it's possible.

You may wanna go check out the weapon template and open up the Zdoom Wiki and start looking at Mike's coding to see what does what. That's how pretty much everyone here learned anyway.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 28, 2012, 02:26:37 PM
I think I'll probably need help with Trollman's HUDs. The Troll sword may take awhile, and the Troll cannon I'll have no hope with making. Is anyone else feeling strong enough to make them?
Title: Re: please tell me the attacks are do able
Post by: xColdxFusionx on January 28, 2012, 04:30:40 PM
Quote from: "PLAINOLDLUIS"
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.

Yeah, that sounds a lot like Hellfire Cutter.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 28, 2012, 06:50:42 PM
*FACEWALL*

never tried the mod so i don't know what everyone has. ehh, i'll think something eventually... when i do i'll just edit the post. my apologies though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 28, 2012, 07:30:35 PM
It's probobly a good idea to play a mod before making a class for it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 28, 2012, 07:32:28 PM
oh hey Ice how is the uppercut coming along

also Coldy do I have any sort of timelimit until the next version is pushed out
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 28, 2012, 07:40:51 PM
I've gotten started on them but my bro's been off for the past few days so I havent been able to use the computer much :/ But I'll try to get it done asap
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 28, 2012, 09:08:54 PM
I think I'm happy with my changes. I'll go and send it to xColdxFusionx now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NemZ on January 28, 2012, 11:02:43 PM
Holy crap is this a long thread.  Eh, this has probably been done but oh well.

Name:  NemZ
Armor: 1.2x (Weakness: Nature & wind)
Speed: (normal)
Jump: (a bit higher than normal)
Damage Type: Light/laser
Role: sniping camper bastard
Weapon Dropped: Gemini Laser
skin:  Gemini Man in purple.

Weapon 1:  A chargeable Gemini Laser.  Normal is as normal.  Charged version is a different color and rips/pierces (yeah, probably instadeath...) but player can't move while charging.
Weapon 2:  Treble Sentry reskinned to look like another Gemini Man in magenta.  Has a recharge period longer than the item's duration so there will always be a window where it isn't up.

I have no idea how to code any of that, though I imagine it wouldn't be difficult.
Title: Re: Awesome or totally lame idea?
Post by: Lobsters on January 29, 2012, 01:09:30 AM
Okay I have an idea for a class, however the main problem is that I have virtually no clue on weapon/decorate coding.  It took me forever how to learn how to make skyboxes (infact the current availible version of Lobster Pack still doesn't have them rofl) and still go derp on how simplistic they are to make. However I could make the skin, Hud etc. If this is shot down I can understand.

Spoiler because well it will be a long journey.
(click to show/hide)

Like I said coding is something I can't do. Reminds me of making stuff in the Morrowind Construction Kit back in the day I could make mostly everything that did not require actual  scripting. So the main idea behind my class is to have a guy that will snipe you and send out tangos to block you off. Chances are tango kills might be more common then rail gun kills rofl.
I hope this is something deemed cool and not wasted thoughts. I guess I forgot to mention I'd appreciate help majorly.


EDIT: You can tell I was really bored when I first thought of this. Tangos need love.

EDIT 2: Cleaned up some things. I swear if someone thought of something similar to this before I posted this then GAHHHHHHHHH.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 01:10:46 AM
after playing some TWEWY, i came up with a new wep1. check my post from before.

also, would someone mind the programing? i really don't know how to make weps but when i get a chance i'll sprite out the shot and what not. but wep1 alt is basicly a fully charged pharoh shot in looks.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 01:26:22 AM
Name: Darkmath
Armor: 0.5x (Weakness: Nothing due to small armor )
Speed: Normal
Jump: Normal
Damage Type: Ice/Thunder
Role: Controller
Weapon Dropped: Spell Book II: Wave of Shock
Skin: Custom Skin (WIP Tho)
Weapon 1: A spell that shoots an ice shard that damages and slows an enemy, Altfire: A rain of hailstones that damages has a chance of paralyzing the enemies in the area.
Weapon 2: A thunder wave that push enemies and deal 10 damage, it's a chargeble, the much you charge, the more the enemy is pushed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 01:28:58 AM
darkmath,

.5 armor is like 150 health ya know. its more like tough armor.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 29, 2012, 02:54:20 AM
Quote from: "PLAINOLDLUIS"
darkmath,

.5 armor is like 150 health ya know. its more like tough armor.

Uh, you might want to check your math.

100/.5 = 200

But yeah, small Armor Value = Big Damage Reduction.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 03:05:05 AM
oh derp... 1.25 is 150... derp... welp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 03:20:35 AM
I read the armor thing wrong, I tought it was 100x5, not 100/.5, So well, my armor wil be 100/2.5, now, there.
And while I don't finish my skin, you could use Black Mage.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 29, 2012, 03:42:32 AM
Quote from: "PLAINOLDLUIS"
oh derp... 1.25 is 150... derp... welp.

100/1.25 = 80
Title: totally past being zetta slow...
Post by: TeirusuNuigurumi on January 29, 2012, 03:45:16 AM
i blame minamimoto from TWEWY...


*FACEPALMMYHEADTODUST*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 03:48:49 AM
100/.67 = 150
Btw, bot info:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 29, 2012, 09:59:02 AM
Botchat. Taken from OOS but with slight differences
(click to show/hide)

Also should I take a shot at that special intro that I have in mind? I really want it to happen I think I might know how to make it happen so....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on January 29, 2012, 09:58:35 PM
Botchat for this. Also from Online Skirmish with some differences.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 29, 2012, 11:27:03 PM
Quote from: "SaviorSword"
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?  :|
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 12:03:59 AM
Sprites for my weapons:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NemZ on January 30, 2012, 01:22:20 AM
Geez, looking through some of these I'm starting to think mine might actually be underpowered... and here I originally considered adding MORE nerfs to justify the uberlaser.

Hmm... maybe add visible nondamaging version of gemini laser (laser pointer :D) that fires constantly while charging and dissapears immediately when it fires.  Makes it easier to work out the rebound angles on a long shot, but also gives people who are paying attention fair warning literally while pointing a neon arrow right at where I'm stuck in place.

On the other hand, make the sentry weapon create two of them at the same time, and on the altfire they both shoot a gemini laser along with me at where my cursor is (3 at once, woo!), but both sentries disappear immediately after.  Perhaps set it up so that creating them requires a full bar but actually only costs one point of energy + a constant drain over time (can't be canceled), and using the alt requires the bar be at least half full.

If that's accepted I may go ahead and make a custom skin... basically Gemini Man with the 'evil energy' from 8.   :twisted:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 30, 2012, 01:41:37 AM
I had an idea where my class had 2 items that, when used, takes away one of your weapons and refills the other one instantly while creating a clone that uses the removed weapon that would be useful as a last resort, but that idea was shot down by CF on the grounds of "we have enough sentry classes"
so not sure if the sentry thing will make it in or not
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 01:49:20 AM
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)

...Celeste, why?

*shrugs*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 01:53:36 AM
Btw, don't worry about the weapon sprites, I got them here, the colors of my skin are all red (Like Fire Storm without the orange, only red)
And here is the sprite sheet for my weapons, as for the weapons themselves, you can nerf anything you thinks it's op.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 30, 2012, 02:09:52 AM
Quote from: "xColdxFusionx"
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)

what about rejected?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 02:16:55 AM
Gotta post something to make this thread not 666 posts long

I don't remember which classes got rejected. The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 30, 2012, 02:34:00 AM
VIA PM, ya said my 1st build was accepted, so why's that not on the list?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Bikdark on January 30, 2012, 04:09:53 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 08:46:05 PM
Just noticed that ICES B conflicts with Ice Slasher, so, I don't only changed the name but also the sprite, here is the new sheet.
(http://i39.tinypic.com/14ncvbr.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 10:40:50 PM
Quote from: "Bikdark"
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.

Short answer: Absolutely freakin' beautiful, if the prototype was any indication.

Long answer:
(click to show/hide)
Title: <3 Jax
Post by: Bikdark on January 30, 2012, 10:54:09 PM
Oh my, he wasn't kidding!
Mind sending me the prototype, Cold?
Edit: OhmygodthisclassissosexyJaxyoufuckingrock.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on February 03, 2012, 04:35:02 PM
Well, I've been busy making a map so i haven't done the YD-CSCC patch. But... Does anyone aside from me actually want it? If yes, I'll make it later or tomorrow. If not, I'll finish my map first and maybe I'll wait for a next CSCC version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 03, 2012, 05:13:10 PM
I'm also working on a patch for the newer version of KY's classes, as I've figured out how to fix the bot problem where they spawned with no weapons, but I'm also waiting on a new CSCC release.

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).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 03, 2012, 11:14:39 PM
Quote from: "Beed28"
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).

Official bot weapons will be coming with the next patch. Whenever I finally get around to adding those last four classes.

I really need to think about setting a deadline and actually getting stuff done...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 12:24:21 AM
now that I'm done with all of my spriteing requests, I'm free to take some more, anyone interested?

@CF: good side of deadlines, it makes you work more consistantly, downside, you may not finish in time and let everyone down (and I should know >->)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 04, 2012, 10:49:27 AM
Quote from: "ice"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 05:56:42 PM
What kind of HUD did he want?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 04, 2012, 06:04:55 PM
Troll cannon HUD (custom drawn to match the skin when firing) and Troll sword (a green light sabre ish sword with a trollface on the handle (i can add that though, and all I need really is one frame with the sword pointing upwards).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 07:23:57 PM
just send over what you have and I'll try to give it a whack
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on February 10, 2012, 01:30:07 AM
ice, would it be to much trouble if you did my HUD too?

and what image format do the shot sprites have to be?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on February 10, 2012, 01:33:47 AM
.png. Always .png.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on February 10, 2012, 01:38:30 AM
ah cool. thanks korby :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 16, 2012, 08:05:53 PM
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).

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)
Title: When will more co-op maps be made?
Post by: MasterXman on February 16, 2012, 08:10:35 PM
Quote from: "ice"
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?
I might as well make my character's map while I've got nothing to do
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 16, 2012, 08:12:56 PM
Quote from: "ice"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on February 16, 2012, 08:20:34 PM
That sounds cool, but i think that should be an appart project so people who don't have a class could have a map at least.
And the name of that map pack would be... um... CutStuff Community Maps... No, wait...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 16, 2012, 09:02:56 PM
Quote from: "ice"
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).

Oh my god send these to me right now. This sounds much better than what I scrapped together for v3a.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 16, 2012, 09:20:51 PM
Alright, I just gotta work out a few more kinks and I'll send it over... Also the tsuki bot can now use his item... WE'RE DOOMED!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 17, 2012, 04:24:02 AM
Sorry for the double post but,  anyone else want skin/weapon sprites for there classes? I could also make sprites for already existing classes that are currently using placeholders if the creator wishes (Like Gummywormz's lack of actual swords, though that might be intentional)

Note: I will only sprite if the class is approved or already exists
Title: SOMEONE POST ALREADY!!!!
Post by: ice on February 18, 2012, 09:29:00 PM
>_<; Sorry for the triple post bump but, here it is, Bot weapons

http://www.4shared.com/file/hp6W2dPS/CS ... tweps.html (http://www.4shared.com/file/hp6W2dPS/CSCC-v2bBotweps.html)

Changes include:
Bots being able to use altfires now with the exception of XcoldXfusionX, YellowDevil, Jodar5, Steve Breve, and finite zero.
Fixed JackCorvus's death state so he nolonger drops firestorm on death
Fixed the IG weapons so Jack now starts with igmetalbladewep
fixed Ice's color (nitpicking)
added Ice/sparky's IG weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 19, 2012, 06:44:12 PM
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 Possesion Stone, 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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Messatsu on February 19, 2012, 07:05:25 PM
I like that idea Beed, but I wouldn't use the possession stone since that has a built in 'lower weapon' attribute.  I'd suggest using something like the tome of power from heretic since it's function basically does exactly what you're describing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 19, 2012, 07:12:25 PM
Argh, I confused the posession stone with the terminator sphere thingy. Forgive that mistake, I ment terminator.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 19, 2012, 07:35:21 PM
Quote from: "Beed28"
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?

...This is an awesome idea and will be considered for a future release.
Title: This is parody class made of what we already have enough of
Post by: ice on February 20, 2012, 12:23:46 AM
I made a new Class

Name: Torchmang
Armor: 1.5
Speed: 1.5
Jump: 15
Weakness: electricity

Weapon 1: Shoots a stream of fire like a flamethrower
altfire: shoots Fireman's fire wave

Weapon 2: Shoots an exploding fireball (or missile) at high speed
altfire: Creates a sentry

Skin: Bass

This will be the best class evar iwon j


Btw, for the fun of it, what if the fire classes limit was removed?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 20, 2012, 01:03:05 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 20, 2012, 08:54:55 PM
Quote from: "Beed28"
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?

Short Answer: Soon, hopefully.
Long Answer: Whenever I can get this thing fixed and beta-tested.

P.S. IG Weapon's in (I think it needs to be fully implemented though), Not sure about the skin, and the mini-lasers haven't been implemented.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 21, 2012, 12:11:04 AM
Sounds good to me.

P.S. Aww, I wanted to replace the Mirror Buster with a more original weapon.

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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 21, 2012, 09:48:58 PM
Quote from: "Beed28"
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.

...Oh, right, botweapons screw up the weapon-cancelling script. I'll get on that before I release v3a.
[EDIT: This has been fixed, and the scripts' spacing has been changed to make it slightly easier to read.]

Also, the Ammo Bar issue was because Ice used an old file and does not exist in the current beta version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 22, 2012, 07:12:22 PM
Last question before you release v3a or however long it will take: are classes supposed to be able to pickup and use Item-1?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 23, 2012, 12:56:43 AM
Quote from: "Beed28"
Last question before you release v3a or however long it will take: are classes supposed to be able to pickup and use Item-1?

...My instinctual reaction is "no", but I might have thought differently back when I made that item code.

I might change that, but it's not high on my priority list because I don't really see it as a problem.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: Beed28 on March 05, 2012, 01:47:36 PM
Dare I ask... what's the current progress so far? I look foward to the new version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: xColdxFusionx on March 05, 2012, 11:49:26 PM
Quote from: "Beed28"
Dare I ask... what's the current progress so far? I look foward to the new version.

It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 06, 2012, 12:07:57 AM
Awesome! Mind if you spoil the changelog showing the changes as well as the new classes?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 10, 2012, 02:17:47 AM
Quote from: "Beed28"
Awesome! Mind if you spoil the changelog showing the changes as well as the new classes?

Interested in seeing the new stuff myself

Also

Quote from: "xColdxFusionx"

It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
Boing
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 11:16:53 AM
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.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 10, 2012, 11:35:43 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 11:37:10 AM
It was a really old one, like about a month or 2 after the game was released (something like December 2010)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on March 10, 2012, 02:20:37 PM
That would be this thing:

(http://imageftw.com/uploads/20120310/CMMBILL.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 10, 2012, 06:40:23 PM
...if I didnt have a class already I would of added Router man just for that weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Davregis on March 10, 2012, 06:53:46 PM
I've been thinking about sitting down and forcing an undoubtedly horribly malformed spritesheet for a class for me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 07:07:14 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: Beed28 on March 10, 2012, 07:30:14 PM
It's a bit late for that, I'm afraid. I bet he might consider it for the next update.

Quote from: "xColdxFusionx"
It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.

That was posted on Monday, so he should be releasing it any second/minute/hour/day/week/month/year/generation/whatever now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 12:52:08 AM
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.

Oh my god I completely forgot about this.

CutmanMike will be getting his weaknesses changed to include Gemini Laser, and Bandwidth Beam will be included in a future version.

Also, expect an update by the end of the day if all goes as planned.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:17:05 AM
And xCFx said, "Let there be v3a." And there was v3a. (http://www.mediafire.com/?ljhs7hxzzlfqgoe)
Title: you REALLY need a bug tester
Post by: ice on March 11, 2012, 04:25:24 AM
-_-# and not a single fix was made to my class, colors were not fixed, chat still absent, and the fireing sprites were not added

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 all

Other than the massive bugs, I do love the new classes,...especially the Spy
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on March 11, 2012, 04:35:23 AM
LOL'd at King Yamato:
"ATATATATATATATA"
--
Ah, screw it, I'll record my own taunt. Can I have multiple taunts? (I'd use ogg format so their files aren't too big).

PS:LOL, M712's taunt is long.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 08:19:26 AM
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*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 10:07:09 AM
I see you're not using my new skin. Again. I've still to try out eveyone else's instagib weapon, but wow, I didn't think of that with mine!

And now for something more major, Ukiyama can pickup and use weapons. You might wanna fix that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Balrog on March 11, 2012, 12:22:56 PM
Quote from: "Michael712"
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)

Blaze made it. Whatever you do, load it with lots of unnecessary eye-candy actors. (So it consumes a lot of bandwidth, get it?)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on March 11, 2012, 02:00:24 PM
Me picking up weapons was probably missed over since I sent a bit of a fix for my class at last minute, also just noticed today that my rotation on the meteor is messed up (did 8 4 instead of 8 2 and 6 2 instead of 6 4)
Title: Re: you REALLY need a bug tester
Post by: ice on March 11, 2012, 03:09:08 PM
Ahem
Quote from: "ice"
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 all
That goes for all the new bots

in other news, almost done with the hotfix, just waiting on Beed's sprites and CF's permition now
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 11, 2012, 03:24:57 PM
Really love this mod! Great fun! I also really like the new fireball effect and obituaries that my class now has!

Few things:
-My instagib weapon isn't the force beam weapon I have (M712wep4). Instead I just have instagib metal blades
-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.
-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.
-Are we not using special dropped weapons? Never saw any (such as that one that I usually drop)

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)

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)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:32:04 PM
Quote from: "ice"
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*

If you could send this to me so I could take a look at it that'd be good.

Quote from: "Beed28"
I see you're not using my new skin. Again.

I could have swore I added this. Will be fixed for the next build.

EDIT: HERP

Quote from: "Michael712"
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)

EDIT 2: Whoops, Sinkman wasn't doing the right damage type. Fixed, and also fixed a leak error in M712's pain state coding.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 03:46:20 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:49:24 PM
Quote from: "Beed28"
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.

So many Guide entries...

Will be fixed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 04:41:57 PM
Is messatsu soupposed to have three bars? Beacuse I can't find out what does the one that's always empty do.
Also, I found an E-Tank part (from megaman V) in shademan's stage, what is it for?
In other news, thebladeroden is my new favourite class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on March 11, 2012, 04:49:52 PM
It seems cutstuff classes will be fun when EVERYONE is in there, I would totaly host a server with the final version if I could.
And BTW, decided to make a HUGE change on my class.
Name: Darkmath
Armor: 0.75 (Weakness: None)
Speed: Slow
Jump: Low
Damage Type: Dark Physical
Role: Fighter
Weapon 1:
Axe Sweep = Deals moderate damage to enemies in front of class.
(Alt) Enrage = Increases damage by 10 but deals 20 damage to the class every second it is activated (Right-click = Activate/Deactivate).
Weapon 2:
Cryptic Gaze = Throws a beam that paralyzes the target for 2 second.
(Alt) Canibalize = Deals 50 damage and heals the class for 25 Hp.
Skin: Sion (Will try to work on)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 04:53:28 PM
Holy shi...

(click to show/hide)

That rail gun is the best weapon ever.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 05:15:20 PM
Quote from: "Manibogi"
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.

Quote from: "Manibogi"
Holy shi...

(click to show/hide)

That rail gun is the best weapon ever.

You have these guys to thank for that. (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=1449)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 05:25:24 PM
The Charge Kick weapon for Mega Man is broken here. Picking up ammo doesn't refill it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 05:27:09 PM
Ok, just one quick question. When you start singleplayer, can you make it so that you spawn with the class you selected in the player setup menu? Just like in KY's classes. Beacuse being able to select from only 5 classes gets boring and annoying.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 05:29:05 PM
Quote from: "Beed28"
The Charge Kick weapon for Mega Man is broken here. Picking up ammo doesn't refill it.

Oh wow, THAT's not the right Charge Kick.

Fixed.

Quote from: "Manibogi"
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.

I'm pretty sure half the classes are missing states required for Single Player anyway, but I may look into this.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 05:41:12 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on March 11, 2012, 06:22:04 PM
Quote from: "Beed28"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 07:36:34 PM
Alright, that should do it (http://www.mediafire.com/?hzizz6zvoaru59v)
Title: What exactly is wrong with my sprites?
Post by: ice on March 11, 2012, 07:45:00 PM
GAH! Again with the missing sprites! But on the upside, atleast it's stable now
Title: Re: What exactly is wrong with my sprites?
Post by: xColdxFusionx on March 11, 2012, 07:48:49 PM
Quote from: "ice"
GAH! Again with the missing sprites! But on the upside, atleast it's stable now

...Wait, you have missing sprites?

EDIT: ...Oh, wow. Found them. I would hotfix, but the class works fine as is atm so I'll just leave it until next version.

Derp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 07:59:43 PM
noooot quite, the game still says "acs: I dont know what stavecannnonbotwep is"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 08:03:40 PM
I am not having a very good day today. (http://www.mediafire.com/?ik0qhr6trovkuih)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 08:10:25 PM
and now the wad is almost perfect

still one small problem with jack picking up stuff but he's fine in buckshot so I guess that could wait till the next release *trollface.jpg*
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: BiscuitSlash on March 11, 2012, 09:01:45 PM
New taunt in case of another hotfix. (Probably not I assume)

http://www.mediafire.com/?xgag88h8b385e20 (http://www.mediafire.com/?xgag88h8b385e20)

It's from The Cloak (again), only this one is far more shorter and more fluent with the gameplay.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Gummywormz on March 12, 2012, 03:19:17 AM
Please compress some of the sounds. I set a rule for myself that any sound effect cannot go over 50KB.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Davregis on March 12, 2012, 04:08:08 PM
I like Bik's obituary

Did anybody else hear something?
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: ? Manibogi ? on March 12, 2012, 07:06:07 PM
I found a way around to play as any class in singleplayer. Just select any class, then go to the player setup menu, select the class you want, go back to the game, open the console and type in the command "kill" (no ") and now you can play as that class anytime!
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Korby on March 12, 2012, 10:30:35 PM
...people didn't know about this?
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: ? Manibogi ? on March 12, 2012, 11:24:43 PM
I didn't, apparently.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: LlamaHombre on March 12, 2012, 11:32:31 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: xColdxFusionx on March 12, 2012, 11:50:21 PM
Quote from: "LlamaHombre"
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.

The alternative is a blank line. Still a dead giveaway in 80% of cases.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 01:38:38 AM
We could use some v3c! CSCC-v3c!! (http://www.mediafire.com/?7smsbwmhe4vuw9m)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 02:48:13 AM
What changed this time?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Ukiyama on March 13, 2012, 02:52:45 AM
Mainly the big nerfs to me that were needed >.>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 13, 2012, 04:01:09 PM
a custom skin*, HUD sprites,
Will get me in? Now, all I have to do is bang out a skin that'll probably be horribly mangled and a HUD...
Gah, I'll probably end up trying to convert something to 8-bit, as I lack in art, lol.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 04:08:55 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 13, 2012, 04:17:51 PM
... Please let me know if you find a way to implement hats. Oddly enough, it would be a huge help for me.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 07:59:53 PM
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 08:10:54 PM
Quote from: "Laggy Blazko"
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.

...Oh my god that would be both silly and amazing. If you make this, send it to me.

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?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 08:17:21 PM
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).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 08:26:15 PM
Quote from: "Beed28"
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).

It was probably because of the large quantities of laser beams flying around. Also bouncy floors could be part of the problem...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 08:30:53 PM
Jelly world's most likely the problem (nearly crashes on some stages when it starts)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 13, 2012, 08:59:14 PM
Need help with my special death animation.

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)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 09:13:07 PM
quick question. Who's idea was it to buff the already OP beed bot?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 09:15:55 PM
Definitely not mine, that's for sure. I don't remember changing anything related to Beed recently.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 09:27:44 PM
Quote from: "ice"
Jelly world's most likely the problem (nearly crashes on some stages when it starts)

I know about the "nearly crashes" thing at the start, it takes quite a while on maps with a lot of seperate map sectors, but after that, it's usually fine.

Quote from: "ice"
quick question. Who's idea was it to buff the already OP beed bot?

It must have happened when I changed the Shining Laser to require picking up weapon energy and shortened the windup to compensate. The bot doesn't require any to fire, and because of the shorter windup... ...yeah. He's pretty much CSCC's equivalent to an SNK Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss).

Anyway, I've been doing some tests. The FPS drop doesn't even seem to have anything to do with Jelly World or bouncy floors in paticilar. I've been doing a test on Cut Man's stage in instagib, and spawned 12 Beed28 bots. After a while, it did a number on my FPS, and after I removed all bots, it stablised again. I tried again with Michael712, and then even vanilla Mega Man (using the IG Metal Blade). Still the same result. FPS drops after a while, and restores after removing everyone.

And this was me testing with A_CheckPlayerDone added to the test classes (xCxFx, Beed28, Michael712, Megaman) which removes the invisible corpse dying players leave behind. Still getting FPS drops.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 09:37:20 PM
Quote from: "Michael712"
Need help with my special death animation.

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)
Why is the "nointeraction" flag there, again?
Also I'd usually use A_CustomMissile where you used A_spawnItemEx, but I don't think that would matter.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 13, 2012, 09:46:42 PM
Every single time I fire a railgun-type weapon it lags beacuse the particles are not 8-bit, they fade, and there's just too fucking many of them. That must be the problem for sure. And that's why I'm going to incorporate them into my new class idea. :twisted:
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 13, 2012, 09:48:07 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 13, 2012, 09:50:27 PM
Tell us your idea and some people might agree to contribute.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 13, 2012, 10:17:03 PM
Quote from: "Rozark"
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

I wanted to, lol.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 10:17:55 PM
Did anyone notice M712 doesn't have horizontal weapon bars? (or I screwed the file while making the YD-CSCC patch)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 10:54:27 PM
welp, here's another opinion list from me


ColdFusion: Loving the new skin. not much has changed at all scince last time. fine as is

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

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

Jack corvus: Same as before, only change needed is the fix the bot who can still pick up weapons

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

Gummyworms: No change except the shademan skin. fine as is

Chimeraman: No change. Fine as is

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

Laggy Blazko: no change from last time that I can see. Fine as is

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

Ice/Sparky: I made this class so I can't really give an oppinion on it

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

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.

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.

Fenga: I guess he's fine as he is

Troll: I like how the clones now look exactly like the actual class. I guess he's fine

Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?

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

Ukiyama: welp, this class is....different, I guess he's fine as is?

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

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)

Bikdark: pretty fun class to use. I guess he's fine as is
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 13, 2012, 11:00:56 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 13, 2012, 11:21:44 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 11:42:28 PM
Quote from: "ice"
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?


Quote from: "Rozark"
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.

...Wait, people see you as Zero? I don't.

Quote from: "fortegigasgospel"
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.

Sweet, a tank. I'm excited to see this one!

Next poster is a sevenspirator
Title: Also 900th post.
Post by: MasterXman on March 13, 2012, 11:52:09 PM
Sup. I've made Sevenspiracy.
GeminiMan MK.2
Armor: Same as Geminiman (Weakness: Snake)
Speed: Normal
Jump: Normal
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 11:59:48 PM
One question: Do you at least feel like geminiman in the community?
Title: Re: Also 900th post.
Post by: xColdxFusionx on March 14, 2012, 12:05:19 AM
Quote from: "xxkirbysonicxx1"
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.

Oh, how original. I can't wait to see it in action!

...Oh, wait, yeah I can.

[REJECTED]
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 14, 2012, 12:09:28 AM
Btw decided to change once again... This is going to be the last one.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 14, 2012, 12:16:13 AM
I'd better put out my idea before I start on anything further...


(click to show/hide)
Anyway, I'll get done as many sprites as I can, and get the HUDs...
Title: Surprise Sevenspiracy
Post by: xColdxFusionx on March 14, 2012, 12:18:31 AM
Quote from: "darkmath"
Btw decided to change once again... This is going to be the last one.

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'm sorry, how is this balanced?

[REJECTED]

Quote from: "Daveris"
I'd better put out my idea before I start on anything further...


(click to show/hide)
Anyway, I'll get done as many sprites as I can, and get the HUDs...

I like the idea. I'd have to see it in action before making my decision, though.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 14, 2012, 12:40:22 AM
So how 'bout this changes?

Armor: 1.70x
Speed: Meidum/High
Weapon 1 (Normal):
Katana Slash = A melee weapon, if hit from any side it deals 25 damage but if from behind it deals 40.
Weapon 2 (Ultimates):
Ignis Glados = The same katana but with fire around it, each slash deals 40 damage, but it from behind it deals 60, drains ammo over time.
(Alt) Triblast Fireshow = A rainflush-like attack that calls fire beams from the sky, deals 30 damage.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 14, 2012, 12:41:36 AM
So I guess I'll make the side views(Perhaps more...), the projectile sprites, and the HUDs...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Orange juice :l on March 14, 2012, 12:53:40 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 14, 2012, 01:49:26 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 14, 2012, 02:23:51 AM
Quote from: "fortegigasgospel"
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.

Sweet, a tank. I'm excited to see this one![/quote]

Oh right, he drops "Boulder Cracker" which fires an invisible (or very transparent) shoot straight down which when hits the ground sends rocks outward, which if possible the rocks are larger, stronger, and go farther the higher you are when the shoot is fired. (Such as Elec Man's map would make for a really big attack).  If not possible just have it set damage, size and distance.

Also, thanks for liking it. ^^;
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 14, 2012, 02:27:04 AM
Quote from: "Rozark"
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.

So, since my idea wasnt shot down by coldfusion, anybody feel like helping me with this?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 14, 2012, 08:53:29 AM
@Orange Juice
I have some uppercut frames from Ice you can use during the PUT UP YER DUKES attack. I'll forward 'em to you if you want.

@ColdFusion
Would you mind if I made two classes? You don't have to accept it, I'm just curious if it's entirely "legal" as far as this mod goes.

also this
Quote from: "xColdxFusionx"
Quote 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?
HOLY FUCK YES DO IT NOW
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 14, 2012, 04:03:28 PM
Quote
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
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 14, 2012, 05:22:32 PM
Quote from: "ice"
they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
You 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)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 14, 2012, 05:56:43 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 14, 2012, 05:57:12 PM
Quote from: "Michael712"
Quote from: "ice"
they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
You 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)

just make them 0 damage ripping projectiles, they'll pass through other players but still die after hitting the floor
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Orange juice :l on March 14, 2012, 06:42:20 PM
Also, Communist Mage's instagib should just be the Satanic Soviet but faster bullets
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 14, 2012, 07:20:48 PM
Fixed the death parts issue. I think it was in need of 'stop's at the end of the death states. Trying to send it now for CSCC 3D but mediafire is having trouble uploading right now.

(Included is a new death animation, slightly different death animations for instag/beam and mirror deaths, and a new taunt (yes, another one)).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 14, 2012, 08:09:06 PM
I won :lol:
(click to show/hide)
It's more of a proof-of-concept than anything, really. If anything, it will just be the same attack in 48 different colour schemes. I just want to prove that the whole "two-weapon limit" isn't limiting ANYONE who complain about lacking a third weapon slot. Anything's possible if you put yer mind to it, mate!

... Oh, and if you shamelessly dissect the code for Cyborg. That helps too.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fizzyman on March 14, 2012, 10:19:15 PM
I just found out about this about 3 days ago, its alot of fun... just wanted to say good job and keep up the good work! :D
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 15, 2012, 12:25:01 AM
Quote from: "ice"
Quote
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
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 15, 2012, 12:38:22 AM
I figured out my slowdown problem.

The instagib death states do not give the victim the 999 CutterFlag items like the other death states do (although a few other classes lacked those as well). This is true with the vanilla Megaman player character as well. The 999 CutterFlag thing stops certain scripts, such as script 983 which bots use. Since they were not being given those CutterFlags, the scripts continued to run and build up, and then slaughters the FPS as a result.

I have made a change to the mod which stops this from happening by adding A_GiveInventory("CutterFlag",999) to everyone's death states.

http://www.sendspace.com/file/1bagcx (http://www.sendspace.com/file/1bagcx)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 15, 2012, 12:55:10 AM
Since you've already told everyone else, I'd like to know if my class got accepted/rejected/whatever.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:35:59 AM
erm.. idk what to say to that but..
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 02:51:31 AM
Quote from: "Grey1510"
Name : cuGrey
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
I'm just going to assume this will be rejected.
A: You are new and this was your first post, so no one knows who you are, you are brand new to the community.
B: It is VERY broken. You have take more hits, move faster and jump higher, you would need to do ridiculously low damage to balance it out.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:52:42 AM
you have put that well for me. thank your forte >_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 02:52:57 AM
actually, he has 2.0 armor values so he technically only has 50 HP.

Also, if new people play the classes, then isn't it the same situation as a new person having a class?
Two banned members have classes as well.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:54:38 AM
Quote from: "Korby"
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?

and for that whole classes/new people reference...
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 02:55:14 AM
Having more armor values in 8BDM is a bad thing, you die faster.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:57:30 AM
what about an armor value of 0 then? is that unstoppable?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Gummywormz on March 15, 2012, 03:14:39 AM
When bik backstabs me, he gets the old bass skin instead of shademan.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 03:22:05 AM
whatd he do?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 03:55:06 AM
no literaly, go to airman's stage, have a gummywormz bot running on a ledge, walk up behind it using Bikdark's 2nd weapon, watch the arm raise, then strike makeing you become Bass instead of shademan
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 03:58:43 AM
sounds like a random easter egg to me.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 06:00:07 AM
not a easter eg, it's exactly what it does, backstab someone, become them. But in Gummywormz's case, he uses the old bass skin instead of shademan
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 12:37:38 PM
oh.. NEAT!   :D
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 15, 2012, 02:40:34 PM
Quote from: "Korby"
Also, if new people play the classes, then isn't it the same situation as a new person having a class?
Two banned members have classes as well.
In that case Coldy should take all three of mine. :lol:

... Oh, I'm also finishing a couple things with Rainbow Drill Man. I should have it ready relatively soon.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 06:05:20 PM
Might have to hold back the next release I'm afraid. For some reason Mediafire is having trouble uploading my file. It gets to about halfway and stops. Not sure what to do about it right now.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 07:48:06 PM
So I got this yesterday to see what it was like, and I found it to be plain, good fun. As the OP states, I need to make a full skin before submitting my class. However, instead of going through all that trouble to then have it rejected, I'd much rather post my class's stats first and see what everyone else thinks before I waste time. None of this is set in my mind though. Some modifications and/or changes might have to be done to it.

This takes ideas from a character I've had in mind for a while. What I have in mind is:

Name: Knuxman
Armor: 1.2x (Weaknesses: Electric, pointed [spears, needles] and Sound-based weapons.)
Speed: 1.4 times Megaman's
Jump: 1.5 times the normal one.
Damage Types: Normal, Wind, Light.
Role: Rush, disrupt and smack down.
Weapon Dropped: Hard Knuckle

Description:

Weapon Slot 1: Knux Masher - A close range punch that does 15 damage. Charge up one level for two punches (30 damage) and max level for a 3 punch combo (51 damage total, 17 for each). Each punch sends you forward a bit. Charging up however, slows you down. This is where your mobility comes in, along with your alt...

The damage from this is Normal damage, and it consumes no ammo from the bar (dark blue, and white in the middle).

Altfire: Breakthrough - dash forward with both arms extended using rocket powered shoes. Anyone caught in this gets sent flying upwards like Wind Storm Does. When used, it takes one second to charge up, emitting a sound which warns everyone nearby that they might be about to be smacked up into the air. The dash lasts for two seconds, after which you come to a halt.

This move consumes all of the ammo bar in two seconds, and you need to wait for a moment before it regenerates. Standing still or moving makes it regenerate at the same pace. It does Wind damage.

Light damage idea: When HP hits 20 or less, you gain an item which replaces the punch attack. Once used, it stays until you die or spectate.

Glove Blaster: Fires small red and blue laser pellets with the ROF of Bass Buster, and the precision of Mega Buster. Each pellet does from two to three damage, but the range is limited to medium distances. It also heats up if used too much.

Altifre: Same as above, but with both arms. This time around though, you fire both streams diagonally (cross streamed) and the attack heats up twice as fast. This replaces Breakthrough, so keep that in mind when planning a strategy!

Both of these have a new ammo bar (Dark Blue, and light Red in the middle), which rises as you hold down the fire or altfire key. If it reaches maximum, you will have to wait a cool down period until you can use it again.

Skin: Hardman, while I make one. Gonna take a while...
Damage Information:
Knux Masher: X was made into mashed robotatoes by Y's Knux Masher.
Breakthrough: X reached for the stars thanks to Y's Breakthrough.

Glove Blaster (both fire and alt): X came within range of Y's laser pellets.

Taunt: None as of yet, but I'm looking for a good one.

If I missed anything, please let me know. There are some places where I did not specify damage and other things because I'd much rather have it balanced out correctly. I'm not so good at balancing things, but that's why I said that this class could use some tweaking.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 15, 2012, 08:30:36 PM
I'm making a consideration... I think I know a solution to my ammo problem... I'll change my skin colours to emerald green! (http://tvtropes.org/pmwiki/pmwiki.php/Main/ComicallyMissingThePoint)

Anyway, I've been wondering... if the player runs out of ammo, allow them to continue using Missile Barrage and Hyper Missiles, but with reduced abilities. Make Missile Barrage unable to home in, and make Hyper Missiles do half the normal damage. The player still cannot use Mirror Buster when out of ammo.

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).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 08:52:44 PM
I had a crazy idea. What if each class had there own item that they can get from tango/treble, like tsuki can get the sentinel wisp, I get, like say, a smaller than player sized mecha dragon that shoots fire balls at a slow rate that lasts for about as long as treble then vanishes
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:12:34 PM
That is a crazy idea. It means faster classes have the upper hand in getting to said items.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:14:39 PM
Quote from: "Knux"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:17:42 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 09:21:00 PM
I said it was an idea, yeesh ;>_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:24:15 PM
Quote from: "Knux"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:26:26 PM
Well, if it's a general consensus that this is needed for balance in DM, it might probably be for the better.

Also Ice, you posted your idea and we're just discussing it! Nothing wrong with that, bro... D:
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 09:32:06 PM
I know but still, it's just an idea, I'm not saying make it a thing. but yeah, atm the sentinel wisp is crazy in DM situations due to how you can "Gemini spam" with it with little effort, not to mention the fire bars cover a large area too. Though he can still use it without tango/treble in LMS.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 09:38:01 PM
I like the idea, but I don't think it should be like that for sentinel wisp. That should stay as is.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:42:41 PM
Ok posting from being on the CSCC Instagib server that was up, some of these instagibs are broken compared to others.  You have a bunch of class that use the metal blades, Ice/Spark who's is almost identical, then a bunch of classes with broken as hell instagibs.  2 ones that move fast and bounce around, and the quick laser that can be reaimed so creating a wall of shoots.  And Uki's which has a faster firing rate as long as you can click the fire button fast enough.

All the instagib weapons should be almost identical other then visual to keep all classes balanced in it.  Chimara and Troll have BOUNCING Instagib weapons, now think of that, its basicly instagib metal blades that bounce like napalm bombs, moving at IGmetalblade speed.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 09:49:05 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 10:30:56 PM
Quote from: "Michael712"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 15, 2012, 11:04:10 PM
HD must've had infinite ammo, because you can spread that quickbeam all over the place. I got to 25 while 2nd had 8 or so.

Cold, your classes' Instagib is incredible!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 15, 2012, 11:05:44 PM
That Knux class sounds great! A strong-yet-expensive dash with a good close-range attack sounds balanced, fun, and unique to this mod. 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.

Looking at the suggestions, I also agree with the proposed addition of "class support items". I think it would really add an interesting level of gameplay to this mod.

Bouncing instagib weapons are fine in my opinion because they're original and they are useful for hitting enemies in lower levels, yet you lose the "high speed sniping" power of the traditional instagib weapon. As long as it doesn't move at lightspeed like other instagib weapons (read: SLOW IT THE FUCK DOWN) then I think it's great.

Actually, original instagib weapons are one of the highlights this mod has going for it. As long as there are a few balancing tweaks made (higher mobility / spread attacks move slower, hard-to-dodge attacks have to 2HKO or "combo" instead of one-shotting, etc) I say keep 'em in! Naysayers are just party poopers!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 11:14:58 PM
Quote from: "SmashBroPlusB"
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.
Please bear in mind it's an Item given at 20 HP or less. Who knows if you'll even have time to use it what with the lower armor setting and all.

Derp, you mean buffing something that can fire accurately and quickly? Well, maybe. The cool down period could be adjusted then, if that were to happen.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 11:31:44 PM
The only problem I have with it is that it's ANOTHER Melee class.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 01:06:54 AM
Amusingly, Sinkman is a close range class. So, what's your point?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 16, 2012, 01:11:18 AM
Quote from: "Knux"
Amusingly, Sinkman is a close range class. So, what's your point?
Sinkman IS the melee class he's talking about. (I think)
BTW, you can't speedrun almost the entine campaign with him really fast. =P
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 01:36:24 AM
Sinkman was the second class added to the expansion, first if you don't count the one that was already there.
Since then, more than three other melee classes have been added. You are now proposing another.

That is all.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 16, 2012, 01:39:05 AM
Smash Man is also a melee but I'm holding off until Terminator support is added

I can see the point you're getting at Korby but we just love melee classes so much
I mean think about it, would you rather have five drastically different ways to punch a guy in the gonads
or would you rather have five similar "I have a straight shot that may or may not explode" attack classes

personally, I'm going with the 'nads :lol: so just PUT UP YER DUKES and take it like a man
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 01:59:02 AM
Because there's so many different ways to make a melee class.
"Oh, I know, I'll make the attack do (x) damage instead!"

To balance a Melee Class in a game where literally everything except Blazko is a projectile user, you have to make it fast and make its attacks super strong. To balance it being super strong, you have to lower its armor. Sound familiar?

Non-melee classes allow for MUCH more customization. If you want more melee classes, go play Ghouls.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 04:43:01 AM
Sinkman was the second class added to the expansion, first if you don't count the one that was already there.
Since then, more than three other melee classes have been added. You are now proposing another.

That is all.


Quite irrelevant. Just because you made a close range class doesn't mean I can't do one, too. If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously.

If you want more melee classes, go play Ghouls.

Uhh no. And if you think that's such a gradiose idea, do it yourself.
Title: Here we go again.
Post by: Korby on March 16, 2012, 05:45:26 AM
Quote from: "Knux"
gradiose
Grandiose.

Quote from: "Knux"
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.

Quote from: "Knux"
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.

Of COURSE you don't see Melee CLASSES outside of CLASSES projects, Knux.

Quote from: "Knux"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 06:26:22 AM
It's not that you CAN'T do one, it's that I would highly prefer if you DIDN'T.

Well there you have it. In the end, it's up to ColdFusion to decide anyway regardless of what everyone else thinks, so yeah.

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.

A list of barely, if not ever played anymore modes isn't helping your point. Whatever that is, anyway.

Of COURSE you don't see Melee CLASSES outside of CLASSES projects, Knux.

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 would, but no one hosts vanilla ghouls or Project Jitterskull.

Oh okay. I don't care for that, either. *hint hint*
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 06:46:27 AM
Quote from: "Knux"
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.

Quote from: "Knux"
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.

Quote from: "Knux"
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.
What you said: "If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously."
What I provided: Proof that close range classes are NOT a rarity outside of YD Classes, KY Classes, and Rage Robo.

Quote from: "Knux"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 16, 2012, 11:01:14 AM
Putting in my opinion here

Melee classes are good and dandy, but we don't need too many of them as they generaly become fast characters, CF said "We dont want this becomeing a foot race". We have plenty of fast classes as it is (and plenty melee and fire classes), if there were no rules we'd have nothing but fast mostly melee fire classes. We have to try to keep this thing interesting. Too much of 1 thing kills varaity and makes things boring

Aaand just for the record Korby, Roll is a melee class in B&C but you still have a point
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 12:11:41 PM
Oh, thanks. I didn't remember Roll at the time.

So the ONLY classes project without a melee class that I remember is Touhou classes.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 06:03:35 PM
My Rockman DEM classes wont have a Melee class in it

Mediafire still isn't uploading. Should I try emailing it or something? if that's okay
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 06:14:10 PM
Have you tried Sendspace?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 06:56:13 PM
I only ever use Mediafire for uploading. Although Copy Robot did upload a skin recently with mediafire....I'l try putting all the new stuff in a separate smaller pk3. It might be because the server isn't liking them filesizes right now or i'm going over the nonexistant limit

EDIT: I tried putting the new files into it's own .pk3, but even though the file is 5 times smaller, it still fails while verifying. I'd rather not have to resort to another file upload site, but if that's the only possible option....
Title: Re: Here we go again.
Post by: xColdxFusionx on March 16, 2012, 08:27:03 PM
Quote from: "Korby"
I would, but no one hosts vanilla ghouls or Project Jitterskull.

Same.

...Project Jitterskull isn't even finished yet. Why are we bringing it up.

Quote from: "Knux"
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.

He proved you wrong. Deal with it.

Knux is an interesting class idea and would be considered, but there are a lot of close-range classes in CSCC already...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 09:18:32 PM
Well, alright then Cold. Since it's you who said it, here's another take on it:
(click to show/hide)
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 09:42:43 PM
My instag weapon needs changing a little. I'm not too happy with what it is right now. I'd prefer it if it was like the original that I sent, but if that's too powerful, then I think probably slowing me down when using it and making the ammo drain faster is a better option. That purple quickman hand needs to be there though, as I don't really like the currnet Megaman force beam hand.

Also how should I send the new files? Mediafire is kinda ruled out right now until I find out what's causing the problem.

Gotta start working on Trollman's class a lot faster now. i need those huds ice!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 16, 2012, 10:29:35 PM
Quote from: "Knux"
Well, alright then Cold. Since it's you who said it, here's another take on it:
(click to show/hide)
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.

I really like this! Seems like an interesting class.

I do have to wonder why people like dash attacks so much though...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 10:34:13 PM
I wonder if it's possible to make it so that you can still turn while Breakthrough is charging up, then go straight only when it's executed?

Dash attacks are fun!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 17, 2012, 02:50:59 AM
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..........
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 04:09:44 AM
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
Title: I don't care what Korby says I am doing it anyway
Post by: Hallan Parva on March 17, 2012, 03:08:36 PM
I need someone to give me their favorite attack from a fighting game. Involving nothing but fists and legs.

It's so I can finally finish off Smash Man's command list.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 03:11:02 PM
I would say hadoken, but you want a melee attack.

I'd say Shun Goku Satsu. Y'know, the one used in a lot of mugen characters.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 17, 2012, 03:16:01 PM
Falcon Punch or Ralf's (or Clark's) rapid Punches.
Not my favourites, but they would make good attacks.
Or Ryo's Exceed (the single punch), it would have tons of knockback.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 03:52:03 PM
my  NEW idea:
skin: morshu
main wep: hyper bomb BUT (see damage desc)
main wep 2: rope, a quick melee attack
alt: throws lamp oil, making it erupt in flames when a bomb explodes on it (alt only works when main wep 1 is equipped
taunt: lamp oil, rope, bombs! you buy it? its yours my friend! as long as you have enough rupees!
instagib: throws a piece of toast forward
death: na

Name: Rozark
Armor: .8x
Weakness: anything flammable
Speed: .6x
Jump: slightly lower than normal.
DamageType and information: (i dont understand this but..)
hyper bomb=damage 50 and thrown forward (it still has that delay before it explodes) lamp oil= spread shot similiar to oilman's charge shot for yd, but it shoots a yellowish orange blob instead of black. deals 10 damage when shot. when a bomb explodes and it is in flames on the floor, it does 66 damage. the rope is a quick melee attack (speed 2) that deals about 25 damage or so.
Role: the king of ytp
Weapon Dropped: hyper bomb

Well, thats my idea :L i like it but again i cant script or sprite worth crap, and could use help if you and your team want to.
if approved i could always adjust the stats.. again if i get help :L
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 05:06:36 PM
Rozark, I don't think you'll be accepted if you don't do anything towards your class.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:12:56 PM
i realize that, but spriting and coding are my weak points, thus im doomed to never being in this.  :L
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 05:20:22 PM
*digs out something from 20 pages back*

Here's my botchat that you forgot to include
(click to show/hide)

And I need some help with some coding
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:26:11 PM
Quote from: "Rozark"
i realize that, but spriting and coding are my weak points, thus im doomed to never being in this.  :L

Quoting myself, but just now thinking, what about a plan b?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 05:28:20 PM
Well most of the difficulty in class making is in the weapon making. Making the class is the easy part, but the weapon isn't. Once you get the hang of weapon making and how the coding works (takes awhile) then you should be okay.

I would help, but I've got Trollman's class to finish and lots of other stuff.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:45:31 PM
so, a weapon tutorial and a spriting tutorial. ik those exist. but what about things for the stats/combining it all together?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 06:09:54 PM
Quote from: "Michael712"

And I need some help with some coding
(click to show/hide)
http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 06:37:32 PM
Quote from: "Laggy Blazko"
Quote from: "Michael712"

And I need some help with some coding
(click to show/hide)
http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
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.
Working now. Thanks!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 07:25:31 PM
Quote from: "Fyone"
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 17, 2012, 08:49:06 PM
I asked that like 3 pages ago, to no avail.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 08:58:38 PM
Quote from: "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. :/
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 17, 2012, 10:43:35 PM
Quote from: "Michael712"
I'd say Shun Goku Satsu. Y'know, the one used in a lot of mugen characters.

You mean Lagless Hell Frag? [/shotdown]

Also, Messatsu already has Gou Hadoken. Both of your arguments are invalid.

Quote from: "Laggy Blazko"
(I don't know what "momx", "momy" and "momz" is)

momx = x speed (Left + Right)
momy = y speed (Forward + Back)
momz = z speed (Up + Down)

And now you know.

@Trollman: You should put those in. It prevents problems with the effect when you're moving.

Quote from: "Fyone"
Hey can someone tell me if this class is good and has a high chance of being accepted?

Unfortunately, it seems kind of bland. I'd prefer if you could make it a bit more unique. I'd also remove the Spread Cannon (It's not really needed).

Also, can someone tell me why we're all making two weapons? You don't need a second weapon.

Quote from: "Michael712"
Here's my botchat that you forgot to include

Whoops. I'll clean this thing up and add it in.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 17, 2012, 11:13:49 PM
@_@ I think I probobly might be part of the cause of the 2 weapon thing

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?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Ukiyama on March 17, 2012, 11:37:47 PM
Well as many people have already mentioned on the server, I could convert my stick into a item and then just have 1 weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 11:46:48 PM
Quote from: "ice"
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammo
When 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)
Quote from: "ice"
Btw Anyone for a CSCC RM pack?
What does that exactly mean? Fanmade robot masters?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 17, 2012, 11:56:05 PM
(click to show/hide)

How about my class, Is this accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 17, 2012, 11:58:12 PM
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...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 18, 2012, 12:11:45 AM
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.
Title: Dont worry it's almost done
Post by: ice on March 18, 2012, 12:12:55 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 12:13:56 AM
Quote from: "MegaLAD1514"
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.

I'll tweak the numbers later. It's an interesting idea.

Quote from: "ice"
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

If you can do this I would love you forever.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 01:02:13 AM
IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 18, 2012, 01:21:02 AM
Daveris told me to change the calss a little bit, so I did:
Armor: 1.30x
Speed: High
Jump: Normal
Weapon 1:
Bow= Deals 15 damage and arrows get stuck where they hit (except players), ammo is 15 and can be refilled by grabbing arrows back, if you kill a player you recover all arrows.
Throwing Daggers = Deals 20 damage and is fater than an arrow, has the ammo amount of 4, recovers the same way as arrows, except for the player part, you can get back daggers from energy capsules (small = 1, big = 3).
Weapon 2:
Hunting Dagger = Deals 25 damage and allows to climb walls.
Sneak Attack= Turns invisible until you attack, can be used again only after you frag, if you attack while invisible you will deal 10 more damage with ranged weapons or 15 more damage with melee.
Colors: Brown (Power Stone) and Green (Hyper Bomb)
Skin: Ringman (Working on an archer skin)
Title: Re: Dont worry it's almost done
Post by: Laggy Blazko on March 18, 2012, 01:30:45 AM
Quote from: "ice"
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
Cool Idea. Also it would be great if every character had its own battle room.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 18, 2012, 01:40:32 AM
Quote from: "ice"
@_@ I think I probobly might be part of the cause of the 2 weapon thing

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?
I 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 03:16:44 AM
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.

Quote from: "darkmath"
Daveris told me to change the calss a little bit, so I did:

So you turned it into the GvH hunter with a cloaking skill. I give you some points for creativity, but you lose them again for making both the main and alt on the first weapon almost identical...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 18, 2012, 04:40:35 AM
Never played GvH, and was pretty much thinking about his 1st weapon altfire:
Net = THrows a net that travels a medium distance, traps the enemy making him unable to move and attack until he's attack.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 02:26:46 PM
Quote from: "xColdxFusionx"
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.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 18, 2012, 02:29:50 PM
noone said anything about my first suggestion ^ (the zero one) and then i read the rules and saw that it cant be based off of other games. theres my reason >_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 02:36:45 PM
He did, @page 78
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 03:37:35 PM
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:

Quote
IT'S NO UUUSE!!!

Will let you know if I come up with any ideas. Also, why is it I don't drop my Solar Laser weapon when my class is killed? Simply wondering.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 18, 2012, 03:41:15 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 04:06:59 PM
Quote from: "FiniteZero"
Hmm, will need to start thinking of an instagib weapon for my class...

It'll be interesting to see what you come up with, that's for sure.

Quote from: "FiniteZero"
In the meantime, I do believe I know what I want my taunt to be:

Quote
IT'S NO UUUSE!!!

I have a feeling JaxOf7 is probably going to ask for the same thing, and it fits his class better. Sorry.

Quote from: "FiniteZero"
Also, why is it I don't drop my Solar Laser weapon when my class is killed? Simply wondering.

I simply never got around to adding it. I'll add it to the next version.

Quote from: "Michael712"
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.

...Not sure that's possible without resulting in suicide messages. If you can pull it off I'd be interested to see it in action.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 11:18:28 PM
I have an idea, though I'm not 100% sure. It would be a sort of giant "F U" laser, but using it holds you in place, and you are completely blinded while it is in use. However, the laser does move quite fast.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 11:49:52 PM
@FiniteZero: It sounds like a weaker version of what M712 has now...

Quote from: "Manibogi"
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.

Holy mother of god I actually found it

I like the Mainfires. Not sure about the altfires, though. Perhaps the Compensator and Katana could be condensed into one weapon?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 11:54:24 PM
Ah. I'll let you know when I think of something better.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 19, 2012, 12:30:44 AM
Doppelpost.

I think I have an idea. My attack launches me forward as I do a punch, then at the end of the dash I launch an energy wave of some sort, using Charge Kick sprites for the wave itself. But colors inverted, because inverted colors are kewl.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 19, 2012, 12:36:57 AM
I like the idea. Could you code it based on your altfire/Charge Kick?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 19, 2012, 12:39:50 AM
Pa hap's, though I'll need help with the HUD.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 19, 2012, 01:47:34 AM
I forgot to mention that I can't code at all. I might give it a shot if no one wants to make my class though, and learn stuff in the process (but that will take very long). Also, I forgot my instagib weapon:

Fissure Fist: Knuxman punches the ground and sends a wave of cracked floor which travels really quickly. It behaves like Fire Man's Fire Wave in classes, clipping up and down walls until it reaches the map's edge. It's decently wide and long, but it can be jumped over if seen coming. You can send one at a second, cool down the next, then repeat if you want. Note that you cannot move while pulling this move off, so don't spam it unless you're afar or because the map is small and there's no other choice. It emits a crackling sound when near, though that won't help as much as seeing it.

I can make my own sprites and HUD, though. That's not hard, but it sure is tedious. Derp!  :p
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 19, 2012, 01:45:07 PM
Quote from: "xColdxFusionx"
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:

Really, if you put your mind to it you can get more than triple the attacks (http://www.cutstuff.net/forum/viewtopic.php?p=158937#p158937) from using only ONE weapon slot.

RAINBOW DRILL MAN COMING EARLY 2012
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 19, 2012, 04:58:23 PM
Quote from: "xColdxFusionx"
Holy mother of god I actually found it

I like the Mainfires. Not sure about the altfires, though. Perhaps the Compensator and Katana could be condensed into one weapon?
You... Couldn't find it? >_>
If that's the case then sorry, I take back everything I said.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fizzyman on March 19, 2012, 05:30:17 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 19, 2012, 06:55:58 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 19, 2012, 09:54:31 PM
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.

Quote from: "fizzyman"
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)

It's a unique and pretty clever idea, I'll give it that. I'd like to see this in action.

Quote from: "Fyone"
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.

...I suppose that could work for now. It's not that what you have is really a bad idea, it's just that it doesn't quite seem unique enough that people would be drawn to it. I'll tell you if I happen to come up with anything.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 19, 2012, 10:51:19 PM
Woah, fizzyman! I see you've been quite active!
On the other hand, I can't sprite to save my life.
Heck, all I tried was fusing the Icegon Dragon sprite with
some other sprites and reducing the color limit to 6. :/

Anyone care to take this up?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 19, 2012, 11:59:27 PM
Quote from: "xColdxFusionx"
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.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 20, 2012, 01:13:29 AM
I have a suggestion for my class

Maybe if Supahlad gets hurt enough (a.k.a half health) he can activate his jet mode by item use (like KY brightman).

Let the jet mode have regular defence and mouth mines as normal

But this is just a possible idea, Maybe it would be cool if a class had a super mode.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 20, 2012, 10:51:39 PM
My class isn't as original as I believed.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: SmashTheEchidna on March 20, 2012, 11:22:31 PM
Hey, I know I was supposed to be finishing the Gizmo Class to add into here and all. Sorry about that, I never got around to it. I've been so caught up in other stuff that I never got around to continuing it. Heck, I almost left the whole community, until a few months ago when I started playing again. (I still don't come around here much anymore, this being my first post in several months.)

I don't think Lio ever finished the weapon I requested from him, so..I'm gonna try and start over from scratch, maybe. I had a lot of plans for this class, which if they all worked, would have probably made Gizmo a bit over the top in comparison to all the other classes. I don't know if I'll keep most of the ideas that I had in mind, but I'll most likely try once I get him to be at least decently playable.
I'm not sure when exactly I'll get back to work on him. But seeing how I'm planning to make a video that requires the class to be in working condition, it might be soon.

I hope that once I'm finished with the class, (if that day ever comes :roll: ) I could still add him here in the CSCC Expansion.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 21, 2012, 01:58:52 AM
Tought of my Instagib already:
Focused Shot = Aims for 3 seconds then shoots an arrow at lightspeed (which means 99 speed).
(Alt) Tapbomb = Explodes when an enemy walks on it, gains a charge of Tapbomb for every kill made with Focused Shot.

Sprites:
(http://i43.tinypic.com/2hd5vr5.png)
1st is the Tapbomb
2nd is the Arrows
3rd is the Net

The red line means where the line in Slumped should be in between.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 21, 2012, 05:41:38 PM
Mr. Coldfusion I desperately need to send you the my updated class somehow! My Mediafire account has been acting reeaaaalllly faulty lately and I can't use it. That's my only way- nvm, I'm going to try sendspace for now.

But another thing. My instagib weapon needs slight changing. Right now I never use my own class on instagib mode, because of the fps view. That red and orange Megaman arm simply doesn't go well at all with the purple quickman amour I'm using. I'd prefer it if you used my original instag weapon I sent you, nerfing it if needed, but changing the HUD to the quickman one that I sent you is a must. (It's the one with the hand opening, like M712wep2)
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: xColdxFusionx on March 22, 2012, 09:11:26 PM
A lot of really cool new stuff this time around. Check it out! (http://www.mediafire.com/?gsl1a0t12r9xr0f)
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: Korby on March 22, 2012, 09:26:37 PM
Needs more changelog posted in the post.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 22, 2012, 09:38:20 PM
Go figure, everything breaks as soon as the damn thing gets released. ...I'm never doing last-minute fixes again... (http://www.mediafire.com/?7x980zwoiw8h397)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 22, 2012, 09:42:20 PM
So I am guessing Tsuki's mines are now up and running successfully online then
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: BiscuitSlash on March 22, 2012, 09:43:15 PM
Finally! Cutstuff Community Class in 3D!!!

Glad to see those changes to my class added in too! Full approval!

EDIT: Hotfix already? k then
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 09:52:21 PM
3D?

Also, I see why you wanted players to drip after being hit by Sinkman. To make him able to "bikdark check."
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 22, 2012, 09:53:23 PM
Korby

The version title

Looks cool; I guess I'll try it soon.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 09:56:01 PM
har har.

Wasn't there going to be a Lego class?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 22, 2012, 09:58:52 PM
Quote from: "Korby"
har har.

Wasn't there going to be a Lego class?

He'll be in v4a, along with whoever else gets their files in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 22, 2012, 10:09:42 PM
Here is my class XD.

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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 22, 2012, 10:28:37 PM
I've been playing an instagib botmatch on the new version for a while and then had to quit when my FPS took an arrow to the knee. No seriously, my FPS just DIED. What the hell? :evil:

Also, Michael712's corpse sprite needs to be 8-bit (try SMB3, not SMW).
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 22, 2012, 10:39:58 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 22, 2012, 10:40:35 PM
Quote from: "MrJak532"
Here is my class XD.

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
Welcome to Cutstuff, sadly there isn't anything unique about your class, they are all in game weapons.

Also Ice said he'd help with my class' base, so I'll add anything that needs to be added to make it better once I know exactly everything I'll need.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Laggy Blazko on March 22, 2012, 11:24:25 PM
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 11:25:36 PM
I wonder how many more people will use Sinkman after that gratuitous display of death and destruction.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 22, 2012, 11:27:16 PM
Quote from: "Laggy Blazko"
Quote 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.
I know, but it's not on the approved list anymore and it was before
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Rozark on March 22, 2012, 11:43:23 PM
-is wondering about the progress of my class-
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Davregis on March 22, 2012, 11:56:02 PM
Erm, my revised class...

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

Alternatively....
Take the ice pulse, give it a 5 damage buff for every successful Refrain and nix the alt
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 23, 2012, 01:01:40 AM
Gonna change somethingS in my class:
Class Changes=
•Everything will be normal (except Armor, which will be 1.15 instead of 1.30)
Weapon 1 Changes =
•Gonna make it chargable, 1st charge (weak shot) deals 10 damage and the hand don't push the arrow too much in the sprite, takes 2 seconds from 1st charge to 2nd charge, 2nd charge (medium shot) deals 15 damage and the hand push the arrow a bit more than the 1st charge in the sprite, takes 3 seconds to get from 2nd charge to 3rd charge, 3rd charge (strong shot) deals 20 damage and the hand push the arrow a bit more than the 2nd charge in the sprite.
•Gonna change the aim, when aiming, a red dot will apear in the center of the screen (http://i41.tinypic.com/oa6wqr.png).
Weapon 2 Changes =
•The knife is gonna deal 20 damage instead of 25.
•The stealth will stay for 10 seconds and will increase the damage by 15 instead of 10, and will increase move speed a little.
Instagib Changes =
•The weapons sprites are going to be the same as Weapon 1's, and can be charged, 1st charge kinda slow projectile speed, 2nd charge normal projectile speed and 3rd charge kinda fast projectile speed.
•The trap is gonna hit nearby enemies too, not only the one who walks on it, and it's explosion sprites is gonna be the same of Napalm Bomb.

Projectile Speeds:
Arrows =  40
Instagib Arrow 1 = 30
Instagib Arrow 2 = 40
Instagib Arrow 3 = 50

Also, projectiles are gonna be affected by gravity.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 02:12:40 AM
O its really? Thanks friend's of the community XD.
I'm glad you give me some tips to integrate into the community.
It's just recently that I have my account you know right?  :D
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Rozark on March 23, 2012, 02:20:42 AM
-that ackward moment when jax walks in- :o
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 02:59:48 AM
Know this weapons its perfect for my
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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 03:04:32 AM
Quote from: "MrJak532"
Know this weapons its perfect for my
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
That 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 04:11:27 AM
Quote from: "fortegigasgospel"
Quote from: "MrJak532"
Know this weapons its perfect for my
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
That 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.

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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 04:25:24 AM
Quote from: "MrJak532"
Quote from: "fortegigasgospel"
Quote from: "MrJak532"
Know this weapons its perfect for my
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
That 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.

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
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 02:00:15 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 02:28:27 PM
Quote from: "Hilman170499"
My Class
Here is a bot chat to go with it:

[IntroStrings]
"/me teleports in"
"You may or may not lose."
"/me forms from blue shrapnel"
"/me feels tension"

[FragStrings]
"L:<"
"YEAH!"
"Whew. That was hard."
"ANNHIALATION! Correct me please."

[KilledStrings]
"STOP STEALING MY SHOW!"
"cgRciOcfY cdG chBctIV"
"SNAP!"
"/me explodes into blue shrapnel"
"At least you're not as bad as cdCc-."

[RareRoamingStrings]
"RUN FOR THE chHilc-s!"
"/me is happy that cdC c-is not here"
"Anyone up for Battle and Chase someday?"
"Scrollolololololololololo"

[RoamingStrings]
"/me blows his cricket whistle"
"Come on, I'm waiting."
"Take all the time you want."
"No sneak attacks okay?"
"Anyone knows how to beat cdCc-?"

[EnragedStrings]
"/me engages battle mode"
"/me WILL OBLITERATE YOU! BWAHAHAHA!"

[WinStrings]
"Coolface spam!!! L:< L:< L:< L:< L:<"
"Whew. Another round?"
"/me feels lucky."

[LoseStrings]
"WHY CAN'T I BEAT YOU!?"
"/me sings I Can't Beat cdC"
"Okay, I need to cchHil c-bro."
"/me turns vengeful against the winner"
"Oh, I gotta go!"
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 23, 2012, 02:55:16 PM
First off: Hello double post

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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 03:22:43 PM
Quote from: "Lego"
First off: Hello double post

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
Which 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.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Ukiyama on March 23, 2012, 03:28:56 PM
Well in this game, the centaur flash, gravity hold, flash stopper, and rain flush all are "explosions" in the games eye so yea (if they do send lego flying I will lol)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 05:09:43 PM
I was thinking of some weapons and the will see description below:

water network:
This weapon launches a network to play the enemy catches him and makes it move slower and take away his life see the target. has an effect similar to that of Spark Shock but in water XD.

Gel Ball:
This a rare weapon, launches a projectile fact gel and rebounts in a diferents direction at a given time is divided in 4 and exploits launching mini pieces of gel

ice spikes:
a weapon that throws ice spikes in different directions and speeds up As long as you are hold the shutter button
causing great damage to the target and paralyzing due to cold

Sheer Cold:
throws a curtain of ice if you destroy the enemy traps automatically.
This ice curtain has a long range Outreach but a very low speed giving perhaps a small chance of failure
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 05:59:23 PM
@Beed28 I did make an attempt to get it as 8-bit as I could. If you look at the original SMW sprite, you see lots of different colours (such as 3 different reds and blues) and no black outline. I changed it so that it only uses about 3 or 4 colours excluding black and white. The only thing I didn't do was use an NES purple-ish, but NES is racist to purple so I chose to ignore it. I like the SMW sprite a lot more than SMB3 ones, so I don't really want to change. (I think that corpse stays around for too long though, so that might need to be changed.

That flying out of the amour sprite was actually from a mugen character, not one that I made. I would have asked for permission, but there's no chance of me being able to do that from something made years ago. (If I was stealing, I would have said I got the sprite myself rather than saying it was from someone else).

@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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 23, 2012, 06:01:51 PM
Quote from: "Michael712"
@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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 06:24:28 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 23, 2012, 07:00:01 PM
Quote from: "Beed28"
Code: [Select]
//Fix: Ending specific states has been restored to each class.

Curses, Sinkman sliding his way to victory was hilarious.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 07:53:27 PM
I added two more changes. You can no longer select classes in the single player menu, and Gamma now takes damage from everything, and is automaticly defeated when downed.

EDIT: I forgot to say that I fixed an error in Michael712's botchat.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 08:22:22 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 08:42:54 PM
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].
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 08:49:11 PM
Quote from: "Beed28"
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].
Ah. That was why my bot was never saying them in the OOS expansion. Always wondered why! Thanks!

EDIT: few things I noticed while playing offline
-I added a new taunt in the file I sent you and it's not in v3D. sorry abou all thetaunt changing, I should be the last one.
-Tsuki's bot isn't using his bot weapon
-Haven't tested much, but there might be a slight issue with uki's bot
-The firing animation for the HUD of the 2nd weapon in my class goes back to the original sprite and not the new one.
-I think the time that my corpse spends lying around is a bit too long. Might want to half it
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 10:32:07 PM
Quote from: "fortegigasgospel"
Quote from: "Lego"
First off: Hello double post

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
Which 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.

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.

What I mean by AOE I mean The following Weapons: Flash Stopper, Rain Flush, Gravity Hold and Centaur Flash.

And yes, the explosion are "AOE". But several are called explosions. They are, however, not my class' weaknesses.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 23, 2012, 11:24:15 PM
Quote from: "Beed28"
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.

Send it in! Fixes and changes are always welcome!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 24, 2012, 01:26:33 AM
Quote from: "Michael712"
@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

Edit: the sprites are done and GIOPGHOUIFHPOFW GAH! You forgot to give the ice blades and the lightning wave there damage types again. Is there any reason why you feel they shouldent have them?

Realized Uki and tsuki don't have bot weapons in the file
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 25, 2012, 03:14:06 PM
Bump for opinion list as noone's going to see an edit for a long while


Sinkman: Slightly speedy (though it might be cause the bots always strafe run but I cannot outrun him unless I use finite zero or jack), has a weapon more devastating than jack corvus's flamethrower, and slightly more armor than megaman. Something always felt odd about him

Finite zero: feels more useable now

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

Cutmanmike: I kinda liked the old flameing hellfire cutter, but meh, I guess they're fine, though the cutter's sprite itself needs to be edited (looks at cutgoth's cutters)

Breve: MY GOD WHAT HAVE YOU DONE TO BREVE'S STAVE CANON!? It's practically unusable. The wind up worked for needleman cause he had 2 guns and the shots are more concentrated, and speeds up faster, breve's shots take a while to charge, and they're all over the place and once you finally get enough to get a good rate, you're out of ammo.

Blaze: Alright, we have the knife back!

Tsuki: well the new one is....interesting. He's basicly classes v1a shadowman who can create clones and drop invisable mines. not sure he he fares online but we'll eventually see

Uki: yes, what we totaly need, a more camp friendly version, yet the stratagy remains the same, use the trollnado to camp somewhere no one can see or reach, spam the meteors like iceman spammed his old alt, ???, profit, only difference is, it's much easier to do that

Michael: I was hopeing for a ammo increase if anything

Fusion bomb: not sure if nerfing the bombs really changed anything, if you have open GL, you're still untouchable while useing the jetpack while spamming the shots straight down at a software user

Chimeraman: Glad the fire rate on his instagib was reduced, the old one was way too easy to spam everywhere

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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 25, 2012, 04:32:04 PM
Quote from: "ice"
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

He didn't take anything from you, he stole it from me  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 06:57:11 PM
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)
Title: Last application...finally
Post by: Davregis on March 25, 2012, 07:01:31 PM
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.
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..?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 25, 2012, 07:04:53 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 25, 2012, 08:27:04 PM
Quote from: "xColdxFusionx"
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.
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 08:56:07 PM
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 purple
1st 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.
BTW there was never any copyweps.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 25, 2012, 09:16:39 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 25, 2012, 09:33:55 PM
So wait, if I ask somebody to make a class for me and they do it, does that count for the criteria in the first post?

I'll add my idea later.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 09:38:20 PM
Quote from: "Michael712"
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.
Ok M712.  You can do that.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gummywormz on March 25, 2012, 09:51:41 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 25, 2012, 10:59:26 PM
So, after learning that someone could code a class for someone else, I decided to look into this. So, I'll just throw this out there. If it's approved, I'll get the spriting done, but I still won't be able to code, so I'd need help with that part. Anybody who would want to could take a big ol' stab at it.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 25, 2012, 11:48:19 PM
That is actually surprisingly clever. I'd be willing to accept it if it were made.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 26, 2012, 12:21:09 AM
Good to hear. I'll get the sprites going, but I'll need a coder. Like I said, I'll accept anyone's help.
(BTW, if there's a coder that needs a spriter, I could help with that)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 26, 2012, 12:27:25 AM
Quote from: "ice"
Sinkman: ...and slightly more armor than megaman.
Nope.

Anyway, I'll probably be lowering the ammo cost of his altfire, and maybe raising the ammo cost of the mainfire. I also want to make it move a bit faster so that it won't trail behind you if you're running, but that'll require some testing.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 01:20:37 AM
Alright, I'm putting up a class, if someone would like to try making it, let me know!
(click to show/hide)
Title: Re: Last application...finally
Post by: ice on March 26, 2012, 01:31:57 AM
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.
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..?
Aww, but I liked the other one (we need more ice classes)

If you can send me sprites of icegon or a pic, I might be able to make something
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 26, 2012, 01:54:19 AM
Quote from: "Human Destroyer"
Alright, I'm putting up a class, if someone would like to try making it, let me know!
(click to show/hide)

Points for clever second weapon, but the first weapon sounds suspiciously like Hard Knuckle <Class>, and we all know what a pain that was to balance...

Quote from: "ice"
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.
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..?
Aww, but I liked the other one (we need more ice classes)

If you can send me sprites of icegon or a pic, I might be able to make something

Dropping Centaur Flash would make Megaman obnoxiously OP. Also, permanent stacking buffs would probably end in exploitation and we don't want that. Perhaps something akin to Skull Rage would work better?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 26, 2012, 01:57:48 AM
Quote from: "Human Destroyer"
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!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 10:34:37 AM
Quote from: "Human Destroyer"
(click to show/hide)

Fixed some stuff. If this one isn't approved, I have another idea as backup.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 10:56:08 AM
That HD class sounds incredibly awesome. I like it!

Should've kept Anchor Feet, though. :lol:
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 10:58:08 AM
Quote from: "SmashBroPlusB"
That HD class sounds incredibly awesome. I like it!

Should've kept Anchor Feet, though. :lol:

The class itself still has Anchor Feet. I just didn't want to make the shield too OP.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 11:20:34 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 11:23:15 AM
Quote from: "SmashBroPlusB"
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.

I'm thinking both. I'd say the use key would make it go away. (Hope ya binded it! ;))
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 26, 2012, 12:25:54 PM
Quote from: "Hilman170499"
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.

Updates

Alt Weapon 1:Dark Hold(Time Stopper, only way to recover is to take a lot of damage.)

Alt Weapon 2:Light Spread(Shoots many small lasers that spread out.)

Instagib Weapon:Nuclear Ball(A bomb that glows green and works like the Ballade Cracker)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 26, 2012, 04:14:39 PM
Quote from: "Gummywormz"
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.
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?

I'd probably make it so that the shield doesn't regain ammo(?) and when it loses all it's health it breaks and you go back to default mega buster. Obviously it would have a lot of health if it couldn't be mended.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 04:35:00 PM
Quote from: "Michael712"
Quote from: "Gummywormz"
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.
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?
KY Skull Man would like to have a word with you.

His new shield is directly based on how much HP damage it takes.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 26, 2012, 05:06:39 PM
Now here it seems almost finished my class:
Name: cgMcfrcgJcfacgkcf5cg3cf2
Armor: x1.5
Weakness: Thunder
Speed: x1
Jump: x3
1° Weapon: Water Network:
1° Weapon Alt: Gel Ball
2° Weapon: Ice Spikes
2° Weapon Alt: Sheer Cold
Damage Type. Weapon 1: Water
Damage Type. Weapon 2: Ice/Water
Weapon Dropped: Gel Ball
Skin: Colton

A brief description of the weapons:
Water Network:
This weapon launches a network to play the enemy catches him and makes it move slower and take away his life see the target. has an effect similar to that of Spark Shock but in water XD.

Gel Ball:
This a rare weapon, launches a projectile fact gel and rebounts in a diferents direction at a given time is divided in 4 and exploits launching mini pieces of gel

Ice Spikes:
a weapon that throws ice spikes in different directions and speeds up As long as you are hold the shutter button
causing great damage to the target and paralyzing due to cold

Sheer Cold:
throws a curtain of ice if you destroy the enemy traps automatically.
This ice curtain has a long range Outreach but a very low speed giving perhaps a small chance of failure
There are two pictures of the sprite:

Note: The images are modified with paint
(http://s2.subirimagenes.com/imagen/previo/thump_7566986mi-sprite-1.png)
Here need flip the image, but is understood to be the secondary weapon, right?
(http://s2.subirimagenes.com/imagen/previo/thump_7566990mi-sprite-2.png)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 26, 2012, 07:01:16 PM
Looks pretty interesting

also

Quote
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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 26, 2012, 08:20:44 PM
Quote from: "ice"
Looks pretty interesting

also

Quote
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

I noticed this several times now and it has been fixed.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 26, 2012, 10:15:51 PM
Ok, I see my class still wasn't accepted, so, I gave a look in the main page to give a better look in what do you have to do to get your class accepted, so here is my new idea:
Armor: 1.00x
Speed: Medium
Jump: Medium
Damage Type:Fire/Wind (The Wind is actually "Wind" damage type, it throws enemies up)
Role: Striker/Support
Weapon 1:
Blaze Sinphony = Sends a wave of 3 fire projectiles (15 Damage each fire) that, if all hit a player, will send another wave for free.
Flares (Alt) = Deals 20 damage to enemies in front of the player, enemies that been hit by Blaze Sinphony in the last 3 seconds will explode dealing 10 bonus damage.
Weapon 2:
Corta-vento = Deals 15 damage to enemies in front of the player and knocks them back.
Tornado Hold = Creates a tornado that goes foward in a very low speed and rips through players, deals 40 damage to the first player it hits and 10 to the next players, died when hits a wall.
Skin: Suck at spriting, so you can use slashman
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 27, 2012, 12:12:37 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 27, 2012, 01:18:52 AM
Quote from: "SmashBroPlusB"
Quoth the Coldy, nevermore.

I know it's a quote, but you do realize "nevermore" is basically "no?"
Meaning that quote doesn't fit at all.
Title: because he obviously got the reference
Post by: Hallan Parva on March 27, 2012, 01:22:00 AM
darn it man I wanted to sound smart go away

but besides that what did you think of the actual mechanics

how well do you think it would work in CSCC or 8BDM in general
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 27, 2012, 01:33:33 AM
I think it has some serious potential. Certainly sounds infinitely more interesting than "Press LMB and RMB at the right times and occasionally switch weapons."
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 27, 2012, 01:57:55 AM
Flares and Corta-vento doesn't use ammo

Burning Sinphony HUD:
(http://i44.tinypic.com/xo17cl.png)
Tornado Hold HUD:
(http://i40.tinypic.com/idawk0.png)

ACSs:
Code: [Select]
#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);}

In projectiles, Burning Sinphony's sprites are Fire Storm's fireballs and Tornado Hold's sprites are Wind Storm's sprites
Still working on the hand and sword sprites.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Laggy Blazko on March 27, 2012, 02:23:14 AM
Damn, sorry. I think I won't be able to make that YD-CSCC patch this time. I have to change a lot of scripts and add something to every class' DECORATE definition.
I hope I can compensate that somehow.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 27, 2012, 10:56:04 AM
Hey Darkmath, when you finish those sword sprites do you mind sharing 'em with me?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 27, 2012, 12:27:34 PM
Er...Tornado Hold? What is that? As in Tenguman's Megaman 8 weapon?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 27, 2012, 11:17:51 PM
Do you accept my class?

Refer to page 94, 95 & 98.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 12:23:36 AM
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...
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 28, 2012, 12:38:22 AM
Quote from: "xColdxFusionx"
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...

...
More updates?
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur, Cut, Metal, Shadow, Gyro, Tomahawk, Fire, Heat, Pharaoh, Flame)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Role:Parkour Expert
Weapon Dropped:Time Stopper
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.)
Alt 1:Dark Hold(Time Stopper, requires a lot of damage to recover fully, needs to be full energy to use, will not recover overtime.)
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.)
Alt 2:Light Bomb(A bomb, the explosion causes the Flash Stopper side effect.)
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.)
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 here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3
Hil spread shares the same sprites as Mega Buster and Charged Proto Buster.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 02:57:17 PM
Well...I suppose I could send in the beta version of the Gizmo Class for now. It doesn't have nearly everything I'd planned for it, but it's still playable...and not overpowered. (I think.)
There's some glitches and stuff that need ironing out and all, some things I'm not sure if I did properly, (WCOLORS, mainly.) but it should be okay. If I send it in and you fix the problems, do you think you could send it back so I can work on the next steps?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 03:26:19 PM
I suppose it depends on how much its done. The CSCC team could finish up yar class if ya like with the amount of manpower they have. Still, if stuff needs changes, they'll first ask ya what ya would like to be changed to or from. Judgin' by yar statement, I guess ya finish up a good portion of yar class.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 03:43:26 PM
Well, I still have a lot left I want to put into this class, but it's decently playable as it stands now. I managed to get a couple of the things working myself actually. I'm thinking that I'll send it in now for the upcoming version, and then work on the updates and upgrades for each new version.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 28, 2012, 08:16:45 PM
Scince the new one hasnt been released yet, could I send a edited copy of my class to you? Only changes will be that Ice and sparky will no longer share the same weaknesses (Ice will no longer be weak to rocks and sparky will no longer be weak to fire), not only would it make slightly more sense, it will also fix the problem where if you get a rune, like spread rune, changing the weapon wont remove it
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 08:19:31 PM
Speakin' of weaknesses, I think the current weaknesses could use a bit of clean up. Some don't have weaknesses, and that's fine, but those that do just have... odd values to them. Not quite sure how to say it though, but I'd like to discuss it with ya if the chance presents itself later.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 28, 2012, 08:31:35 PM
While we're on the subject, how hard is it to put in new damage types for this mod?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 28, 2012, 08:57:49 PM
Eh, on second though, I'll leave it as it is for now, there's way too many fire classes and little to no earth classes meaning it's more worth it to be sparky 100% of the time, plus, with the current roster, he seems too OP with them
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 28, 2012, 09:18:17 PM
Quote from: "SmashBroPlusB"
While we're on the subject, how hard is it to put in new damage types for this mod?

"damagetype: (anything)"
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 10:01:27 PM
Ok, I admit that I was massively bored to make this list.
The list of approved/rejected/waitin' to be approved again folks. Classes that are waitin' for approval will be in their latest format.(This list starts from page 70).
What WOULD make my job easier is if ya actually place yar seal of approval instead of sayin' "hey I like that", but I digress. This list is for just organization I suppose.

fortegigasgospel
(click to show/hide)

Orange juice :l
(click to show/hide)

darkmath
(click to show/hide)

Manibogi
(click to show/hide)

Fyone
(click to show/hide)

MegaLAD1514
(click to show/hide)

Knux
(click to show/hide)

fizzyman
(click to show/hide)

Rozark
(click to show/hide)

MrJak532
(click to show/hide)

Human Destroyer
(click to show/hide)

Protoman01
(click to show/hide)

Daveris
(click to show/hide)


Now, I'd get the (dis)approve stamp and get ready to be stamp happy! A shorter list would be a lot friendly to manage.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 10:37:04 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 10:57:21 PM
How much time left until the next release, again? I wanna know how much time I got left before I send my class in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 10:58:31 PM
Quote from: "SmashTheEchidna"
How much time left until the next release, again? I wanna know how much time I got left before I send my class in.

Whenever I feel like it darnit!

However, you have plenty of time to send it in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 11:01:46 PM
Okay, that's all I needed to know. I can probably finish some of these weapons in that case.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 28, 2012, 11:04:35 PM
Do you accept my updated class:
Refer to page 100.
I'll keep fixing my class whenever I did something wrong.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 28, 2012, 11:26:39 PM
2 things... My class would be accepted if it is made, correct?
If so, I just about have the graphics ready, with the transparencies and all!

Secondly, the five damage types I have should be:

Fire
Water
Electricity
Plants/Wood
Rocks/Earth

If someone could give me the exact names of these damage types, I'd appreciate it. Can't screw that part up!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 29, 2012, 12:56:37 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 29, 2012, 12:59:12 AM
Quote from: "SmashBroPlusB"
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.

We have to add the painstate to every class. In other words, avoid it if you can.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 01:04:08 AM
See my class on page 100.
Is that better than before?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 29, 2012, 01:20:05 AM
I have a .zip with all the sprites and other information (http://www.mediafire.com/?0zo8y5flc6417ie) if anybody would like to try making my class.
Transparencies are all done. You just need SLumpEd, or whatever you use.

Also, Hilman, that seems like quite an improvement over the last one to me. I just hope that you mean Jax's Time Bender and not THE Time Stopper.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 01:32:30 AM
More updates.
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur, Cut, Metal, Shadow, Gyro, Tomahawk, Punk, Fire, Heat, Pharaoh, Flame)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Role:Parkour Expert
Weapon Dropped:Time Stopper
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.)
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.)
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.)
Alt 2:Light Bomb(A bomb, the explosion causes the Flash Stopper side effect.)
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.)
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 29, 2012, 03:13:23 AM
Quote from: "Hilman170499"
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.

Here's my suggestions/opinions/thoughts.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 11:24:36 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 12:47:30 PM
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
Weapon Dropped:
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.)
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."
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.)
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.)
Obituary:"%o got sight damage from %k's Lasers."
Damage Type:Light

Item:Exit Unit

Instagib Weapon: Nuclear Laser(A little green laser, uses the same green lasers in my p3 and Gemini Laser Sounds.)
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.
Title: son I am disappoint
Post by: Hallan Parva on March 29, 2012, 01:57:13 PM
Quote from: "Hilman170499"
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.
No... just no.

Parkour, also known as "freerunning", is a sport that involves maneuvering around obstacles both natural and man-made in a display of physical ability and mental acuity. Examples involve running on walls, leaping over chasms onto small footholds, scaling walls, and backflipping over small objects like metal bars and rocks.

If one WERE to make a so-called "parkour" class it would definitely not include mere jumping, and would likely employ the use of Thunder Claw, Charge Kick, and Item-1. If you want somebody who just hops around all day, then you should've just stuck with the Toad Man class.


LATE EDIT: While I'm here and nobody else isn't...

One, for everybody: if someone would be willing to make HUD sprites for me I would love them forever.

Two, for Coldy: would you mind putting in some sort of "LongShock" or "SuperShock" pain state that doubles the stun time?

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 29, 2012, 02:44:15 PM
If it's for something like Awesome Network, sure go ahead.
Title: Re: son I am disappoint
Post by: Laggy Blazko on March 29, 2012, 03:03:41 PM
Quote from: "SmashBroPlusB"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 29, 2012, 03:25:21 PM
Quote from: "Hilman170499"
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.

/me throws in 2 more pennies.
Overall, I find that this build of the class is very generic and nothin' to unique about it. A little more overall creativity would help a lot.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 29, 2012, 03:52:27 PM
Going to toss this out, Death animations are not really mandatory.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 29, 2012, 04:25:41 PM
I just of something about my Missile Barrage. When it locks on to someone, how do I make a crosshair (http://tvtropes.org/pmwiki/pmwiki.php/Main/CrosshairAware) appear over them?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 29, 2012, 05:47:49 PM
Well, Jax made a Homing Sniper (http://cutstuff.net/forum/viewtopic.php?f=28&t=2158&start=80)(Jax's post) that did that, it was pretty cool.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 29, 2012, 06:18:55 PM
My class is using Jax's HSNIPER script lump so don't be afraid to use his Homing Sniper code in your weapon as well.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 29, 2012, 08:36:42 PM
* looks at Homing Sniper coding *

* head explodes *

Argh! It's too complicated for me at this time! I only want a crosshair for my missiles!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 29, 2012, 10:01:03 PM
Something's too complicated for Beed?

End of the world!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 29, 2012, 10:43:16 PM
Made the crosshair appear. But now the homing ability is a bit overpowered...

JaxOf7 is better than I am, so kudos to him.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 11:26:44 PM
Whee! Updates!
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur)
Speed:1.0x Mega Man's Speed
Jump:1.0x Mega Man's Jump Height
Role:Distraction Unit
Weapon Dropped:Stop Buster(without Blizzard Ultimate(see Alt 1))
Skin:Mega Man X(Colour Scheme: 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), 10 damage uncharged and 30 damage charged, uses Needle Cannon sprite for uncharged and Ice Slasher for charged, uses Proto Buster for charge sounds and Freeze Cracker sound for charged shot.)
Main Obituary:"%o got their particles held by %k's Stop Buster."
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.)
Alt Obituary:"%o was caught in %k's Blizzard Ultimate."
Damage Type:Ice

Weapon 2:Knuckle Laser(Shoots 4 lasers in front(none go straight forward), each laser has moderate speed and does moderate damage, uses green laser sprite and Gemini Laser sounds.)
Main Obituary:"%o was beamed at by %k's Knuckle Lasers."
Alt 2:Laser Bomb(Uses up the whole ammo bar, when it explodes it will send lasers in 4 directions, the explosion will deal moderate damage and causes blind, the lases cause moderate damage and travel at moderate-slow speed, bomb uses colourful ball sprite in my pk3, lasers use green laser in my pk3, uses Flash Stopper sound for explosion sound and Gemini laser sounds for the beams)
Alt Obituary:"%o got sight damage from %k's Laser Bomb."
Damage Type:Light

Instagib Weapon: Nuclear Beam(A little green laser, normal speed, uses the Gemini Laser sound and the green laser sprite)
Obituary:"%o got eliminated by %k's Nuclear Laser."

player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel

Sprites, HUDs and Botchats still here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 30, 2012, 01:12:05 AM
Quote from: "xColdxFusionx"
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.

Hmmmm.  Maybe. I'll consult with M712 and see how we could do that, maybe make the arc shot the alt?  And remove the dash and reg.buster and alter the main buster to act like protobuster?  Would that be suffice?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Knux on March 30, 2012, 02:45:49 AM
Quote
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 30, 2012, 02:54:19 AM
I like this idea. It would definitely make for an interesting playstyle.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 30, 2012, 03:13:34 AM
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: 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 30, 2012, 03:28:05 AM
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: 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.
First alt = YD Starman's Alt.

The Instagib seems, broken? Think about it, that is your only weapon when you have the instagib modifier on, so being insanly hard to hit while running around with that on, you will end up spawning and using it instantly from the pressing fire to spawn (if it doesn't just chuck a IGmetalblade) and you kill anyone you hit.  Only draw back I of it is the uncontrollable hard to control due to the speed.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 30, 2012, 03:38:27 AM
It only kills people in front of you.

Basically, it's charge man's charge.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 30, 2012, 03:42:44 AM
I sense Cold's "Rejected" stamp nearby...
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 30, 2012, 06:07:21 AM
May I make a suggestion?

Only have one weapon.

That is all.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: JaxOf7 on March 30, 2012, 11:04:33 AM
Quote from: "Beed28"
Made the crosshair appear. But now the homing ability is a bit overpowered...

JaxOf7 is better than I am, so kudos to him.
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.
But will be honest, BikKnife is but one weapon, these are spammy projectiles. I make absolutely no promises in regards to lag (or performance), though I am optimistic.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 30, 2012, 11:46:20 AM
See my class in page 103. Is this a lot better?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 30, 2012, 12:05:21 PM
Is there a certain person or team who makes the bot weapons? They're all very nicely put together and I'd like mine for my class when it's completed. I'm loving the bot chats as well, especially one of Blaze's lines where he says "Oy, all this running around will be the death of me." It's things like these that make the mod worth playing offline, and I really appreciate the work put into this project.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 30, 2012, 01:42:06 PM
I'm not really part of the team but I am the one that made the bot weps
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 30, 2012, 02:22:58 PM
See my class on page 103.
Better?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 30, 2012, 02:33:02 PM
I also find it ironic that mirror buster is Michael's weakness but none of his attacks trigger mirror buster except for the small "shot gun"
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 30, 2012, 02:42:30 PM
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)
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.
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.


WHILE I'M HERE THOUGH how about some feedback

which one looks better
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 30, 2012, 02:49:15 PM
....................................................................................

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 30, 2012, 02:51:10 PM
Quote from: "SmashBroPlusB"
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)
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.
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.


WHILE I'M HERE THOUGH how about some feedback

which one looks better
(click to show/hide)

Thank you, I was getting ready to say something myself but decided against it.

As for your Meteo Smash, second, can't go wrong with centered letters.

Quote from: "Hilman170499"
....................................................................................

(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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Laggy Blazko on March 30, 2012, 02:54:45 PM
Quote from: "SmashBroPlusB"
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.
I don't know, I kinda like that idea, but xColdxFusionx should judge it. Hilman has posted a lot but I haven't seen any response from him.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 30, 2012, 03:04:27 PM
Quote from: "Hilman170499"
....................................................................................

(click to show/hide)

Although I'm a bit unhappy, I feel a bit more spaced out quitting.
*insert transmission off here*
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 30, 2012, 03:07:59 PM
Oh come on, don't take it THAT hard. Just try again and come back later.

I mean look at me, I was blatantly smashed across the face with a frying pan when I first applied for CSCC. Now I have a MUCH better class, a creative attack system, and a totally unrelated classes mod because I took the time to change my ideas and come back later.

Just do something else, I'm sure it'll be fine.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 30, 2012, 03:26:09 PM
*reopens transmission*

Actually, that wasn't the first time. It was the 3rd, 4th or 5th attempt. The first attempt was commented at by the writer while the others were made based on others' words.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 30, 2012, 05:13:57 PM
Quote from: "MegaLAD1514"
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..........

Firstly, sorry for posting this very, very late. Haven't been paying attention to this topic too much.

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.

also, I'm coming up with a instagib mode but I am still thinking it through.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 30, 2012, 05:32:26 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 30, 2012, 07:13:29 PM
Speaking of damage types, they're starting to go all over the place <_>

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
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 30, 2012, 07:18:54 PM
Isn't there a plant damage type? Also, your other weapon ("Sparky," I think) is electric, so... Needs more electric on that list. Plus, if my class is approved/made, plant and electric need to be there. Also, Tsuki's class seems more like fire, but hey.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 30, 2012, 07:21:50 PM
Whoops, forgot about electricity (only 2 on that list @_@)

As for tsuki, both his and mess's attacks do skull damage (except for his pseudo instagib top attack)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 30, 2012, 08:33:32 PM
Keep in mind, people can be weak and resistant to weapons without damagetypes. This is called "Normal."

You can shove YD and Beed in there.

also, smashb, go with centered.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 30, 2012, 08:51:15 PM
Quote from: "Korby"
Keep in mind, people can be weak and resistant to weapons without damagetypes. This is called "Normal."

You can shove YD and Beed in there.

also, smashb, go with centered.
Beed's damage types are
quick:missile
mirror: mirror buster
bomb: hyper missile
beam: novelty beam

only 1 of those is technically a normal damage type and that's basically a instagib damage type in the core game
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 30, 2012, 09:12:13 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 30, 2012, 09:21:48 PM
Quote from: "Star Dood"
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?
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.

How about: Star Buster: Shoots small stars that scatter around Stardood a moment before flying forward. ((The Bubble Gun at Level 3 from Cave Story is a good example))  Maybe have it while the shoot button is held they shoot out and circle around him then when the button is released they go forward.  A quick press or with low ammo allows a little bit of cover, and having a lot of ammo lets you send out a wall of shoots.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 30, 2012, 09:24:53 PM
Quote 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.

Quote from: "SmashBroPlusB"
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.


Oh crap, that works with traffic cones?!
I'll definitely see if I can figure out if this can work. Along with a couple other exploits involving XDeath madness.

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.

Quote from: "Star Dood"
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?

Hoo boy, Gambler class. Those can be a pain to balance. My only suggestion at the moment is to remove Giygas because  I have a feeling going over 80 damage with this would be slightly OP. Also because the real Giygas would eat the server if you summoned him and we really don't want that happening, do we...

Also, so Star Storm recharges more like Napalm Seekers? They're not torpedoes. Torpedoes are for water. I'd still drop the damage a bit.

Overall, I like it. [APPROVED]
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 30, 2012, 09:31:32 PM
I just thought it would be pretty funny to see a Gigyas flying at you.

Uh... Guess I'll get to work on something of it... And forte's idea is better for Star Buster.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Orange juice :l on March 30, 2012, 10:06:17 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 30, 2012, 10:21:16 PM
Quote from: "xColdxFusionx"
Quote 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.
I did the rest

(http://i544.photobucket.com/albums/hh355/smashbroplusb/OnionGai.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/OnionMet.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/OnionStr.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/OnionWrp.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/SumnMisl.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/SumnLasr.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/SumnGuns.png)
(http://i544.photobucket.com/albums/hh355/smashbroplusb/SumnNade.png)

... and I've pretty much all-but-revealed my little "project" so whatever, that's cool.

Quote from: "ice"
Speaking of damage types, they're starting to go all over the place <_>

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
I have attacks for Sword / Cutting, Ice, Electricity, Fire, Space, Plants, Missiles, Beams, Explosives, Time, and Wind.

Hope this balances things out a bit!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Knux on March 30, 2012, 11:26:56 PM
I saw Light in the first few pages, but I don't see it now. What category does a laser fall into then? This is for the laser pellets of my class.
Title: Thanks, Ice!
Post by: Davregis on March 31, 2012, 12:25:59 AM
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..?
Title: Re: Thanks, Ice!
Post by: xColdxFusionx on March 31, 2012, 01:01:06 AM
Quote from: "Daveris"
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..?

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...
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 31, 2012, 01:20:52 AM
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 purple
1st 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: GameAndWatcher on March 31, 2012, 02:03:37 AM
Better idea for my class,
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 31, 2012, 04:00:27 AM
Quote from: "Orange juice :l"
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)

It's more like a flurry of lots of incredibly painful pokes, really.
Title: Ice, plz stop calling me michael
Post by: BiscuitSlash on March 31, 2012, 10:05:46 AM
Quote from: "Orange juice :l"
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
Quote from: "Protoman01"
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 purple
1st 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 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 31, 2012, 10:56:28 AM
Ok, thank you M712, i'm just waiting for it to be approved.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 31, 2012, 02:51:14 PM
I care too much about what I do. So....
(http://img38.imagefra.me/i53v/michael712/1bjm_9af_ubf6m.png) (http://i.imagefra.me/ce2j2reo)
I need rotations for these sprites. I don't need all the arc shot rotations, but the more I have, the better it will look for anyone fighting him. No I'm not lazy, I'm working on Proto's skin and Trollman's Troll Sword rotations. I can't go into hardcore spriting.
Title: Re: Thanks, Ice!
Post by: Davregis on March 31, 2012, 03:36:45 PM
Quote from: "xColdxFusionx"
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...

The Centaurskin version only had the 1st weapon. You said that stacking buffs until he died would be incredibly OP, I believe.
...
How about this; Refrain triples his speed for a brief moment and +5s the Ice Shot damage until he dies, also -0.03ing his armor.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 31, 2012, 09:05:14 PM
Quote from: "SmashBroPlusB"
Quote from: "ice"
Speaking of damage types, they're starting to go all over the place <_>

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
I have attacks for Sword / Cutting, Ice, Electricity, Fire, Space, Plants, Missiles, Beams, Explosives, Time, and Wind.

Hope this balances things out a bit!
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 either

Then again, this is a community project, so it's bound to be unbalanced as hell
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 31, 2012, 10:09:44 PM
Oh, boy... and to think I wanted my class to be weak to busters.
Perhaps it could be weak to every damage type it uses... A metaphorical two-way street.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on April 01, 2012, 12:02:54 AM
I should seriously get around to making v4a for real... (http://www.mediafire.com/?1ht98hnbrc6m6ah)
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: Beed28 on April 01, 2012, 12:06:18 AM
What are the changes? The readme doesn't say.

EDIT: Oh great, it's an Apr- *shot*
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: Davregis on April 01, 2012, 12:15:27 AM
My class has been approved by ColdFusion. It is...

cpDaveris
Skin-Icegon Dragon.
Role-Shifting damage
Type-Ice/Dragon. According to Pokemans, I am weak to  Fighting, Dragon, Rock, Steel. Resist to Water, Electric and Grass
Weapon
Ice Shot-Does 15 damage.
Desc-A quick shot. Fires twice per second at IGmetalblade speeds. No hitstun. 7 shots per bar, bar takes 2 seconds to regen.
ALT
Refrain-A quick pause
Desc-Pauses for a moment. If hit, takes no damage and releases a flurry of ice ala Star Crash. Also buffs Ice-Shot damage by 5, up to 50
Reload-3.5 seconds standing, 7 firing
IG
Refrain-A quick pause
Desc-Similar to refrain. If he's hit, he takes NO damage. The attacker is smited.
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: ice on April 01, 2012, 12:46:57 AM
*looks at damage types and sees the ice blade and lightning wave still has no damage types*

(click to show/hide)

Edit: *Starts up the game* Oh you
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: SaviorSword on April 01, 2012, 01:09:04 AM
Has this been play tested yet? I'm scared to even open it! :(
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: ice on April 01, 2012, 01:20:51 AM
Lets just say you're in for ALOT of lulz when you open it

Though DO NOT use the troll's attack
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: SaviorSword on April 01, 2012, 01:26:11 AM
Let me guess, this isn't supposed to be serious, eh?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: SmashTheEchidna on April 01, 2012, 01:26:44 AM
oh lord what has happened .__.;
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: Orange juice :l on April 01, 2012, 01:36:53 AM
April fools yes
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: Davregis on April 01, 2012, 02:02:03 AM
Seems more balanced. What did you change?
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: fortegigasgospel on April 01, 2012, 02:17:48 AM
Quote from: "SaviorSword"
Let me guess, this isn't supposed to be serious, eh?

(click to show/hide)
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.

This is an April Fools joke.  Cause in Europe its April 1st already.
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: ice on April 01, 2012, 02:18:58 AM
Reactions to the changes

Megaman: Wow, now I see why he's called megaman
Coldfusion: ...I dont see any difference *looks at the code* looks like you derped at derping
Sinkman: ...next
King yamato: pins a bot in a corner while yelling ATATATATATATA!
Finite zero: Oh hey look he's usable now :D
Jack corvus: ....next
Yellow devil: Changemus mm1wboss
Gummywormz: ... oh wth
Chimeraman: haveing fun in a narrow hall until I decided to use his alt
Cutmanmike: where's your god now?
Laggy Blazko: I dont see a difference
Breeve: *looks up*
Ice/Sparky: ...looks like I got what I asked for
Beed: welp, looks like he's not a problem anym-....wait a moment...FFFFFFFFFFF
Blaze: *beepbeepbepp* WTFBOOOOOOOOO-
Tsuki: ...son I am dissapoint
Messatsu: LOOOOOOOOOOOOL!!!!!
BladeRoden: powpowpowpow
Ukiyama: *changemusmm1wboss at the skull castle entrance* btw, I demand you make his taunt Chocolate rain
Travis: Moving along
Mike numbers: now his weakness is more prominent
Fengapapit: trolololololololol sentry
Troll: FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Bikdark: *shank*
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: darkmath on April 01, 2012, 02:24:27 AM
If you think any changes must or can be made to my class, just say it, I'll try to fix, one last question, did we got enought tanks?
Title: Re: [Expansion] Cutstuff Community Classes (v3e)
Post by: Laggy Blazko on April 01, 2012, 02:53:47 AM
Now this mod has scien- *gibbed by megaman's finger*
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h1)
Post by: xColdxFusionx on April 01, 2012, 03:06:47 AM
After crashing Human Destroyer's server a few too many times, I think people caught on. Here, have the real thing. (http://www.mediafire.com/?y2suaj46bvm6n8p)
Title: ... xCFx you ninja
Post by: ice on April 01, 2012, 04:10:21 AM
*reads change log*
Ice blade and lightning wave have proper damage types "YES!"
Ice bits do less damage "...another nerf? Well jeeze, why dont you just go the whole mile and make the whole attack useless"*hint hint*

Though I do like that you took my suggestions about makeing the ice ball spawn a spike on impact

edit: And I can't even get it to start up

Script error New megaman line 281, Expected "," got "0.0"

adter fixing it and playing around with it, I like how things have changed, though Uki's revolver is painful to reload
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h1)
Post by: Beed28 on April 01, 2012, 11:52:10 AM
Lol.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h1)
Post by: xColdxFusionx on April 01, 2012, 02:18:21 PM
Argh, my coding incompetency played an April Fools prank on an April Fools prank! What is this madness?! (http://www.mediafire.com/?r22t86hqsrx32ff)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 01, 2012, 05:02:56 PM
Again, reloading as Ukiyama is painful as hell and I have no idea what's going on with Travis

Also tried single player campaign, it was awesome, some boss fights were easier (Gamma) and some were borderline impossible (Guts tank, I had to resort to using god mode to get past that and even with that, focusing all of my firepower point blank at him, it took me 5 minutes meaning, yeah good luck if you're using ice/sparky), other than that, good job
Title: Lol
Post by: MasterXman on April 01, 2012, 05:09:09 PM
Yeah... Messatsu can seriously fly if he's infected while using his alt.
Fix that.
No really. He's flying.
Its the only bug I found now.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Clayton on April 01, 2012, 06:19:13 PM
Quote from: "xColdxFusionx"
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.

You know what, scratch the idea of the jet thingy. I don't think that will be nessesary. In that case, I'll have to think of something else because I want SupahLAD to at least be able to use the Supahlaser. The instagib idea will need some thinking through since I've changed the skin layout.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 02, 2012, 03:02:17 PM
Does my class have the new taunt I sent you now? (The one that references safety foam, and yeah sorry about all the taunt changing. This should be the last time)

Also I'll need to request that you hold back the next release data for 4a. I'll be making Proto's class and finishing off Trollman's class as fast as I can. Trollman's class does have a few issues with it however, which is going to be hard to do. (The charged up HUD not flashing and the core weakness)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 04, 2012, 09:07:28 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on April 04, 2012, 10:44:44 PM
I thought you were only allowed one class?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 04, 2012, 11:09:04 PM
Quote from: "SaviorSword"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: darkmath on April 04, 2012, 11:16:02 PM
Let's see if this new idea is balanced and will be actually aproved:
Stats: Normal
Skin: Slashman
Weakness: All kinds of water types, ice types and plant types.
Resistance: All kinds of metal types, fire types and explosive types.
Weapon 1:
Rendering Claws = Dashes foward and then slash enemies in front of the player dealing 15 damage to each.
(Alt) Black Sting = Launches a sting that deals 20 damage and knock the enemy back a little more than normal.
Weapon 2:
Healing Bottle = Heals the player for 20 Health.
(Alt) Slowing Bottle = Slows the enemies who pass through it until they leave the area, the poison stays for 5 seconds.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 05, 2012, 12:00:41 AM
Quote from: "xColdxFusionx"
First of all these classes break several fundamental rules of CSCC.
Second of all... what.

Which rules? The one per user or somethin'?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 05, 2012, 12:05:00 AM
You can't have more than one class.

Quote from: "xColdxFusionx"
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...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 05, 2012, 12:39:15 AM
Quote from: "xColdxFusionx"
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.

Sorry, rejected on two fronts.

Also fixed the wording on the "No random classes" rule
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 05, 2012, 12:41:15 AM
Well, the dark templar fits SaviorSword a lot, IMO.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 05, 2012, 02:38:30 AM
I also support Swordy as a dark templar, but he has to name it SaviorSword just like my class has to be named SmashBro.

I guess you could potentially get away with another name if it's a popular fan character, like if they were featured in the Cutstuff War or they were generally well-known. For instance, my original "Smash Man", Korby's "Sink Man", and Ice's "Sparky" fit these guidelines. However, your war character is named SaviorSword as well so that's a moot point.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 05, 2012, 03:00:14 AM
My 1st class submitted is based off of me as a person in-game (Thunder and Gravity), which also is what the CutStuff war character was based off of too. The Dark Templar represents the other side of myself, and I could rename it so say... SaviorTemplar, or stick to the StarCraft roots and just flat out call it Dark Templar.

Quote from: "xColdxFusionx"
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.
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.

Still, its still yar call Cold.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 05, 2012, 03:59:06 AM
It's technically not a Dark Templar, it's more of a Dark+High Templar, really.

also they're some of my favorite Starcraft units, so I support SaviorSword(the starcraft guy) to have a starcraft unit be his class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 05, 2012, 02:12:43 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 05, 2012, 02:22:36 PM
Right, does anyone here object to me making blueprints to represent their characters?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 05, 2012, 02:24:48 PM
Blueprints as in maps?

If so, I already thought of  a map to represent me. (I sort of have the payout sketched in my head)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 05, 2012, 02:32:42 PM
Quote from: "Michael712"
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?

Not sure how the seperate hixbox thing works so I don't know

As for the power speed, you don't, try useing the same speed method scorch wheel and sparky uses

As for blueprints, not sure what the heck you mean, reword it alittle
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 05, 2012, 03:54:03 PM
Well now that that's done, I guess Trollman's class is finished now. Right now he has no weakness until I can figure out how to make that core work properly, therefore he might be a bit OP at the moment.

Should I send him over now?
Title: Take Three
Post by: ? Manibogi ? on April 05, 2012, 07:58:35 PM
I think this represents me a bit better.

Name: Manibogi
Armor: 0.9x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Dust Crusher; Junk Shield
Jump: Normal
Damage type: Whatever type Junk Shield is
Role: Builder
Speed: 1.2
Weapon dropped: Dust Crasher
Skin: Bass-RM7FC
Skin color: Oil Slider's color
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
IG Wep: Scrappergun: Same as the Scrapgun TX, but with infinite ammo, IG Metal Blade speed, and small scrap is not affected by gravity. Damage: 300

It fits me IMO beacuse I like creating new things all the time.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 05, 2012, 08:17:46 PM
Quote from: "Manibogi"
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.

Why does this sound familiar...?

Quote from: "Manibogi"
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)

...No, seriously...

Quote from: "Manibogi"
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

...Someone tell me why I feel like I've heard this all before.

Sorry if I sound overly harsh, 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 05, 2012, 08:21:31 PM
Actually, he's trying to be an Engineer, just like Blaze is a Soldier and Lego is a Demoman.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 05, 2012, 08:23:46 PM
Bikdark's the Spy as well. Heck, you could rename this "Cold Fortress 7" if you wanted to.

At this point, you should totally port over YD Needle Man and call it "The Heavy" for teh lolz.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 05, 2012, 08:27:20 PM
Quote from: "Korby"
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.
And Fenga would be Combat engie.

Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 05, 2012, 08:30:14 PM
... I just noticed that all of your attacks rely on weapons energy to refill themselves.

Seriously, it's gonna SUCK playing Manibogi in Last Man Standing.
Title: Re: Take Three
Post by: ? Manibogi ? on April 05, 2012, 08:33:39 PM
Quote from: "Manibogi"
(This weapon is tentative and it's subject to change, any creative/original ideas are welcome)
Scorpion+unlimited ammo=OP

EDIT:
Stinger LW: Bladed Light-Weight Assault Rifle
Non-hitscan rapid fire weapon. Regenerating ammo. Damage: 6
Alt: Slashes with a blade located on the gun's tip. Damage: Same as Slash Claw (Maybe)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 05, 2012, 10:24:52 PM
Even though this is somewhat out of context (and I love the Manigineer idea by the way) I thought I'd put it here anyway.
Quote from: "In a PM to Coldy, SmashBroPlusB"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 05, 2012, 11:40:36 PM
Which is why I chose a Meditank, hurrhurr.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on April 05, 2012, 11:48:19 PM
Weakness Exploiter is about as diverse as it can get, no?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 05, 2012, 11:57:23 PM
Technically, you would count as a Warrior if I'm reading these categories correctly.

Also, since when do Black Mages have massive armor? Also Chimera Man is kind of fast what are you talking about
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 06, 2012, 01:04:03 AM
I have an idea for my Class:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: DarkAura on April 06, 2012, 01:19:53 AM
Not really one to do this, but...I'll hate myself for this later.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 06, 2012, 02:48:48 AM
There are starting to be too many every damage type classes being suggested @_@, this makes 4 scince the last update.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 06, 2012, 03:04:02 AM
Technically, he didn't specify an amount. There is a difference between "every" and a "few" damagetype classes. After all, you don't have every damage type, do you, ice?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Knux on April 06, 2012, 04:30:40 AM
Hold on a second... classes can have resistances too? If so, I have some in mind for mine.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 06, 2012, 02:06:28 PM
Quote from: "DarkAura"
Not really one to do this, but...I'll hate myself for this later.
(click to show/hide)

Sorrow Shot doesn't exactly fit for Instagib. ...Have you ever even played IG?
Perhaps you mean it's supposed to be a normal item.

Not a bad idea, but the weapons don't seem all that unique. Work on it a bit.

Also stats will probably be tweaked because 8.0x armor means you die from someone looking at you.

Quote from: "Game&Watcher"
I have an idea for my Class:
(click to show/hide)

Why is it a Scout...
My only complaint is that not everyone needs high speed and 1.5 armor! Come on, guys, come up with a different stat layout.
Also 2.0 speed is faster than Jack Corvus.
inb4 some wiseguy submits a class with 1.4 armor
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 06, 2012, 02:58:47 PM
Any edits on my class you guys find neccesary are fine by me.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 06, 2012, 03:02:47 PM
You're giving them permission to make you a completely different class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 06, 2012, 03:14:28 PM
Nope, just slight changes, such as speed or armor and stuff like that, but now I think I could have been a little clearer.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 06, 2012, 03:27:29 PM
Game&Watcher officially [APPROVED]

I'll see what I can do with the stats.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 06, 2012, 03:32:52 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 06, 2012, 03:47:33 PM
I think my own may be insanely OP.

Imagine...

Catch 7 bullets, you have a 50 damage buster with a decent fire-rate until you die.
I think I may want to lower the cap.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 06, 2012, 05:45:25 PM
Quote from: "xColdxFusionx"
Game&Watcher officially [APPROVED]

I'll see what I can do with the stats.
Thanks
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 06, 2012, 07:06:41 PM
Quote from: "Michael712"
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.

Trollman seems balanced, but I'm leaving him out of the pack for now because that skin and those sword sprites are a bit of an eyesore. I'll see if anyone can help get them to look better.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 06, 2012, 07:11:30 PM
I'll admit, the sword sprites could use work i made 'em, but the skin? Ummm, I don't think that can really be changed unless Trollman's okay with it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Trollman on April 06, 2012, 07:33:49 PM
Well, I'm OK with the change, depending on what will be changed
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 06, 2012, 07:42:59 PM
Quote from: "Trollman"
Well, I'm OK with the change, depending on what will be changed

It's mainly "give Trollman walking poses and make him not burn eyes when he gets hit."
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Trollman on April 06, 2012, 07:44:15 PM
OK, I agree to these changes (Overall the walking poses thing)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Knux on April 06, 2012, 09:23:03 PM
I have a suggestion for anyone attempting to make the Game and Watch skin. You could make the outlines the main weapon color, and the inside the secondary weapon color. Just try to make the outline less thin than it is. I thought of having the colors in reverse order at first, but something doesn't feel right about that.

In the end, it's up to Game and Watcher, but yeah. Just a thought. Also, I ask again: can the classes have resistances?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 06, 2012, 09:30:26 PM
I was thinking blue inside cyan outline, similar to Melee/Brawl.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 06, 2012, 09:37:53 PM
Quote from: "Game&Watcher"
I was thinking blue inside cyan outline, similar to Melee/Brawl.

I actually prefer this.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on April 06, 2012, 11:16:22 PM
Needs more G&W + Oil Slider
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 07, 2012, 03:05:13 AM
I'm just about ready to send the first version of my class in. I just have a few minor problems that I don't really know how to fix, but other than that it's pretty much ready.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 07, 2012, 09:42:11 AM
I'll try to make running frames and a new hit frame for Trollman. For the new Troll Sword rotations though....yeah, not much room for improvement if I handle it.

I also want to make Protoman01's skin have Protoman always holding his shield in front. The back frames are hard as hell to make though, so I kinda need help (or leave them 'til later). Protoman's class will be great! Honest!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: -FiniteZero- on April 07, 2012, 03:08:07 PM
Oh, and by the by, did my Instagib Weapon ever get accepted, or was it scrapped, for lack of a better word?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 07, 2012, 05:21:33 PM
Important thing to note.

The Copywep Solar Laser is the wrong colour. Right now it's scorch wheel-ish colour, when it should be bright yellow and white like the HUD.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Darkseed on April 07, 2012, 08:15:07 PM
Can i make a class? basically its my "assassin" but made into a class, with a Jupiter skin i found (included in pk3)

Name:cmDarkchseed
Armor: None (Weakness: Speed )
Speed: Slightly Faster
Jump: Normal
Damage Type: Somewhat Short Range 1 Hit KO Knife.
Only 1 Weapon with , but can i have the "Itank" in my inventory in exchange for my second weapon? Itank gives invisibility for 10 seconds.
Role: Role? ummm...assassin?
Weapon Dropped: Magnet Missle.

Skin: Jupiter (Zero-EXE)

I'll send it in once its done.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 07, 2012, 09:01:56 PM
so in other words, a more speedy Bikdark with only the knife that is already broken to begin with?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 07, 2012, 09:08:36 PM
the knife is as broken as top spin
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 07, 2012, 09:21:17 PM
Quote from: "Korby"
the knife is as broken as top spin with invisibility and the ability to use it on the ground
Fixed that for ya

Also, about the E chips, they make getting the M tank easier than the E tank @_@ heck I don't even think anyone has even managed to get 4 of them in a single life let alone bothered to get them. Classes can't really grab any tanks to begin with meaning the chips are literally worthless unless someone's playing as megaman. If they're that hard to get, why not let everyone be able to grab them as hard to get as the tanks are to begin with
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on April 07, 2012, 10:44:22 PM
Just throwing this out there, but I still need a coder (http://www.mediafire.com/?0zo8y5flc6417ie).
No pressure; this is there if anyone has the time and/or patience.
(Information is in the read-me file)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 07, 2012, 11:10:58 PM
For E-chips, why don't ya change it so that it can be used anytime like an ETank, but only heals 25 hp?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 07, 2012, 11:17:36 PM
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 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 07, 2012, 11:36:01 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 08, 2012, 12:15:08 AM
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Knux on April 08, 2012, 05:27:56 AM
Quote from: "SmashBroPlusB"
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 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 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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 08, 2012, 06:16:21 AM
Why don't you just get rid of E-Chips? They're annoying and completely kill the purpose of an E-Tank, considering you'll have to camp the E-Chips to even have a chance of getting E-Tanks. This is obviously exactly what you wanted to prevent.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 08, 2012, 12:05:24 PM
Quote from: "xColdxFusionx"
Quote 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.
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 up

Also, is Travis supposed to be like that? Before it was click to shoot and hold to use the wave thing, now it's hold shoot, wave, shoot, wave
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 08, 2012, 04:20:14 PM
Alright, let's collect some community opinions, shall we? (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4246)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 09, 2012, 11:30:44 AM
Making a video to showcase some of the classes, will add annotations and such when it's done processing.

Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 09, 2012, 02:09:30 PM
Oh hey, v4a teasers. Everyone likes teasers!

(click to show/hide)

There's still plenty of open slots for classes in v4a! Get your files in while you can!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 09, 2012, 02:57:30 PM
2 ammo bars for my class? Ooooh, I'm feeling exited! Although why does the fireball look different....?

I'm going to need lots of help with Protoman's skin. It's the back frames. Removing that shield from his back is a total pain and I need lots of help with it. Anyone feeling generous?

I'll also need help with the Troll sword rotations (unless CF tells me anything specific in there that I can fix up).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 09, 2012, 03:09:40 PM
From what I'm seeing, I guess
Blazko can pick up ammo with the nades equipped, everyone with 2 ammo bars have them both visible, you can see everyone's health, 2 new classes, and beed now has a lock on
Title: slow down a little and wait for MEEEEEEEE
Post by: Hallan Parva on April 09, 2012, 04:22:45 PM
It looks like everyone's now using the Bikdark-style "one ammo bar on each side of my HP" layout rather than the old "two ammo bars to the left of my HP" layout used in other classes mods. Is this indeed the case?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Rozark on April 09, 2012, 06:06:23 PM
hey HD, sweet vid, just seems abit laggy O.o i wish i could upload my mm8bdm adv, ffs movie maker :(
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 09, 2012, 06:52:20 PM
My commentry is in green.

Quote from: "xColdxFusionx"
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 09, 2012, 06:56:08 PM
Quote from: "xColdxFusionx"
Oh hey, v4a teasers. Everyone likes teasers!
(http://img836.imageshack.us/img836/8265/teaser2.png)
This should make things less confusing, I guess.
It's an H-tank, yay!
That will surely fix everything!
...
Oh wait it's the double ammo bar.
Aww.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 09, 2012, 07:57:54 PM
Personally I think my class works really well with the new idle hud for the 2nd wep. I always found it confusing which I was using before. Not sure about me having 2 ammo bars though, but I guess it might work. but i'm sure that fireball looks different....oh wait, shading on the arm....that'll be software mode holding me back then.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 10, 2012, 01:34:52 AM
It's looking good so far. Looking forward to it!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on April 10, 2012, 01:39:22 AM
I'm still up for shoving the work of coding my class on to anyone willing to do it  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 10, 2012, 02:50:03 AM
Response to Beed a page or so back:

(click to show/hide)

Also, @Ice: Travis will be fixed. Not sure what bugged out this time...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 10, 2012, 03:27:20 AM
Aww, I kinda liked the mystery aspect of the ammo of ice/sparky, but I guess it works. I'm also trying to make new bot weapons for the current ones that had a weapon change (mainly tsuki)
Title: now everyone knows what I'm doing, gee gee
Post by: Hallan Parva on April 10, 2012, 10:56:07 AM
I'm not sure which one of these looks better. I like the one on the right myself but I'd like some community feedback.

(http://i544.photobucket.com/albums/hh355/smashbroplusb/fakehud1R.png) (http://i544.photobucket.com/albums/hh355/smashbroplusb/fakehud1L.png)
(click to show/hide)
... Before anyone asks, 74 was the first number that came to mind when I was making this mock-up. Sue me.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 10, 2012, 12:00:29 PM
Horizontal Bar.
Also, right one.
Title: I got my Home PC fixed. Yaaay.~
Post by: Jennifer on April 10, 2012, 12:09:26 PM
Quote from: "SmashBroPlusB"
Right, does anyone here object to me making blueprints to represent their characters?

I have one made already on my Laptop, but it's in for repairs.

Although, I can go through the 5 hours it took to make it again if I need to.
Title: Re: now everyone knows what I'm doing, gee gee
Post by: Beed28 on April 10, 2012, 12:13:33 PM
Quote from: "SmashBroPlusB"
(http://i544.photobucket.com/albums/hh355/smashbroplusb/fakehud1L.png)

That one will do. Also, is that 074 the Bravery gage? :shock:
Title: Beed28 was late to the party
Post by: Hallan Parva on April 10, 2012, 01:37:17 PM
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)
Title: Re: Beed28 was late to the party
Post by: Beed28 on April 10, 2012, 01:48:09 PM
Quote from: "SmashBroPlusB"
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)

Ooh, I know what this is! When playing as your class, you have to use Bravery attacks (that don't hurt the enemy) to increase your bravery! And then when your bravery is high enough, you unleash a HP attack that actually damages your foe!

And I guess the three stones is the assist thingy, where you can summon either I or Laggy, and the purple gage is the EX Gauge that increases by picking up weapon energy!

I get it now.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 10, 2012, 02:00:27 PM
Ding ding ding! We have a winner!

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. For the most part though, you're right: Bravery Attacks are your bread and butter, while HP Attacks serve as a finish for all of your hard work. This is why I was asking all those weird-ass questions like "how do I change projectile damage based on ammo" and "can I have a summon take ammo from the summoner".

I have to admit, I chuckled a little at your enthusiasm. :lol:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 10, 2012, 02:10:21 PM
Btw, are we going with the idea of Eddie giving you bandwidth beam? If so, should we use the one that Blaze(?) made or should I finish off my one?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 10, 2012, 03:22:27 PM
Quote from: "SmashBroPlusB"
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.

Can't you make it so the pain state gives back one health point?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 10, 2012, 03:45:19 PM
Quote from: "SaviorSword"
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 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 got a lot more support for this class than I ever anticipated (Thanks a BUNCH for my supporters)! If folks really deem this worthy enough to support, then at least give this class a chance. I mean, Tsuki has 2 classes in a sense and no one's really that bothered by it and heck some even support it (if I recall correctly).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 10, 2012, 09:19:09 PM
since Beed finally made it to the party I guess I can post this publicly now
WARNING: WALL OF TEXT
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 10, 2012, 09:25:35 PM
inb4 rejected OLOLOLOLOLOLOLO

But I think it shouldn't have more HP than YD.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 10, 2012, 09:30:22 PM
It's already accepted.

He also does little to no damage, so I think it's fine.

I'm interested in seeing how well he plays in LMS modes.


On the note of different classes, you should grab the Doc Robot class from YD Classes and have CTF compatability
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 10, 2012, 09:33:03 PM
Oh god, no... I think we need an OP carrier this time.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on April 10, 2012, 09:38:20 PM
hello my name is 20 pages ago
Quote from: "SmashBroPlusB"
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.

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.
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 place

also YD can just punch you in the face and you die whereas I have to punch you hundreds of times


EDIT: KORBY NINJAS ATTACKING MY REFRIDGERATOR

... But yeah, it's supposed to be "easy to learn, difficult to master". And he's designed for small PvP skirmishes.
The real question should be "I wonder how he plays in 32 player Deathmatch".

EDIT EDIT: BLAZKO NINJAS STEALING MY RECLINER CHAIR

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 10, 2012, 11:43:55 PM
When I said the Doc Robot class, I meant the coding for a carrier class.
Personally, I think you should just turn into Megaman if you grab the flag.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 11, 2012, 02:44:06 AM
Oh boy, CTF/Possession compatibility. I suppose some sort of Megaman clone would make a good carrier, but I was trying to think of something more unique. I guess he makes the most sense, though. You might see him in v4a. Depends if I can get off my lazy butt and actually add him.

@Smash: ...A custom HUD? Awesome!
The health thing may need to be tweaked because certain attacks in the mod don't work on characters with over 0.5x armor atm, but I guess we'll just have to mess around with that once we get there. Not trying to discourage tanks or anything. Just pointing that out.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 11, 2012, 03:38:09 AM
Quote from: "I"
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
(click to show/hide)
(click to show/hide)
EDIT: YD should have a taunt from PU.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 11, 2012, 05:00:40 AM
Almost finished with the bot weapons

Also, I demand that Thunder claw will be Cutmanmike's weakness when the mm8 expansion comes out
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 11, 2012, 11:00:16 AM
Back to submitting...

Name:chHilmancf170499
Armour:0.75(Weakness:Electricity, Cutter, Explosives)
Speed:0.75x Mega Man's speed
Jump:1.0x
Skin:Gemini Man(Colours:Blue and Yellow)
Role:All-around unit
Weapons:
Weapon 1:Hil Spread(Uncharged, it shoots a laser in 1 direction but charged, it will use ammo and fire lasers in 3 directions.)Obituary:"%o was eliminated by %k's Hil Spread."
Alt 1:Ray Sentry(Like the charged Ray Splasher, it will send a ball into the air that fires shots in several directions, uses up half of the ammo bar.)Obituary:"%o was caught by %k's Ray Sentry."
Weapon 2:Light Stream(Fires a short ranged wave of light in front you, much like a resprite of Wave Burner/Jupiter's weapon.)Obituary:"%o was captured in %k's Light Stream."
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."
Item:Last Resort Flash(This weapon will blind and freeze the enemies in a medium radius.)
As for damage type, ALL of these weapons will use "Light".
Weapon Dropped:Hil Spread
damage.screencolor "blue"(You know, whenever he gets hit the screen will flash blue)
Death Animation:He turns pure blue and fades away.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 11, 2012, 11:04:31 AM
Quote from: "ice"
Also, I demand that Thunder claw will be Cutmanmike's weakness when the mm8 expansion comes out
That should be his secondary weakness. Bandwidth Beam should be his main weakness.

For CTF, don't include a carrier class. It makes no sense. "I have the flag! I have now turned into a Doc Robot!". Half the time you wont be able to use your powers, which to me doesn't sound fun.

I have however thought up two things for Possession, both to do with Bikdark's class:
-Make he can't hide away with the circuit board somehow. Unless you're spamming projectiles (likely AoE) everywhere he can score an easy point.
-If Bikdark backstabs someone and is using a disguise, make it so that they hide the circuit board. Doing this in possession is actually really tricky and it took awhile for someone to do it in my server. Just thinking, cause y'know, they are disguised as someone else, meaning it shouldn't be obvious where they are and stuff. Just an idea.

I still need help with Protoman's skin. Anyone want to help?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 11, 2012, 01:29:41 PM
elaborating
Quote from: "SmashBroPlusB"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 11, 2012, 01:54:26 PM
Alright, so me and Smash were brainstorming on the server, and we thought some combos of people should get team attacks.

For example, I have Gaia Shield and Smash has Gaia Sword. Combined, that's the Gaia Knight Strike!

This would make choosing classes in team games a lot more strategic rather than just sticking with your favorite class EVERY TIME.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 11, 2012, 01:58:49 PM
To elaborate, if a class uses a certain attack on an ally of another certain class, they will use a team attack of increased power. For example, Ukiyama could use his Marine Tornado on the upcoming Lego class to give him access to a "Weapons Arsenal" team attack where he throws out tons of weapon projectiles from his various packs, or Bikdark could stab a SaviorSword to perform an "Invisible Assassination" team attack.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 11, 2012, 02:04:57 PM
Of course, you would probably give combos only to those who really get along well. For example, you wouldn't want an HD+YD combo, or a Bikdark+Protoman combo; it wouldn't make any sense.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jennifer on April 11, 2012, 03:00:31 PM
I don't really get along with anyone that well except for a Few that I've known/bonded with over Skype. And even then there aren't that many people, So a Team Attack for my class would not Exist.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 11, 2012, 03:02:36 PM
Shooting M712's fireball (wep2 mainfire) at Protoman's charged shot could power it up even more,  making it look fiery and doing about 90% damage. (OHKO'ing anyone weak to fire)

Tsuki and Trollsuki could probably create a Tsuki sentry somehow (one based off normal tsuki)

King Yamato and Chimera man obviously need some sort of combination attack.

NINJA'D EDIT: Same here unless Trollman and Protoman get in for v4.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 11, 2012, 03:05:09 PM
See my class on page 120.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 11, 2012, 03:07:30 PM
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
Title: Gaia Knight Strike... that's actually not bad HD
Post by: Hallan Parva on April 11, 2012, 03:14:48 PM
... Okay, maybe team attacks could be influenced by "in-universe" partnerships? Don't forget about the Cutstuff War.

Also I'm pretty sure Ice and Sparky were MADE for team attacks.


EDIT: Of course feel free to reject the notion, it was just an idea. I don't want to be overcomplicating things!
Title: Thanks for the compliment Smash
Post by: HD_ on April 11, 2012, 03:26:13 PM
The problem is not everyone has been featured in CS War yet, including myself.

Maybe give each person one combo with someone else, and only one.

If I don't get Smash, then Tsuki is my next choice.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 11, 2012, 05:23:10 PM
I don't really get along with anyone here.
Well, maybe Uki, but that's all.

Why am I talking 'bout this I have no fucking clue, since I'm still trying to get ideas.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 11, 2012, 05:32:27 PM
I don't like the idea, myself. Sure, it's neat in concept, but there are so many possibilities for people who get along with pretty much everyone.
Title: I'm still making Gaia Knight Strike though
Post by: Hallan Parva on April 11, 2012, 06:51:37 PM
And then Sinkman would destroy everything in sight, good game everybody.
Quote from: "Human Destroyer"
Maybe give each person one combo with someone else, and only one.
This might help to even the odds, so to speak.

Although, I'm starting to see how this can get a little out of hand... where's Coldy when you need him?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 11, 2012, 06:52:51 PM
If you can come up with ideas that synergize with their current kits, then I'd support it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 11, 2012, 07:09:03 PM
@Smash + HD: I'd make them work a bit differently, but the idea of combo attacks seems like a neat idea. Perhaps certain attacks could react to certain other attacks?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 11, 2012, 08:18:26 PM
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:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 11, 2012, 08:27:19 PM
Quote from: "SmashBroPlusB"
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:

Sort of like that, yeah.

In case anyone's still wondering what exactly I mean, take this example:
xColdxFusionx throws a Fusion Bomb. JaxOf7 catches the bomb with PsychoKinesis and throws it at someone else, covering it in energy. When the bomb explodes, it throws enemies up into the air in addition to dealing damage.

They'd have to be balanced to make sure no one would abuse them, but it would make team composition more interesting.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 11, 2012, 10:05:56 PM
So combos now are still more or less limited to just the user's creativity rather than some actual coded combination attack? Correct me if I'm wrong though.
One immediate combo that I can think of is me and Uki.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: fortegigasgospel on April 11, 2012, 11:00:38 PM
The problem I see is for people who don't really have any connections with other people. Ice is really the only person here I know and thats only because of SL.  So it unbalances people who don't really know others all that well.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on April 11, 2012, 11:23:37 PM
With his whole "two forms" thing, I can see two Ice/Sparky players teaming up.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 12, 2012, 12:27:45 AM
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 12, 2012, 12:35:20 AM
See my class on page 120
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 12, 2012, 12:38:21 AM
You don't have to say that every page.
BTW is anyone coding Hilman's class?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 12, 2012, 01:20:43 AM
Cold needs to start stampin' again...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 12, 2012, 02:19:12 AM
Quote from: "Daveris"
Quote 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.
and sparky has an extreme love for animal bots, especially dragons
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 12, 2012, 11:36:55 AM
Quote from: "Hilman170499"
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."

NOTE: A more understandable concept.

Alt 2:Soul Body(Like the weapon from Mega Man X4 with the same name, this weapon uses a good amount of ammo, then it will project a clone in front of you, the clone cannot move but will stay in front of you until it disappears, the clone will deal damage when it collides with enemies, it will disappear after a few seconds or when it takes/deals too much damage.)Obituary:"%o saw double from %k's Soul Body."

Possibly there will be a bug where Soul Body blocks the screen. So I came up with a solution... Make the clone translucent.

The rest of the class is once again on page 120. Do you accept this class?
Title: Jax you handsome beast
Post by: Hallan Parva on April 12, 2012, 03:35:26 PM
I was bored


slaaaaaaaaaaaaaaaaaaaaaaade

(http://i544.photobucket.com/albums/hh355/smashbroplusb/hellyeah-1.png)

Remember to adjust cscc_onionsummon when my class is released!
this totally works by the way
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 12, 2012, 09:43:49 PM
Little gift for this expansion:
(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)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 12, 2012, 10:11:52 PM
Wow, nice work.
(LOL, tsuki is fighting himself)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 12, 2012, 10:14:27 PM
That's going to be so cluttered in game.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 12, 2012, 10:16:07 PM
Quote from: "Michael712"
Little gift for this expansion:
(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)
Jack's orange and red, not yellow and red. And YD is missing black on top. Other than that, great job!  :mrgreen:
Though, I think it should be the intro image, not the title.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 12, 2012, 10:21:53 PM
Problem is, there are more classes to be added in v4a (Lego, Jax, Savior, Me, and Smash).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 12, 2012, 10:26:38 PM
Like I said, we could have way more space if it was the intro image.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on April 12, 2012, 10:39:42 PM
Quote from: "xColdxFusionx"
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.

I think this list needs to be reposted updated? (this thing was 20 pages ago so it may be good to refresh everyone of there classes so they can remember they were approved so they know they can start working)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 12, 2012, 10:43:33 PM
Got a new idea. I really like this one.

Name: Manibogi
Armor: 1.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Fire attacks
Jump: 75%
Damage type: Fire (2nd)/Explosive (1st 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: Spiral Rifle: Shoots a projectile that travels in a spiral trajectory (Hence the name). The further it travels, the bigger the spiral is, but the more damage it does. Damage caps at 50. Damage: 7-50
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 his normal jump height. The explosion can damage enemies. Uses 50% 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

Hopefully this is FINAL
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 12, 2012, 11:13:07 PM
He stamped me over PM.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 12, 2012, 11:24:48 PM
Do you accept my class on page 120?
More details at page 123.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Knux on April 12, 2012, 11:38:39 PM
Hilman, that has got to stop. I have unanswered questions as well, but do you see me spamming it every single page? I assure you people in charge of a project DO read everything, and if you haven't gotten an answer yet after doing that all the time, it's probably because it's either not a good idea yet or because they're thinking it over.

Even if they somehow missed your question, pushing it like that is not going to help. Just give it a rest and wait like everyone else. Trust me, it's better that way when people do things like requests.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 03:12:18 AM
Quote from: "Hilman170499"
Do you accept my class on page 120?
More details at page 123.

You do realize I've started ignoring your posts, right?

@Smash: ...This will be interesting. That much I can say.

@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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 13, 2012, 03:16:22 AM
Quote from: "xColdxFusionx"
Game&Watcher officially [APPROVED]

I'll see what I can do with the stats.
@Forte
You should add me to that list.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: fortegigasgospel on April 13, 2012, 03:30:01 AM
Quote from: "Game&Watcher"
Quote from: "xColdxFusionx"
Game&Watcher officially [APPROVED]

I'll see what I can do with the stats.
@Forte
You should add me to that list.
I didn't make the list, just reposting it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 13, 2012, 10:15:42 AM
Quote from: "xColdxFusionx"
@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.

Not sure if I could do this for the Cutstuff.net intro screen, because that'll probably have too much space.

Also is Trollman's class being added in? I really don't want all that hard work to go to waste :/
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 12:40:35 PM
Quote from: "Michael712"
Also is Trollman's class being added in? I really don't want all that hard work to go to waste :/

He is being added in, don't worry. After a couple tweaks, of course, but he is being added.
Title: I have no idea why the laser shoots from his crotch
Post by: Hallan Parva on April 13, 2012, 02:39:44 PM
I am probably getting annoying by now

(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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 03:45:26 PM
Offset on Shining Laser looks a little wonky. Doesn't make me any less hyped for this class, though.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 13, 2012, 04:53:39 PM
I'm hyped for this next release... I think it will tide me over until the MM8 expansion.
Besides the Shining Laser offset, his armour needs to be coloured black.
Title: There's 2 spaces between the ] and the C in the title :/
Post by: BiscuitSlash on April 13, 2012, 05:08:09 PM
I've just had an idea for my class:

If I get bit by a particular weapon (most likely mirror buster), I do something similar to what crystal snail does when hit by his weakness and my amour breaks off. At that point, I am left with 0.95x/1x amour and less speed, and no more fire power, just a punch attack and something else. I can only get back my amour if I respawn.

But since I'm in deep lack of sprite rotations for that....that idea is a no. May also have a few other issues with it.

Also some things:
-My class doesn't need the megaman death sound when he dies from attacks, so that can be removed (not from the falling death though).
-I think my class's mirror death state needs it's Death FX to be slower. Maybe taken down to 20 or something.
-Quite a few classes don't explode instantly during instagib deaths. Beams and Instag weapons should leave them dead without that little pause.
-Breve's class....hmmm, he seems a bit lacking. Not certain about what it is, but there's something about his class that is missing. I know he's not my character and all, but I think something needs to be added to him to make him more exiting. (I think it's that stave cannon. Personally I don't like the way it works)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 05:25:16 PM
That's an interesting idea, but it would make your class completely useless against classes such as Beed that can do Mirror damage. Also it would be tricky to code.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 13, 2012, 05:26:25 PM
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.

Also,
Quote from: "SmashBroPlusB"
I am probably getting annoying by now

(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
Weren't you going to switch the bars?
And that 8 looks too detailed.

Like Coldy said, though, all that doesn't make me less hyped for this class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 13, 2012, 05:45:17 PM
The bar switch is for the Horizontal bar
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 05:50:03 PM
Quote from: "Manibogi"
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.

Err, can you PM me the current class idea?

Quote from: "Manibogi"
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:

||
|| 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.

Still can't wait to see this thing in action.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 13, 2012, 05:52:52 PM
I like his current design, it's more unique than the generic Megaman one, which is okay because he's an Onion Knight.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 13, 2012, 06:17:34 PM
Quote from: "xColdxFusionx"
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:

||
|| 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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 13, 2012, 07:17:09 PM
(click to show/hide)

Doesn't need antialiasing, the shading on the inside is fine though.

edit: brb tweaking sinkman
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 13, 2012, 08:01:07 PM
Quote from: "SmashBroPlusB"
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.

I just think it looks a bit bizarre jutting out into the screen like that. Perhaps the EX Bar could go on top instead of on the bottom?

Quote from: "SmashBroPlusB"
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.

Yes, I am talking about the grey. It just looks kind of odd the way it was done.

Quote from: "SmashBroPlusB"
I told you I don't know why the laser was shooting out of his crotch

Perhaps this is to blame? (http://zdoom.org/wiki/A_CustomMissile)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 13, 2012, 08:39:10 PM
> how high from the monster's feet

Doom why you do this :ugeek: and thanks for the info!


Also here are the numbers for reference, I'm thinking of changing them to light blue or purple so the anti-aliasing isn't so painfully obvious.


(http://i544.photobucket.com/albums/hh355/smashbroplusb/antialiasintheanus-xl.png)

(http://i544.photobucket.com/albums/hh355/smashbroplusb/antialiasintheanus.png)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 13, 2012, 09:53:10 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 14, 2012, 04:33:05 AM
I found a better taunt than Spanglish one liners. It's related to this.
(click to show/hide)
I'll post an OGG file later or tomorrow.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 14, 2012, 06:01:39 AM
Here's a rough guide of damage and how many hits ya need to kill someone with 1x armor with it.

Number of hits: Damage Range

1HKO: 100+
2HKO: 50-99
3HKO: 34-49
4HKO: 25-33
5HKO: 20-24
6HKO: 17-19
7HKO: 15-16
8HKO: 13-14
9HKO: 12
10HKO: 10-11
11HKO: None
12HKO: 9
13HKO: 8
14HKO: None
15HKO: 7
16HKO: None
17HKO: 6
18HKO: None
19HKO: None
20HKO: 5
25HKO: 4
34HKO: 3
50HKO: 2
100HKO: 1
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 14, 2012, 06:10:02 AM
Now do it with rippers :D

Sinkman tweaks accepted, time to start dominating again.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 14, 2012, 10:39:33 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 14, 2012, 11:28:18 AM
Quote from: "Beed28"
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.

I love it when stuff doesn't save right. Good catch!

...Also, no it's not. Time to go fix that.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 14, 2012, 01:20:52 PM
Speaking of stuff not saving right, it looks like you forgot to patch Ukiyama's revolver reload sequence. It still reloads only one bullet at a time...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 14, 2012, 03:29:09 PM
I thought that was intended? It's annoying, sure, but I'm pretty sure it's intended.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Ukiyama on April 14, 2012, 03:57:08 PM
The revolver reload is intented cause of complaints of fast shooting and reloading with decent power, but to be honest the fire rate probably could get nerfed so the reload is faster by quite a bit >.>
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 14, 2012, 04:01:44 PM
Quote from: "ice"
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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 14, 2012, 06:21:49 PM
Wait, I don't need to upload anything for my taunt. There's a sound named dsspam.flac in Skulltag-data.PK3. I guess it can be used.
(Server hosts, try this: "changemus sounds/dsspam.flac")
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Ceridran on April 14, 2012, 07:17:05 PM
That sounds hilarious, blazko.

..whatever it means.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: -RanRan on April 15, 2012, 01:36:10 AM
Looks like I'll have to ask Kapus to help me put together the HUD.

All these classes and not one vouch for me. I feel offended. >;c
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 15, 2012, 02:10:40 AM
2 things about my class:
1.)I will be unable to make it myself, my computer has a virus (whenever I am on 8BDM, I'm on my parents' surprisingly okay old craptop.)
2.)I want my class to be able to use a resprited Rush Coil (replacing Rush with the Firemen from Mr. Game & Watch's up special) that gives KY Iceman's Jet Pack during that jump and that jump only. (Or preferably a "paracute effect.") (Of course, you'd have to pick up the Rush Coil item.)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 15, 2012, 03:51:56 PM
Is Travis's weapon supposed to be what it is at the moment? It's acting really weird and hard to use compared to what it used to be.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 15, 2012, 04:52:24 PM
it's supposed to act like it did, but uses alot more ammo and had a lower rof on the small 10 damage shot
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jennifer on April 15, 2012, 04:57:15 PM
Actually, I had used Tsuki's GunDelSol Coding and altered it quite a bit. It should work as follows:

Short Click - Slighty Slower Than Mega-Buster ROF 10 Damage Solar Pellet.

Long Click - Solar Wave that rips and does about 4 Damage for each moment you're in the wave.

Alt-Fire - Recharges the Ammo Meter by absorbing the Sun's Rays.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 15, 2012, 05:12:25 PM
At the moment it seems to just fire a solar pellet then the solar wave for a bit. Uses a big bit of ammo each this is done and has a much slower rate of fire than how it used to. It feels as if something's been changed but it went badly and it wasn't tested, especially since it isn't behaving like you described anymore.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 15, 2012, 06:17:15 PM
...Where's ColdFusion?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 15, 2012, 06:47:12 PM
He said via IM that he might not be on for the next week
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 15, 2012, 10:20:33 PM
SURPRISE

It will be fixed for the next version.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 16, 2012, 02:21:47 AM
Just as a point of reference, that 4 damage of Travis's spread weapon is the same as Sink Spray.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 16, 2012, 10:15:33 PM
Quote from: "Korby"
Just as a point of reference, that 4 damage of Travis's spread weapon is the same as Sink Spray.

It's actually 8. The offset to this, however, is that it drains insanely fast.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 16, 2012, 11:28:37 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 17, 2012, 12:01:48 AM
Hm. Why can't I delete a post?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 17, 2012, 12:20:47 AM
Quote from: "SmashTheEchidna"
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?

It has, but we will modify it to make it more amazing.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 17, 2012, 01:00:36 AM
Alright, thanks. Glad to know. ^^;
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 17, 2012, 01:36:22 PM
Quote from: "Daveris"
Hm. Why can't I delete a post?

You can't delete posts after someone else posts in the same thread.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 17, 2012, 03:48:01 PM
Quote from: "SmashTheEchidna"
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.

Quote from: "I"
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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 18, 2012, 01:47:27 AM
Would anyone like to code this?

Name:chHilmancf170499
Armour:0.75x Mega Man's Armour(Weakness:Cut, Metal, Shadow, Gyro, Tomahawk, Slash, Punk)
Speed:0.75x Mega Man's Speed
Jump:1.0x Mega Man's Height
Skin:Gemini Man(Colours:Blue and Yellow)
Weapon Dropped:H Laser
Role:Crowd Control
Damage Type:Gemini(Everything)
Weapons:
Weapon 1:H Laser(A chargable shot. Uncharged, it will use a bit of ammo and fire a laser in 1 direction, the laser is fast and deals 10 damage. When charged, it will fire a laser that works like Chameleon Sting from Mega Man X1. The lasers are slightly slower and deals 30 damage each.)Obituary:"%o was eliminated by %k's H Laser."
Alt 1:H Dash(The user will rush forward a reasonable distance. While rushing, they will be invinclible and deal reasonable damage. But to balance, it will use up a good amount of H Laser ammo.)Obituary:"%k rammed %o using the H Dash."
Weapon 2:Project Beam(A short ranged beam of light will appear in front of you. It will stay longer when you hold fire but will continuously use ammo. Basically, it is Fire Wave with Lasers instead of flamethrowers.)Obituary:"%o was captured in %k's Project Beam."
Alt 2:Soul Body(This is exactly like the Soul Body from Mega Man X4. It will use a large amount of Project Beam ammo. Then, it will project a translucent blue clone in front of you. It cannot move, but will stay in front of you until it disappears. It will deal a reasonable amount of damage by colliding with enemies. It will disappear after a reasonable amount of time, when it deals/takes too much damage or when you alt fire again.)"%o saw double from %k's Soul Body."
Item:Last Resort Flash(It will blind everyone in a medium radius for a short amount of time. Like it's name implies, this item is useful when you are surrounded and low on health. It can also be used for newcomers to turn players into temporary training dummies.)
Instagib Weapon:Nuclear Laser(It will fire a beam in one direction.)Obituary:"%o was radiated by %k's Nuclear Laser."
player.damagescreencolor "blue"(You know it means that when the player is hit, the screen will flash blue.)
Taunt:MAGMA STREAM!(The line from Mega Man X6, when Blaze Heatnix fills half the screen with fire during battle.)
Death Animation:He will turn pure blue and teleport away.
As for HD & Smash's Team Attack idea, I don't know about the partner and attack.
My class will have a bot without a botchat. It may be boring but they are only clones and I don't have good quotes.

In case you were wondering, my class got approved, although tentative. I talked about it via PM.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 21, 2012, 09:21:56 PM
Welp, I finally finished Daveris's class, now to wait for CF to return
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 22, 2012, 01:18:30 AM
Thanks, ice!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 24, 2012, 04:50:51 PM
I need some help turning these into 8-bit sprites. I tried, but it just looked like a mess.
(click to show/hide)

Can anyone help? I need the lifebars (both player's and boss's) and ammo meters. Here's what it should look like:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 24, 2012, 05:47:41 PM
uh Beed
Beed my bro

do me a favor and put the bars "together" to form images
I need an "empty" graphic and a "full" graphic for each bar
I'm sorry, I just can't work with chopped up graphics like that
it makes my brain all soft and I get frowny face when I look at it


Oh, my spriting style uses LOTS OF PRETTY COLOURS so I hope you don't mind if it looks sort of like my Duodecim HUD I made.


EDIT: WHILE I'M HERE would anyone be willing to make me some HUD sprites for my class?

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on April 24, 2012, 06:47:31 PM
Quote from: "Beed28"
I need some help turning these into 8-bit sprites. I tried, but it just looked like a mess.
(click to show/hide)

I can help, I post as soon as I finish it.

EDIT: This.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 24, 2012, 11:40:12 PM
Quote 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.

Speaking of which:

(click to show/hide)

Also, i'm thinking of changing my class's colour to blue, to match Volnutt's. What do you think?

Gah, it's getting too late for me. I need sleep now.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on April 25, 2012, 01:22:48 AM
I could probably 8-bitify the life gauge since it's a lot like what I just 8-bitified.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on April 25, 2012, 02:31:44 AM
LOL, people is starting to make custom status bars.
Well, maybe i'll make a wolf3D/doom/quake-styled status bar to replace the horizontal bars someday.
(Just because I want to make status bar faces =P)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 25, 2012, 02:38:22 AM
Custom Status Bars, huh? Hmmm....
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 25, 2012, 02:41:08 AM
The mod's driving down the road, hyroplaned and ended up driving down a weird turn...

Thats all I can say atm
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 25, 2012, 04:06:46 AM
argh please don't jump on the custom bar bandwagon that'll make it so much more confusing
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 25, 2012, 05:04:17 AM
Oh alright. But I do want to experiment with it. I'll just refrain from posting it here.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 25, 2012, 05:24:01 AM
CSCC might be potentially addin' too many thin's all at once. Even it's just a mod, ya shouldn't alienate folks by pilin' up way too many new features all at once (think custom ammo bar, combo attack, and etc) a good slow growth into those features would be much more desirable, and able to keep fresh ideas fresh longer.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 25, 2012, 08:56:09 AM
I guess you can all blame me since I started the custom HUD thing in the first place

those Summonstones man, they're just so darn crazy :p


also
Quote from: "Beed28"
Quote 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.
GAH

THAT "S" MAN


but yeah thanks for putting the bars together
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 25, 2012, 01:34:03 PM
Whoops, I almost forgot. It's my fault.

(http://img515.imageshack.us/img515/3703/beed28weaponbarmockupin.png)
This is what the ammo display looks like when Volnutt is equipped with an infinite ammo weapon. Since I just remembered Instagib, could you please do this one as well?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 25, 2012, 09:23:19 PM
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.


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?

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.
Thanks.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 26, 2012, 12:27:30 AM
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


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?

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.
Thanks.


Sooooo does that mean you dropped smashman or are you makeing a 2nd class?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 26, 2012, 01:03:08 AM
Quote from: "ice"
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?

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.
Thanks.


Sooooo does that mean you dropped smashman or are you makeing a 2nd class?


old
Quote from: "SmashBroPlusB"
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.
Quote from: "SmashBroPlusB"
since Beed finally made it to the party I guess I can post this publicly now
WARNING: WALL OF TEXT
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 26, 2012, 01:24:30 AM
Sooo I just made those HUD sprites for nothing then
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 26, 2012, 09:13:12 AM
Not really. I think Gizmo used them as a base for his class's "blocking" frames, and I still used them for CSCAT's Smash Upper weapon.

With me around, NOTHING goes to waste! I won't allow it!! :twisted:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 26, 2012, 11:41:51 AM
Um no, I don't think I took anything from Ice.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Clayton on April 27, 2012, 04:15:23 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Tengu on April 27, 2012, 05:33:54 PM
Lad that's op as shit. REGULAR hyperbomb damage that explodes whenever you want AND shocking that does more damage than heat pillars? With secondary weps?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on April 27, 2012, 07:16:34 PM
I'd nerf EVERYTHING if you want that many attacks. Make it similar to KY Doc Robot in terms of damage output (minus that Leaf Shield).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 27, 2012, 08:24:31 PM
I kinda noticed something about my Mirror Buster weakness. It's there because I thought that would suit the "unstable dimensions that I live in being more unstable and painful" type thing, but I've noticed that since centaur flash is a distortion flash that fractures dimensions, that would actually go much better than Mirror Buster. If I was weak to centaur, I could probably give myself a dynamic weakness state where I begin to slowly crack apart while I slowly lose more health and can barely move.

Thing is, it might be kinda depressing/harsh on mirror buster to change it, so I don't really know.

Also I've been thinking about revamping my instag weapon. I'm not too fond of how it works right now and it seems kinda bland compared to other instag weapons. I'll have to think of something though.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on April 27, 2012, 11:49:28 PM
Erm, when will v3f be ready for release?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 28, 2012, 07:23:32 AM
Another list of classes from page 101 to this page that needs stampin'. Pretty short list this time!

DarkAura
(click to show/hide)

SaviorSword
(click to show/hide)

Manibogi
(click to show/hide)

Darkseed
(click to show/hide)

darkmath
(click to show/hide)

Lad
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Clayton on April 28, 2012, 01:33:24 PM
Quote from: "MegaLAD1514"
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.

Well, the SupahBomb was the same accepted version, if it's op then nerf it a little, easy. As for the heat pillars, The rising fire traps that appear on the ground is removed and I am only taking the bare heat creases. I don't want it to do too much damage, but at least be able kill in 4 shots.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 28, 2012, 01:40:17 PM
A 4HKO is AT LEAST 25 damage.

That's a BIT too powerful for someone with that great a weapons arsenal.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 28, 2012, 01:48:07 PM
Ice has a 4 hit KO but even he has his drawbacks (slow movement low jump, and nerfed ice ball) and sparky, his is only 4 hit KO if the target stays still (what do you guys think about the nerf of the main fire from 4 hit to 5-6 hit?), and his attacks are odd to aim due to the ball hitting corners too easily, the shots have different offsets, and the alt has a 50/50 chance of even hitting on direct aim. even with all that power sparky goes down VERY easily.

Your class with a 4 hit kill has normal armor, normal speed, a massive jump, and a rarely used weakness (unless chimeraman's dashing crystal orbs count as rocks), either nerf the damage, or give the class more of a draw back
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Russel on April 28, 2012, 01:56:05 PM
I just thought of something for my class...

Maybe I could have my class gain "experience"...similar to rpgs, I guess...basically on XDeath of my missiles it would give me some inventory items that could be used to keep track of when I get the powerup
Finally, when I get enough hits on someone (It would have to be enough to kill at least 2 people in direct hits) you would get an item that inherits from Heretic's Tome of Power and it would upgrade my missiles and stickies for a short period of time

within this time, all rockets and stickies would be instakill, or at least do more damage than currently

Of course, in this plan, my missiles are nerfed so they do not do as much damage as currently
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 28, 2012, 02:55:00 PM
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]

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.

Yes, I'm getting a bit more strict with my stamps. The quality of the classes I've been receiving are going up, and I want to make sure no one gets overshadowed by the stuff that's showing up.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: -FiniteZero- on April 28, 2012, 02:58:37 PM
By the by, did you ever get the instagib weapon I sent in, and what is it I need to change?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 28, 2012, 03:00:43 PM
Quote from: "FiniteZero"
By the by, did you ever get the instagib weapon I sent in, and what is it I need to change?

Question 1: Yes.
Question 2: The fact that it's physically impossible to get in melee range in Instagib makes the entire weapon underpowered as heck.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: -FiniteZero- on April 28, 2012, 03:24:35 PM
But it's a projectile as well as a melee weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 28, 2012, 06:24:33 PM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: DarkAura on April 28, 2012, 06:36:24 PM
Quote from: "xColdxFusionx"
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]
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)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Clayton on April 28, 2012, 06:45:55 PM
Quote from: "xColdxFusionx"
Lad
(click to show/hide)

Lad, stick with just the original Bomber mode and and you'll be fine.

I wanted a change, I don't want to use the knightcrush anymore. I wanted to use the heat creases from heat man and make my class require even more skill. Weapon two I think need some more thought so ignore it for now and I'll submit my class with bomber mode only but with the heat creases.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 28, 2012, 07:36:01 PM
...The Supah-Rang was the main reason I liked the original idea, though. I suppose the new Bomber mode is OK, but I would have preferred to see the Supah-Rang again.

[APPROVED] for now I guess
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 29, 2012, 12:23:51 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 29, 2012, 12:38:45 AM
Quote from: "SaviorSword"
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?

Lad only has one class. He changed it thirty thousand times though.

Also I agreed to let your other class go through on the condition that your current one gets removed.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 29, 2012, 12:45:21 AM
Coldy if I were to make a second class that is super sexy and completely different would you let it in

Tsuki has two and he's banned
Quote from: "SaviorSword"
Tsuki already had 2 for quite some time (and no one really seemed to be bothered by it).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 29, 2012, 02:51:28 AM
One is his actual class while the other is a parody class not made by him
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 29, 2012, 08:00:02 AM
How does the parody class not break any of the rules?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: JaxOf7 on April 29, 2012, 08:53:23 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 29, 2012, 12:08:38 PM
Exactly! Technicaly he doesent have 2 classes, again one is his class and one was made by someone else. Personaly I'm not sure why troll's in there to begin with scince it's not exactly anyones class, but again, tsuki didn't have anything to do with it makeing it ok(?) Makeing a 2nd class for yourself even though one's approved just seems a tad greedy

If you HAVE to have 2 classes, do like I did, or if yoou're good with morphing classes, you could have a MMX style X and zero shift
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Clayton on April 29, 2012, 02:59:45 PM
Wow, I never new you liked the Supahrang that much cold, I thought it would be op because it function like the knight crush and with the right timing can kill in one hit no matter what. I think I'll make it the alt in weapon 1 and basically keep weapon one as it was before. I was just worried about it being op, and the knight crush relies on mostly hax on oppose to skill. I'll make the spark creases in weapon two. But weapon two will probably need some thinking through so I will have to get back to you on that one. Also, I will use my supahlad skin and let Fyone code my class, he's alot better at it that me and I don't want to mess up.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on April 29, 2012, 03:14:34 PM
Quote from: "MegaLAD1514"
Also, I will use my supahlad skin
dear god my eyes

Coldy quick stop him before it's too late
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Clayton on April 29, 2012, 03:30:57 PM
Quote from: "SmashBroPlusB"
Quote from: "MegaLAD1514"
Also, I will use my supahlad skin
dear god my eyes

Coldy quick stop him before it's too late

did you see the update, I would rather use the old one though but I will spare others if they really hate it that much
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Ceridran on April 29, 2012, 03:53:39 PM
If I were to request a class..

Does a combination of weapons similar to DM3's primary
and Slashclaw sound too much? (I like those two classes)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 29, 2012, 05:53:06 PM
I like this one.
GEEEEZ, saying that again?

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on April 29, 2012, 06:10:35 PM
How fast do Thorn Shots travel?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 29, 2012, 06:19:13 PM
Neddle Cannon speed.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on April 29, 2012, 08:20:35 PM
Idea for a new instag weapon for my class. This may or may not be a good idea to consider. I'm not too happy with my current instag weapon, so I kinda want to spice it up a a bit.

Colour scheme: Still the purple and yellow that I've been using.
HUD: Would like hand, but fist if necessary.
Other notes: Custom rotations might be used for the alt fire.

Main fire: Fires a new form of aura fire. It takes the form of what looks like a saw thing (think RnC rising sun) but it's still purple fire. It travels forwards and at about mid range it will stop and pull in enemies towards it for a few seconds. The pull power is average, but players will still be able to run away from it. Afterwards, it will explode in a OHKO 10 radius (maybe higher). If it collides with a player or wall before the suction thing, it will automatically explode. The explosion looks like that purple napalm bomb explosion that didn't end up getting used.
Alt fire: Launches a force beam out of right hand. Like last time, you cannot move, but there is more of a delay this time. If timed correctly, you can press strait after for a second force beam out the left hand. You can sort of change the direction before firing, similar to the first one. You cannot fire two by simply holding. They must be timed presses.
Charged Alt fire: If held down, you can charge up more force beam energy. After about 10-15 seconds of charging, you flash dark blue and cannot run. After releasing, you fire two huge beams out of both hands that travel much faster and make that unused(?) MM2 sound effect*. I'd like the beams to quake upon hitting the wall, but I don't think that's possible. If overcharged, you get immobilized for a bit or something.

*This is the sound effect for MMU's Heatman dash and DEM's eclipse clock.

Obituraries:
Main fire: %o was (combusted/swallowed/consumed) by %k's [untitled projectile].
Alt fire: %o was not quick enough to avoid %k's force beam gun!
Charged Alt fire: %o was (eradicated/annihilated) by %k's Eclipse beams!

But yeah, that's my new idea. Not sure if it'll work though.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on April 29, 2012, 08:36:37 PM
Quote from: "JaxOf7"
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.

Well now, I'm now convinced on why its a separate class now. I'll just have to think of a way if I want both my classes to be incorporated if possible.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Mau5man on April 29, 2012, 10:20:56 PM
i have been making a skin for a while and its almost finished i need to know how to make the 3/4 view rotations and how to make a weapon because z doom hasnt helped at all


 :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(  :(
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on April 29, 2012, 10:27:32 PM
It's recomended that you have at least 50+ posts before doing anything in this thread. Present yourself here (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=3748) and make yourself known.
Also, no smiley spam, please.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 29, 2012, 10:43:51 PM
Speed tiers for this too. Yay.

(click to show/hide)

Couldn't find any speed value for Sparky (unless it's the same) so if someone could point out where I can find Sparky's speed, that would be much appreciated.
Title: So how about dat CSCC
Post by: Davregis on April 30, 2012, 12:16:36 AM
What needs to be completed before v3f/v4a?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on April 30, 2012, 12:21:19 AM
I need to get off my lazy butt and actually finish adding stuff.

Also coding it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 30, 2012, 12:50:34 AM
I would like to expand on my Class (changes in RED):
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on April 30, 2012, 01:52:09 AM
theoreticly scince it's aprop speed 0.6 and Ice is 0.6, I'm guessing around 1.2?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on April 30, 2012, 12:46:11 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on April 30, 2012, 01:14:14 PM
Quote from: "Hilman170499"
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 noticed that. They need to fix that.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Messatsu on April 30, 2012, 01:59:46 PM
Hey, I recognize that mode  :p
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Emmanuelf06 on April 30, 2012, 02:02:15 PM
Jack Corvus began the stonefunk caracter but it stopped :p

Name: Stonefunk
Armor: 1.5x (Weakness: KnightCrusher, , DrillBomb)
Speed: _0,7.__/_.__
Jump: _1_
Damage Type: Rock, the rocks are fast.
Role:
Weapon Dropped: PowerStone

Description: Stonefunk can do as gutsman but he takes the rocks from the ground and shoot them on the ennemy as the "shootpanel" battlechip of EXE, but, as gutsman, he needs time to take the rocks from the ground, like 0,3 second.

Skin: Stoneman
Damage Information: It's not only 1 rock but 4 or 5, it can do some damages for each rock.....

In my arcade EXE game, tomahawkman use this battlechip:
http://www.youtube.com/watch?v=XjABVGALLcQ (http://www.youtube.com/watch?v=XjABVGALLcQ)
at 5:47

Sorry, i don't have the program to make the caracter, i wanted know if somebody can help me....?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on April 30, 2012, 03:52:58 PM
Quote from: "Messatsu"
Hey, I recognize that mode  :p

Yeah. I also noticed that you can't swim.  :p
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on April 30, 2012, 07:59:40 PM
Quote from: "Hilman170499"
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.

Already asked Tsuki about that, he said the weapon wasn't ready yet and it was just kept in there IIRC.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on April 30, 2012, 10:32:19 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 01, 2012, 12:27:57 AM
Quote from: "Hilman170499"
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.

Son of a...

I guess that will be fixed in v4a.
Title: Mani needs your help!
Post by: ? Manibogi ? on May 01, 2012, 01:07:43 AM
*Burp*
(http://img803.imageshack.us/img803/1425/manibogiclass.png)
I need help with the back-right rotations, beacuse everyone has trouble making them. Yes, the petals use the needle cannon rotations.
In case anyone's wondering what is what:
Top Right: Vine segment (Imma ask TheBladeRoden and see if I can steal borrow some coding).
Middle Column: Thorns (Thorn Shot/Cluster)
Flower: Seed Shooter
Above the Flower: Seed that summons the Seed Shooter when it hits a solid surface.
I also need to know which seed you guys think looks better.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on May 01, 2012, 01:17:15 AM
Quote from: "Beed28"
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.

Sorry, 'bout that. Forgot completely.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 01, 2012, 01:21:37 AM
on the subject of tsuki's botwep, I made one long ago along with botweps for the rest of them

as for the flower, looks exteamly simple, I'll do it
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on May 01, 2012, 09:16:53 AM
Seed on the left. Reminds me of Pyoro. (http://www.youtube.com/watch?v=aLhcmvu4dSo) :cool:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 02, 2012, 12:15:00 AM
How about Amingo?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jennifer on May 02, 2012, 10:17:03 AM
Quote from: "Beed28"
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'm sorry but that is cooler then hell. I actually wanna play your class now, Beed.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 02, 2012, 04:15:31 PM
Has my Bandwidth beam that I sent you and my idea for an instag weapon been approved? (I want to know before I decided to actually go make the weapon)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 02, 2012, 11:17:50 PM
Anyone care to host this regularly?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on May 02, 2012, 11:43:32 PM
Yeah, we need a non-instagib server that's up regularly.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 03, 2012, 01:28:35 AM
There's an instagib server up regularly?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on May 03, 2012, 01:39:12 AM
There was. I haven't checked lately though.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 05, 2012, 04:28:41 PM
Not sure if you know this, but the team colours aren't always Purple and yellow for Mr. X's team. Sometimes it's bright purple instead of yellow, and that's often the case with CSCC.

Also are we using that terminator/unlimited idea? I have an idea for how my class would work for it so....
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on May 07, 2012, 01:21:54 PM
For my new hud, would it hurt to include both the 8-bit and original versions? For example, the horizontal hud uses the original hud as it appeared in Mega Man Legends, and the vertical hud uses the 8-bit recoloured version.

Also, should I change my armour colour to blue, or should it stay as it is?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on May 07, 2012, 01:26:28 PM
> 8-bit Legends HUD

RRRRRRRRRRGGGG I still have to do thaaaaaaattttt

I got sidetracked with the CTF compo
will finish soon
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 07, 2012, 02:42:45 PM
Quote from: "Beed28"
Also, should I change my armour colour to blue, or should it stay as it is?
stay as it is
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 07, 2012, 02:56:46 PM
I need a community oppinion. What do you think about Sparky's attacks? right now it's a fast moveing weapon that 4 hit kills, but that's only if the target is standing still out in the open. if theyre moveing or standing next to the wall, it becomes a 5-7 hit kill to someone with megaman armor. as for his alt, it seems to kill in 4 hits but it only has a 50/50 chance of even hitting makeing it somewhat unreliable

Now should I nerf sparky's mainfire to a 6hit while standing still 7-10 while moveing, or leave it
and should I leave sparky's alt alone, or should I move the wave hitboxes closer together so it wont have a 50/50 chance of completely missing the target with dead aim?

also keep in mind that sparky goes down VERY fast
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on May 07, 2012, 02:59:28 PM
Ice should spawn the icicle spike mines when his attack hits the ground.

Long live the area lockdown! :p


also I don't care about Sparky, but the alt should be fixed
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 08, 2012, 11:34:05 AM
Don't nerf him at all. Fix the alt, but don't do much else.
Sparky may go down fast, but I find myself switching to Ice at areas with more people.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 08, 2012, 08:41:18 PM
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.

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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on May 08, 2012, 08:52:08 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 08, 2012, 08:56:12 PM
Quote from: "SmashTheEchidna"
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?

Is this another copy weapon? Speaking of copy weapons I gotta go fix some coding.

Code: [Select]
A_Explode(d, r, 1)
Damage
Max. Radius
Hurt User?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on May 08, 2012, 09:01:33 PM
Ah, thanks. *takes notes*

No, It's not gonna be a copy weapon. Basically a weapon he can receive from his "Eddie-like counterpart", Kitty. (whom I haven't really worked on yet.)

Though speaking of copy weapons, I had come up with ideas for copy weapons for MegaGizmo. I probably won't be making a class of him (mainly because I can only have one class here) but one of the weapons used those sprites.

(click to show/hide)



EDIT: Lined up those sprites to show what I've got a little better.

(http://i121.photobucket.com/albums/o215/YusefHalim/RFMissileEditing-1.png)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 08, 2012, 09:21:55 PM
LOL Rapid Ring + Scatter Ring

If these are supposed to be your rocket superweapon, expect them to be added only as a possible Instagib weapon. Your power weapons seem too ridiculously powerful for standard matches...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on May 08, 2012, 09:23:23 PM
That's fine I suppose.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 09, 2012, 01:54:12 AM
Quote from: "xColdxFusionx"
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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 09, 2012, 08:21:22 PM
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.

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.
Title: Why am I missing from the credits list in the readme file?
Post by: BiscuitSlash on May 09, 2012, 08:29:56 PM
Was my Instag weapon revamp idea approved or is it a bit unnecessary?

I'm having a few problems and stuff coding Protoman's class for some reason, so I'm sorry to say that I might not be able to send it in soon. I will try to finish it as fast as I can. coughcoughistillneedskinandspritehelpcoughcough

Also did you change Trollman's amour value? I regret saying that!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 09, 2012, 11:53:35 PM
So how about that Bikdark
Title: Re: Why am I missing from the credits list in the readme fil
Post by: xColdxFusionx on May 10, 2012, 01:57:17 AM
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.

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.

Quote from: "Daveris"
So how about that Bikdark

Bikdark is getting a few coding tweaks to clean some stuff up. Nothing major or game-breaking.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 10, 2012, 02:42:46 AM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Dusty on May 10, 2012, 05:01:15 AM
(http://img16.imageshack.us/img16/1626/dustyclasswip2.png)

>___> I'm not planning anything. I swear.


....now I just need to figure out how to program a class......
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on May 10, 2012, 05:19:23 AM
If ya have friends in high places in the codin' world, all ya need to do is to provide the idea, and yar friend can do the heavy liftin' work for ya. Of course, ya need to be a friendly type, which that shouldn't be a problem for ya.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: JaxOf7 on May 10, 2012, 05:58:17 AM
Quote from: "Dusty"
(http://img16.imageshack.us/img16/1626/dustyclasswip2.png)

>___> I'm not planning anything. I swear.


....now I just need to figure out how to program a class......
Was going to suggest just Dust's vacuum prop spawning on Turbo skin ala Super Adaptor but this works quite better.

Anyways, class blueprint I thought up when Dusty showed the slightest interest of a class:

0.7/0.68 speed
x1.0 armor
One weapon.
No ammo, "Heat bar"

Main Fire: Combustible trash
Shooting it with an empty heat bar shoots a dust crusher soaked in petrol in an arc.
Does not split into pieces and will crumble into a puddle upon impact.
This puddle can be ignited into an inferno.
Low damage, decent fire rate.
Think stronger, slower Oil slider here.

Shooting it with a filled heat bar depletes the heat bar and ignites the dust crusher.
This has no arc.
The amount in the heat bar determines how much damage it does and whether it actually explodes upon impact.

Alt Fire: Scorch dash
Dash a short distance forward with a firemanstorm before launching it.
Both the dash and the shot do radius-based fire damage throughout, allowing it to easily light combustible trash left about.
Performing a scorch dash builds the heat bar. The heat bar depletes over time or when main fire is used.

Taunt: "I must deliver garbage to all!"

Class synopsis: A class of dual roles.
It can use unignited main fires to sabotage an area and zone out opponents, espicially when igniting them with scorch dash.
Can also use scorch dash and heat-charged main fire to supplement zoning with hit-and-run and melee combat.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Dusty on May 10, 2012, 07:01:57 AM
^What he said.

ohhhh me likey. especially combustible trash LAWWWWL

I'll even sweeten the deal if anyone wants to take on a Dusty class, a free commission. Granted though I need to finish the skin here lol

EDIT-

(http://img716.imageshack.us/img716/1231/dustycar.gif)

BEEP BEEP :D
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 10, 2012, 11:19:39 AM
...that is one hell of an intake
Title: Re: Why am I missing from the credits list in the readme fil
Post by: BiscuitSlash on May 10, 2012, 03:07:54 PM
Quote from: "xColdxFusionx"
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?)
@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)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on May 11, 2012, 02:06:11 AM
Class update
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jakeinator on May 11, 2012, 03:27:18 AM
Hey, can i be in this? I'm currently working on a few weapons (Kinda), so when I'm finished maybe i can figure out how to make the class. Thanks either way
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on May 11, 2012, 04:54:15 AM
Anyone can get in. Just pitch in yar idea and hope it gets accepted. After it gets accepted, then comes in work phase where all the code and/or sprite fun kicks in. Then comes to field testin', and that's about it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jakeinator on May 11, 2012, 03:20:40 PM
Submitting!
Name:crJakechinator
Armor: 1.0x (weakness: Water like weapons (bubbleman, waveman, aquaman, pumpman ect.)
Speed:1.0x/Strafespeed:1.0x
Jump:1.0x Normal
Weapon1: Eon cannon: Fires small projectiles that do about half the megabuster but is rapid fire Cost : 1 unit
Obituary:"%o was humiliated by %k's Eon cannon"
altfire: Eon Blast: Shoots a larger projectile that moves a little slower but not slow, slow that does about double megabuster damage Cost: 1/4 of ammo (of course it recharges normally)
Obituary:"%o was blasted by %k's Eon blast
Weapon2: Rush Flame: Shoots a fireball that explodes on contact Cost: 2 Ammo (max ammo for this is 12)
Obituary:"%o was burned by %k's Rush flame
Altfire: Rush Bomber: A bomb that is affected by gravity and explodes when it touches a wall or the ground Cost: 6 Ammo
Obituary:"%o was explodeinated by %k's Rush Bomber"
Weapon Dropped:Eon Cannon
Colors: Red and blue
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 11, 2012, 03:49:08 PM
so basically Jodar5 (the old class that was cut) with a 2nd weapon?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Jakeinator on May 12, 2012, 12:33:46 AM
:shock: Oops didn't know sorry ,maybe i should make the altfire the main fire and make a second alt fire
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Karmandin on May 14, 2012, 12:24:31 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 14, 2012, 12:26:12 AM
Quote from: "Karmandin"
I want my class in.


Erm, perhaps you should let yourself become known first..?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on May 14, 2012, 01:07:05 AM
Not to sound rude, but could someone make my class?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on May 14, 2012, 11:19:54 AM
Quote from: "Karmandin"
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.

Don't you have to do something for your class yourself?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 15, 2012, 04:10:31 PM
K, I've spoken to Smash (Echidna, not bro) about how I can change Trollman's class to not be a Gizmo clone. These are my ideas on how Trollman's class can be varied a bit:

-Change the explosion of the Troll bomb so that it looks like Clashman's bomb in Rockman DEM. This means that rather than the explosion flashes being tight like crash bomb, they are far more spread out and it'll look more menacing (Basically same amount of flashes but in about 2-3x bigger area). Obviously, this means that the actual explosion that damages players will be bigger, but probably less damaging (and maybe no hitstun).
-Change the running speed while charging and the cooldown after the charge shot to make it a bit more slower? Not by much, just enough to make Troll bomb a tiny bit more costly.
-Possibly tweak the Troll Sword's values a bit, so that it's a tad slower and does a tad more damage or something (not more than 33 damage, as that would be op). Maybe tweak the range as well (this is hard to get right). Not sure how to vary Trollman's melee weapon that much, as unlike Slash/Gizmo claws, Troll sword does already persistent heavy damage with shorter range.
-Maybe we could go with that idea of Tango and Treble items being our own custom helpers? If so, Trollman could use some his minions in his army.

Just some ideas. I don't really know what to suggest without ruining the the original concept. Trollman needs to approve of these things first though. I really want Trollman to get in this expansion, as I'd hate to have all that hard work go to waste (I really would). Even if their movesets are similar, it shouldn't be a huge issue considering there's lots of other things such as amour that change stuff, and the fact that lots of other fighting games have clones in them while the creators are more than happy to allow it (Ryu and Ken, C. Falcon and Ganondwalf, Mario and Luigi)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 20, 2012, 11:09:47 PM
I've seen testing... almost complete, then?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on May 20, 2012, 11:42:42 PM
Really?

... I'm still waiting for that 8-bit Legends hud.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 20, 2012, 11:52:18 PM
I'm technically still waiting for a lot of things. Don't worry too much.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on May 21, 2012, 02:15:41 AM
Quote from: "Hilman170499, page 139"
Class update

Now for a Botchat

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on May 22, 2012, 05:14:23 PM
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...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 22, 2012, 05:16:55 PM
Quote from: "Beed28"
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...

That's totally fine by me. It would be interesting to see.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on May 23, 2012, 06:33:18 AM
Durin' testin', me and Uki found out that the new scripts of Missile Barrage can easily rack up enough numbers and cause massive server lag with the now laggyer (Is that even a word?) missiles. I'm afarid that none of the fancy Homin' Sniper script would be around to prevent massive lag ups.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Magnet Dood on May 23, 2012, 02:20:38 PM
I'm pretty sure it's pronounced laggier.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on May 23, 2012, 03:10:45 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 25, 2012, 12:27:46 AM
When you sell your soul to the U.S. government, you barely have time to do anything

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?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 25, 2012, 03:13:29 PM
Quote from: "ice"
When you sell your soul to the U.S. government, you barely have time to do anything

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?
Or make it summon side characters based on the classes. Here's some examples:
-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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 25, 2012, 06:31:39 PM
I support this idea. It would be cool to summon characters from the community to help fight.

Someone get me some rotations for an Elena summon right now
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on May 25, 2012, 06:44:13 PM
Quote from: "Beed28"
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.

Wish granted.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on May 25, 2012, 06:56:03 PM
Quote from: "SaviorSword"

(click to show/hide)

Yeah so, I'm pretty much up for all the changes for Gizmo you listed there. I should really get to work on adding those sprites, but meh. I've been both lazy and busy with other things. =/
Title: :(
Post by: BiscuitSlash on May 25, 2012, 07:01:35 PM
ColdFusion what do I need to do to get Trollman in the pack? I seriously need him to be in this. I can't let all that work go to waste! Is there anything else such as the different Troll bomb explosion sprites that I mentioned earlier?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on May 25, 2012, 07:05:12 PM
If you changed how the Troll Bomb worked mechanically, that would probably get him in. Perhaps it could split, or fire two illusory bombs to mix people up?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 25, 2012, 07:08:28 PM
I'll ask Trollman to see about it. (If we do that assist trophy thing I might also contribute with one of Trollman's Cutstuff war characters, but I'll have to wait and see)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on May 25, 2012, 08:15:46 PM
I think hard knuckle should still OHKO me but fire could be a secondary weakness. (It it was the main weakness I'd be screwed forever)
Also I'm working on BuckshotMan =P (But i've been very busy so I don't know when it will be done).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Russel on May 26, 2012, 12:28:16 AM
Inspired by Beed's HUD, I made one of my own!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on May 26, 2012, 12:30:21 AM
Arm Cannon looks a bit strange, but forget that.
That thing is incredible.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: DarkAura on May 26, 2012, 12:41:28 AM
Quote from: "Lego"
Inspired by Beed's HUD, I made one of my own!
(click to show/hide)
A Samus class you are making?

If so, use this:
(http://img829.imageshack.us/img829/3840/metbust.png)
(the one on the right)
Title: haha, I see what you did there, legofan20
Post by: Korby on May 26, 2012, 02:01:48 AM
I have to disagree with it looking "incredible"
also fix the width.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on May 26, 2012, 04:29:10 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 26, 2012, 12:33:57 PM
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'
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 26, 2012, 01:04:27 PM
Is still a tad miffed that xCFx never sent me those files, but then again, can't really do much testing with no internet >_>

I'm still trying to find a way to make this 100% compatable with YD classes via patch, Ive made headway but still various bugs though (YD Musashi's yamatoman breaking due to similar ammo names, protoman exploding into xCFx's whistle causing massive lag, bubbleman flying, bass loosing double jump, classes loosing wall jump, also not really a bug but something that just plain ticks me off, the weapons the RMs spawn on death lagging up the game) though then again, it might not be too worth it scince that would involve changeing some class files

though then again, it is fun seeing stuff like this

(click to show/hide)





Also

Quote from: "Michael712"
Quote from: "ice"
When you sell your soul to the U.S. government, you barely have time to do anything

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?
Or make it summon side characters based on the classes. Here's some examples:
-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.
...Do you really want a rebuilt mecha dragon/crap ton of animal robots swarming the stage and killing everyone?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on May 26, 2012, 01:48:32 PM
For that armour thing, do classes that are not approved yet count?
Example:Mine. It has 0.75.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 26, 2012, 02:42:11 PM
Quote from: "Hilman170499"
For that armour thing, do classes that are not approved yet count?
Example:Mine. It has 0.75.
I was counting the ones that are already in the pack, plus Smashbro's and Trollman's as examples of more unique amour values. (I didn't include the 1.0x amour ones though. There's quite a few of those too)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on May 26, 2012, 03:03:13 PM
Quote from: "Michael712"
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'

It could be a range of colors to give the player a general idea of the class's armor. Example would be...

Black - > 0.5
Blue- 0.5 - 0.75<
Green- 0.75 - 1<
Yellow- 1
Orange- >1 - 1.2<
Red- 1.2 - 1.5
White- >1.5
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 26, 2012, 04:30:24 PM
my class gets a defense rune when you switch to ice so his defense is .75
Title: Re: I have no idea why the laser shoots from his crotch
Post by: Hallan Parva on May 27, 2012, 04:44:13 AM
Quote from: "xColdxFusionx"
I support this idea. It would be cool to summon characters from the community to help fight.

Someone get me some rotations for an Elena summon right now
*cough*

(click to show/hide)
Oh, if anyone sees Jax somewhat regularly, mind checking up on how he's holding up? I haven't heard from him in a while now and I'd like to get crackin' on finishing this thing up for the next release.
Title: I couldn't figure out what you were saying
Post by: BiscuitSlash on May 27, 2012, 08:42:07 AM
Quote from: "ice"
Also

Quote from: "Michael712"
Quote from: "ice"
When you sell your soul to the U.S. government, you barely have time to do anything

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?
Or make it summon side characters based on the classes. Here's some examples:
-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.
...Do you really want a rebuilt mecha dragon/crap ton of animal robots swarming the stage and killing everyone?
Wat?

Here's my idea on how the assist trophy item should work (doesn't have to look like that, it could be a token or something):
-Replaces Tango and Treble, but has a longer respawn time
-Summons a random side character of one of the classes (the actual classes could work but that might be a bit weird)
-Each class can have up to 2 assist characters, BUT, similar to the weapons, you do not need to have 2, 1 is perfectly fine.
-None of them must be ridiculously overpowered. Some of them can be more powerful than others and those ones should have a less chance of appearing. (Best thing to do is to submit less powerful ones to add to the mix).
-They all have different amounts of health, which they will leave once they lose it all. They also leave if they're around for about 15-20 seconds.
-Megaman could still get a random Tango/Treble/Rush Bomber when picking up this item (optional)

Not all assistances need to be powerful. Some could be nearly useless such as Stafy from Brawl. no offecnce
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on May 27, 2012, 12:01:21 PM
@mike 712

They tend to be around animal robots alot plus I dont exactly have a side character, well 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 players
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on May 27, 2012, 12:34:25 PM
Quote from: "ice"
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 players
He'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)
Title: darn it I forgot about Beed's HUDs again
Post by: Hallan Parva on May 28, 2012, 07:17:05 PM
Why not just replace Tango / Treble with Summonstones?

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.

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.

... 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: RedMettaur16 on May 29, 2012, 01:12:39 PM
Name: Camwood
Armor: 2.0x (Weakness: Fire attacks, to my old butthurtness... Oh well, that's gone at least!)
Speed: Normal
Jump: Normal
Damage Type: Normal
Role: Normal
Weapon Dropped: Screw Crusher/Ballade Cracker (Whichever one YOU want)

Skin in a modified megaman-hair skin which makes it look like a human character.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on May 29, 2012, 02:59:20 PM
I think you need more detail, how would your weapon(s) work?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on May 29, 2012, 04:13:14 PM
I have an idea on how to improve my class:

Missile Barrage: When out of ammo, all five missiles don't have any horizontal offsets. This would at least make it easier to use when they no longer home in on targets.
Hyper Missile: When out of ammo, using this weapon will instead shoot a large pellet that travels the same speed as Hyper Missile that does 5 damage with no radius explosion. Can be shot up to three times before a brief "pause".
Title: Re: darn it I forgot about Beed's HUDs again
Post by: xColdxFusionx on May 31, 2012, 02:24:58 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: -FiniteZero- on May 31, 2012, 09:29:31 PM
Quote from: "xColdxFusionx"
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.

This sounds rather awesomeness. I think I know what my assist would do: Spawn in, and shoot Solar Laser and turn 360 degrees.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on May 31, 2012, 09:37:12 PM
Huge Heal Blast for full HP and a Gaia Shield attachment

because yes
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ceridran on May 31, 2012, 10:53:34 PM
Would a speed multiplier chart be the same as this?
Example: Would I have 1.2x armor and 0.8x speed for balance? Is that how it works?

Quote
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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 01, 2012, 01:49:11 AM
actually

Cutstuff Badges sounds neater

someone go sprite that

but yeah choosable summons for strategy / awesome
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 01, 2012, 04:50:27 AM
For the heck of it might as well use lunar woman for mine, might use her star shower attack

in other news, internet's back! You remember our agreement via PM xCFX
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 01, 2012, 09:21:27 AM
Brotoad needs his own class so that he can have an assist trophy that summons a bunch of sharks based on Toadman RPG. Someone tell him to make a class!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on June 01, 2012, 12:31:48 PM
If that happened then Ivory would be the only mod without a class. (Sinkman included, Nothing wrong just pointing that out.)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 01, 2012, 03:46:16 PM
They aren't the only moderators, you know...

I support CarThief class
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 01, 2012, 05:03:51 PM
If Brotoad had a class, then this expansion would have brotoad awesomeness in it. If you don't know what I mean by brotoad awesomeness then go see megaman sprite comic or go play toadman rpg

Also I've noticed that my copywep isn't on the M tank list. (It doesn't have M712Wep5Ammo like it should).

Speaking of copyweps, I think more classes should drop copyweps where possible. Normal 8BDM weps are kinda okay, yes, but I think we could add a few more in.

And anything I should know about bandwidth beam and the new trollman's class that I've sent you?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 03, 2012, 03:42:17 PM
I suggest you add custom skins which are used for certain classes.
i.e.:The xColdxFusionx class uses a custom skin, so add that skin to the list of skins available for the Mega Man class. Same for Yellow Devil, CutmanMike, Laggy Blazko, etc.

P.S.:Please change the weapon code for Bikdark's Instagib weapon. I'm not gonna mention it due to the fact I do not use curse language.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 03, 2012, 07:25:46 PM
What? "Rape" is a bad word?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on June 03, 2012, 08:12:30 PM
It's not like Cutstuff is a "polite" community to begin with.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on June 03, 2012, 08:35:02 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 03, 2012, 11:14:16 PM
That's not what he's asking. He's asking for a name change.

Also, "rape" isn't exactly a bad word, but it certainly doesn't win us points with anyone.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 03, 2012, 11:41:55 PM
Quote from: "SaviorSword"
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.

Nerf the facestabs. Nerf them enough that he almost never gets them.
...
Backstabs alone clear servers. I won blasted DUELS with that guy.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 04, 2012, 02:11:48 AM
When others inform me of it, I'm quick to console kill.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 04, 2012, 03:54:00 AM
Anyone willing to code this? I'd appreciate some help with this.

Quote from: "Hilman170499"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on June 04, 2012, 05:07:03 AM
Hilman, postin' more to catch attention will make everyone more annoyed at ya (and less likely to be made). If ya want it to be made, make some friends around here. Join servers and try to strike up a decent conversation with someone. That's my tip to ya.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 04, 2012, 06:27:14 AM
That, or learn to code an incredibly easy language.
go for his suggestion
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 04, 2012, 06:32:34 AM
I AM coding the class myself but I'm just asking whether someone is willing to help me.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 04, 2012, 07:56:22 AM
What are you having trouble with?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 04, 2012, 08:05:44 AM
Right now, H-Laser and Light Barrier are slightly tweaked copies of Gemini Laser. I've coded Nuclear Laser (the Instagib weapon) but I do not know how to implement it into my class and right now my class is just a copywep class with a Crystal Man skin whose screen flashes blue whenever hit. The bot's ammo is also limited for that class. I tested Nuclear Laser but it does not fire anything.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 05, 2012, 04:55:27 PM
Trying really hard to get Protoman's class finished now. Star Dood said he'd tackle the skin and I don't know if Gumballtoid is making charge shot rotations yet. It shouldn't be too long assuming that the sprite help doesn't take too long.

Also these classes need botchats. Their bots would be way more interesting if they had them
(click to show/hide)
Best to PM them unless they'd rather have silent botchats.

EDIT: Also my class shouldn't make the megaman death sound when dying to mirror buster. It should only make the centaur flash sound.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 05, 2012, 05:05:58 PM
Where are you, ColdFusion!?

A little change to my class. I'll give a short description so you can all tell if it's a good idea or not.

My class (See Avatar) is large with a high jump. He has a 10 damage buster which can be upgraded
up to 35 damage through use of his altfire.

His altfire pauses him for a fraction of a second- catching a bullet will result in a small counterattack
and a 5 damage buster buff.

With this guy, the hardest thing to do is stay alive to get that almighty 35 damage and go OP kill everything.
So I propose this.

An item, given every successful altfire (up to 5 max per life). Upon use, it would feign death and cloak
him for (1-2?) seconds, allowing him to avoid a crowd intent upon his demise.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on June 05, 2012, 06:44:06 PM
You're making your class sound more difficult than he actually is. Sorry, but as interesting as that sounds, I'm going to have to turn that idea down.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 05, 2012, 07:17:12 PM
Ahem
Quote
in other news, internet's back! You remember our agreement via PM xCFX
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on June 05, 2012, 10:17:39 PM
Hey CF

Remember that class I made that you said would be cool and stuff

Well I can't bribe anyone into coding it for me so you should see if anyone's up to it
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 08, 2012, 08:04:32 AM
Yet more class updates(but not too much)
(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.

I'm gonna work on a better botchat for this class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 08, 2012, 09:53:44 AM
Quote from: "Hilman170499"
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.

Hilman170499, I'll help you with your class if you ever need help. I have a lot on my hands but I should be okay.

Also, could I have my original force beam gun instag weapon back using the following nerfs for it?
-Slight start up delay
-Much slower turning like with ColdFusion's and Laggy Blazko's instag zoom but without the zooming (if this is possible)
-Faster ammo depletion
-Maybe start with half ammo like my other weapons?

I really want something changed because I really don't like my instag weapon right now. It's too different from the force beam gun weapon I've always been enjoying before and I really don't like how frequent the force beam sound is.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 08, 2012, 09:58:38 AM
Thanks.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameGuyAnon0mous on June 09, 2012, 01:06:48 AM
Scatch it. I'm making a new one.

Name: /gGameGuy/iAnon0mous
Armor: 1.2x
Speed: 1.4/1
Jump: 1/1
Weakness: Rock, Wind
Role: Trapper
Skin: Spark Man

-Attack 1: Arm Cannon-
Mistery (?) Mine Cannon
Uses 10/100 ammo
15 sec complete ammo regeneration
Only regenerates when out of mine ammo
Lays a mine at your feet at 1 mine/ 2sec
Mine triggers at a radius of 32 pixels and does one of the following:
1) Hyper Bomb explosion (15 damage) (bomb)
2) Crash Bomb explosion (16 damage total) (bomb)
3) Paralizes enemy (5 damage) (Thunder)
4) Blinds enemy (5 damage) (Light&Lazers)
5) Launches enemy into air (5 damage) (wind)
6) Lobs 4 more mines diagonally and disappears (none)
Mines dissapear after 60 sec
-Attack 1 Alt-
Randomly lays 10 mines in a 640 pixel diameter
45 sec cooldown

-Attack 2: Fist-
Static Gauntlet
10 damage (electric)
Infinite ammo
Melee attack
Paralizes enemy
Charge: 15 damage (electric)
3 sec charge time
+Large Diagonal knockback
-Attack 2 Alt-
Gauntlet: 15 damage (electric)
Attack 2 Charge w/
+Dash forward
+pierces enemies
15 sec cooldown

Drop: Crash Bomb

Description:
A young player who uses the element of suprise to frag foes.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Russel on June 09, 2012, 02:00:54 AM
Quote from: "Michael712"
Quote from: "Hilman170499"
Magma Bazooka:Same as Atomic Fire but also matches Mega Man 9.
I say use the Magma Bazooka sound effects,

Funny because Beed's missile barrage uses these sounds, so it's already in there
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 09, 2012, 12:03:23 PM
I was talking about charging sounds for H-Laser.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on June 09, 2012, 10:39:56 PM
Quote from: "GameGuyAnon0mous"
I hope I did this right
-snip-

First thing I notice right off the bat is the abuse of one of the most obnoxious weapons in MM8BDM. Now why would you...

Quote from: "GameGuyAnon0mous"
Posts: 19

...Oh.
Come back once you've learned a bit more how this community (and, more importantly, this mod) works.

[REJECTED]
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: darkmath on June 10, 2012, 01:23:24 AM
GameGuyAnn0mous, your class seems pretty much generic and OP, you should really make some changes, also, ColdFusion, I don't think it's nice to [REJECT] his class just because he's new to the forums, I know him pretty well in the game, he even owned me in LMS.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on June 10, 2012, 01:44:44 AM
I would like to expand on my Class little further (changes in RED):
(click to show/hide)
[/quote]
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Magnet Dood on June 10, 2012, 01:58:51 AM
DOOD?

What is this, is my name being stolen??????!?

Anyway I kind of forgot this existed so maybe I should get around to finding that coder
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on June 10, 2012, 02:27:56 AM
^ Basically what he said. I wanna say my class was around page 70-80, but I've nearly forgotten... If there's a willing coder, I can PM them the things they'll need; description included.

EDIT: It was on page 97... I was close (not really)... Anyway, CF said "I'd be willing to accept it if it were made," so I assume that means it's approved.
(click to show/hide)
Again, if someone is interested, PM me and I'll send the zip file with all the stuff in it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Atticus on June 10, 2012, 02:36:54 AM
So we were playing CSCC in instagib. I realized the Ice class is extremely op in instagib. First, he's quick. Second, he has a wide projectile that flies even faster than an instagib blade. Third, he has a fairly high RoF with this. All this together makes just an unbeatable force. He's a straight upgrade to the normal instagib class. He's very unbalanced. So my proposed nerfs:

1. Slower RoF
2. Slower projectile speed
3. Make him default speed
4. All of the above
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 10, 2012, 02:56:36 AM
it's literaly an exact clone of the IG metal blade, same RoF (did the math and made them last the exact same amount of tics when I made it), same speed (literaly a edited copy from the core file), I literaly just turned a metal blade 90 degrees (shortened the hitbox and widened it), not sure where you're getting all of this from, though I do sora see what yu mean about the running speed, though then again, this is CSCC, there are ALOT of fast classes

Also if anything, Chimeraman's OP in instagib (bouncing projectile that lingers)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on June 10, 2012, 02:58:57 AM
I would tend to disagree. I was using him a lot today. The ROF could use a nerfing, though...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: fortegigasgospel on June 10, 2012, 04:26:08 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: darkmath on June 10, 2012, 04:53:02 AM
Gumballtoid, would you let me make your class? I'm not REALLY REALLY good at coding and this seems a good start for me.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 10, 2012, 05:25:19 AM
Speaking of instagib OPness, according to Bikdark (I never can figure out how serious is he) my class is OP compared to the other sniper classes because Cold has forced scope and Cutman doesn't have a scope and has a small delay. But my class has the lowest ROF.
If you think my rifle is OP, maybe it could have a bad aim if it's running or not using the scope. That means I should have to use the "walk" key if I wanted to move and fire at the same time but not use the scope. I can code that if you don't know how to.
(BTW, I think the scripted cooldown isn't even used now)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SaviorSword on June 10, 2012, 05:35:03 AM
Ya can't take Bikdark serious. I could go on and rant, but this place is not the best place to dump'em.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Atticus on June 10, 2012, 05:41:06 AM
Well on Cutman vs Blaz, you have to think about the designed uses for them. Cut is basically combat sniper. In a crowded fight, he can easily hold his own. The delay really is not that huge. Half the time you can tap the mouse and an arrow will go. Blaz is long range sniper. In big fights, he'll die quick. Think of the contrast between TF2 Huntsman sniper and Rifle sniper. 2 different things. It's honestly a apples to oranges kinda comparison. Cutman should be redefined as a combat class with sniping capabilities.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 10, 2012, 05:50:51 AM
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Atticus on June 10, 2012, 05:57:54 AM
Quote from: "Hilman170499"
(click to show/hide)
That, and stay out of open areas. Blaz dominates open areas.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 10, 2012, 11:46:41 AM
Quote from: "fortegigasgospel"
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.

My internet is back but my job is takeing up 98% of my life now. I barely even have time to code anything @_@

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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on June 10, 2012, 01:24:04 PM
Quote from: "Protoman"
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

As you can see here, King Yamato's instagib REALLY needs a nerf. (No I'm not banning him, but I agree with the complaint itself)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 10, 2012, 02:24:46 PM
Quote from: "ice"
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

The guy just knew how to twitchsnipe >.>

Still, I agree. The best can dominate servers with Blazko easily. I'll propose...
Options
1.Leave a bullet trail similar to CF
2.Make the attack an insanely fast projectile.

With King Yamato...
1.Remove the shield
2.Make the shield good for one hit
3.Make the shield bring down his RoF a good bit
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 10, 2012, 05:32:30 PM
As far as I know, hitscan attacks don't have weigh. And the rifle can't be autoaimed, so you have to aim directly at the target's hitbox. But the main advantage of a hitscan weapon is if you aim correctly, no matter what your ping is thanks to unlagged, you'll hit your target.

Also, learn to take cover on instagib, people!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on June 10, 2012, 07:51:17 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 10, 2012, 07:56:19 PM
Dodge or play KY
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 13, 2012, 02:58:46 AM
Yet even more class updates(not spamming)
(click to show/hide)

The H-Laser as I stated is a chargeable weapon, but which charging sound should I use?
Mega Buster
Proto Buster
Atomic Fire
Magma Bazooka
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 13, 2012, 03:11:41 AM
Well, atomic fire would sound too weird.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 13, 2012, 03:27:46 AM
> past three pages on Instagib

Oh, right... I forgot to do that didn't I?


Due to the OHKO nature of the mode SmashBro's high HP won't really be a factor, so his melee fighting style won't be very favorable. On the other hand, maybe that could be his unique perk? He could be the one character that bothers to use hand-to-hand combat in Instagib, but he has a resistance to the one-shot attacks (maybe he needs two or three hits to take down instead of the usual one).

Get back to me as soon as you can, I'd like to talk this over before I stick to anything concrete.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 13, 2012, 01:10:00 PM
When do we start making descriptions for the assist trophy characters?

Also does Trollsuki's instag weapon bypass godmode? It totally should. I think 1000000 damage does the trick
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 13, 2012, 01:37:59 PM
bypass godmode, and noclip
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on June 13, 2012, 05:05:48 PM
A resubmission of my class…

Name: Fyone
Armor: 0.9x (Weakness: Fire)
Speed: Default
Jump: Default
Damage Type: Buster (I am not sure yet)
Role: Heavy gunner
Weapon Dropped: Pharaoh Shot

Description:

Fire – Photon Cannon –
The weapon is chargeable and has recoil which builds the more the weapon is charged. If the Photon Cannon is slightly charged it will do a damage of 7 and will not have a recoil, if it’s charged moderately it will do 25 and have a recoil of 5-10, and lastly if it’s fully charged it will do 40 (potential 3HKO) and recoil of 20. The speed of the projectile is going to be about 35-45 (I am not sure yet, but potential snipe).  (Using the same method as the Pharaoh Shot) It will charge in front of you and will slowly build overtime, and is able to damage (hug) the enemy when charging. (The radius/hitbox of the weapon I am not sure of, but it will be potentially smaller than the Pharaoh Shot and will have an initial damage amount as stated earlier.)

AltFire – Flight –
It will be basic flying, when flying it will be impossible to attack due to having to hold the AltFire to fly. It will use an ammo bar which will recharge whenever not flying (I am not sure yet if I will make the ammo bar in sync with the Photon Cannon’s ammo bar or give it a separate bar). (In other words, the flight will be nearly identical to the flight of Gyro Man YD Classes.)

Skin: Fyone

NOTE: HUDs, skin, code, and sprites are going to be created by me. Code is made up of copying and editing.


I'm also not sure about Instagib yet.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on June 13, 2012, 06:56:01 PM
Sorry for double post...
Quote from: "Gumballtoid"
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.

I feel the same way about Sinkman, I have also brought this up in the past but no one really agreed.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 13, 2012, 06:57:40 PM
Also, his IG projectiles are SLOW AS HELL meaning they stay active for a while.

You know, picking up free stray kills and all...


If the projectiles just died out after a certain distance I'd be pleased as punch, really.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Neo on June 14, 2012, 02:18:57 AM
okay, so i played 3e for a bit in single player/campaign, and these are the things i kinda felt needed to be changed
-laggy blazko should keep the reloading feature, but either have inf clips, or get a ton more from energy pickups
-alot of the classes run out of ammo a bit to fast to be much good in fights longer then 2 seconds
-most classes have a rather weak attack that doesnt do to much damage, combined with some slow attack speed...they just feel a bit underwhelming
-laggy's machine gun should kinda be bosted from what like 5 damage to like 10 or so...i know your going for a COD kind of class, but seriously, the knife should then be a 1 hit kill seeing as it as such low range...or atleast do alot more damage =S...
-sink man's primary should have a bit longer range,having to be that close while eating bullets doesnt help much at all =S...
for the blade rodern, with a weapon that big and bad, it should do ALOT more damage, but kinda make it like laggy's machine gun where you have to reload it instead of it regaining ammo over time.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 14, 2012, 02:30:01 AM
Quote from: "Neo"
-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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 14, 2012, 02:32:30 PM
I think Laggy Blazko was probably aiming at Doom more than CoD. He's fine as long as you keep aiming and keep collecting lots of weapon energy pickups. Also I think the knife is basically there to defend yourself against melee attacks when you're trying to get away or something.

Also I need to know something for Protoman's instag weapon. Here's the idea that I've had:
-You hold out your shield just like normal, blocking attacks from the front.
-Main fire is a more powerful charge shot that works slightly differently. Upon firing you are frozen in place completely, raise your buster (like MM7 charging) and then fire a large charge shot that is fast and instant kills. After that you are however left open to attack for a bit, and others can hit you quite easily.
-No alt.

I'm just wondering if this is okay. It will add more variety into the mode, but I need to know beforehand if limiting the buster will balance things enough (Unlike KY this guy wont be able to attack as fast). If this is way out of depth for some reason (hopefully not) then I'll make Protoman think up something else.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on June 14, 2012, 02:47:28 PM
I finished my class, so I'm waiting for it to be approved as of now. (and also still thinking on my instagib weapon.) I also decided to go with Pharaoh damage type.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 14, 2012, 04:53:50 PM
A little analysis of Fyone's class.

Aim-You're trying to snipe, right? Fly somewhere and then score KOs with a massive hitbox attack at high speed?
Seems fine (YD Pharaoh Man with vertical flight?), just make sure the thing has a decent uncharged RoF.

Changes-I'd recommend you remove the hitstun on PHCannon charge. Seems possible to circle strafe too easily.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Fyone on June 14, 2012, 06:49:18 PM
The Hitbox isn't as big as you think. When I was testing it, it was fine. Also, it kills in 3 hits. The RoF for uncharged doesn't really matter due to doing almost no damage.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on June 14, 2012, 08:17:00 PM
I tested Fyone's class yesterday. It's actually really simple, yet really effective. I was impressed.

I'm still looking for that all-important coder, so if you're even remotely interested, you can drop me a PM.

EDIT:
Quote from: "darkmath"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 15, 2012, 05:56:53 PM
From my experience, none of the classes or OP or UP. Sinkman is in no way overpowered, and if he is, you're obviously way too close to him as you shouldn't go close to melee classes. I could dominate a server with my class if i wanted to, but that would all be down to excessive use (I've used that class a lot cause I made it) and maybe some skill on my part.

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!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Magnet Dood on June 15, 2012, 06:28:24 PM
I CLAIM THIS PAGE FOR KANTO

I'm not sure I'll find a coder willing to take up my class, so you can take me off the waiting list thingamajig for now. If I ever do find the coder, I'll drop a line.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 15, 2012, 07:17:27 PM
Quote from: "Michael712"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on June 15, 2012, 07:25:31 PM
Certain classes currently use PLAY to get around a "feature" of Skulltag that would otherwise prevent their graphics from showing properly. Or CSCC from properly loading, for that matter.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 15, 2012, 08:45:06 PM
Quote from: "Laggy Blazko"
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.

*imagines the corpse of my class without his cap, because he wears it with the amour on instead*
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 16, 2012, 01:55:32 AM
if that's the case, then I'd have to make Hatman, a robot master that gains different powers depending on what hat he's wearing
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 16, 2012, 01:59:07 AM
TF2 would eat you alive. :ugeek:


In other news, Coldy you never said anything about my instagib. We still gotta talk!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Ceridran on June 16, 2012, 02:06:46 AM
Sword beam

done
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on June 17, 2012, 01:17:13 PM
Ok, I'm done with 2 of my weps, I just need an experienced coder to do the most complicated ones. Anyone?
There's also a couple bugs with the class. (IGMetalBlade doesn't appear, and the HUD refuses to rise, so it's really low)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 17, 2012, 02:48:29 PM
Which icon should I use for Last Resort Flash?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on June 17, 2012, 02:52:32 PM
Ballade icon. Definitely. Just put a border around it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 17, 2012, 02:59:39 PM
Already done that border thing.
P.S.:He is blue because my class will be blue and yellow.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 19, 2012, 11:02:51 PM
so, has any progress been made scince the last status update?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 20, 2012, 12:05:51 AM
He got distracted with something else.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on June 23, 2012, 01:52:09 PM
Okay so, something's come up for me. Now I won't be able to work on much of anything else for a while. But I CAN try to do something for my CSCC class.


If I remember correctly, (it's been a while since I last looked at it,) There were some sprites that I needed to make. Mainly for the Frost and Flame Cannons. I've got the Frost Cannon under control, I think, but I'm gonna need help with the Flame Cannon's rotations.

(http://i121.photobucket.com/albums/o215/YusefHalim/22sprite/FlameCannon.png)

If someone could make rotations for this, that would be really great. (If you can make it 8bit as well, that'd be even greater. But I could probably handle that..)

Is there anything that I'm forgetting to do?


-----------------
------EDIT-----
-----------------

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 is slightly slower though.

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.

I'll send this in right after I fix the Flame Thrower sprites.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on June 23, 2012, 02:34:19 PM
Just feel like I should pop by and give a quick update:

Yes, as Korby mentioned, my coding effort has gone and drifted off somewhere else. (I'll make a thread for the result once I have a little bit more done on it.) No, that doesn't mean CSCC as a whole is dead. The other devs and I (especially the other devs) are still working on getting out all the little bugs and balance issues to make this the best version of CSCC we've ever released. No set release date for it quite yet; I'll give you guys another update when we get closer.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 24, 2012, 04:02:02 PM
Important skin request. I desperately need someone to make a skin of Protoman holding his shield instead of it being on his back, along with a few extra rotations of certain sprites (for the charge and arc attack that Protoman01 will have). I really need this to be made, and I cannot do it myself. I've tried, I simply cannot handle the back frames. It's needed because otherwise the class will look silly for others when fighting it.

Also:
-I think some of the classes show Megaman sprites when going to their standing frame. The class select tends to show this, though I'm not sure if it's just that. This is most notable with classes such as Beed28 and YD.
-My class shouldn't be making Megaman's death sound. This gets really annoying when he's killed by mirror buster because I can't hear the centaur flash sound effect for it.
-Pleeeeaasse tell me Trollman is finally in the expansion.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on June 24, 2012, 06:05:23 PM
YD needs a taunt, just saying.
More specifically, PU YD Bumo.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 24, 2012, 06:10:48 PM
Quote from: "Game&Watcher"
More specifically, PU YD Bumo.
He wouldn't approve. He doesn't like the voice they gave him in PU.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on June 24, 2012, 06:13:27 PM
Knowing YD,

Quote from: "Singed"
To shake, or not to shake?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on June 24, 2012, 06:14:38 PM
Quote from: "Michael712"
Quote from: "Game&Watcher"
More specifically, PU YD Bumo.
He wouldn't approve. He doesn't like the voice they gave him in PU.
Oh, didn't know that...
Never mind my last post.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: That One Boss on June 24, 2012, 06:19:19 PM
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!"
Another Edit: hooray for not getting stuff right the first time!
anyway his alt is now a jump kick that does very low damage (its uses slash claw coding, it averages 10 damage).
Also I forgot to mention he can wall jump
and I also have a question, how do you program armor? because otherwise my class is finished. (even though I'm jumping the gun here since it hasn't gotten accepted)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on June 24, 2012, 07:24:55 PM
That's one heck of a username, Boss.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on June 24, 2012, 09:23:34 PM
Quote from: "classes"
(Weakness: Bik knife/ any of bikdarks weapons  )

Why are you trying to kill his usefulness?  :ugeek:  :ugeek:  :ugeek:

Anyway, maybe this medic won't be as broken as my class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on June 25, 2012, 01:49:17 AM
Quote from: "Game&Watcher"
YD needs a taunt, just saying.
More specifically, PU YD Bumo.

Actually, we made his class have a taunt from My Little Pony. Please note that this is a sarcastic comment and should not be taken seriously.

Quote from: "classes"
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!"

...I don't think I need to make a comment right now.
[REJECTED]
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on June 25, 2012, 02:05:22 AM
I think you need to make a comment on it, because I don't really see what's wrong with it. It's certainly more interesting than half the ones in the mod anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 25, 2012, 03:23:26 AM
Maybe Coldy's just sore because a legitimately interesting idea came from a guy with only two posts. :ugeek:

Or, maybe it's not complicated enough. Are simple ideas a bad thing?

Personally I think it could use a little tweaking (heal more than 1HP), but it's still not too bad.



EDIT: SMASHBRO UP IN HERE YO MAN WE BE DOIN' SRS BSNS
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on June 25, 2012, 03:29:45 AM
That 1HP would be amazing at any speed in TLMS.

But yeah, it's pretty bland with nothing but a buster.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on June 25, 2012, 03:45:21 AM
I edited my post with some potential changes. I didn't want to stray too far away from the idea (it's another user after all; this IS Cutstuff Community Classes) but I helped to de-bland the buster a little.

Of course the only reason I'm posting this is because OJ decided to show up! :)
Title: NO SHAME
Post by: Orange juice :l on June 25, 2012, 03:50:04 AM
If you're willing to make concepts for me, you should make my class too  :ugeek:  :cool:  :ugeek:
Title: JOIN THE CLUB BRO
Post by: Hallan Parva on June 25, 2012, 03:54:52 AM
Coldy just give me two slots dammit

What did you have in mind? :cool:
Title: STILL NO SHAME
Post by: Orange juice :l on June 25, 2012, 05:17:50 AM
Quote from: "xColdxFusionx"
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.

CF's review was posted on page 79, and it was buried ever since. Huzzah.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 28, 2012, 01:09:09 PM
You know some classes use custom skins. I suggest that those custom skins will be added to the list of skins available for Mega Man.(Example;YD, CMM, Blazko, etc.)(1 Question:What about FZ? His class uses A Time Man skin.)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 28, 2012, 01:46:09 PM
some people prefer not to have other people running around with there skin, even if noone else can see it, though if you mean this mod alone, that would cause confusion

Oh hey look it's ice, lets shoot him with a fire atta- NOPE! Just megaman with hard knuckle
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on June 28, 2012, 03:37:26 PM
Also, xColdxFusionx will be wingless. The wings on his armour are a seperate entity.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on June 28, 2012, 04:18:00 PM
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.

If you want to download them for Megaman class then you can, but some of them wont be available.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on June 28, 2012, 05:17:56 PM
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.

If you want to download them for Megaman class then you can, but some of them wont be available.
Except my skin's link is broken and I haven't reuploaded it. :/
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on June 28, 2012, 06:14:17 PM
Quote from: "Laggy Blazko"
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.

If you want to download them for Megaman class then you can, but some of them wont be available.
Except my skin's link is broken and I haven't reuploaded it. :/

Same here. :|
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on June 30, 2012, 11:58:02 PM
Need any additional help with speeding things up? *last number update was last year*
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Ceridran on July 02, 2012, 12:35:39 AM
Can someone give me a list of speed values, so that I know how I can balance my class with it's armor and speed? I've already got the Armor values.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 02, 2012, 01:57:23 AM
Quote from: "Michael712"
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'

Edit: DERP, realised you already had those, and deleting text takes forever on a wii
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: That One Boss on July 03, 2012, 01:24:31 PM
Quote from: "classes"
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!"

...I don't think I need to make a comment right now.
[REJECTED][/quote]

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."
I'm just going to guess that that's the issue here. If its something else, please reply
I believe I owe you an explanation

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
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Magnet Dood on July 03, 2012, 01:28:13 PM
Yeah, I can easily vouch for him- he's a pretty common sight on Celebi's server. We always have Stone Stomp battles and we play with mainly the funny classes.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on July 03, 2012, 01:59:38 PM
Quote from: "classes"
Quote from: "xColdxFusionx"
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.
I'm just going to guess that that's the issue here. If its something else, please reply
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.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on July 03, 2012, 08:45:24 PM
@ThatOneBoss If you make the class have really good visuals and maybe tweak some of the stats then you'll probably end up having a class that ColdFusion would really like and would approve of. Some things such as the bouncing shots may have to be changed somehow because Chimeraman has a similar thing. Also a unique/custom skin might go a lot better, though that's your choice.

Still need help with Protoman's skin. The sooner I get that the faster I can finish up Protoman's class.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on July 04, 2012, 02:07:24 PM
hey Coldy

hey

what about the version I made huh
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on July 07, 2012, 04:26:00 AM
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 07, 2012, 01:30:22 PM
Noooot quite
when Ice is selected he gains the defense rune but when sparky is selected he loses the defense rune but the acs code activates that increases the speed and jump, hence why he breaks in roboenza
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hilman170499 on July 07, 2012, 01:33:13 PM
Quote from: "ice"
hence why he breaks in roboenza

If CSCC is compatible with Roboenza?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: That One Boss on July 07, 2012, 02:28:26 PM
Thanks for the feedback cold.
now lets try again

Name: That One Boss
Armor: 1.3x (Weakness:Bikdark weapons  )
Speed: 0.8/0.8
Jump: 12
Damage Type: food
Role: Cleric
Weapon Dropped: Plant barrier

Description:
Main fire: doesn't bounce, shoots a high speed projectile that heals on contact with allies for 1 point of damage. When it hits a wall, it falls to the floor, where it can still be picked up by allies. Fires slightly slower than darkman 3's Main fire. It disappears shortly after it hits the ground.
Alt fire: to help him escape from people, he now drops a pickup on the ground slightly behind him. Anyone can pick this up, including himself. When it's picked up, the person who picked it up spins in place for 2 seconds. This is ample time for him to escape.

Skin: Still Airman
Damage Information: each MainFire shot does 15 damage. the twirling mine does no damage
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 07, 2012, 02:33:56 PM
We can't exactly use new damage types cause then they'd have to go through the trouble of editing everyone's class
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on July 07, 2012, 05:52:14 PM
Or, you know, he could code it himself. There's nothing wrong with giving everyone a new painstate :V
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on July 07, 2012, 07:30:35 PM
Yea, it's just some quick copy-paste. And, if the damage type is like quick, it's even easier!
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on July 07, 2012, 07:35:00 PM
It's so easy, an HD could probably do it

(c)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on July 07, 2012, 10:00:54 PM
Or, y'know, we could have Jax on the dev team.
That works too.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 11, 2012, 02:17:08 PM
Couldent succesfully make a patch cause of clashing acs and existing ammo that can't be deleted via patch

only bugs so far are bik not being able to use the backstab anymore and cscc can't pick up any ammo
on the upside I did however fixed tsuki's bot (ancient news) and fixed Travis's weapon (also ancient news)

I'll post a link to it tommorow

Edit: MAN I love the YD musashi class's new etank system, now they serve a purpose again
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 12, 2012, 02:01:30 PM
Bump for the link

{Link has been sent back to the past to relive his childhood}

just load the classes v6d file then the CSCC-V3e-YD

Changes include
+Being able to play as either YD classes or CSC classes
+csc classes can now pick up the robotmaster Etank
+travis's wave shot bug has been fixed
+tsuki's bot weapon has been fixed
+you can now kill gamma as any class (granted IF they have an aimable ranged attack)
+oilman and timeman bots added
+csc classes now have the proper damage types (claw, wilyfire, timestop, slow, etc)
-unfortunatly for the life of me I cannot figure out how the heck Bik's acs scripts work nor can I get them to work so the backstab doesent work
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on July 12, 2012, 06:03:05 PM
Some issues I noticed:

I'm working on a patch to fix some of these issues, if that's alright with you. Changes implemented so far:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on July 12, 2012, 06:05:21 PM
Woo, I hope this proves how UP some classes are.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 12, 2012, 06:26:30 PM
Quote from: "Beed28"
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.

I could easily just throw all the fixes together in a matter of minutes


Edit: all fixed, well, except for the legends HUD

http://www.mediafire.com/?8mkn1umqvwwseks (http://www.mediafire.com/?8mkn1umqvwwseks)

Only issure is the energy balance only seems to want to work when it feels like, also megaman can slide with the new weapons
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hinatediz on July 14, 2012, 02:53:57 AM
I never checked the thread, but now that i'm doing it... here is it:

Name: /ckHinatediz
Armor: 100x
Weakness: Water Weapons
Speed: Normal
Jump: High
1st Weapon: Slash Claw
2nd Weapon: Flame Blast
Damage Type: 1 - Wild (?), 2 - Fire
Role: No idea
Weapon Dropped: Slash Claw
Description: a Tediz version of Hinata Hyuga
Skin: Hinatediz
Damage Information: no idea...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 14, 2012, 03:16:27 AM
Seems WAY too basic and there's not enough information, try to think up a custom weapon. like say chimeraman, his attack is a bouncing ball similar to rebound striker, ice tosses a ball that shatters into spikes, or ukiyama with his tornado
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hinatediz on July 14, 2012, 05:26:23 PM
I got it...

Name: /ckHinatediz
Armor: 100x
Weakness: Water Weapons
Speed: Normal
Jump: High
1st Weapon: Burning Paws
2nd Weapon: Rage Firebreath
Damage Type: 1 - Wild (?), 2 - Fire
Role: No idea
Weapon Dropped: Slash Claw
Description: a Tediz version of Hinata Hyuga
Skin: Hinatediz
Damage Information:
 -1st: He slashes two times the opponent to then at the 3rd time, doing it with both arms...
 -2nd: Like Burner Man's Weapon, but Orange Fire instead of Green...

...and now?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Rozark on July 14, 2012, 06:07:54 PM
It still seems too generic..
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on July 14, 2012, 06:34:24 PM
Also, I don't know about another slashing weapon. Especially not one with three consecutive slashes. I'm having trouble balancing out my own class' claws with two consecutive slashes, and I already put the attack power down to 0.01.

EDIT: On the subject of my own class, I was thinking about making it so that it's possible for Gizmo to drown in water. It'd most likely work in terms of activation much like Bubbleman's swimming in YD classes or so. Once he goes down in, an invisible timer starts. Once it runs low, you'll hear the Sonic CD drowning sfx with the numbers above his head, and on the HUD as well. (I'd add music, but I dunno if that would work out properly.) If the timer runs out, you die.


Of course, I have no idea how to do this, since for starters I don't even know how Bubbleman's swimming works.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on July 14, 2012, 08:10:22 PM
The problem with that is what if it's impossible to get out of the water, like in Bubbleman or Diveman?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Korby on July 14, 2012, 08:36:52 PM
Pretty sure Bubbleman detects what stage he's on and if he has the "inwater" item for flight. Gizmo can code it so that he does not drown on water-only maps, if he so chooses.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on July 14, 2012, 09:14:42 PM
Indeed. I planned to leave it like that as well, since it's only fair.

or we could have him have to run off and grab an air bubble from some random place...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 16, 2012, 06:28:06 PM
So, how's this going?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 24, 2012, 01:03:07 AM
Anyone else have classes they wanna pitch? I could probably help with them
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Knux on July 24, 2012, 01:16:13 AM
I salvaged this from page 80 something. As in, ages ago. It was approved by Cold already.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: fortegigasgospel on July 24, 2012, 01:35:41 AM
Quote from: "ice"
Anyone else have classes they wanna pitch? I could probably help with them
Hows Boulderman goin? <-<
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Orange juice :l on July 24, 2012, 02:04:45 AM
There's that class concept I post about every 40 pages that Smash may or may not be working on  :cool:
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: GameAndWatcher on July 24, 2012, 02:16:39 AM
And also my Mr. Game&Watch-based class.
Edit: Here's what it would be

Quote from: "Much Earlier, I"
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 24, 2012, 03:16:55 AM
Quote from: "fortegigasgospel"
Quote from: "ice"
Anyone else have classes they wanna pitch? I could probably help with them
Hows Boulderman goin? <-<
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 though
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: fortegigasgospel on July 24, 2012, 03:56:44 AM
Quote from: "ice"
Quote from: "fortegigasgospel"
Quote from: "ice"
Anyone else have classes they wanna pitch? I could probably help with them
Hows Boulderman goin? <-<
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 though
Well I only asked cause you asked that. Your job is more important though.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Rozark on July 24, 2012, 05:58:19 AM
Then there's my class concept that is rarely heard of..
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on July 25, 2012, 12:41:41 AM
Meh, I've been too lazy to send in the latest updates for Gizmo. I guess I ought to get around to that...
Title: Oh shit, he's trying again.
Post by: DarkAura on July 25, 2012, 06:19:16 PM
Take 2, <lie>because I had too much time on my hand.</lie>

Despite how simple it sounds, the real beauty is the amount of time I put in to make the HUDs look anywhere near unique.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 26, 2012, 02:17:04 AM
Sounds pretty interesting actualy, doesent sound too powerful *unless you're sparky* If you feel confident about it, make a mock up and see how it plays
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 26, 2012, 07:48:14 PM
So, what's V4a b12?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on July 26, 2012, 08:00:06 PM
Probably they're testing a beta.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on July 26, 2012, 09:55:29 PM
"v4a b12"

Geez, this proves they have been doing something all along.
What classes are getting added?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on July 26, 2012, 11:15:27 PM
All I can say is:

HD on wave bikes.

'Nuff said.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 26, 2012, 11:30:54 PM
Quote from: "Manibogi"
"v4a b12"

Geez, this proves they have been doing something all along.
What classes are getting added?

I'd like to know as well.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Laggy Blazko on July 26, 2012, 11:32:40 PM
According to the first post, tons of new classes.
Quote
Classes To Be Added for v4

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on July 26, 2012, 11:33:06 PM
Well there's more than that.

Not sure if I'm allowed to tell, so I won't.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on July 26, 2012, 11:35:25 PM
Quote from: "Human Destroyer"
Well there's more than that.

Not sure if I'm allowed to tell, so I won't.

Don't worry, it's totally fine.

Tsuki's coming back, for one.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: HD_ on July 26, 2012, 11:37:06 PM
OK, cool.

Daveris and HD are friendly faces that you will most definitely not see in the next version.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 27, 2012, 12:11:46 AM
Excellent.

Was the glitch involving my jump resetting after jumping in water fixed, BTW?

I think I may add a taunt as well. More specifically, a jazz taunt because jazz+dragon=win.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ice on July 27, 2012, 02:16:32 AM
Any changes to my class btw? *been wondering scince 2011*

playing around with daveris beta, FGG, and YD classes gets boring after a while, I need new toys to screw around with
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Beed28 on July 27, 2012, 01:15:02 PM
That's a point to make; did Lego ever finish that 3D model? That looked awesome.

Even though only OpenGL users would only see it.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: ? Manibogi ? on July 27, 2012, 01:50:29 PM
Did my class get added? I'd like to know what I can change if not.
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: BiscuitSlash on July 27, 2012, 03:01:49 PM
And what about Trollman's class? Is there still something I need to change even after all that hard work I put in?

Still need someone to make the skin for Protoman. Gumballtoid has already made the charge shot rotations and he wont be happy if they get wasted (we're talking 8 charge shot sprites each with 4 more rotations).
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 27, 2012, 03:21:32 PM
This is why we never see CF. Everytime he's spotted...

:P
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Gumballtoid on July 27, 2012, 10:04:29 PM
Quote from: "Michael712"
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...
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Davregis on July 28, 2012, 12:27:48 AM
rc?

It's near release, then?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: Hallan Parva on July 28, 2012, 02:10:10 AM
Because Coldy said I was allowed to be greedy
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on July 28, 2012, 02:25:27 AM
(click to show/hide)
PREPARE YOUR GUTSMEN
WE'RE MAKIN' THIS HAPPEN (http://www.mediafire.com/?3428634qrl48xy9)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: MasterXman on July 28, 2012, 02:30:08 AM
Hi. For some reason it doesn't work.
This popped up.
"Execution could not continue. Script error, "CSCC-4va.pk3:sbarinfo" line 809: Bad syntax."
You might want to fix that.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 02:33:56 AM
What are you talking about it totally works
Goddamnit copypasta you're supposed to work right
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: GameAndWatcher on July 28, 2012, 02:36:51 AM
same's happening here
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: fortegigasgospel on July 28, 2012, 02:42:39 AM
There is two Tsukiyomaru Zeros
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Laggy Blazko on July 28, 2012, 02:44:43 AM
Is that a missing '}'?
EDIT: oh LOL
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 02:47:34 AM
Quote from: "fortegigasgospel"
There is two Tsukiyomaru Zeros
...No one noticed this during testing how?
Noted.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: fortegigasgospel on July 28, 2012, 02:57:20 AM
Quote from: "xColdxFusionx"
Quote from: "fortegigasgospel"
There is two Tsukiyomaru Zeros
...No one noticed this during testing how?
Noted.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 02:58:37 AM
...Oh, OK. Also noted.
Have fun with that while you can.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Korby on July 28, 2012, 02:59:04 AM
and this is why you test things during testing sessions
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 28, 2012, 03:00:27 AM
looks like SOMEONE should of kept there word
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Laggy Blazko on July 28, 2012, 03:01:37 AM
Remember I wanted my taunt to be "sounds/dsspam.flac" (It's in the skulltag PK3) :>
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SaviorSword on July 28, 2012, 03:11:28 AM
Daveris, if yar around, what color's yar name? Gizmo, Jax, and HD do not have botchats. Make sure ya sent them in or not. If ya have not and don't intend to give yar bot chatlines, that's fine, If ya have submited botchats, then resend them to Cold, as they did not appear in our current beta. Same goes with IG weapons, but here's the list for the IG weapon: Jax, Lego, Daveris, Gizmo, and HD.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 28, 2012, 03:16:27 AM
I did have a bot chat, but...something happened to them. I can't find them at all. I'm gonna give one last look around, but I have a feeling I'll have to do it all over. :(


EDIT: While I'm here, I might as well stop lazing and upload the latest updates to Gizmo. http://www.mediafire.com/?zkb2pga0adsk5rg (http://www.mediafire.com/?zkb2pga0adsk5rg)
Bot not included.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 04:18:38 AM
My beta testers can't find bugs.
Everything I touch shatters like glass.
My fanbase picks apart the mod as soon as one bug turns up.

...I need a goddamn vacation.

! NOTICE !

I'm stepping down from my position at the head of this team for a while. Complaints and requests should be sent to Ukiyama.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 28, 2012, 04:24:22 AM
oh man

OH MAN

OH MAAAAAAANNNNNNN


but how does the front page get updated then
does this mean Copy Robot will be going in
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 28, 2012, 04:31:01 AM
Cold, you've done an excellent job with this mod. I understand your desire to step down, but it's late at night and no one cares about flaws enough to tarnish opinions because this mod is awesome.

I sent in my botchats one or twice >.>.
The color code is p

BOTCHATS- It's late, so I'll prob edit these in the morning.

ENTRY
/cpGentlemen.
/cmGentlemen.
/cdGentlemen
/cmMentlegen


Roamstrings
*ROARR*
Cease thy unmanly idling!
AFK.

Rare
/cfWHAT IS A MAN!

FRAG(ged)STRINGS
Turn up this ungodly difficulty at once!
...You're Celebi, aren't you?
Hm.

WIN
I've triumphed.
Seems I've won›››

LOSS
Good. Do it online now.

Instagib was planned but never coded(?) Coming variably soon with a taunt.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 28, 2012, 05:04:13 AM
Whoa that's..um, big news, I guess. I can understand where you're coming from, though. (heck I could probably use a vacation myself...)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 28, 2012, 05:23:47 AM
Quote from: "xColdxFusionx"
! NOTICE !

I'm stepping down from my position at the head of this team for a while. Complaints and requests should be sent to Ukiyama.
:/ everyone needs a vacation every once in a while

anywho oppinions on the new class

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Gumballtoid on July 28, 2012, 06:13:09 AM
So, yeah, Fyone is buried in Fyone stuff so I'd appreciate a coder for my class (basically functions like KY Doc Robot).

PM me if you're interested and I'll send you what you need.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Rozark on July 28, 2012, 07:11:39 AM
Quote from: "Gumballtoid"
Fyone is buried in Fyone stuff

Heh.. I'd say something.. but I'll pass.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Beed28 on July 28, 2012, 08:31:41 AM
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).

- Michael712 doesn't say his intro line anymore. It's because it doesn't reconise [IntroSrtings].

- 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."

- Some issues with my HUD:
(click to show/hide)
Title: Do we really have to wait 9 more months for new classes?
Post by: BiscuitSlash on July 28, 2012, 09:57:05 AM
Quote from: "Gumballtoid"
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.

Also thank you for completely ignoring Trollman's class that I sent and not telling me any more work that I need to do to get it in the pack. Much appreciated.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Beed28 on July 28, 2012, 10:08:53 AM
Also, when my Missile Barrage's ammo empties, the "weaker" missile barrage doesn't change "direction" when you shoot (if it shoots towards the left, it will keep shooting towards the left instead of alternating directions).

Oh, and the Instagib version lacks the newer sounds.

By the way, whatever happened to that Dissidia Onion Knight class Smash was making?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Chimera Man on July 28, 2012, 12:21:05 PM
Looking at the last comments I see why I left this place.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 28, 2012, 02:19:50 PM
Quote from: "Chimera Man"
Looking at the last comments I see why I left this place.

I'm surprised you found another this benign.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 02:20:25 PM
A note on my vacation: I just don't want code to pass through my hands; I don't trust myself with this particular mod's code anymore. I'll be happy to relay notes to the team and take ideas.

Quote from: "Beed28"
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)

Quote from: "Michael712"
-snip-
Dude, chill. He'll be in the next version, which hopefully won't take 3 months.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 28, 2012, 02:39:27 PM
Ahem.

My class?
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: xColdxFusionx on July 28, 2012, 02:47:44 PM
Ahem
Could you stand to be a bit more polite? I'm kind of up to my waist in classes here.

Quote from: "Manibogi"
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.

Is this the one?
It will be added if someone makes it. I actually really like it.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 28, 2012, 02:49:11 PM
Someone host this pl0x.
Title: My class is 75% finished. New stuff reduced it.
Post by: MasterXman on July 28, 2012, 02:52:24 PM
The only thing I found today.
This spawns when you kill Gizmo.
(click to show/hide)
I havent got a clue if that's supposed to happen or not.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: HD_ on July 28, 2012, 02:53:03 PM
Quote from: "Daveris"
Someone host this pl0x.

What are you talking about, there's already a server up...
Title: Re: My class is 75% finished. New stuff reduced it.
Post by: xColdxFusionx on July 28, 2012, 02:54:13 PM
Quote from: "xxkirbysonicxx1"
The only thing I found today.
This spawns when you kill Gizmo.
(click to show/hide)
I havent got a clue if that's supposed to happen or not.

WAIT, WHAT?!
That's never happened before. Can you give more details on what exactly happened?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 28, 2012, 03:05:40 PM
Coldy, please check your inbox now. -_-
Title: Re: My class is 75% finished. New stuff reduced it.
Post by: SmashTheEchidna on July 28, 2012, 03:11:02 PM
Quote from: "xColdxFusionx"
Quote from: "xxkirbysonicxx1"
The only thing I found today.
This spawns when you kill Gizmo.
(click to show/hide)
I havent got a clue if that's supposed to happen or not.

WAIT, WHAT?!
That's never happened before. Can you give more details on what exactly happened?

What the friggin crap just happened there?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hilman170499 on July 28, 2012, 03:21:00 PM
One last time:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 28, 2012, 04:04:20 PM
This is incredible.

Btw, I found some guys struggling with my class, so...

Daveris
Armor: Standard
Role: OP Boss

Use the alt to catch bullets. The main powers up by 5 to 35 damage and the alt itself is semi-deadly.

Can you explain your class, Jax?
It seems to be just run up, M1+M2
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on July 28, 2012, 04:30:06 PM
The new classes are good. But there's a few things....

-Some of the sound effects seem loud and/or harsh on the ears. Most specifically Lego's missile sounds and Gizmo's voice sounds. I don't know if this is because it's either too loud or it doesn't fit in well with the 8-bit environment.
-HD's hud for the second weapon will change to the first one if you run out of ammo when firing it or you use the altfire.
-Some people still need botchats and instag weapons.

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 mine
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 28, 2012, 06:53:37 PM
Quote from: "Michael712"
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 mine
That would be coding hell if someone wanted to go through it.

And yea, I don't understand Jax either.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 28, 2012, 06:59:16 PM
main freezes you and the opponent showing there hp, alt is a AOE attack that can potentially magnet golf people
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: MasterXman on July 28, 2012, 07:42:25 PM
Just found afew bugs.

Lego:
His Sticky Bombs are broken in certain areas of certain maps. ShadeMan, WaveMan and any other maps that have a line horizion. So they will not re-appear again.
His custom hud also does not display.
Clockman Lego is still Bass.

And for Trollyomaru:
(click to show/hide)
This bar is vertical instead of horizontal.

That's all I found for now...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 28, 2012, 07:45:31 PM
Quote from: "xxkirbysonicxx1"
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:
(click to show/hide)
This bar is vertical instead of horizontal.
That's what I get for not recognizing texture name overlap. Noted.

That's all I found for now...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 28, 2012, 08:12:55 PM
Is there a changelog of everything?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 28, 2012, 09:47:19 PM
Quote from: "Beed28"
By the way, whatever happened to that Dissidia Onion Knight class Smash was making?
You mean the one Smash and Jax were making.

Basically, Jax is busy in Dev Land working on the MM8 expansion, so he hasn't found time to finish tuning the Bravery system. And, without the Bravery system working, my class just won't be the same.

I honestly don't think my class will be done until MM8 is being primed for release, but hey, I could be wrong.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 28, 2012, 10:19:22 PM
I finally got a chance to test it out today. I like how you fixed it so that Gizmo has to pick up a fire/ice/lightning weapon to get his other cannons.

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.)

Flame Cannon can pretty much murder anyone no matter what. Lightning Cannon fires too fast, and can pretty much stun lock people till they're dead. And Frost Cannon? It's supposed to freeze people, not drain their HP to 0 in the span of half a second. I also found that it didn't work either way online.

But yes, several of my changes hadn't been added, and I got seriously yelled at when I joined the only CSCC server I could ever find. I mean, I know Cold was a bit overworked and has stepped down, but some of that stuff should have been added a long time ago. =/
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 28, 2012, 10:34:35 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 28, 2012, 10:46:31 PM
Well I wish I could have gotten the message, too. Because I was the one getting yelled at. =/
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 28, 2012, 11:31:02 PM
I'm the only one who plays my class :P

EDIT: inb4op, although really only Mess needs a damage reduc.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 12:44:58 AM
Quote from: "Daveris"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Orange juice :l on July 29, 2012, 12:53:32 AM
I used Mess and I always got 10+ frags, sometimes 15+.

In a 35 frag match.

On a team of about 6 people.

Most of the time, I got total domination somewhere in there.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Tengu on July 29, 2012, 12:56:51 AM
Actually, the same thing was happening with people using Bikdark, too. The detection for backstabbing seems a bit off. They're way too easy to get
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 29, 2012, 12:57:20 AM
that and I'm pretty sure CF knows this already but, Lego REALLY needs a nerf, his mainfire is a buffed ballade cracker *faster speed, higher damage, higher blast radius, slightly faster rof {only by 3 tics though}* the easy to spam everywhere fast rof stickies, and the rocket jump gives this class ALOT of massive advantages

As for bik, it gets worse with open gl users as then can just jump on you aim down and get a instant kill
Title: COMPLETELY unnecessary wall of text defending my opinions
Post by: Orange juice :l on July 29, 2012, 01:11:54 AM
I agree with Lego being a bit too strong, but Backstabbing is really all Bikdark can do. His "disguise" is horribly crippled even in team games from no ally tag, no need to conserve ammo compared to TF2, among other giveaways; his revolver is lackluster in damage and is helpless while reloading, and facestabbing does barely any damage. Don't turn your back on Bikdark, and he's completely harmless. I can only think of three occasions Bikdark is useful:

1. Cloaking in an intersection and stalking someone for a while to catch up- Any fast class or anyone smart enough to check their back is safe

2. Going around a team fight and getting stabs while the fire is focused on the other side- Check behind you occasionally, make sure spies go down first, or have someone stay back

3. He gets up in your face and starts trying to get behind you- If any other class gets behind you at melee range, it's pretty much over anyways. At least Bikdark has weaker armor (At least I think he does)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 29, 2012, 01:20:36 AM
Quote from: "ice"
As for bik, it gets worse with open gl users as then can just jump on you aim down and get a instant kill

You can jump on someone's head with vanilla Thunder Beam, aim down and get an instant kill, too.  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 29, 2012, 01:35:21 AM
K, we're making a glitch/changelist.

Everyone take your class and compile a list.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 29, 2012, 01:42:47 AM
Quote from: "Daveris"
K, we're making a glitch/changelist.

Everyone take your class and compile a list.

Not sure what you mean by that, though if you mean just things that where changed, only thing changed about my class is sparky's alt no longer has that 50/50 change of missing on direct aim. No bugs that I know of except sparky's weapon uses ice's alt and vice versa until you use the main when you spawn online, also the lightning shots don't make the zap sound online
Title: Re: [Expansion] Cutstuff Community Classes (v3e-h2)
Post by: SmashTheEchidna on July 29, 2012, 01:59:08 AM
Quote from: "Daveris"
K, we're making a glitch/changelist.

Everyone take your class and compile a list.

If I must.



Quote from: "SmashTheEchidna"
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 is slightly slower 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.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on July 29, 2012, 04:34:40 AM
Earlier this week (while messing around with CSCC) someone on the server asked whether That One Boss was going into the next build. While Coldy and HD said there were "already enough medics", I said that I would have liked Boss to go in anyway. I said he even had an Ubercharge if Coldy were to take the version I proposed, but I couldn't remember what exactly it did, and mistakenly identified it as a speed boost for allies and yourself (Lego identified this as The Quick Fix).

I decided to go, if you will, "dumpster-diving" through this thread's posts, and it turns out... that my idea for Boss involved him having vanilla Ubercharge (minus the invuln because balance); slow HP regen with an overall attack boost. Here's the post in question if you're interested...
Quote from: "SmashBroPlusB"
Personally I think it could use a little tweaking (heal more than 1HP), but it's still not too bad.


EDIT: SMASHBRO UP IN HERE YO MAN WE BE DOIN' SRS BSNS
(click to show/hide)
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.
(click to show/hide)
Oh, and one more thing. Hey Beed, would you mind if I made your Assist armour green instead of black? I want the summons to look visually different than the actual class so that players can easily differentiate between the two. Besides, it was your idea...
Quote from: "Beed28"
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).
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Beed28 on July 29, 2012, 09:57:14 AM
Yeah, you go ahead with the green armour.

Maybe I should have gone with dive missile colours for my class. Mega Man Volnutt is blue after all.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on July 29, 2012, 10:23:38 AM
Quote from: "SmashBroPlusB"
Page 71:
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 weapon
Quote from: "xColdxFusionx"
Oh my god I completely forgot about this.

CutmanMike will be getting his weaknesses changed to include Gemini Laser, and Bandwidth Beam will be included in a future version.
In the words of M. Bison: "YES!! YEEEESSSS!!"
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.

And we need CSCC tokens/medals to summon side characters, just like the assist trophies. Gotta make it side characters though, could you imagine the assist characters in Brawl summoning playable characters instead of side characters? It wouldn't feel the same.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: HD_ on July 29, 2012, 11:50:33 AM
Quote from: "SmashBroPlusB"
While Coldy and HD said there were "already enough medics"

...when did I say that?

Besides, everyone knows good classes are classes use homing, spammy, exploding, fire attacks and are  ridiculously fast

Also we all know I was nerfed enough after Destructor was fixed from rock hell to rock deluge

Oh yeah, for those who care, I think I fixed my ammo problems and Gaia Shield should actually be able to hit now.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: GameAndWatcher on July 29, 2012, 01:51:55 PM
What's Daveris' Alt supposed to do?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: MasterXman on July 29, 2012, 02:03:59 PM
That alt is a countering alt.
When you attack Daveris while he's using it he breathes ice at you.

Also I've figured out what that bug was. Hand Cannon was spawning.
(click to show/hide)
In all seriousness... This needs to be fixed.
Edit: Forgot to mention you can get that thing with megaman also.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 29, 2012, 02:12:29 PM
Quote from: "Daveris"
This is incredible.

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.
IDK, what does it do?
kirbysonic, the problem's with your class, not Gizmo's, in all probability.
Changes
Buster fires from above the mouth. Reset it to from the mouth by lowering it.
0.05 speed buff.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: GameAndWatcher on July 29, 2012, 02:27:14 PM
Thank you
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on July 29, 2012, 02:41:16 PM
Quote from: "SmashBroPlusB"
Long post
Don't forget this:
Quote from: "zblueboltz"
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"
Quote from: "xColdxFusionx"
...This is amazing.

Someone has to make this for v3.
Though, he only has 16 posts, so I think that would be a little unfair...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 29, 2012, 03:59:07 PM
...With a shield?

EDIT: Lad on copywep went up against 6 people including Fyone (also copywep) in CSCC. Final score was 31-24, but it was in his favor until Fyone arrived.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: GameAndWatcher on July 29, 2012, 04:40:08 PM
Gizmo doesn't change color when he's on Wily team.
I believe it probably has to do with the skin...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 29, 2012, 04:58:30 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 05:08:30 PM
Quote from: "2 pages ago, Smash"
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.)
Quote from: "After that, I"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: That One Boss on July 29, 2012, 06:05:26 PM
It came to my attention that someone else had my class idea, so....

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 06:17:52 PM
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".
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 29, 2012, 06:31:57 PM
Quote from: "Manibogi"
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".

This could work. (http://zdoom.org/wiki/A_JumpIfHealthLower)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 06:49:36 PM
God, it's still not working.
This is the entire thing if you are interested:

(click to show/hide)

I tested it with Chimera Man, who has a slight weakness to fire, so he takes around 5 damage every "cycle".
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Korby on July 29, 2012, 07:01:22 PM
Pretty sure that's checking the ImBurning's health. I'd think it'd be better to do this as a damagetype.

also sinkman putting people out is a nice touch.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 07:05:53 PM
It is a Damagetype (FBurn) that, like WilyFire, gives the Item to the player. Are you sure there's no way to check the target's health? I thought of a way, that gives all classes an item when they have <10 health, but I'd probably have to change everything.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 29, 2012, 07:14:02 PM
The only problem with Gizmo is the stun.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 29, 2012, 07:21:32 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 07:24:37 PM
"Afterburn" comes from an item, so it doesn't have a damagetype.
Also, I did try the aforementioned method, and it didn't work, so I guess I'll just settle with FireSpin for now, or use bubbles
The only problem being that I was thinking that my class role would be "Multi-Range Pester", and, without afterburn, I would never accomplish it.
And I think there are more Rocket-men then Pyros.
Title: Coolest guy in the world.
Post by: Davregis on July 29, 2012, 07:34:45 PM
Quote 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...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on July 29, 2012, 07:38:27 PM
Quote from: "classes"
It came to my attention that someone else had my class idea, so....

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.
Does the Darkman.exe that Mr. Joe made look like the generic evil overlord skin you're looking for?
(click to show/hide)
Though an important note, you will probably have to get permission from him, as he may not be okay with it being used here.
Title: Re: Coolest guy in the world.
Post by: Hallan Parva on July 29, 2012, 07:41:46 PM
Quote from: "Daveris"
Quote 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...
Speaking of which, why isn't Davy Jones Daveris 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
Title: Good Lord the Cutstuff Server actually just crashed on me
Post by: ? Manibogi ? on July 29, 2012, 09:08:21 PM
I just found out that FireVision actually Slows you down an bunch.

Would you guys mind if I put in a damagetype that gives Firevision for like 3 seconds?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 29, 2012, 11:10:52 PM
Quote from: "xColdxFusionx"
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.

Like I said earlier, I already sent the fixed sprites to you. They just never got added.


Quote from: "Daveris"
The only problem with Gizmo is the stun.

Just to clarify, do you mean Gizmo stunning people, or him being stunned?
Title: Re: Coolest guy in the world.
Post by: Davregis on July 29, 2012, 11:53:13 PM
Quote from: "SmashBroPlusB"
Quote from: "Daveris"
Quote 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...
Speaking of which, why isn't Davy Jones Daveris 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

Because it's not a Lavagon, it's a Bluegon.

Also, the "hands" are "feet" as well, because flying around with a personal hole looks terrible  :ugeek:

Smash, the Claw attack's stun is crazy >.>
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 29, 2012, 11:55:07 PM
Rippers must have quick damagetype or any similar, unless it's a fast projectile.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 12:04:11 AM
:/

Erm, I see a new version coming. Who's getting the nerfbat?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 30, 2012, 12:06:18 AM
Quote from: "Daveris"
:/

Erm, I see a new version coming. Who's getting the nerfbat?
Lego and HD
...
probably.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: HD_ on July 30, 2012, 12:07:32 AM
Nope, I got the nerfbat before I was released. It's all bugfixes now.

Lego is getting nerfed I believe, as well as Mess. I think Coldy is getting a slight buff as well.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 12:08:21 AM
Good, good. Lego's really the only blatantly OP one here.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 30, 2012, 12:17:52 AM
Lego? Overpowered?

BAHAHAHAHAHA -- oh wait you were serious

If Lego's getting a damage nerf, then I want an early reload function. Currently if you fire one missile you better fire all of them, because Lego won't reload until EVERY missile is fired.

Oh, and a slight ammo increase on the missiles. That would be GOLDEN. :ugeek:
Title: Re: Coolest guy in the world.
Post by: SmashTheEchidna on July 30, 2012, 12:31:48 AM
Quote from: "Daveris"
Smash, the Claw attack's stun is crazy >.>

Oh that. I'd been trying to find a way to get around all the problems with those claws. I left them to Uki, though. Hopefully he'll have a solution.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 30, 2012, 01:06:53 AM
so how about that Fusillade Particle Beam huh

I'd give Gizmo a special "Claws" pain state that totally bypasses the normal Pain.

You know, so there's no knockback from the attack.


EDIT: WHILE I'M HERE
Quote from: "xColdxFusionx"
Quote 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.
hey Coldy guess what

Megaman got Roll.EXE to use different attack frames

buster frames for Roll Buster / Roll Arrow, and melee frames for Heart Flash

yeah you should totally implement these
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 30, 2012, 02:11:06 AM
Actually, that's pretty much what I suggested to Uki when I sent him the class. Except I suggested an even further damage nerf by making everyone strong against the damagetype. (At the time I first submitted Gizmo, I was under the impression that we couldn't add new damagetypes, so I didn't bother trying that.) Though I guess with the stun lock, it doesn't matter how much damage you're doing, really. Maybe both could be applied?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Pikmin747 on July 30, 2012, 03:14:25 AM
Ooh, If it's al right with all you, I would like to submit my own class.

Name:Pikmin747
Speed:1.0x (I haven't checked the code recently, if this isn't the normal speed please tell me.)
Armor Factor: 0.6x (I think that's reasonable, if not, as above please inform me.)
Weakness: Ice
Role: Kind of like a speed/meele type, Tactical too
Jump: Normal
First Weapon: PikminBlade- A rapid fire Slash Claw with a low damage to keep balance.
First Weapon Altfire: BladeShot- The weapon above shoots it's blade out and deals considerate damage.
Damage Type: Claw
Second Weapon: RECFieldGenerator- Does low damage but launches foes in the air.
Second Weapon Altfire: Gravity Hold-(This is opptional, most likely going to be removed, hurr)
Damage Type: Gravity
Third (Possible) Weapon: Energy Rifle- If this is fine with you FinteZero, I would like to make a similar weapon too your Solar Lazer.  Differences? Faster but weaker.
Damage Type: Fire
Plus I would like too have the ability too pick up weapons, if that's fine.
Weapon Dropped: PikminBlade
Skin: Shadowman
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 11:31:37 AM
I've been wondering... Are you the same guy as Pikmin5555?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Pikmin747 on July 30, 2012, 11:42:05 AM
Nope.
Honestly, some marrying I'm trying to troll him, but I used this username for all my accounts before I knew him. So when I selected my username, I put Pikmin747 as my name, not knowing about him and just using my original name. If I could change my name my name right now, I would to prevent all the hate and confusion.
Title: Is this really supposed to happen?
Post by: MasterXman on July 30, 2012, 11:45:43 AM
So I found another bug yesterday.
(click to show/hide)
Gizmo gets launched up into the sky when attacked by IG Weapons.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 30, 2012, 12:28:34 PM
That's not a bug. That was intentional.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: HD_ on July 30, 2012, 12:31:34 PM
Turn no clip on and watch Gizmo soar through everything in his path as he dies
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on July 30, 2012, 03:09:06 PM
Welp, I performed the "cutman test" where you go to cutman's stage in single player and see how well you do with each class

as lego I gotten a 15 frag lead (impossible to miss with rockets and powerful alt)
and messatsu 13 frags (powerful spam and instagib alt)

I also gotten alot of frags as my class but that's inconclusive for me scince I main him

JC needs a recharge buff somewhere though, the mainfire uses ammo very fast considering how long you'd have to hold it on someone, I'd say speed up the recharge but make it so you need full ammo to use the bomb
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 30, 2012, 03:45:35 PM
Quote from: "Human Destroyer"
Turn no clip on and watch Gizmo soar through everything in his path as he dies

Well he's gonna die anyway, so might as well. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Beed28 on July 30, 2012, 04:47:35 PM
I just came up with an idea for Beed28's "out of ammo" mainfire; instead of non-homing missiles, how about he fires out a whole lot of non-homing missiles? Like Star Man's alt, only it comes from the user and it freezes him in place (like Shining Laser), making him vulnerable?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 30, 2012, 04:56:09 PM
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]
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 05:58:20 PM
I'll have my taunts in soon. Just gotta get some sounds from a guy.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 30, 2012, 05:59:26 PM
hey Davy Jones Daveris

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
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 06:19:49 PM
Quote from: "SmashBroPlusB"
hey Davy Jones Daveris

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

Only the sprite is based off a BN enemy, and loosely at that. Plus, anything not 8-bit excluding taunts sounds strange.
 If you're happy, the actual taunt is Gregar+Falzar's roars.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 30, 2012, 06:47:26 PM
Can I use the Bass-RM7FC skin?

Oh and the Slowdown Fire effect has "FBurn" for damagetype, Smashbro.

EDIT: I'd also like a list of all Water-type damagetypes. So far I have "Bubble", "Rain" and "Sink"
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Pikmin747 on July 30, 2012, 07:06:04 PM
Quote from: "xColdxFusionx"
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]


Let's see.

1.Change Skin to idk (Enker)
2.Forget Fast speed
3.Remove G-Hold, Only Tornado Blow
4.No Third Weapon
5.Armor: 1.2x

Does this sound better?

In turn something like this:

Name:Pikmin747
Speed: Normal
Armor Factor: 1.2x (I think that's reasonable, if not, as above please inform me.)
Weakness: Ice
Role: Kind of like a meele type
Jump: Normal
First Weapon: PikminBlade- A rapid fire Slash Claw with a low damage to keep balance.
First Weapon Altfire: BladeShot- The weapon above shoots it's blade out and deals considerate damage.
Damage Type: Claw
Second Weapon: RECFieldGenerator- Does low damage but launches foes in the air.
Damage Type: Wind
Plus I would like too have the ability too pick up weapons, if that's fine.
Weapon Dropped: PikminBlade
Skin: Enker
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on July 30, 2012, 07:12:00 PM
Double Melee+T Hold?

There are already so many melee classes >.>
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Pikmin747 on July 30, 2012, 07:13:30 PM
Quote from: "Daveris"
Double Melee+T Hold?

There are already so many melee classes >.>

Double Melee?

Fine then, If that is so...
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 30, 2012, 07:21:31 PM
Just curious, is Soaking technically a status condition? I'm trying to gather a list of these (Wind, Shock, FBurn) for my weaknesses.

I asked because Soak causes you to "drip" and spy check, but it's also literally all of Sinkman.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 30, 2012, 07:29:38 PM
Quote from: "SmashBroPlusB"
Just curious, is Soaking technically a status condition? I'm trying to gather a list of these (Wind, Shock, FBurn) for my weaknesses.

I asked because Soak causes you to "drip" and spy check, but it's also literally all of Sinkman.
Since it does Spycheck, and will put you out if you have FireVision...I'd say yes, but it's up to you.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 30, 2012, 10:25:53 PM
Sorry for the double post but I've got a problem with this:
(click to show/hide)
It doesn't apply Firevision due to the Underwater check script (I deactivated it and it worked again). :?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on July 30, 2012, 10:27:14 PM
I would personally consider Soak a status condition. It doesn't actually do anything other than mark the target, though, so it's up to you.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 31, 2012, 12:50:10 AM
Alright. Are there any other statuses I'm forgetting? (8BDM seems to be light on these...)

I figured I'd go ahead and get crackin' on some assists seeing as how Jax is busy at the moment.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Korby on July 31, 2012, 01:35:44 AM
Blinding and Knock-up as well
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 31, 2012, 04:03:55 AM
"Knock-up"? I don't exactly know what you mean by that. I mean, I already covered Wind Storm...

Though, I did forget about Flash Stopper, so thanks for that Korby.

EDIT: Oh, is Time Slow supported in CSCC? I'm not sure whether checking for that will break anything.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: SmashTheEchidna on July 31, 2012, 04:21:07 AM
I don't know whether it's supported or not, but I added the damagetype effects to my class anyway just in case. I don't think they caused any problems.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Korby on July 31, 2012, 04:21:50 AM
Knock-up meaning Wind Storm. Didn't know you already covered it though.

Also, you can mess with damagetypes without anything breaking, I think.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hilman170499 on July 31, 2012, 02:25:13 PM
CSCC has a sound for classes being hit by their weaknesses now? Cool.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 31, 2012, 03:05:33 PM
Quote from: "Hilman170499"
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:
Title: Why 1 sound? We should get creative with special effects
Post by: BiscuitSlash on July 31, 2012, 05:04:48 PM
Quote from: "Hilman170499"
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....
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Korby on July 31, 2012, 06:59:04 PM
It's a deeper version of the current "hit" noise. It's not entirely noticeable, which is why I enjoy the one YD classes used because you instantly know when you've been hit by a weakness.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on July 31, 2012, 07:50:37 PM
We should use some sort of graphical recognization for weaknesses. Here's some examples:

Rolling cutter - Slice effects spiraling around the player similar to some other MM games (PU iirc)
Fire - Maybe some extra fire effects around the player?
Junk - Extra junk pieces flying off the player and longer hitstun
Electric - Flash a colour such as yellow
Water - Flash a colour such as blue
Hard Knuckle - yeah, you can use that yd weakness sound here, that'll be good
Mirror Buster - MM8 shield powerup effect,

Just some ideas (don't use all of these as final), after all not much is stopping us from getting more creative with this stuff.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 31, 2012, 09:53:16 PM
Sorry if I'm getting annoying but I have another inquiry over the SmashBro class.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 31, 2012, 10:17:32 PM
Quote from: "SmashBroPlusB"
Sorry if I'm getting annoying but I have another inquiry over the SmashBro class.

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'd say do it. It's even easier to do now thanks to the lastest update, which only requires changeing the ClassBase.
Quote from: "SmashBroPlusB"
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?

Man, I love v4

Also, Critical Hitsounds still crash my game when applied to my class.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on July 31, 2012, 10:34:34 PM
Quote from: "Manibogi"
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?

Quote from: "Manibogi"
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...

WHAT?


Manibogi you genie. I would have never known. Thanks.

Man I love v4
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on July 31, 2012, 11:14:36 PM
Though, I don't know if we are allowed to change flat health values, since...

Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ice on August 01, 2012, 02:18:58 AM
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 problem
Code: [Select]
Missile:
ICSP FGFGFGFGF 2
goto Spawn+2
Causing a weird jittering firing animation

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)

P.S. I miss being able to pick up weapons, bots could change there weapons back then
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on August 01, 2012, 02:28:34 AM
Why don't you make a line in the bot code force a weapon to be taken away?
Then, upon use of the other weapon, you could check if the user is a bot...
... and if it's a bot, give back the weapon that was missing!
That way, bots can change out the weapons they use from time to time.


... Or you could stare at Rage Roboenza and try to find out how Messatsu got it to work.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on August 01, 2012, 02:56:39 AM
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.

The combo idea HD proposed a while back found its way here, and I also added a list of summons.
Of course, I'm not revealing what the EX Bursts are (or how to use them) since it's a surprise.
I'll reveal how they work when the class is finished though, so you won't get teamed up or anything.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on August 01, 2012, 04:59:00 PM
Quote from: "Manibogi"
Which 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.

Quote from: "ice"
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 problem
Code: [Select]
Missile:
ICSP FGFGFGFGF 2
goto Spawn+2
Causing a weird jittering firing animation
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.

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)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Rozark on August 01, 2012, 05:20:53 PM
Quote from: "SmashBroPlusB"
(click to show/hide)

I am speechless.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on August 01, 2012, 05:23:08 PM
For reference, here's the first ten lines of the Class Base:
Quote
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

Quote
health 100

Like I said, you could probably change it earlier, I just didn't notice.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on August 01, 2012, 05:37:38 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: xColdxFusionx on August 01, 2012, 06:12:02 PM
Quote from: "Michael712"
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.

On an unrelated note, this is what happens when you dick around with server variables when beta testing:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on August 01, 2012, 06:52:38 PM
Quotes within quotes are fun.
Quote from: "xColdxFusionx"
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Beed28 on August 01, 2012, 06:55:42 PM
Cutstuff Badge? What does that do, then?
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Hallan Parva on August 01, 2012, 07:01:12 PM
Basically, it's a potential replacement for Tango Roll and Treble Sentry that allows Cutstuff classes to summon a friend in combat. Think of it as an assist from Marvel vs. Capcom 3: the character shows up, pulls off their signature move, maybe does a pose or something, and then leaves.

It was suggested a while back, though I don't remember exactly what page it was on.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on August 01, 2012, 08:06:52 PM
I don't know if this was brought up yet, but Gizmo doesn't lose his Claw Gloves in Instagib, nor does he get caught by Chimera Man's Pokeball.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: BiscuitSlash on August 01, 2012, 08:17:46 PM
And unless something's been changed, my class would still explode out it's amour if it gets hit by a pokeball, and it looks nothing like he gets caught in it.

Needs a "Pokeball" damagetype of some sorts that makes the class instantly disappear when getting hit by it. With the new class base that should be easy.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: ? Manibogi ? on August 01, 2012, 09:14:47 PM
I found out that the underwater check script is actually from Classes, and not the main pk3 as I once thought. No wonder it kept crashing on me :/
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Ukiyama on August 02, 2012, 01:11:10 AM
Well after a few days, I think we got everything that was mentioned. Thank you all for helping out with the bug catching. So without further ado, here is V4b! http://www.mediafire.com/download.php?cfx9kb0jnr8advd (http://www.mediafire.com/download.php?cfx9kb0jnr8advd) If I missed something please let me know! Have fun Cutstuff! :D Edit: Or I could spoiler like a baus.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: Davregis on August 02, 2012, 01:52:27 AM
My class' taunt..?Yay, Lego gets 8-bit sounds!
Title: I love everything else though
Post by: Hallan Parva on August 02, 2012, 01:58:14 AM
Lego's attacks all got nerfed, and he STILL can't reload early.

Ukiyama, go fix harder. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: xColdxFusionx on August 02, 2012, 02:14:54 AM
So I heard you guys like first post updates.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: MasterXman on August 02, 2012, 02:30:20 AM
The only two bugs I found today.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: xColdxFusionx on August 02, 2012, 02:37:44 AM
Quote from: "xxkirbysonicxx1"
The only two bugs I found today.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: SmashTheEchidna on August 02, 2012, 02:47:53 AM
I'm pretty satisfied with the way Gizmo came out, though there's still a lot more I want to do with him. The only problems I've seen with him are minor things; His new death animations don't seem to have been added, and I was rather disappointed when I saw that the charge/ammo bar was removed from the Plasma Cannon--Especially right after it started working properly.
I noticed that his jumping seemed a bit stronger than before. Was it tweaked a bit, perhaps?


Also, this isn't really a glitch nor a problem, but I discovered that in the boss fight with the Yellow Devil in campaign mode, Gizmo can block the Yellow Devil's blocks and keep him from fully reforming. Though the boss keeps on going normally, and manages to reform himself on his next block rush. (it's also really not worth trying to do, as you'll easily take a lot of damage.)

However, this thing is a glitch. While fighting Darkman4 in campaign, (or rather, the Boss Rush.) I found that his jumping sprites won't work anymore. Whenever he jumps, he still has his standing sprites.



Other than that, I didn't really do any bugtesting. So far everything looks pretty good! I hope to join a CSCC server soon so I can really try it out.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Ukiyama on August 02, 2012, 03:09:23 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: SmashTheEchidna on August 02, 2012, 03:19:13 AM
Quote from: "Ukiyama"
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.

The claw bar is what I would have wanted removed, if we weren't going to do the damage gauge thing. The plasma bar, I guess it was kinda redundant, but I liked it. It also served to show the Plasma Cannon's weapon icon, too.

I was referring to the Darkman4 boss when I talked about the missing jumping sprites, not Gizmo. (good job on the slash, btw.)

I added the new death states to just about all of them. Except for the instagib ones, but I think I might have edited those too.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on August 02, 2012, 04:08:40 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Gumballtoid on August 02, 2012, 10:07:10 AM
I just want to be sure this is approved before I do serious work on it. I believe Coldy said he'd accept it if it were made but I need to know for sure.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Beed28 on August 02, 2012, 10:52:07 AM
I just tried it out with my bot, and while he now uses the correct BOTCHAT again, he for some reason no longer switches to his second weapon to use Hyper Missiles and Shining Laser.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Davregis on August 02, 2012, 11:31:06 AM
Lego's HUD.

My god, it's amazing.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Beed28 on August 02, 2012, 12:44:47 PM
Found some more bugs; you can no longer pickup Item-1 and Beat Call (this wasn't noted in the readme so I assume it's a bug), and Beed28's Mirror Buster sometimes uses the wrong obituary (<victim> was locked on by <killer>'s Missile Barrage).
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Ukiyama on August 02, 2012, 03:08:42 PM
For item 1's I'm not sure what happened but I do know it happened on 4a, so I'll check with the team on it, and the mirror buster obituary is wrong cause it uses the normal mirror busters stuff atm. I'll get that fixed. The Beat info as well cause your fancy hud is fancy, you do pick it up its just not showing the icon.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: ? Manibogi ? on August 02, 2012, 03:46:09 PM
If Lego throws Stickies in a pit, they are lost forever.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Hallan Parva on August 02, 2012, 04:24:10 PM
Oh yeah, items. I forgot about those.

SmashBro can't pick up Item-1, Beat Call, or Buster Adaptors. sExit Unit grants a small bonus in EX Force.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Ukiyama on August 02, 2012, 04:51:06 PM
I have no idea what you guys are doing, but I have been able to pick up beat calls, with every class (beed's and lego's just never show the icon) >.>. Maybe the icon isn't showing in your class for some reason smash  :ugeek:, but since it was pointless for the upgrades to be picked up on other classes (derp they don't need them) I can see why they can't for the other classes now. Item 1 still pending :I

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Hallan Parva on August 02, 2012, 04:52:49 PM
No Ukiyama, I was just planning. There's currently no "SmashBro" class in CSCC. :ugeek:

Sorry for the confusion!
Title: Hell, get it? BECAUSE MY CLASS IS FIRE-BASED HAHA... sorry
Post by: ? Manibogi ? on August 02, 2012, 04:54:49 PM
Dang it SlumpED makes updating my project Hell
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Ukiyama on August 02, 2012, 04:55:58 PM
I know there isn't atm, I figured you had a beta of your class trying it out with the new version  :ugeek:, but yeah things would have to be tweaked for that then :I And slade is better Mani get it  :D
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Hallan Parva on August 02, 2012, 05:13:37 PM
Actually, there is a beta of the class, but I haven't been really working on it since I still need the Bravery code.

Oh, and Manibogi, listen to Ukiyama. Slade is a GODSEND when it comes to coding. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: SmashTheEchidna on August 02, 2012, 06:05:45 PM
I noticed that Gizmo's weakness to Centaur Flash had been removed, or at least nerfed. Was it that bad?
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: xColdxFusionx on August 02, 2012, 07:32:10 PM
Quote from: "SmashTheEchidna"
I noticed that Gizmo's weakness to Centaur Flash had been removed, or at least nerfed. Was it that bad?

I think the painstate might have been lost in translation somewhere. I'll bring this up with Ukiyama.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: xColdxFusionx on August 02, 2012, 09:31:26 PM
Load this sucker up after CSCC-v4b for some fix-ups! (http://www.mediafire.com/?a5lbkmzcrrr2rwz)

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 02, 2012, 09:50:50 PM
YESSSSSSSSSSSSSSSSSSSSSSSSSS

Oh, and thanks for editing the buster and runspeed.
Title: Re: [Expansion] Cutstuff Community Classes (v4b)
Post by: Gumballtoid on August 02, 2012, 09:53:17 PM
Sorry, I hate to be a broken record of sorts, but this kinda got buried two pages back. :V

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 02, 2012, 10:39:20 PM
and Lego STILL doesn't reload early

son why
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 02, 2012, 11:52:45 PM
Probably intentional.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 03, 2012, 12:48:21 AM
Quote from: "SmashBroPlusB"
and Lego STILL doesn't reload early

son why

40 damage riapidly firing projectile (3 hit kill on direct hit) nerfed to 30 (4 hit kill) while still using spammable stickies that explode instantly on bridges, note you can also activate the stickies while the rocket's selected, seems like a good reason to me
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 03, 2012, 12:59:40 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 03, 2012, 01:10:47 AM
Sav does similar in IG: His gravity weapon isn't finding a path.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 03, 2012, 03:41:23 AM
So I found out that Gizmo can pick up and use any other class' weapon drops.
I also found out that he drops a proto upgrade sometimes. The heck?


And lastly, I just found out that his Hard Knuckle pain sound was removed. Or at least, not added.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SaviorSword on August 03, 2012, 06:20:31 AM
Quote from: "Beed28"
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. So please hate this build of the Mirror Buster for me please! Thanks!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 03, 2012, 07:32:41 AM
I like it. It's slightly more closer to it's GB incarnation.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Ivory on August 03, 2012, 07:47:32 AM
Wanting people to hate it just because you don't like it. How self-centered.  :ugeek:  :ugeek:  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 03, 2012, 01:45:54 PM
Quote from: "Beed28"
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?

Huh, I could have swore I removed that call before I left the coding team. Noted.

Quote from: "SmashTheEchidna"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 03, 2012, 04:40:21 PM
I was simply fighting people like normal, and they dropped weapons after they died. I could just walk up to them and pick them up. I could use their weapons like Megaman. Of course, it didn't really work for weapons that he uses in his Hand Cannon, but it worked for every other non-vanilla weapon I encountered..
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 03, 2012, 05:00:27 PM
Also, the dropped weapons could do with a time limit before they despawn, like in YD Classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 03, 2012, 05:03:17 PM
How the crap does new Mirror Buster work, anyway? It still has such a PAINFULLY LOW ammo clip that I can't even notice any changes before the darn thing goes dry.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 04, 2012, 01:19:46 PM
Quote from: "xColdxFusionx"


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.


My god, what IS THIS?!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Russel on August 04, 2012, 04:23:53 PM
Quote from: "SmashBroPlusB"
How the crap does new Mirror Buster work, anyway? -snip-

Try using Beed's Mirror Buster (first weapon, altfire)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 04, 2012, 08:07:26 PM
Yeah, I tried that, and it doesn't seem too useful. As mentioned before, the clip's downright pitiful, so I can't even notice any changes. What, do the projectiles act differently? Is blocking changed?

I must be missing something painfully obvious. Please point it out. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ashura9699 on August 04, 2012, 08:29:53 PM
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...
BUT WHERE THE FUCK IS IT??? :evil:  :(
However, I might as well put down my first attempt...

Name: cuAshura/Sips
Armor: 1.5x
Speed: Low Medium-Fast
Jump: Normal
Damage Type: Energy (electric?)
Role:Massive Chaos!
Weapon Dropped: Thunder Bolt
Wep 1 Primary Fire:Chaos Sphere (one in each direction+upped fire rate, looks like a green version of Crystal Eye in this shade)
Wep 1 Altfire: Chaos Shock (increased fire-rate Charge Kick)
Wep 2 Primary: Chaos Shield (Skull Barrier, reflects projectiles, all shield particles are tinygreen Crystal eyes)
Wep 2 Altfire: Chaos Boost (speed up, enemies take collission damage.)
Primary color: black
Secondary color: green (this shade)
Hmmmm....
EDIT: Completely forgot my skin.
Skin:Mr. Joe's Sakugarne.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 04, 2012, 08:35:24 PM
Besides sounding unbalanced, perhaps you should get to know us..?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ashura9699 on August 04, 2012, 08:38:23 PM
Quote from: "Daveris"
Besides sounding unbalanced, perhaps you should get to know us..?
hmmmmmmm.....
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 04, 2012, 08:40:06 PM
Holy Crystal Eye, Batman!

Yeah, honestly I can't see the appeal. I mean, as fun as CHARGE RAGE is, the other weapons don't quite make up for it... and I don't see why crystals cause electric damage either. I'd probably change the Crystal Eye Leaf Shield Chaos Shield to something more... well, unique. And fun.

It's a decent enough concept, but it doesn't feel very "fresh" or "satisfying".
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ashura9699 on August 04, 2012, 08:43:22 PM
Quote from: "ashura9699"
Quote from: "Daveris"
Besides sounding unbalanced, perhaps you should get to know us..?
hmmmmmmm.....
I guess i will wait a bit, if FZ doesn't accpt it.
However, I have been playing MM8BDM for much longer than I have had a forums account...?

Oh yes, and:
Quote from: "SaviorSword"
Do realize that balance WILL NO EXIST.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ashura9699 on August 04, 2012, 08:44:12 PM
But yes, i will wait, and reconfigure.......
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Magnet Dood on August 04, 2012, 08:50:42 PM
Do realize that post is OLD AS HNNG.

Also sure does seem very... boring. It's just palette swaps with a few tweaks to other vanilla (!) weapons. CSCC's purpose is for you to find innovative and new weapons that introduce new, functional concepts.

While you do have functional concepts, they're neither new nor innovative. If I were you, I'd try again.

I'm not even affiliated with this mod
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ashura9699 on August 04, 2012, 09:24:44 PM
Quote from: "ashura9699"
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...
BUT WHERE THE FUCK IS IT??? :evil:  :(
nuffsed
otherwise i would be making custom weps
and using them for my class
Title: worth it
Post by: Hallan Parva on August 04, 2012, 09:27:09 PM
okay first of all

stop flooding this thread with your posts

and second

it's THE FIRST THING (http://cutstuff.net/forum/viewtopic.php?f=28&t=1815) in "Weapons & Actors"

how could you possibly miss that

nuffsed
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 04, 2012, 09:57:27 PM
Quote from: "Star Dood"
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.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Davregis on August 04, 2012, 11:30:43 PM
Technically, the point is for people to create a "perfect class". If people like melee, then let it be.I have no melee lololololo


Quote from: "SaviorSword"
Do realize that balance WILL NO EXIST.

All in favor of a tier list to discuss balance say "aye"

In all seriousness, while some classes counter each other and some classes tend to be hard counters,
stage abuse on the level of YD simply isn't quite as possible. For that I feel tiers are viable.

CF/Ukiyama, if ya don't like this, I'll end it quietly.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 04, 2012, 11:47:32 PM
Uh, no.

The point is to have classes that represent members of the community.
Quote from: "Cold Fusion on the FIRST POST"
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?

I'll probably submit a Korby(read: wizard) class either instead of or in addition to Sinkman at some point.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 05, 2012, 12:02:44 AM
Quote from: "Korby"
Uh, no.

The point is to have classes that represent members of the community.


Eh, sorry for improper phrasing. I assume people will make their class exactly as they'd want it, thus a "perfect class", if only for the maker.
Title: Re: [Expansion] Cutstuff Community Classes (v4a)
Post by: That One Boss on August 05, 2012, 12:43:44 AM
Quote from: "Michael712"


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.
Does the Darkman.exe that Mr. Joe made look like the generic evil overlord skin you're looking for?
(click to show/hide)
Though an important note, you will probably have to get permission from him, as he may not be okay with it being used here.[/quote]


Name:That one boss
Armor: 0.35x (Weakness: Homing projectiles)
Speed: 0.2/0.2
Jump: 15z
Damage Type: Fire storm
Role: Tank
Weapon Dropped: Fire storm

Description:

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 holds out his hand outstretched. He can "catch" projectiles while doing so. When he stops holding alt fire, he does a backhand, which launches the victim very far as well as doing 70ish damage. On top of that, he throws a large cube of junk based on how many projectiles he caught.
No projectiles: he only does the backhand
One projectile: A small cube of junk that is a 1 damage ripper
Two: a bigger cube of junk that is a 3 damage ripper
Three: a block the size of a junk cube that is a 5 damage ripper

Item fire: He floats into the air and charges for about 4 seconds. After 4 seconds, he engulfs the area around him (about the size of cutmans stage, except on cutmans stage where its smaller) after a few seconds, he floats down. Note that he is invincible during it, except for while he's floating down. It takes 15 seconds to recharge.

Damage information: The fireballs are 3 damage rippers, each shock wave deals 15 damage, and the item fire is a OHKO.

Another thing to note, each time he lands, a small shockwave comes out.

Skin: Ah yes, if I happen to get permission, Mr joes darkman.exe skin. However, I'm not sure how to go about doing that, since I've never seen him. Any help?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 05, 2012, 01:00:04 AM
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 you get greedy too were to add a Korby class.

I'd certainly support it, at least.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 05, 2012, 02:13:47 AM
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.



...

Oh, and Gizmo won't get mad if I copy his gimmick, will he? :lol:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 05, 2012, 02:21:49 AM
Personally I used to see breve as the "simple and comfortable" class. It had a rapid fire gun and sometimes you could use a bomb which could thrust enemies. The only problem was that the rapid fire was a bit OP.
Then they made the rapid fire suck and  the bombs became kinda worthless. :|
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 05, 2012, 02:34:27 AM
Quote from: "SmashBroPlusB"
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 you get greedy too were to add a Korby class.

I'd certainly support it, at least.

I asked him quite a long time ago, he said it'd probably be fine.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 02:47:09 AM
Quote from: "SmashBroPlusB"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 05, 2012, 02:48:49 AM
Quote from: "SmashBroPlusB"
Well, while working on Nidoqueen I had a little difficulty trying to come up with a weakness.
Make Jaxof your weakness *psychic type*
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SaviorSword on August 05, 2012, 02:53:07 AM
Gravity is a Psychic type attack too!  ;)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Rozark on August 05, 2012, 02:57:39 AM
Quote from: "SaviorSword"
Gravity is a Psychic type attack too!  ;)

By FF standards, that'd mean that he would also be weak to explosions (Flare is a gravity/fire based attack).

So you're saying that by including Gravity as weakness, he'd be weak to explosions/psychic attacks? That's alot of weaknesses considering the amount of pyromaniacs in the class.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 05, 2012, 03:15:14 AM
Quote from: "SmashBroPlusB"
...

Oh, and Gizmo won't get mad if I copy his gimmick, will he? :lol:

Gizmo's pretty much based on the character himself; the gimmick is just there mainly for balance purposes. So, I wouldn't really mind.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: GameAndWatcher on August 05, 2012, 03:27:31 AM
They're talking about Nido, not SmashBro
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 05, 2012, 04:32:11 AM
Quote from: "xColdxFusionx"
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.
Well crap. I guess the Nido overhaul I had in mind won't work out too well...

Gah, that's at least three hours down the drain. Excuse me while I go frown at the wall over there.

...
...

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 05, 2012, 12:20:30 PM
Erm, I'm gonna try to remember all that...
First of all, water's an indirect weakness to my class; a bug resets his jump in Iceman's water.

Second, Instag shields tend to be insanely OP

The copywep gimmick is certainly usable; having a resistance to an element will make you an indirect counter to others. Be sure to make enough variation from the set weapons so your character doesn't APPEAR to be copywepping.

Eh, the weapon balance will have to be gone over for every weapon and that looks like hell to code all that.

Suggestion: remove the elemental resistances but leave the weaknesses/take it all out. Some classes are HARD COUNTERED by anything that resists them  (Corvus and I to name two)

EDIT: Dat health. Y is it not 100?

EDIT EDIT: Only ones that look unbalanced are the Ice and Healing. Healing because Medic, and Ice because Freeze tends to get people killed >.> unless you make them invincible ala Wily Capsule. Change my class to Ice Ghost; he's ice themed.

EDIT EDIT EDIT: Boss, take the backhand damage from 70 to 30 and take out that OP item and it sounds kinda fine
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 05, 2012, 02:50:56 PM
I know your class is "ice" but I made Daveris drop Aquatic Ghost to help balance the Weapon-GX drops. If you didn't drop Aquatic Ghost, then only Korby would do it, and I'd have three classes dropping Frozen Ghost instead. Mainly, it's for balance... and because Bluegons were Aqua element in Battle Network even though they shot out ice. Freezing probably won't make you invincible, but keep in mind that it takes multiple hits in a short amount of time to actually cause a player to become Frozen. More than likely, you'll want to hit someone with the stronger icicles that shoot from your sides instead of chipping away at someone's health for a chance of Freezing them.

For the weapons, I wasn't trying to copy a certain weapon as much as I was trying to copy that element's particular "theme". Fire classes drop the fire weapon, explosion lovers give Nido bombs, heavy hitting classes give out the powerful Buster Ghost, and so on. Of course a few attacks share similarities with existing ones (lol Fission Spread) but for the most part it's not intentional.

I felt like Nido should have more than the base 100 HP, but I didn't want to make it too obvious, which is why it's at 140 HP. In order to viably use Nido you'll have to change out your Weapon-GX data, and unlike Tsuki (the other class that gains power through frags) she doesn't really move that fast or have a good way to dodge enemy attacks (besides the Finder's Shield). I won't complain if Coldy wants me to lower her to 100 HP, but I just thought the small boost in vitality could help her out.

The resistances are there simply because Nido doesn't have any to begin with. All of the Weapon-GX upgrades offer some sort of "trait" that makes them unique, and offers an incentive to use them. If I didn't give some weapons a bonus in having them equipped, everyone would be running around with Blast Ghost and Healing Ghost! Hah hah!

As for the weapon drops, it's really not that hard. The Ghostbuster in GvH does something very similar, and the Bikdark class already picks up class flags when he kills enemies. All I have to do is make a few checking states that look for the class flags normally used by Bik, and make an inventory item that handles the duplicate weapon checking. It's not that hard, and unlike the SmashBro class I could actually do the whole thing myself whenever I have enough time.

Last, the IG shield. I felt like it was a perfectly good use for the alt-fire. Power Stone Shadow Crash, unlike every other IG weapon in the game, is somewhat of a mid-range attack. You can't aim it vertically, and it doesn't fly forward in a straight line at high speed. Really, you have to get somewhat close to a guy to hit them with it, and in a mode like Instagib that's kind of hard to do considering that you die if you get so much as sneezed on. Besides, you can't really abuse the shield because it has a time limit, and it breaks after enough hits.

Anyway, I appreciate the feedback. Thanks, Daveris.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 05, 2012, 03:50:13 PM
Eh, you made good points. Still don't like the resistances and extra health, but eh.

Quote from: "SmashBroPlusB"
Tsuki (the other class that gains power through frags)

WHAT. WHAT IS THIS.
Tsuki's hitbox is insane. (Or seems so..? I can't hit the thing and notice that others can't when I play as him)
How exactly is he buffed on kill?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 05, 2012, 04:12:28 PM
Yeah, Tsuki got an overhaul in v4.

If you gain a frag with Tsuki, he earns something called an "Option". The Options shoot when you do, and help to take down enemies easier. Tsuki can hold up to three Options at a time (shown by the three-part meter next to his health), and if you press Alt. Fire you can throw the Options you're holding to deal great damage... if they hit.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on August 05, 2012, 04:46:12 PM
That's v4a Tsuki.

Tsuki v4b can switch between charge shots and rapid shots via Use Item and detect spies via Altfire.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on August 05, 2012, 05:49:48 PM
I really liked v4a Tsuki to be honest :?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 06:09:52 PM
Quote from: "Manibogi"
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.
...And he may be getting another overhaul which sounds an awful lot like Nido's gimmick...
...I should probably bring this up with him.
Title: HEY COLDY PLEASE SAY SOMETHING
Post by: Hallan Parva on August 05, 2012, 06:17:41 PM
Quote from: "xColdxFusionx"
sounds an awful lot like Nido's gimmick
yeah about that

 :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on August 05, 2012, 06:24:14 PM
Some stuff:
-My class still makes the megaman death sound and it's not supposed to
-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.
-Tsuki's missing his bar on instag mode
-Apparently tsuki has a smaller hitbox. If so, any chance the other classes can have a similar thing?
-Can't we have instag weapons for all? It seems a bit lacking with some of the classes using metal blades.

Also you need to get stampin' some classes. Especially That one boss and Gumballtoid as those ones seem ignored.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 06:38:57 PM
Quote from: "Michael712"
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.
Title: am I annoying you yet
Post by: Hallan Parva on August 05, 2012, 06:45:28 PM
yes I realize that
Quote from: "xColdxFusionx"
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

you know just sayin'
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 06:57:39 PM
I kind of figured it was assumed that I had already [ACCEPTED] her after my comment about Tsuki, but if you need the stamp there you go.

EDIT: Although the statline might need to be changed slightly...
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on August 05, 2012, 08:33:24 PM
On a side note, I would suggest a sound is played when a class is hit with their weakness, akin to YD classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 05, 2012, 08:46:35 PM
There is one. That's just how unnoticeable it is.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 09:03:25 PM
Quote from: "Korby"
There is one. That's just how unnoticeable it is.

I notice it just fine, though I do have a feeling that certain classes are missing weakness painstates. We'll have to check into this.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 05, 2012, 09:12:34 PM
How about using the weakness sound from YD classes?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 05, 2012, 09:23:41 PM
The reason I didn't use that sound is because, personally, I don't like it. It doesn't have enough of an "impact" to me; It doesn't sound like a big hit. It sounds like a kung-fu movie sound dub.

If someone could suggest a way to give the sound a bit more "punch", I'd consider it.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on August 05, 2012, 09:38:46 PM
I personally liked the sound they used in v6a (v6b???). It was changed because it wasn't 8-bit, I think.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 05, 2012, 09:43:57 PM
Post weaknesses..?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: That One Boss on August 06, 2012, 12:31:59 AM
Name:That one boss
Armor: 0.65x (Weakness: Homing projectiles)
Speed: 0.55/0.55
Jump: 12z
Damage Type: Fire storm
Role: Tank
Weapon Dropped: Fire storm

Description:

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 holds out his hand outstretched. He can "catch" projectiles while doing so. When he stops holding alt fire, he does a backhand, which launches the victim very far as well as doing 40ish damage. On top of that, he throws a large cube of junk based on how many projectiles he caught.
No projectiles: he only does the backhand
One projectile: A small cube of junk that is a 1 damage ripper
Two: a bigger cube of junk that is a 3 damage ripper
Three: a block the size of a junk cube that is a 5 damage ripper

Item fire: He floats into the air and charges for about 4 seconds. After 4 seconds, he engulfs the area around him (about the size of cutmans stage, except on cutmans stage where its smaller) after a few seconds, he floats down. Note that he is invincible during it, except for while he's floating down. It takes 15 seconds to recharge.

Damage information: The fireballs are 3 damage rippers, each shock wave deals 10 damage, and the item fire is a OHKO.

Another thing to note, each time he lands, a small shockwave comes out.

Skin: darkman.exe (I think).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 06, 2012, 12:54:19 AM
Do we REALLY need another class with a OHKO?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 12:57:20 AM
Uh, Boss? You seem to be missing the point.

The problem wasn't with the attacks -- in fact, the fireballs and the backhand were both fine.

The problem was with THE INSTAKILL ITEM THAT MAKES YOU INVINCIBLE.

So yeah, nerf that part.

Other than the overpowered item, I think your class is great. :cool:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 06, 2012, 03:18:10 AM
So I was going to have Korby employ blue magic.
Then I learned EVERYONE is doing copywep abilities.

:I
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 03:24:13 AM
And by "everyone", you mean Nidoqueen, half of Gizmo, and a very indecisive Tsuki... which might not even happen.

Just do whatever you feel Korby should do! In the words of Falcon... "Go for it!"
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 06, 2012, 03:25:33 AM
You're forgetting the Best Class Ever and Megaman himself.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 03:26:33 AM
Copy Joebot isn't canon yet and Megaman is just vanilly 8BDM.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 06, 2012, 03:27:05 AM
Megaman is a member of this community nonetheless.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 03:30:25 AM
Well... erm... poop. :I

Why don't you just post your idea for Korby here and get feedback from it? It might help out.

I don't know what else to say, really.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 06, 2012, 02:20:18 PM
Well I've just about finished making Gizmo's R.F. Missiles. 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. All I really need to do is make the HUD, and possibly give a new explosion effect.

(http://i121.photobucket.com/albums/o215/YusefHalim/MM8BDM/RFMissileEditing.png)

Basically, it's a short range spread of missiles. One flies straight, two veer left and right, and one reaches for the sky. They're all pretty powerful individually, but non-lethal unless you get hit by all at once. Caution; Trying to fire at really close range could be bad for you.

The altfire is one large rocket that moves slowly for a minute, then suddenly starts whirling like crazy and shoots off at light-speed. It's easy to dodge if you see it coming, since it takes a bit for it to charge it's speed, but once it shoots; anyone in the way is dead. It's also got a bigger blast radius than the other missiles. Though, unfortunately,  you can only shoot it straight. You can kind of aim it, but once it jets forward, it only goes one way.

I'm still tweaking with it, with the whole thing about balance and all, but it's an overall fun weapon to use.


Step one: Jump in the middle of a crowd
Step 2: Launch the nuke at point blank range.
Step 3: Take a minute to catch your breath after laughing your lungs out.
Step 4: Profit
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 04:03:52 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Tengu on August 06, 2012, 04:40:31 PM
Just remembered something...


So for my class it was coded by Pikimin555 :l Well he originally wanted this for his Unholy mod so I forgot that i need to change his ridiculously high HP and Damage values,
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 06, 2012, 05:05:57 PM
Quote from: "SmashBroPlusB"
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.

What the heck is that supposed to mean?
When I said he didn't have a unique one, I meant "At the moment". Not "In General". Meaning he still has the IG Metal Blades.

And I haven't even started on the Chaos Cannon yet, so I have no idea where that'll take me.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 06, 2012, 05:54:09 PM
When someone makes a class with a rage mode, could they take double damage from fenga's main?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 06, 2012, 07:15:29 PM
Quote from: "ice"
When someone makes a class with a rage mode, could they take double damage from fenga's main?

^ All of my yes
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 06, 2012, 07:22:03 PM
Oh, if someone submits a new class, would you mind picking a Ghost from Nido's list? That way your class will drop the Weapon-GX that best fits them.

Or, you know, I could just figure it out myself if you don't do it for me. Whatever. :roll:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 06, 2012, 11:51:20 PM
Ice Ghost  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 07, 2012, 12:25:10 AM
No, Daveris, you don't get to choose  :ugeek:
I suppose I should throw out the idea I had for the copying thing.

Korby's altfire is a lot like Enker's, meaning he stands still and gets hit by stuff. However, depending on what class hits him, he gets a new altfire that he keeps until he dies. Examples being 100(not 1000 because lol) Needles from FiniteZero or Breve, or Flamethrower from tons of people.

Because of this and his various Black Magic spells, Korby should probably have the chance of giving Nido any Ghost.
Else, Fire/Ice/or Lightning equivalents would suffice.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 07, 2012, 02:18:41 PM
Quote from: "xColdxFusionx"
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...

Juuuust to clarify, is this rule still valid?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 07, 2012, 02:19:42 PM
I should probably update that. It has been kind of tweaked...
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 07, 2012, 02:32:27 PM
So, you can add more than one class per person?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 07, 2012, 02:43:15 PM
Depends on who it is and why. For example, Tsuki and Trolly, one is how we remember him.

My reasoning is "I'm not Sinkman adgfhjkl."
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 07, 2012, 02:50:18 PM
I see. Makes sense I suppose.

my reasoning for asking is almost identical to yours.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: fortegigasgospel on August 07, 2012, 04:31:18 PM
And I'm not boulder man, but both the characters who are me are copy weapon like (one less so then the other), so I'm not using them.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: That One Boss on August 07, 2012, 09:56:35 PM
Posts: 7    
Name:That one boss
Armor: 0.65x (Weakness: Homing projectiles)
Speed: 0.55/0.55
Jump: 12z
Damage Type: Fire storm
Role: Tank
Weapon Dropped: Fire storm

Description:

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 holds out his hand outstretched. He can "catch" projectiles while doing so. When he stops holding alt fire, he does a backhand, which launches the victim very far as well as doing 40ish damage. On top of that, he throws a large cube of junk based on how many projectiles he caught.
No projectiles: he only does the backhand
One projectile: A small cube of junk that is a 1 damage ripper
Two: a bigger cube of junk that is a 3 damage ripper
Three: a block the size of a junk cube that is a 5 damage ripper

Damage information: The fireballs are 3 damage rippers, each shock wave deals 10 damage

Another thing to note, each time he lands, a small shockwave comes out.

Skin: darkman.exe (I think).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 07, 2012, 10:06:57 PM
Get rid of the blasted OHKO.

The only classes that can are most classes with melee.
Title:
Post by: MasterXman on August 07, 2012, 10:38:00 PM
That shockwave sounds somewhat abuseable. All you have to do is jump 10 times infront of someone and you frag them.

Also this is one page ago but I think classes should take double damage to fenga's main if they had rage rune.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 07, 2012, 10:45:00 PM
By the way, when Missile Barrage is fired into a crowd, sometimes the missiles go weird and start flying straight forward at a slow jittery speed. Also, when Shining Laser is fired, any victims (except Michael712, oddly enough) just disappear instead of exploding. They explode normally in Instagib, though.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: That One Boss on August 07, 2012, 11:17:58 PM
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. Second, the aforementioned attack doesn't seem to have the right obituary (it displays the obituary for the main fire).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 07, 2012, 11:35:28 PM
Quote from: "classes"
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...
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 08, 2012, 12:00:39 AM
I have an idea.

Attach the obituary for the mainfire to the projectiles, like how AwNet does it with chips and charge shots.

Then, attach the obituary for the alt-fire to the weapon itself.

The projectiles will recognize their obituary, and since the alt doesn't really have "traditional" projectiles, it will draw its obituary from the weapon and display the correct line.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 08, 2012, 02:03:16 AM
People STILL don't understand my class.

Altfire: a counter. Catch bullets with this. If you see ice after a successful catch, the mainfire is powered up.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 08, 2012, 02:13:11 AM
Correct me if I'm wrong, but... don't the bullets make different sounds at different levels?

Like, I know the Lv. 1 bullets sound like a buster, and I think the Lv. 2 bullets make Ice Slasher sounds.

Oh, and I might have to make a 12th Ghost for a couple of the new classes, but the problem's that it has to deal with... well, ghosts. I can't exactly call it "Ghost Ghost", now can I?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 08, 2012, 02:24:04 AM
Phantasmagorical Ghost
Or just Phantasm Ghost

Yeah, it does. Max is LMirror buster.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Magnet Dood on August 08, 2012, 02:31:14 AM
You could pull a TCG and have a Colorless Ghost :geek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 08, 2012, 02:56:57 AM
... Davy you genius. :ugeek:

Unlike the others, I haven't really compared them versus other Weapon-GX drops, so I'm not sure if there are any (abusable) combinations, but it's a start, anyway.


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.



EDIT: Darn it, ninja Star Dood...

Hey, wait a minute... *reads post*

... I now have to make a 13th Ghost. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 08, 2012, 05:17:20 AM
DOUBLE POST

but yeah, I added Phantasmal Ghost and Colorless Ghost to Nido's list of Weapons-GX. I also went back and changed the Trait for Aquatic Ghost to make it a more attractive choice, and I added provisions for a couple other Ghosts that I can't exactly remember at the moment.

I know it's late at night and you probably won't see this until halfway through tomorrow, but I just felt like posting it. It sort of makes me feel calm knowing that it's already up here and someone will eventually comment or give me some suggestions.

Like before, it's spoilered to save space.

(click to show/hide)
Title: if someone could give me a suggestion for an ice weapon...
Post by: Korby on August 08, 2012, 05:49:15 AM
not much progress, a lot of things are subject to change in this, mostly who gives what and goblin punch

List of Blue Magics:
(click to show/hide)

coincidentally, because smash is weak to status conditions, bad breath is very literally his counter
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Magnet Dood on August 08, 2012, 06:00:33 AM
I'll stay up and rate your stuff because we're buddies. we are buddies, right

Phantsmal Ghost is... somewhat strange. The trait seems pretty detrimental IMO, and the attacks don't look great- to be honest, I thought Whisp Shield or whatever sounded a lot like Junk Shield. Colorless Ghost is kind of vague. Is it like a traditional set of cards, or is it just random fighting cards?

If it's actual cards, then you need to feature Cutstuff guys on them.

Joker- Dan Dunno
Ace- Cutmanmike
King- Ivory
Queen- Korby
Jack- Brotoad
10- A maker of a major mod. Probably YD, Myroc, or Messatu.
9- A well known user that's renowned for their skill. OJ and Saviorsword are examples.
8- An older user that's still kind of around. Mr. X and King Yamato come to mind.
7- Someone who's contributed a huge amount to fanmade material. Kapus is one I can name right off the bat.
6- Some of the 'older' users that are still popular with the community. LlamaHombre and Kenkoru can be attributed to this card.
5- Some of the 'newer' users who are more prevelant on the forums. Me, HD, and perhaps even you are examples I can think of. shameless self-plug
4- Some of the lesser-known users that are still developing around here. I suppose maybe Tengu, FGG, and Watzup can fit in this catergory.
3- Old pros who are but memories might work for this card. Lonewolf is one example I can think of.
2- Perhaps you could use some well-known failures of the community here. The Roboenza Map Pack, Invasion Mode... Nah, JK, but I dunno what to put here.

Just some food for thought.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 08, 2012, 12:25:46 PM
*looks over korby's class*

If I'm in a server, expect me to jump in front of the frog song attack

The class seems fine, though balanceing all these copywep classes will take a while
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 08, 2012, 02:54:49 PM
Quote from: "SmashBroPlusB"
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.

Stray Wisps? Ghost Shields?
...Nope, can't think of a class that could possibly give it.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 08, 2012, 11:48:13 PM
Yeah, me neither.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 09, 2012, 12:16:49 AM
Except, you know, TsukiyomaruZero.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on August 09, 2012, 12:45:31 AM
Dang it, I was enjoying the joke :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 09, 2012, 12:51:27 AM
Quote from: "Manibogi"
Dang it, I was enjoying the joke :ugeek:

It needed to keep going longer.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 09, 2012, 01:25:30 AM
Quote from: "Korby"
Except, you know, TsukiyomaruZero.

Darn it, Korby! (http://tvtropes.org/pmwiki/pmwiki.php/Main/DontExplainTheJoke)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 09, 2012, 01:30:32 AM
Yeah, no, I'm not fond of pointless posts (http://www.cutstuff.net/forum/viewtopic.php?f=4&t=3).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 09, 2012, 03:03:01 AM
Quote from: "Korby"
Yeah, no, I'm not fond of pointless posts (http://www.cutstuff.net/forum/viewtopic.php?f=4&t=3).

Unless it's in anything goes apparently *looks back at that log thread*

Anywho, we now have just about every class type now except for a nature, time, and a barrier class
Title: Re: if someone could give me a suggestion for an ice weapon.
Post by: Korby on August 09, 2012, 03:18:41 AM
Quote from: "Korby"
TIME MAGIC
Casts Haste and Slowga, making Korby faster but those around him slower. Given by Ice/Sparky.
:ugeek:

I'd be fond of a nature class. I really enjoy that element.
Title: Re: if someone could give me a suggestion for an ice weapon.
Post by: ice on August 09, 2012, 03:25:56 AM
Quote from: "Korby"
TIME MAGIC
Casts Haste and Slowga, making Korby faster but those around him slower. Given by Ice/Sparky.

Partialy the reason I bought up the time class thing god forbid if my class also had time powers... and for kicks add my old gemini clone idea

Also technicaly your class would fall under the copywep category (in a docrobot sense) along with gizmo, nido, and megaman

...also we need a vehicle class (chargeman, turboman, galaxyman, nitroman)
Title: geez, Doom gave me NIGHTMARES in Crystal Chronicles
Post by: Hallan Parva on August 09, 2012, 04:27:44 AM
To answer Star's questions, I think you read the descriptions wrong. When I meant "reduces visibility", I meant Nido being visible to other players. She turns slightly invisible. I didn't mean your screen gets darker or covered in Blooper squid ink or anything like that. All of her Traits are meant to be bonuses (with the exception of Ghost of the Girl's Demise) so why would I want to make players stay away from a certain weapon?

As for Colorless Ghost, I can't really say that much without making it sound silly.

... Now that I think about it, the weapon is silly. Meh, it'll probably get a re-write.



what you want me to talk about other things
fien I'll stop being selfish and go help people


Korby, I'm lovin' your list of spells. Heh heh, I'm gettin' all nostalgic just by looking at it! I especially chuckled at Frog Song (hell yeah Toad magic) and Goblin Punch (lol Bartz). Bad Breath seems a bit overkill, especially with some status effects in 8BDM doing essentially the same things (Slow, Stun, WilyIce, and the soon-to-come NidoFreeze all come to mind). Also, as awesome as 100 Needles sounds, I'm worried that it may affect a few things in the lag department. Other than that, sounds great!

CAN I GIVE YOU GOBLIN PUNCH TOO? For an ice attack, might I suggest NorthWind / Antarctic Wind? I know it's normally represented as an item, but you gotta admit, sliding a giant iceberg across the floor would be hilarious.



Oh, and...
Quote from: "Star Dood"
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*
*looks at HD and Star's join dates*

SON I AM DISAPPOINT :ugeek:
Title: Re: if someone could give me a suggestion for an ice weapon.
Post by: Rozark on August 09, 2012, 07:40:08 AM
Quote from: "ice"
...also we need a vehicle class (chargeman, turboman, galaxyman, nitroman)

(click to show/hide)

Oh.. man.  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Magnet Dood on August 09, 2012, 01:41:16 PM
... Uh, woah, I never knew you joined so early.

 :|
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 10, 2012, 05:04:52 PM
so Korby explained through the AwNet devroom that NorthWind won't work
because he needs ice magic for his main attack now see
you know since he has the whole Fire / Blizzard / Thunder trifecta goin' on

so I thought

SmoshBluh has Blizzard / Thunder
Needjuqueen has Blizzara / Thundara / Fira
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???
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 10, 2012, 06:26:27 PM
Quote from: "SmashBroPlusB"
if Korby's trying to Blue Magic
and another Korby hits him
what does he get???

He gets blue magic, obviously.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 10, 2012, 07:22:09 PM
Quote from: "SmashBroPlusB"
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???

First question, I have all three levels.  :ugeek:  :ugeek:   :ugeek:

Second question, in the current build, I have a placeholder weapon that's a handpuppet. It does nothing. It's totally what you'll get from Korby.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 10, 2012, 07:34:34 PM
Do you already have ideas for them? Or, would you have attacks similar to Nido's Lv2 magic?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 10, 2012, 08:00:55 PM
FIRE, FIR2, and FIR3 are floor hugging rippers. When it's FIR2 and FIR3, it shoots out three, with FIR3 having a huge range.
LIT, LIT2, and LIT3 are quick moving invisible projectiles that explode upon contact with the ground/a player. Damage and speed increases as the rank does.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Solar Equinox on August 10, 2012, 10:23:14 PM
I would like to submit a class idea.
Name: Solarblast5

Health: 1.1x (no weakness) (If possible to health is equal to 105 hp)

Speed: 0.9 (at about slightly slower than megaman 95% of normal speed)

Jump: Normal

Role: A Jack-Of-All-Trades class that can be effective in close range crowd control, long range support, and be a medic/human ammo dispenser.

First Weapon:
Shotgun Buster, A Buster that fires 6, bass buster sized plasma balls. The first pellet goes straight from the cross hair. The rest fly off in a random area. These pellets do 8 damage, and rip through opponents and the damage stacks. The pellets move slightly faster than Ice Slasher. The Shotgun buster holds 8 rounds and needs to be refilled with ammo pickups.
Alt: Can drop up to 3 large ammo pick ups at a time. These can be used by the player, team-mates or enemy's. All three ammo pick ups can be recharged after 1 Minute 30 Seconds. This has no element.

Second Weapon:
Flare Seeker. A small cannon that fires a fast moving long range fireball that slightly homes onto targets (veers a bit to the left or right to try to hit the nearest person.) The flare itself does 5 units of damage, but it has an after burn that does 3 damage, every second for 4 seconds. It has 30 Shots and needs to be refilled with ammo pick ups. It has a fire rate of the Blizzard Storm
Alt: Drops 3 Health units units in a tri-shot like pattern. One large, two small. It takes 3 minutes for it to fully recharge. This is Fire element.

Skin: A recoloured Rathor Skin ( Original made by squidgy617 )

Description: Solarblast5 Is meant to be very flexible in most game modes. Solarblast5 shotgun is good for both ambushing, flanking, and doing heavy damage to most classes, however due to the projectiles slow fire speed and limited ammo it is not useful at long ranges. While the Flare Seeker is weak it can hit a tough class from long distances and do some damage afterwards and if the class still does not know you are shooting him you can peg him a few times and reset the after burn counter. The only issue is its slow rate of fire so at close range it is not effective. Solarblast5 is also supposed to do well in team modes and on his own. With the ability to provide health and weapons to both himself and team mates. Making him valuable in modes with buckshot on. The down side to Solar is that he has a hard time fighting mid range, and due to his slightly slower speed it is hard to flank or retreat when ether of your weapons are out of ammo.

There is my class any things needed to be pointed out. If it gets accepted I will need help with it. Mostly in coding though, however all the sprites and sounds are made and ready.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on August 11, 2012, 02:32:03 PM
Quote from: "Solarblast5"
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.
OH GOD
Don't even bother with that, unless you want the afterburn to count as a suicide, and not a frag. I've tried to do it, and it just doesn't want to work.
As for the class itself, start working on it after recieving some feedback, even if it isn't stamped, a text guide doesn't do most good classes justice, really.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 11, 2012, 05:18:34 PM
YD Classes Wily has burn damage that grants kills, iirc.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on August 11, 2012, 09:04:02 PM
Last time I checked, it caused suicides, and was deemed "unfixable" by the creators, but it might have changed.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on August 12, 2012, 03:50:10 PM
We need to add an extra bot.

It's a bot called Random, and it uses the random class.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 12, 2012, 05:07:33 PM
I think I just found the perfect way to do away with my ammo problem! After you run out of ammo, the first weapon's mainfire becomes a reskinned Bass Buster (basicly green non homing missiles) that does 4 damage per hit instead of 6, and while you're shooting it, the ammo starts filling up again.

How does that sound?

EDIT: Oh, and I just tried making a random bot, and it didn't work.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 12, 2012, 05:11:07 PM
Bass buster is a legitimate weapon. Just jiggling the mouse while using it tends to make it mid-range as well.
If you're going to use it, tone down the damage else it'll be an actual weapon, not a cooldown last-resort.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 12, 2012, 05:30:49 PM
How about not making the Hyper Missile eat ammo for breakfast, huh? :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 12, 2012, 06:28:49 PM
I agree heavily with the above comment.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 12, 2012, 06:55:48 PM
I tried out Beed. Why does he need a full ammo bar for a single KO?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 12, 2012, 07:21:20 PM
How about you just flat-out double Beed28's ammo capacity and regen rates? That way it appears as if weapons only use half the energy they used to, and you don't have to mess around with anything (like breaking Mirror Buster).

Oh, and if you could make Shining Laser use a liiiiiitle less ammo to fill up. That would be great.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on August 12, 2012, 11:37:48 PM
Okay, I'm just gonna bring up the subject of weaknesses again.

What if, in addition to a sound played, an icon such as this was shown?

(http://i1065.photobucket.com/albums/u395/Gumballtoid/weakness.gif)

I think it would make it more apparent, if the sound is really that unnoticeable.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 12, 2012, 11:52:33 PM
I'll support that idea.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 12, 2012, 11:56:59 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 13, 2012, 12:30:22 AM
Quote from: "SmashBroPlusB"
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.

He gives and takes double, yes?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 15, 2012, 02:47:37 AM
(click to show/hide)
Progress.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 15, 2012, 02:50:25 AM
HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNG

So sexy
Can't wait
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 15, 2012, 03:37:34 AM
if you weren't a guy I'd want to make love to you
Your class looks great! I can't wait to see it action.

Oh, did you find a way to get Goblin Punch to work, by any chance?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 15, 2012, 06:29:50 AM
(click to show/hide)

More progress. Mainfires should be finished now, now I need to do 15 altfires.
Woo.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 15, 2012, 06:58:09 AM
Now I really can't wait for the next release. It's looking awesome, Korby!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 15, 2012, 07:41:15 PM
(click to show/hide)
Bad Breath shenanners.
6/15 Altfires made.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 21, 2012, 03:27:12 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Magnet Dood on August 21, 2012, 12:15:24 PM
Those are awesome, Blazko! I'd love to see them in action.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 21, 2012, 12:41:52 PM
Quote from: "Lego"
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...
(click to show/hide)
Will Lego ever finish that? That would actually be awesome one day.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Russel on August 21, 2012, 01:15:39 PM
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.

Although I could just send you the resources for it...the only thing I have done is the standing frame because that's all I have...
(not to mention I would prefer to make Voxels because they would look way better than models because they aren't drawn as triangles...)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on August 21, 2012, 01:36:07 PM
Unfortunately, I don't know how to make, edit or animate 3D models, so I can't help you there... how about searching for a tutorial on Google?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 21, 2012, 03:35:31 PM
Quote from: "Lego"
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.


http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro)

This looks like the wiki for you, it has everything from creating a simple penguin to making a fullscale 3d game or movie and everything inbetween
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on August 21, 2012, 03:51:59 PM
Quote from: "Laggy Blazko"
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)

They look really good! Not entirely sure why the "godmode" face is a skull, but overall I like all of them!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 21, 2012, 05:56:51 PM
It's a reference to Doom.

Because, you know, this is a Doom mod.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Balrog on August 21, 2012, 06:00:54 PM
You should make the godmode face just have gold eyes, with no skull. For the true Doom experience.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 21, 2012, 08:19:39 PM
I dunno. I thought an skull with a helmet and gold eyes looked cool. Like some metal album cover, hehehe...
(Also true doom experience would require reddish blood, and I don't want kids to not play this because of that)
EDIT: Also it would require a doomguy =P.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 21, 2012, 08:30:33 PM
Blazko obviously doesn't know that 70% of the players of Call of Duty are children.

Also, I like the heads, nice job.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 21, 2012, 08:34:07 PM
Quote from: "Korby"
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!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Rozark on August 25, 2012, 02:43:21 AM
Quote from: "Laggy Blazko"
Hey, I played some Mortal Kombat 4 when I was 5 or 6!
EDIT: Oh, and thanks!

And I beat the original Mario Bros when I was 4, and Super Mario Bros 3 when I was 5.  :geek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 25, 2012, 03:00:21 AM
Well, great... Tell me how violent those games are.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Rozark on August 25, 2012, 06:37:06 AM
The point I tried making was that I beat those at such a young age >_>
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 25, 2012, 01:10:03 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 25, 2012, 01:49:07 PM
Quote from: "ice"
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

And then Megaman X came around O_o

BTW, I'd like my class' weakness/resistance changed. He should be weak to melee (1.3), strong to Null (.80)

Elemental resistances would be insane, thus the reasoning is classic Knight/Dragon, with Steel (Melee) being a weakness.
No element is essentially Elemental resistance toned down; Dragon resists the elements in Pokemon.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 25, 2012, 06:22:42 PM
If you're weak to Melee, you are going to die very easily.
Just saying.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 25, 2012, 07:56:57 PM
...someone make a class thats weak to fire and explosives
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on August 25, 2012, 08:26:33 PM
Pretty sure Gizmo is weak to fire, but I can't say.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on August 25, 2012, 09:07:51 PM
Yes. Gizmo is weak to fire, (and water) but strong against ice. I talked to Daveris about this yesterday.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on August 26, 2012, 02:30:35 PM
Quote from: "Several pages back, I"
What if, in addition to a sound played, an icon such as this was shown?

(http://i1065.photobucket.com/albums/u395/Gumballtoid/weakness.gif)
M712 and I were discussing weaknesses and I thought I'd bring this up again.

This would be practical and effective, no?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: LlamaHombre on August 26, 2012, 02:35:34 PM
I'd make the exclamation point a more eye-catching color like red or cyan but besides that it sounds like a plan.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Clayton on August 27, 2012, 11:55:26 PM
Since I changed my identity I will also be changing the layout of my class. Give me some time to think and I'll post a different Class for Clay.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 28, 2012, 02:51:56 AM
Why not have a bunch of Earth-y attacks, seeing as you're Clayman?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Clayton on August 28, 2012, 04:15:32 AM
Quote from: "Korby"
Why not have a bunch of Earth-y attacks, seeing as you're Clayman?

No, not really

Clay is an actual name that my mother was going to name me, I have no intention of him being an "Earth-y" attacker. I want Clay to be more along the lines of a combination of all the Bros. from the Mario series (Hammer bro, Boomerang bro, Can't do fire bro because that would be a rip off of Micheal's class). I will probably add on Bomb bro. since that really should be a bro and I'll need to think of an instagib class.

But for now, I'm still thinking on how to approach it. Also going to attempt making a hammer bro skin (unless it's already been made).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: RebootRaeg on August 28, 2012, 06:00:56 PM
Name: did someone say music? i like music.
Armor: 0.0x (Weakness: everything )
Speed: 0.00/0.00
Jump: 00
Damage Type: N/A
Role: Music
Weapon Dropped: a custom Time Stopper that only stops you instead of the rest of the players

Description: This class doesn't do anything, but if anyone plays as it, the BGM is automatically changed to MM2CRA

Skin: Crash Man
Damage Information: N/A
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 28, 2012, 06:26:52 PM
...that class is just... what?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Turbodude on August 28, 2012, 07:17:39 PM
Alright, Because some people kept suggesting this to me, I figured I might as well post my ideas for a class, if that's alright.
and if you're reading korby, this isn't the class I was making those crappy megaman edits with.

(click to show/hide)

Adding on to the fighting game references, I whipped up an MVC Lifebar edit to use as the custom HUD:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Orange juice :l on August 28, 2012, 07:19:22 PM
It needs to be able to move, have an alt that makes it go invisible, and instead of changing the music, his taunt should be crashman's theme.

You know, for ninja crashmanning.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Watzup7856 on August 28, 2012, 08:30:22 PM
Name: Watzup7856
Armor: 1.2x
Weaknesses: lightning based attacks
Speed: semi fast
Jump: semi high
Weapon 1: a crash bomb like weapon that doesnt stick to anything, but if near to someone, he sticks a bomb on the person and can detonate whenever
Weapon 2 (alt): a melee sword that works like Links forward smash in smash bros if alt is pressed twice (using the sword Masked man from Mother 3 uses). the first swing should go diagonal and the second swing should go horizontal
Skin: Claus (made by Jafar)
Weapon Dropped: Crash bombs
Taunt: what Ryu says in SSF2 when he does that spinning kick move (EHD LEK SOOM POON KEIK)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on August 29, 2012, 02:49:45 AM
If your attack is a crash bomb that explodes instantly, I can easily see that becoming OP (the delayed detonation of crash bomber when you miss was what balances it)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 29, 2012, 03:45:54 AM
I think he means it just kind of bounces off walls, like a napalm bomb would.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 29, 2012, 07:03:22 AM
you know I used to not like SupahLAD at all

but then I saw this
Quote from: "TheClayman6"
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
(click to show/hide)
so here, have a free blueprint
(click to show/hide)
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. I'm all ears for a better solution though, so if you have ideas then don't be afraid to say something!


also Turbo why did you have to put your arcade health bars up here before I could put up mine hnnnnnng
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on August 29, 2012, 03:13:24 PM
Idea for new instag weapon (though yes, I do still want the original one I sent)

Name: Force Beam Sabre
Instag Role: Elitist Power Swordsman
Appearance: Zero.exe's sabre with a force beam's colour gradient.
Skin: Quickman holding the above in a similar way to Zero.exe
Notes: Makes a constant force beam tone which changes pitch when attacking with it. When entering he takes out the sabre similar to how Zero.exe does it. Slight speed decrease when using this weapon. The sabre is big, meaning it has very decent range.
Mainfire: Slashes with the sabre, right to left in a slight diagonal down motion.
MainAltCombo: If the altfire button is pressed after the mainfire with good timing, M712 proceeds to attack again in a left to right motion with the sabre.
Altfire: Dashes forward with the sabre horizontally in front facing left, similar to Ike's side smash in brawl. Has a slight startup delay. Projectiles that hit the sabre during this will be reflected.
AltMainCombo. If the mainfire button is pressed after the altfire with good timing, M712 does a slash attack forwards with good distance. Although you get a lot more range than the regular altfire, this does leave you open to attack slightly.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on August 29, 2012, 03:49:38 PM
Quote from: "SmashBroPlusB"
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.

OR DO THEY  :ugeek:  :ugeek:  :ugeek:

[/possiblespoiler]
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 29, 2012, 03:56:40 PM
wait how the Toad Man are you on the dev team but I'm not

I just got this through the mail, actually:
Quote from: "Ukiyama"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on August 29, 2012, 04:00:43 PM
It's most certainly not because of pro hosting capabilities

Well stone type weapons would probably belong in Sumo Bro. Electricity I'm not as sure, maybe make up a Thunder Bro?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 29, 2012, 04:18:12 PM
leggo my freakin' eggo, son
Quote from: "Clayton Hammer"
Cloud Mode (high jump, floaty jump if possible)
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.
also if you have bad memory like HD then here's the whole thing again
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Clayton on August 29, 2012, 04:20:04 PM
I love these suggestions Smash bro, this really helped me get brainstorming. Allow me to comment and add to some of the wonderful suggestions you gave me. My additions will be in brown.

(click to show/hide)
so here, have a free blueprint
(click to show/hide)

I think these suggestions are good but the pick up concept is still quite difficult to do. I just hope we can code it. Other than that, those were some nice suggestions and i'll pretty much take them (and the awesome Clayton name).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on August 29, 2012, 04:31:27 PM
Just as an FYI, Gizmo and Korby both do it, so it's definitely possible.

Also Smash I don't have a bad memory just a faulty one :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on August 29, 2012, 04:50:50 PM
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.
Quote
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.
Quote
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"

and Yamato Man spear picking up isn't fun at all

it's bad enough poor Koopatrol has to do it, making Hammer run around would be potatoes
Quote
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Clayton on August 29, 2012, 05:10:39 PM
Quote from: "SmashBroPlusB"
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.
Quote
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.
Quote
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"

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 potatoes
Quote
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.

Alright then i guess the rage can stay.

Also, can't say we can do the cloud bro since it is very similar to lakitu and I think we already have enough weapons.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Watzup7856 on August 29, 2012, 08:19:52 PM
Name: Watzup7856
Armor: 1.2x
Weaknesses: lightning based attacks
Speed: semi fast
Jump: semi high
Weapon 1: Ninja stars that can be shoot rapidly, but dont do a lot of damage (doesnt use ammo)
Weapon 2 (alt): a melee sword that works like Links forward smash in smash bros if alt is pressed twice (using the sword Masked man from Mother 3 uses) the first swing should go diagonal and the second swing should go horizontal
Special Weapon: he stops still for a second while holding a giant crash bomb that has a huge blast radius and throws it (this uses a full gauge of ammo and doesnt fill up if using ninja stars)
Skin: Claus (made by Jafar)
Weapon Dropped: Crash bombs
Taunt: what Ryu says in SSF2 when he does that spinning kick move (EHD LEK SOOM POON KEIK)

I edited this and scrapped the crash bomb idea and instead have it for his special weapon
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on August 29, 2012, 08:36:35 PM
Quote from: "HD_"
...Gizmo and Korby both do it...

No I don't. I grab them through a more Enker-esque way.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on August 29, 2012, 10:25:39 PM
All these multiwep classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on August 29, 2012, 10:35:01 PM
If they really want to work a lot, good for them, IMO.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on August 29, 2012, 10:52:27 PM
Quote from: "Korby"
Quote from: "HD_"
...Gizmo and Korby both do it...

No I don't. I grab them through a more Enker-esque way.

Totally knew that

I was just...erm...testing. Yeah.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Ukiyama on August 29, 2012, 11:27:01 PM
Its just the fact that like over half of the new classes coming in are multi wep copy classes. It's getting a little crazy considering they are all flooding in this next update it seems like.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Rozark on August 30, 2012, 12:52:48 AM
I'm reformating my class, despite it being buried roughly 100 pages back. It'll be.. unique yet not multiwep, and WILL NOT have a melee. Give me a few days :3
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hilman170499 on September 06, 2012, 03:20:32 AM
Bump:Not sincere about the "last time" part during my previous edit. Making yet another edit.

(click to show/hide)

If I am coding this myself, I am going to say that I have my own problems. I can code some of it but I have problems with the others.

Edit:This has been edited.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on September 06, 2012, 04:50:23 AM
As much as I wanted to punch you in the face in the past for posting your "class" over and over until people choked and drowned on it... now I'm actually liking it.

Three of the weapons (laser, scan, repair) help to tie in a general technology theme, and the idea is certainly unique enough. I'm not a fan of the frisbee attack as it doesn't seem like an effective attack or fitting with the theme (and like I mentioned earlier about Clayton Hammer, I hate YD Yamato spear grabbing with a passion), so I'd probably change that to something else. It's your class though, and if you want an awkward flying saucer that does mediocre damage and consumes a somewhat high amount of ammo, be my guest.

Now, this is the part where SmashBro hits your ideas with a wrench in an attempt to fix them, and you can ignore me if you want, but this is just my input. I'd either give the H-Spinner a reduced ammo consumption and take away the "spear retrieval" mechanic, or I'd make it deal a significantly higher amount of damage (maybe 30?) and keep the current ammo rate. Alternatively, you can Take a Third Option (http://tvtropes.org/pmwiki/pmwiki.php/Main/TakeAThirdOption) and make it a completely different weapon altogether. Might I suggest the Reflector Pods from Custom Robo?
(click to show/hide)
Other than the fact that I think the throwing disc is silly, it's certainly a nice idea and I'd support it for the next release.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hilman170499 on September 06, 2012, 02:01:29 PM
Honestly ,that's a rather cool idea.

Edit:About the first 2 line in the last post, sorry. This is so interesting, I wanted to submit a class.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: -FiniteZero- on September 12, 2012, 04:27:25 AM
By the by, I'd like an update to my class to use my Eggman skin. If someone could help me with the hud, that would be grand. I'd do it, but my spriting skill isn't all that great.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Watzup7856 on September 12, 2012, 08:12:00 PM
Name: Watzup7856
Armor: 1.2x
Weaknesses: lightning based attacks
Speed: semi fast
Jump: semi high
Weapon 1: throws a crash bomb like weapon that can be detonated in mid air (detonates automatically if it hits a wall or floor)
Weapon 2 (alt): a melee sword that works like Links forward smash in smash bros if alt is pressed twice (using the sword Masked man from Mother 3 uses) the first swing should go diagonal and the second swing should go horizontal
Skin: Claus (made by Jafar)
Weapon Dropped: Crash bombs
Taunt: what Ryu says in SSF2 when he does that spinning kick move (EHD LEK SOOM POON KEIK)

I edited this again scrapping the ninja star idea
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on September 13, 2012, 09:27:17 PM
Name: Zard1084
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: 3 times megaman's jump (more or less for balance)
Weapon 1: Its Iceslasher and Elecbeam combined!! (it deals both Ice and elec damage) It has the speed of iceslasher but with the damage of elecbeam but take away the side spread shots 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 (or a cat 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)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on September 14, 2012, 04:03:28 AM
Not 100% sure about your class idea atm, it can use some tweaking

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on September 14, 2012, 04:27:52 AM
Quote from: "ice"
Not 100% sure about your class idea atm, it can use some tweaking

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.
It 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
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on September 14, 2012, 09:57:21 PM
Quote from: "Zard1084"
Name: Zard1084
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)
The new edits are in yellow does it still need tweaking?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on September 16, 2012, 04:45:18 AM
Quote from: "Zard1084"
Quote from: "Zard1084"
Name: Zard1084
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)
The new edits are in yellow does it still need tweaking?
Bump! does my class still need tweaking?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on September 16, 2012, 07:20:42 AM
Wow, nice triple post there.


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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on September 16, 2012, 09:45:43 AM
Quote from: "Gizmo The Cat"
Wow, nice triple post there.


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.
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on September 16, 2012, 06:17:00 PM
Well, if you need to add something else, just edit the post. If you really need to make the edit noticed, try copying the content, deleting the old post, and then reposting it anew.
Works every time. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Bacon on September 18, 2012, 02:56:54 AM
Name: CutMut
Armor: 5 more than default
Weakness: n/a (you decide)
Resistance: n/a (you decide)
Immunity: n/a (you decide)
Damage type: rip, cutter?
Speed: slightly faster than megaman
Jump: normal and a double jump that is half of normal

Weapon1: semi charged buster shots, longer interval than megabuster (shotspeed is randomly slow to med wen held down)

Alt fire: a zoom? (stays zoomed when held down, zooms very quickly)

weapon 2: a force field (octagon shaped) that does 20 damage (lasts 1 second, 5 second cooldown)

Weapon Dropped: rolling cutter (rare drop?)

Skin: Cutmut (will edit post when completed)

obituary: when killed with main "<killer> ctJammed cfall in <killed's> face"
when killed with wep2 " cuAw man! <killed> cfgot an cioctagon cfto the face by <killer>"

Role: long range combat.

Tweaked a bit more...
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on September 18, 2012, 07:23:40 PM
....that sounds incredibly broken
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on September 19, 2012, 02:03:46 AM
In more ways than just being powerful. This mod doesn't even use dropped junk.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Bacon on September 19, 2012, 09:09:17 PM
Quote from: "ice"
....that sounds incredibly broken

edited post a bit, any suggestions would be helpful you know >:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on September 20, 2012, 04:51:06 AM
since nobody else has the balls to say it I'll just do it for them


STOP SHOVING CUTMUT INTO PEOPLE'S FACES


going back to the class, it offers nothing new to the table besides the backwards shooting cutter
and you know there's this neat thing called turn around and shoot, it's pretty effective with Rolling Cutter
with the attacks, both rolling cutters taste like YD Cut Man so much it hurts
the shield's Fire Storm without the damage and the effect is a much worse Jax
and all of the weapons are lengthy boomerangs and relying on a long-ass reload time is not very fun

personally I'm against the class for several (valid) reasons, but it's up to Coldy I suppose
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Beed28 on September 20, 2012, 05:28:06 PM
Is there going to be an update sometime soon? I'm currently holding off releasing a RNC patch for CSCC until it updates.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on September 20, 2012, 07:45:14 PM
Probably not, I'm guessing. But if there is then I'd better get back to work soon.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on September 20, 2012, 07:53:04 PM
I'm very almost done with Protoman's class and Gumballtoid's class, except there's one thing in both classes that i can't seem to fix for the life of me. The error in Protoman's class (copywep shield break effects) I could probably omit for now, but the error on Gumballtoid's class, not so much. Once I can fix these I'll submit both and add new classes for V5.

However....when do we start submitting assist character ideas?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: DarkAura on September 20, 2012, 08:10:23 PM
In a sudden burst of realization, I realize that my class doesn't really...relate to my personality, which was the goal of making the class in general. That being said, my class is getting scrapped.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on September 22, 2012, 01:21:48 AM
Well this is certainly interesting.
I accidentally found my old missing bots for Gizmo (and MegaGizmo). It was buried deep within the archives of my older, crappier computer. The last place I'd have ever expected to find it. I honestly thought it was gone for good.

So now, with a bit of touching up, the next update should have a bot for Gizmo now.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on September 23, 2012, 01:18:39 PM
I'm finished with the 3 CSCC classes I've been making, should I send it off to Coldfusion or Uki?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: HD_ on September 23, 2012, 01:19:22 PM
Send it to Ukiyama, he does the coding part.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Giantmega on September 23, 2012, 03:27:25 PM
Name: Giant Mega.exe
Armor: 100 (Weakness:Ice,Elec)
Speed: Normal
Jump: Normal
Damage Type: Super Adaptor Fist
Role: Trapist
Weapon Dropped: Hard Knuckle
1st Weapon: Shoots A Super Adaptor Fist (One Fist)
2nd Weapon: Charges And Shoots A Quickkbeam -Really Dodgeable
Because U Can Move Before Charging Finshes, -Flash Red When Charge- ( If There Was A Way To Make It Not Insta Kill..)
AltFire: Shoots A Starcrash
Skin: Protoman (Not Break)
Damage Information: The Super Adaptor Fist Causes 20 Damage
Secoundary Fire: Gives 25 Damage -The Damage Goes Down When
Half Of Hp Is Gone And Depends How Close or Far U Are- If Ur Close
Then It Does 40 Damage
Title: Now excuse me while I finish Noxium and that "other class"
Post by: MasterXman on September 23, 2012, 03:34:14 PM
This class sounds very op.

Also congrats. We've reached 200 pages.

And I think Ukiyama could be waiting for the MM8 Expansion.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on September 23, 2012, 03:45:16 PM
I wouldn't say so. Short ranged 30 damage (4HKO) homing attack and a really long charge time for 50 damage.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Giantmega on September 23, 2012, 04:04:33 PM
Oh, well ill fix that post
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hilman170499 on September 24, 2012, 01:46:11 AM
Yet more edits(sorry if I'm overposting, you may call it being "too enthusiactic").

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: EazyDI on September 29, 2012, 11:36:13 AM
Quote from: "Zard1084"
Quote from: "Gizmo The Cat"
Wow, nice triple post there.


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.
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 did not tell you to make a class. I hardly know you.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Gumballtoid on September 29, 2012, 11:49:43 AM
Quote from: "Hilman170499"
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...

*I attack Hilman*
*Hilman runs away*
*Hilman spams Restoration*
*Hilman attacks me at full health*
*I shout obscenities*

Also, it seems like the rest of your weapons don't do a whole lot of damage. It almost feels underpowered.

(If you're unsure about a change and you're in the process of coding it, try it out and have someone test it. No need to gag the thread with repeated edits.)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hilman170499 on September 29, 2012, 12:15:32 PM
The secondary weapon recharge rate will be slow because Restoration.

Also, I'm making changes to my class in the coding. I scrapped Decoy because pain states could not work and it will eat up space anyways. I also renamed the Instagib weapon and did sorts of things. However, I still have not done a lot.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on September 29, 2012, 06:30:20 PM
Quote from: "Giantmega"
Oh, well ill fix that post

Fix the grammar too. Almost unreadable.
Title: What I'm not mentioning is mana problems.
Post by: Korby on September 29, 2012, 07:32:32 PM
Quote from: "Gumballtoid"
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:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on October 30, 2012, 01:55:59 AM
Welp I might get a stern talking to for bumping though then again this is a community project that pretty much died.

Anywho, what do you guys think of my old idea for my class where you could split apart into 2 separate robots?
(use the Sparky item, you lose the Ice weapons leaving you with Sparky and you're stuck with a slow recharge, but you have Ice fighting with you ala geminiman)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on October 30, 2012, 02:07:41 AM
It would be interesting to say the least. Depends on the thing's AI, really.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: tsukiyomaru0 on October 30, 2012, 02:22:00 AM
Worry not, Ice. We are awaiting for the release of the next MM8DM upgrade before further expanding CSCC, This is why things seemed to have "slowed down". Now, on your class' request and Korby's coment about its AI... I could consider either adopting the Geminiman method or the one that I happened to use in my CSCC class ("Nis fo Noci"). The former might be easier to do and allow the "sentry" to aim at anyone around, but can harm friendly units if I recall it correctly. Meanwhile the later doesn't harm friendly units but has the detection area limited to that of a screenseeker and is harder to do.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on October 30, 2012, 02:43:37 AM
in the original version, it was based more on the original gemini clone with a slightly improved AI (ability to jump when it bumps into an obstical), the only real downside to that method is that it's abusable by dieing using the item dieing and spammig it
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Tengu on October 30, 2012, 03:08:40 AM
ALLLright. Submitted my map. I hope for the best on it <_>
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Zard1084 on October 30, 2012, 03:11:29 AM
So how is my class coming along? do i need to make adjustments? or is it fine as is?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on October 30, 2012, 03:44:58 AM
Quote from: "Tengu and Tango"
ALLLright. Submitted my map. I hope for the best on it <_>

Wrong topic  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 04:59:38 PM
My class is moved.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on October 30, 2012, 05:02:55 PM
Quote from: "FTX"
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/)

Ehh, I suggest you have more posts, understand how this mod works and please be clear about the attacks, no offense, but I can't understand half of the things you said.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 05:17:17 PM
Ok i changes it are you happy now.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on October 30, 2012, 05:26:45 PM
It's painfully generic. Hardly anyone will enjoy the class compared to the others. You need to have a class that's far more creative and interesting, such as having new weapons and features to your class rather than recycling existing ones.

Look at some of the other classes for inspiration if you need to (but obviously don't copy them, try to be as unique as possible).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 05:44:07 PM
Now i made new weapons on my class and i show how mush is attacks.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on October 30, 2012, 06:20:55 PM
The same fire/ice gimmick Gummy uses? Boring weapons that deal hardly any damage? Helmetless Mega Man with a really large and creepy smile? Oh boy! Where do I sign up!?



... Look, as M712 said it's painfully generic. Nobody knows you and the class is pungent with the taste of "why".
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 06:29:41 PM
But what weapon should i put to my class.
Give some info please.  :(
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: BiscuitSlash on October 30, 2012, 06:36:52 PM
Base it on what type of weapon you'd most like and what your favourite element would be (if any element). Base it on yourself in terms of personality and interest as much as you can. Be sure to give it something that'll make it interesting though, I can't tell you what, you'll have to think something up yourself (preferably something that isn't typical with the other classes).
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on October 30, 2012, 06:42:22 PM
Quote from: "M712"
preferably something that isn't typical with the other classes
yes please

for the love of god

DON'T USE A FIRE WEAPON
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on October 30, 2012, 07:02:28 PM
I should probably make my fire weapon more interesting at some point.

Also, don't be a class built for melee.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 07:10:39 PM
I got my weapons ideas in weapon 1 is wand of darkness and in weapon 2 alt is skull beam.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on October 30, 2012, 07:15:45 PM
Now explain exactly what it is those things do.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: FTX6004 on October 30, 2012, 07:22:20 PM
Here is my class

Name: cmFTX
Armor: 0.60x
Weakness: Super Arm
Jump: Normal but can also use walljump.
Weapon Dropped: Wand of darkness
Weapon 1: Wand of darkness (This weapon shots a dark ball you will have a wand in your arm and is have black colors on it the ammo you will lose on it will be 20 ammo)
Weapon 1 attacks: 19 health
Weapon 2 alt: Skull beam (This weapon shot a beam with skulls on it and is fast too if you will use it one time all ammo will be gone of this weapon)
Weapon 2 alt attacks: 40 health
Skin: My self skin here it is (http://imageshack.us/a/img32/6739/ftxlf8f2.png) (http://imageshack.us/photo/my-images/32/ftxlf8f2.png/)

Ok i changes the ammo and the heath they will lose.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on October 30, 2012, 07:37:38 PM
Think about it for a second.

The MEGA BUSTER does 10 damage, has a decent rate of fire, and uses no ammo.

Your attack uses nearly a sixth of your ammo and only deals 7 damage.

:ugeek: :ugeek: :ugeek: :ugeek: :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on October 30, 2012, 10:07:36 PM
Quote from: "SmashBroPlusB"
Quote from: "M712"
preferably something that isn't typical with the other classes
yes please

for the love of god

DON'T USE A FIRE WEAPON
You're not gonna like my class :l
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: -FiniteZero- on October 31, 2012, 12:35:38 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on October 31, 2012, 01:28:25 AM
what is this supposed to be
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: -FiniteZero- on October 31, 2012, 01:31:17 AM
The inside of an Eggpod. I made a post a while earlier that I wanted the skin of my class changed to my Eggman skin.
Title: Tacticool iron sight
Post by: Laggy Blazko on October 31, 2012, 02:03:16 AM
Speaking of HUDs...
(click to show/hide)
Title: Re: Tacticool iron sight
Post by: tsukiyomaru0 on October 31, 2012, 02:23:02 AM
Quote from: "Laggy Blazko"
Speaking of HUDs...
(click to show/hide)
YES! ALL MY YES!
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ice on October 31, 2012, 02:30:22 AM
Quote from: "-FiniteZero-"
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.

You could use the battle & chase HUDs I made if you want for the hands
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: -FiniteZero- on October 31, 2012, 02:48:27 AM
Ah, that should help with that. Now I just need to be able to make a eggpod's inside. Possibly model it after one of the Battle'n'Chase HUDs.

EDIT: And this is the result.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 05, 2012, 02:16:02 PM
Okay so, after a long hiatus, I'm almost ready to send in the next updates to my class. I'm working on a changelog so that nothing gets left out this time. :ugeek:

Most of the actual changes I made are mainly balance related. I'm thinking though, that I should change the way Gizmo's defend works. Instead of making it a Protoshield type of thing, he should get a defense buff for as long as he's guarding. This was an alternative that I had in mind, but I went with the Protoshield counterpart for reasons I can't remember. I think it would really be better for him all around, since a lot of times things can get past that shield and damage him anyway. (i.e Magnet missile) A defense buff would work better for defending things all around, and also not be so annoying to people against him when all the things they throw at him are completely nullified in the instances they do hit his shield.
Unfortunately, I don't know how to go about it. I don't know how to make a defense buff, so I'll probably have to ask for help with that.

Another thing, I edited his Claw Gloves mainfire to be a bit more unique. I'm still unsure whether or not it's a very good idea, which is why I saved a backup, but I'm going to leave it in and see how it plays out.
I still need his attacking to be fixed though. Currently he slashes twice in one click. I want it so that you have to click for each slash. If you only wanna attack once, you should be able to do so. (and with the update, attacking all at once can be a hindrance if you only want to attack once.)

Let's see, what else...Oh yeah, his colors. His colors are off. I am no expert on wcolors, but I intend to try and fix that. He should keep the same colors with all of his weapons, yet he changes when he switches between his Claw Gloves and Plasma Cannon. (and neither of them are the right colors.) To make it a little easier in getting his colors more accurate, I'm gonna edit his sprites a little. Just a little! I don't want another team color confusion incident to happen.


And last but not least, There's Kitty.

(click to show/hide)

I've successfully made "Kitty Item". It's Gizmo's replacement for Eddie. Kitty will act like Eddie when summoned and follow him until he catches up. He'll throw a total of 3 items to him; Mostly consisting of health, but he has a chance of giving him a weapon as well.
Now, the problem I'm experiencing here is that 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. :|


Quote from: "xColdxFusionx"
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.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on November 05, 2012, 03:45:08 PM
Quote from: "Gizmo The Cat"
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. :|

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"

Quote from: "Gizmo The Cat"
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.

Sounds interesting. The super move idea seems intriguing, but we'll have to see what you have planned before we make the final call.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 05, 2012, 03:50:53 PM
Quote from: "xColdxFusionx"
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"

Ahh, of course. I knew that in the back of my mind, after I saw the Proto Dropper in the file. I just forgot. ^^; Thanks for that.
On that subject, I found that Kitty actually can give you the Eternal Claws upgrade.

(click to show/hide)

So that fixes that problem.

(click to show/hide)


Quote from: "xColdxFusionx"
Sounds interesting. The super move idea seems intriguing, but we'll have to see what you have planned before we make the final call.

Yeah, I'm gonna have to tread carefully with Smash. I have no idea how I'm going to make his whole layout, but for now I'm just going to experiment with him and see what's good. In the meantime, I'll be focusing on finishing up Giz.



EDIT: For some reason your wepdropped method didn't work for me. Sooo, I had to go and make my own type of "weapon drop" out of the Eternal Claws upgrade, which seems to work fine. Though I don't think that'll prevent any other class from picking it up. Either of them, for that matter.
At least it works.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on November 05, 2012, 05:37:54 PM
Quote from: "Gizmo"
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



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
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 05, 2012, 05:40:39 PM
Sounds really complicated (both technically and playability-wise) and I'm not sure how it would work. But I can't deny that it's interesting.

EDIT: Oh yeah, about your...Fusillade Particle beam, (if that's how it was spelled) I'm thinking that If I'm able to create it, then it would be an alt. fire for Gizmo's Chaos Cannon upgrade. The mainfire would be that gigantic laser beam, of course. Both would require a long time of charging to work.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Laggy Blazko on November 05, 2012, 06:18:12 PM
So, there are going to be 2 characters named "Smash" now?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Hallan Parva on November 05, 2012, 06:51:02 PM
kinda sorta technically


SmashBro
Smash the Echidna


though personally I think the animal one will be finished first
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 05, 2012, 08:07:45 PM
Pfft. You underestimate my procrastinatious abilities. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on November 05, 2012, 08:09:34 PM
I have a similar problem, but my class apparently won't be in the next release anyway so whatever :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 05, 2012, 08:11:48 PM
Aw man, and I was seriously looking forward to it.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on November 05, 2012, 08:16:40 PM
While I'm here, I should probably ask for an opinion on a new Fire weapon, or if I should keep my current one. At the moment, it's literally just a ripping search snake, and when fully charged, it shoots out three ultra devastating fire onion rings. The reason I've been wanting to change it is the ice and lightning weapons are basically way cooler.

One of the ideas I had was to make it more like how Ice was supposed to work originally, which is have the projectile go out, then stop, sit around for a while, then go away.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 06, 2012, 12:09:05 AM
I'm having a bit of trouble picturing in my mind which versions would be better.




I've made a little To Do list for myself. I've come pretty far in making this class, but I've still got quite a ways to go.


(click to show/hide)
Title: I'm still waiting for stuff so bleh
Post by: MasterXman on November 07, 2012, 11:22:17 PM
(http://img35.imageshack.us/img35/7223/csccnovember.png)

Oh cool, a new version's coming. Also will gummywormz be using his space rift next version?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: -FiniteZero- on November 07, 2012, 11:41:35 PM
I guess I should put up what I have for my new HUD?
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: ? Manibogi ? on November 07, 2012, 11:56:07 PM
Bare in mind that, should my class get in, it's not the final thing, I still have many plans for it, but I felt the current version was solid and fun enough to deserve a submission.

Though, considering this is not a new version, I doubt it'll get in.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Korby on November 08, 2012, 01:09:54 AM
by the way
I'm not sure if any new non-tsuki's fourth revamp classes are getting in this version.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: Davregis on November 08, 2012, 02:22:47 AM
Changelog?

All of the Tsuki classes have been pretty good, actually.
...Except for the hitbox, I mean.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: xColdxFusionx on November 08, 2012, 05:10:06 AM
I've got something better than a changelog. (http://www.mediafire.com/?amt340g389u5517)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 08, 2012, 05:16:07 AM
That's awesome!

...But a changelog would still be nice.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 08, 2012, 05:21:11 AM
Quote
v4c
//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
As well as a few secrets
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 08, 2012, 05:24:18 AM
Okay, thank you.

(Probably going to need to post my new HUD soon for the next version.)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on November 08, 2012, 06:45:30 AM
Sorry for posting here again but I'm just going to ask a simple question.

Assuming that their classes are in the pack, are users allowed to make major changes to their classes such as completely new weapons? Just asking...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 08, 2012, 07:01:26 AM
did you put in sinkman's rain flush buff yet
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 08, 2012, 07:04:06 AM
hey Tsuki did it about four times





I really don't think that's not allowed
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 08, 2012, 01:21:54 PM
Ah crap, I was hoping I could submit my updates BEFORE the v4c. (especially since I only had a couple of things left to do before doing so.)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 08, 2012, 02:55:36 PM
I think Jax's obituary is broken.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 08, 2012, 03:52:11 PM
Breve's hud is... weird. I think he shows the right hand when he does the alt. fire  :?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on November 08, 2012, 04:01:55 PM
He flips his hand and rises it up to make the spike appear.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 08, 2012, 04:21:25 PM
Quote from: "Ukiyama"
He flips his hand and rises it up to make the spike appear.

Ok, that's what I thought at first. It also took me like 6 tries to read KY's dialogue.

YAMATO FINGERRRRR
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on November 08, 2012, 04:26:34 PM
My class got buried. That's fine though, I have a new idea nowbecause it totally matters:
(click to show/hide)
Sudden burst of inspiration, heh. Pun absolutely intended.  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 08, 2012, 04:37:24 PM
I'm just gonna put the sprites for my new HUD here.

(click to show/hide)

In order, they're normal, mainfire, and altfire.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 08, 2012, 06:12:30 PM
I found three problems so far:

- Hades attack doesn't kill in one hit, I had Megaman survive to it once while he was on the move. There's also no reason to use it, because of Pokeballs.
- TheBladeRoden's blades colors are broken, he's blue and cyan while holding them.
- KY's YAMATO FINGER deletes spikes. I'm dead serious.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on November 08, 2012, 06:20:56 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 08, 2012, 06:28:41 PM
Well, I suppose since I missed my chance to send in my updates, I could just go on and keep working until the next version starts to come out. (or until I actually finish the class...)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 08, 2012, 06:30:30 PM
To make it more clear, Megaman was bouncing in Burst Man's bubbles, minding his own business, when I decided to use Hades attack, luckily I managed to catch him while he was in mid-air. In the middle of his stunlock he fell behind a platform, just in time to avoid the kill. By the time Megaman bounced back up, the Hades attack had finished, and he started to attack me. And can you probably guess what happened after that.

I know having stunlock almost guarantees the kill, but this can happen (or you can get shot out of the sky). If this is intentional, then I'm fine with it, considering it's an AoE attack and the damage dealt will most likely finish anyone in less than a second.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on November 08, 2012, 07:01:30 PM
Quote from: "Ukiyama"
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.

Beed28 can also do this with his shield.

Anyway, I actually laughed out loud when I used Shining Finger against a bot of Beed28, with that text box coming up at the bottom of the screen. But the fact that he said "Wait, I can die?!" afterwards just sold the moment.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: EazyDI on November 08, 2012, 09:05:59 PM
Hey ColdFusion, I think you missed this rule. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4935)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on November 08, 2012, 09:16:34 PM
Quote from: "Stylin'"
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on November 08, 2012, 09:18:48 PM
Quote from: "Stylin'"
Hey ColdFusion, I think you missed this rule. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4935)

CSCC-v4c.pk3 is available at best-ever, as with most mods that don't want to use Wadhost.

Just add http://best-ever.org/wads/ (http://best-ever.org/wads/) to your Wadseeker list, preferably before Wadhost.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 08, 2012, 10:23:35 PM
Ironically enough, Breve's "Lag Spike" causes tremendous amounts of lag... across the entire server.

Yeah, if it was a joke it's not that funny. You know, since "unplayability" and "disconnects from missed packets" are awful.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on November 08, 2012, 10:43:04 PM
Quote from: "SmashBroPlusB"
Ironically enough, Breve's "Lag Spike" causes tremendous amounts of lag... across the entire server.

Yeah, if it was a joke it's not that funny. You know, since "unplayability" and "disconnects from missed packets" are awful.
Only in HD servers, I suppose? 'cause Lag in his are harsh.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 08, 2012, 10:50:24 PM
4c released? Better get back to work.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mr. Sean Nelson on November 08, 2012, 11:43:48 PM
I couldn't get this on Doomseeker.

Why is that?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Balrog on November 08, 2012, 11:54:56 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 08, 2012, 11:57:21 PM
Quote from: "tsukiyomaru0"
Quote from: "SmashBroPlusB"
Ironically enough, Breve's "Lag Spike" causes tremendous amounts of lag... across the entire server.

Yeah, if it was a joke it's not that funny. You know, since "unplayability" and "disconnects from missed packets" are awful.
Only in HD servers, I suppose? 'cause Lag in his are harsh.
When he's not watching you-know-what, his servers are not half bad, to be honest.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on November 09, 2012, 01:35:22 AM
Y'know, I can HEAR you...

Anyway, I think my server is taking acid or something (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=2040&p=201124#p201113), so hopefully it's temporary.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on November 09, 2012, 02:12:47 AM
"Melee weakness!?" "Are you crazy!?"

As a result of my new Melee weakness, KY is now a hard counter (though not even close to how bad Gizmo was)

Gizmo's now a soft counter.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 09, 2012, 02:53:12 AM
Quote from: "Balrog"
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.

Added this info to the first post.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Orange juice :l on November 09, 2012, 03:07:30 AM
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. This also has a few edits.

"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."
Direct quote from ColdFusion

NAME- Communist Mage
SKIN- Auto-Unknown
SPECS:
.69 Armor
Taunt: IT'S TIME
No hard coded weaknesses- Any class that can avoid rage generation is a solid counter
Variable speed
Heals 50% less from HP pickups.

Gimmick:
NerdRage
All damage in excess of 20 in three seconds is returned at a 1:1 ratio as NerdRage, a special ammo capped at 100. Also generates 1 every 5 seconds.
Speed starts at .5 and scales to 1.0 with rage. Scoring a frag reduces nerd rage by 20.

WEP 1: RAWKET PUNSH
MAINFIRE: FALCON PUNCH
Hard knuckle with varying power- 30/80 damage depending on current Rage, Crystal Eye ROF at 0 rage, Freeze Cracker ROF at 100 rage
ALT : FLIP TABLE
Flips a table firing a high speed projectile, consuming 5 Rage. Deals 40 damage. Leaves cosmetic shards on the ground if it connects.

WEP 2: FISTS OF STEEL
SPECIAL: If you stop firing for 5 seconds, you PUT UP YOUR DUKES which can absorb up to 50 damage from the front, but stops if you fire. Recharges in 30 seconds if it breaks.
MAINFIRE: JAB
Deals 30 damage and knocks the target away.
SECONDARY FIRE: UPPERCUT
Deals 80 damage. Long wind-down.

Gimmick Deluxe:
At 80 rage, you can use a special item to convert all rage into a randomly picked super weapon. This is usable once per life.

Satanic Soviet: 10 second charge time, and fires 4 atomic fires in blizzard attack formation. One shot.
NERF NOW: All opponents who deal damage to Communist Mage have damage and speed reduced by half and take 15% more damage for 20 seconds. Lasts 60 seconds.
Balanced Weapon: 5 shots of FALCON PUNCH with magnet missile homing.

Obligatory obituaries:
Mainfire 1: X was rageabused by [Communist Mage].
Altfire 2: X was flipped over by [Communist Mage]
Mainfire 2: X managed to not get shoved off the cliff by [Communist Mage].
Altfire 2: X was rageslapped by [Communist Mage].
Satanic Soviet: X was redistributed by [Communist Mage]'s Satanic Soviet.
Balanced weapon: X was hunted down and punched by [Communist Mage]'s Balanced weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on November 09, 2012, 04:02:19 PM
Hey Cold, could you take a look at this? Yeah, I'm not posting this again cuz nagging.
Quote from: "Knux"
My class got buried. That's fine though, I have a new idea nowbecause it totally matters:
(click to show/hide)
Sudden burst of inspiration, heh. Pun absolutely intended.  :ugeek:
I think the Danger Mine Pack could use the mines separately now...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on November 09, 2012, 05:00:07 PM
If Chimera Man throws his "boomerang orbs" into a horizon linedef, it disappears and he loses that one permanently.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 09, 2012, 05:13:19 PM
Quote from: "Beed28"
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.

In other news, in a 50-frag instagib match, I got around 20 frags only with "Taunt Frags" in Wave Man.

Also, how does Tsuki work? I've tried everything to get the other weapons, but I just can't.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on November 09, 2012, 05:59:38 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on November 09, 2012, 06:39:23 PM
Found two more issues, both relating to my class; when Missile Barrage is fired into a group, the missiles just kinda fly straight at a slow speed and doesn't home into anyone. Also, when someone is killed by the Shining Laser, they just... disappear. There's no explosion or anything.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on November 09, 2012, 06:49:20 PM
Well I can easily say that the beam was just missed placed in the class base (probably cause last minute editing go me >.>), so that should be easy, and I REALLY don't know how your missiles work in general >.>
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on November 09, 2012, 07:02:51 PM
*AHEM*

So, I want you guys to go on a scavenger hunt!

I need you guys to find out how to obtain a fatal error using CSCC, because I have no idea what caused it to crash yesterday.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 10, 2012, 04:08:43 AM
Quote from: "Ukiyama"
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

the ENTIRE PURPOSE OF EXISTENCE from Miss Nakano







I am going to find this man

and when he does

he is going to wish he made himself less easy to find
Quote from: "Orange juice :l"
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 :|



but I'll admit I like your changes a lot guy
I'll personally probably only use the first weapon but that's because it's so hilarious

One suggestion though, why not make the "Super Weapons" usable through the item itself?
This means pushing the item button would start the attack, bypassing the need for weapon giving/taking altogether.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Orange juice :l on November 10, 2012, 04:49:32 AM
I suppose that could work, but now how do you expect to charge up atomic fire through the item slot? :ugeek:

Anyways, the other items could work as... well, items.

Instagib could be table flip that halves RoF (starting a little faster than silver tomahawk) every time a frag is scored, resetting when you die.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 10, 2012, 07:08:21 AM
Quote from: "Orange juice :l"
I suppose that could work, but now how do you expect to charge up atomic fire through the item slot? :ugeek:
Auto-charge.

You emit a particle effect while charging up, with the progress shown on the HUD as an additional (and temporary) ammo bar. When fully charged, the next press of Alt-Fire sends out the wave of Atomic Fires.

It's not that hard really, just needs a little knowledge of inventory flags.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 10, 2012, 09:34:54 PM
Attention all Cutstuff Members:

Would the owners of the following classes please PM either me or Ukiyama. Your class is being put under examination for revamping, and may be removed if no action is taken:

Gummywormz
FiniteZero
Fenga Papit
Trollyomaru Zero

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:

Travis
Bikdark
Gizmo the Cat
TheBladeRoden
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 10, 2012, 10:10:16 PM
Oh! Sure, okay. Should I go ahead and send in my updates now so we can see what we can work off of?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 10, 2012, 10:53:02 PM
I replied, giving my ideas.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 10, 2012, 11:15:58 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on November 10, 2012, 11:25:04 PM
Is xColdxFusionx's alt supposed to work in Instagib? Otherwise that ammo bar seems pointless.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 10, 2012, 11:26:53 PM
Quote from: "? Manibogi ?"
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.

A xColdxFusionx revamp has been suggested by others as well as myself. The only thing holding me back is being able to come up with ideas that don't sound just plain generic.

Also, keep working on your class, and keep thinking about what you can add to improve it. Don't be afraid to send it in so we can give you feedback.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 10, 2012, 11:31:58 PM
Also, I really liked FiniteZero's 5-way dash, what happened to it?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 10, 2012, 11:39:50 PM
As the one who will probably end up buffing that guy, I'll put it back, as well as add his ideas.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 10, 2012, 11:55:10 PM
Quote from: "xColdxFusionx"
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.
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.

Problem solved, now give me back my cheap camping spots. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 11, 2012, 12:02:59 AM
or you could just make it so he can't shoot midair

after all his gun is already pretty bad
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: sipfried on November 11, 2012, 12:08:24 AM
i realy like cutmanmike class.
he got a bad ass rolling cutter and his alt attack is like burn everybody.
i play then mike the hole time.
if you make me a class its gonna fun but if you don,t accept it (what the chance is REALY big) i know it why .
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 11, 2012, 01:30:23 AM
Okay, I sent in a lengthy PM to Uki about the status with my Class, and what I'm hoping to do for it.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 11, 2012, 10:01:32 AM
(http://img15.imageshack.us/img15/6874/firaflamesstrip6.png)

(http://img31.imageshack.us/img31/9711/firaflameslargestrip6.png)



Sprites for Nido Nakano's "Fira" attack. The flames grow larger before disappearing in a puff of smoke. I'm posting these here because I'm not sure whether to use the second sprite or the third sprite for the "middle" flame graphic. The animation will either go 1-2-4-5-6 or 1-3-4-5-6. I sort of like the third frame myself but the second frame looks more symmetrical and clean.

Whatever.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 11, 2012, 12:30:03 PM
Well, first of all, you should remove the black outline, fire with black outlines just looks bad, a darker red would work better. I kinda like 1-2-4-5-6, personally.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 11, 2012, 04:55:31 PM
I disagree. I think the black outline works for the character, and while it's not exactly in Megaman style, it's in style with the rest of her projectiles.

1-2-4-5-6 would work fine.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: JaxOf7 on November 12, 2012, 04:00:31 AM
Quote from: "xColdxFusionx"
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:

Bikdark
What.

Dudes in CSCC chat wanting him removed, what.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 12, 2012, 02:58:21 PM
1. Simplicity is not a bad thing, most of the time I see it as a virtue, rather.
2. Bik is not only fine as is, but he's also not that simple.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 12, 2012, 03:27:13 PM
I agree. CSCC needs some simple classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on November 12, 2012, 04:05:07 PM
There's a line between "Simple and functional" and "Simble but not functional". Sinkman, for example, is simple and functional, because he is a "Pyro" with an AoE attack. But GummyWormZ is too simple and, sadly, not functional, because it has a spiraling needle attack that eats ammo easy and a melee attack that is hard to hit with. As for Trollyomaru, it is plain joke class, it is likely to be removed because of how useless it is for fight and due to the fact I'll be needing to use that skin soon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 12, 2012, 04:24:48 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on November 12, 2012, 04:44:33 PM
Quote from: "? Manibogi ?"
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.

In my opinion, he should go with an "offensive counter" style of class, as it fits his current play style, focusing in taking risk to cause lethal damage to score.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Tails on November 12, 2012, 04:53:08 PM
I think his class is fine as it is. It's somewhat copy of the TF2 Spy but it's really fun and I don't see a reason to revamp it heavily. The only thing that's lame is the "ally" sign doesn't pop up above him, but that in itself is dumb to nitpick because if it isn't a team game it's pretty obvious he's a spy anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on November 13, 2012, 12:20:18 AM
The thing is that this isn't TF2, and so being disguised AT ALL is an incredible advantage due to stairstabs being possible on flat terrain.

500 POSTS! WOO~!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Gumballtoid on November 13, 2012, 01:12:10 AM
It isn't really practical in MM8BDM. In addition, the backstab detection is terribly inaccurate.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 13, 2012, 03:05:09 PM
To be fair, it's about as accurate as in TF2  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on November 13, 2012, 10:50:22 PM
(click to show/hide)

I'd like some feedback, Red is still in a very liquid state and prone to tweaks or complete ability change.

Let's pool our efforts.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on November 14, 2012, 12:11:40 AM
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...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on November 14, 2012, 12:17:14 AM
My problem is that, if he has less than 10 health and no spears in LMS, he'd become completely useless. Other than that, though, I like the class, it seems fairly unique and balanced, but, like I always say, a simple text, no matter how descriptive, won't do a class justice. Considering how unique he is, I guess we'll have to wait and see what happens regarding balance.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on November 14, 2012, 01:59:57 AM
Morbid beyond belief.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 14, 2012, 02:50:47 AM
Quote from: "Yellow Devil"
1st Weapon: Hemomancy
1st Weapon Alt: Blood pool.
2nd Weapon: Tides of blood.

Someone's been spending a bit of time on the Fields of Justice.

Overall, I like it. Values may have to be tweaked, but it seems like it'll be fun to play.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: TheBladeRoden on November 14, 2012, 06:15:14 AM
It seems TheBladeRoden is a bit too Plain Jane, I need some ideas to spice him up.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 14, 2012, 06:40:53 AM
actually Coldy brought this up in the dev room
Quote from: "xColdxFusionx"
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."

FIVE MINUTES AND ONE SMASH LATER


[11/13/2012 10:52:37 PM] The King of Shenannigans: Coldy
[11/13/2012 10:52:52 PM] The King of Shenannigans: new items for BladeRoden

Gun Blade
Blade Gun

[11/13/2012 10:53:41 PM] xColdxFusionx: lol
[11/13/2012 10:54:05 PM] Korby: which one would be melee???/
[11/13/2012 10:55:03 PM] The King of Shenannigans: Gun Blade explodes on slashes, can deflect projectiles (?)
Blade Gun shoots sharp ripping projectiles that deal melee damage (lol elements)
[11/13/2012 10:55:21 PM] The King of Shenannigans: for added laughs make Gun Blade totally NOT deal melee damage
[11/13/2012 10:55:40 PM] Chimera Man: What
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on November 14, 2012, 07:35:56 AM
Quote from: "SmashBroPlusB"
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...

Each time he presses alt he'd lose 10hp.

Quote from: "? Manibogi ?"
My problem is that, if he has less than 10 health and no spears in LMS, he'd become completely useless.

He can still regain health from Hemomancy if it is fired accurately enough.

Quote from: "Daveris"
Morbid beyond belief.

My cup is half empty.

Quote from: "xColdxFusionx"
Someone's been spending a bit of time on the Fields of Justice.

No shame.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on November 14, 2012, 08:52:48 AM
The only problem I have with this class is that it's too morbid for the Mega Man setting. He would definitely fit in better in the Doom, Heretic or Castlevania settings.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Max on November 15, 2012, 05:14:53 PM
What do you mean morbid? It's child-friendly!

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Gumballtoid on November 15, 2012, 09:48:52 PM
Okay, it occurred to me just a few minutes ago. The skin M712 and I included in the submission for my class is absolutely lazy and shameful and eyebleed-inducing and GBT-why-the-hell-did-you-do-this. It hit me like a ton of bricks while browsing old skin threads (including my own).

For the time being, I'd like the skin changed to Doc Robot, if that's alright.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on November 16, 2012, 12:20:08 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 16, 2012, 01:01:57 AM
Quote from: "ice"
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
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
Links are here:
Skin: viewtopic.php?f=30&t=4712 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=4712)
My weapons: viewtopic.php?f=28&t=5042 (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5042)
And here is my class Info Again..
Name: Zard1084
Armor: .75x a little low but armor is traded for speed and jump (can be tweaked if needed)
Weakness: Fire, Bombs, Needle
Resistance: melee, ice, electricity, G-Hold
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)
Weapon 1: ZardGun my first weapon i made it deals quick Damage
Weapon 2 (alt): Cross Sword Its a melee weapon that deals Claw damage and shoots out three spread shots when the ammo meter runs out i swing my sword slower and i stop shooting spread shots
Skin: My skin i made (http://i1075.photobucket.com/albums/w431/Zard1084/ZARDA1.png)
Weapon Dropped: Slashclaw
Taunt: None
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
*I made edits*
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Gummywormz on November 16, 2012, 02:41:35 AM
May as well dump ideas for my revamp here.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 16, 2012, 02:47:32 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 16, 2012, 03:07:28 PM
Quote from: "Gummywormz"
May as well dump ideas for my revamp here.

(click to show/hide)

1.2x is weaker than average armor.

While I approve of the Air Tile shenanigans, the class seems a little powerful. I'll talk with the other devs about the values.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on November 17, 2012, 09:24:01 PM
Welp, Savior gave me permition to play around with bot apoc, and try to make it compatible with cscc
wish me luck
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on November 17, 2012, 10:15:55 PM
Actually, I know how to do it, I did it for UnEpic classes a while back. It's just a matter of stopping the mod from giving the items to the classes that can't use them and changing which bots can appear.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on November 17, 2012, 11:56:22 PM
Quote from: "ice"
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

Yayyyyyyyy
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 18, 2012, 12:58:47 AM
Quote from: "-FiniteZero-"
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.

Um, I would like it if people wouldn't ignore me so much. I would like an answer to whether this is either a good idea or possible.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on November 18, 2012, 01:02:32 AM
not to my knowledge unless you want to do a bunch of spawn item tics that might ultimately lag the game
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 18, 2012, 02:09:49 AM
Oh, okay then. Maybe instead I should base it off of the Marble Zone boss...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on November 18, 2012, 03:59:09 AM
Remember once upon a time ago, when I was going to have a class?
It's time again.
First, let's repost his stats, with slight changes for balance...
(click to show/hide)

Next, the progress I've made on his skin...
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 18, 2012, 04:44:16 AM
I'll be honest, I don't like that red skin at all. The Defense form looks totally radical, though.




also fire and darkness have been overused to the point of being "god why"
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 18, 2012, 05:18:33 AM
Okay, okay. Maybe not Marble Zone boss... WAIT.

I got a new weapon for my class. The Starlight Zone Eggman boss drops bombs that explode after a bit. I should have that as a weapon used through the Item slot!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on November 18, 2012, 05:28:41 AM
Quote from: "SmashBroPlusB"
I'll be honest, I don't like that red skin at all. The Defense form looks totally radical, though.




also fire and darkness have been overused to the point of being "god why"
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."
If you can give me a better idea, though, I'd be happy to use it.
Ironically, I don't like Defense all that much.  His eyes are just ugh.

And technically, I designed this class back on page 11, so I have seniority over all of those losers. :cool:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 18, 2012, 05:46:56 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "SmashBroPlusB"

And technically, I designed this class back on page 11, so I have seniority over all of those losers. :cool:

Yeah well, I designed Gizmo's class back---*goes to check real quick*...Before page 1 (http://cutstuff.net/forum/viewtopic.php?f=30&t=1792&p=55600#p55600).  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 18, 2012, 01:45:54 PM
CF, have you considered basing your character design off Magolor?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 19, 2012, 07:58:18 PM
Hey guys my class weapons work better and better now
My main weapon now has a alt attack and its called "The Sparta kick"
and my second weapons alt is a shield that blocks most attacks
so what do you guys think of my class so far?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on November 20, 2012, 01:13:18 PM
Question:Is it okay to make a custom HUD?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 20, 2012, 01:15:20 PM
A lot of classes do already, so I don't see why not.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 20, 2012, 06:52:37 PM
Quote from: "Zard1084"
so what do you guys think of my class so far?
It still feels OP.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 20, 2012, 07:09:19 PM
Quote from: "Laggy Blazko"
Quote from: "Zard1084"
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 atm
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 20, 2012, 07:11:31 PM
Also the danmaku gun has too much ammo and reloads too fast.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 20, 2012, 07:12:41 PM
Quote from: "Laggy Blazko"
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?

Edit: i have nerfed my class and gave it weaknesses The gun now use's 5 ammo per shot and the alt attack use's 10 but can still be used when out of ammo *for now* and my sword's melee damage is nerfed by 5 and my weaknesses are bombs *they can one shot me D:* and fire *does heavy damage to me* also my resistance's are ice *does minor damage*, electricity *Hurts me more the ice but still not much damage* , gravity *does little to no damage*, and melee *does minor damage*
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on November 20, 2012, 11:02:35 PM
Quote from: "Korby"
CF, have you considered basing your character design off Magolor?
Okay, let me elaborate a little...
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.  Besides, Magolor can't be cited of having any of the powers I just listed for myself.
Though, I may consider (By which I mean, toss on the backburner and never do) a Magolor skin sometime...
Any other ideas?  Really, I can ditch everything else and change up my moveset a little--but I do want to keep Life Drain and possibly Bide.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 20, 2012, 11:47:17 PM
I said basing, not a carbon copy.
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.

In terms of the powers thing, Toadman doesn't have a revolver  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on November 21, 2012, 12:38:58 AM
Quote from: "Korby"
I said basing, not a carbon copy.
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)
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.
(As such, Magolor's defining characteristics are his cheery yellow eyes, his detached limbs--and in his other form, flowing robes and the Master Crown.  None of these are things I even want on my character.)

Quote from: "Korby"
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.
Unless his character gets seriously revamped (Moveset change, etc.), I do have limitations.  Like I said previously, I am editing the walk cycle to differentiate further, and once that's done, I'll probably custom up an Idle sprite and you'll barely know the difference.  Besides, it's still better than most everyone else.

Quote from: "Korby"
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:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on November 21, 2012, 01:10:32 AM
Quote from: "CHAOS_FANTAZY"
The thing is, Magolor is--when you boil him down--from a kid's game.
(click to show/hide)

but anyway
if you want to keep your current design, at least make it an effort to not make your guy look like megaman.
ie:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/megamanedits.png)
my sprite sucks, but this is an example of a megaman edit that doesn't look like megaman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Gummywormz on November 21, 2012, 01:57:38 AM
Quote from: "xColdxFusionx"
I'll talk with the other devs about the values.

Any update on this yet?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 21, 2012, 08:06:24 PM
Oh, right, that's a thing I needed to do.
If I say I'm going to do something and I don't follow up on it for a while, do feel free to remind me.

Discussed with the people who happened to be on Skype now. I'll see if we can get more opinions later.

My thoughts:
> Change skin to something that isn't Airman Tile. Even just Airman would work for now.
> Speed x1.0, Armor x1.0 (slightly faster than normal, average armor)
> Tile Wave needs a damage nerf or needs to go fairly fast.
> Tile Fountain should only last ~3 seconds after being triggered, and only one should be placed at a time.

Smashbro's thoughts:
> Change skin to something that isn't Airman Tile. Even just Airman would work for now.
> Tile Wave needs a damage nerf or needs to go fairly fast.
> Alternate idea for Air Tile Fountain (See Spoiler)
(click to show/hide)

KY's thoughts:
> Make the class so we can get a better sense of how it plays.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 23, 2012, 12:21:09 AM
Quote from: "Zard1084"
Name: Zard1084
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
So is my class ready or not? and the link to my class is here (http://www.mediafire.com/?7bn9l7wqth06gqq) Use this one instead (http://www.mediafire.com/?onv16ia1mdi1ism) i nerfed the kick i don't want to tweak with it anymore.... i had to nerf the kick one: it was cheap because you can stall like crazy Two: it was too easy to fly into pits i learned that the hard way.....
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 23, 2012, 05:14:05 PM
+HUDs look nice, though the Sword could use a bit of a touch-up IMO.
*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.
Title: Re: [Expansion] Cutstuff Community Classes (v4b) (hf1)
Post by: SmashTheEchidna on November 23, 2012, 09:16:43 PM
Quote from: "Gizmo The Cat"
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.

At the moment, I'm kind of at a loss of what to do for his weapons. As I said above, Smash is a brawler. (and will most likely have some pretty buffed stats to make up for his lack of range.) But I can't really think of how to make his layout unique. I'm thinking I could probably base him off of my Hale idea, but I'm not entirely sure how it would work out...

Quote from: "In the Saxton Hale Thread, Gizmo The Cat"

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.

Or if that doesn't work, we could try to see of Smashbro's idea could work.

Quote from: "SmashBroPlusB"
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

There may have been a reason this was scrapped, but if it can actually work, it could save me a lot of trouble in deciding what moves should get in.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 23, 2012, 09:30:55 PM
It was scrapped because I like Onion Knight more and Korby whined about another melee class.



Oh, and also because the learning curve was "too steep", apparently. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 23, 2012, 11:18:36 PM
Quote from: "xColdxFusionx"
+HUDs look nice, though the Sword could use a bit of a touch-up IMO.
*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.
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 24, 2012, 12:40:57 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on November 24, 2012, 12:56:39 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 24, 2012, 01:04:06 AM
Well MusashiAA i was gonna Literally combine them into one weapon a gun in my right hand and a sword in my left hand
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 24, 2012, 04:41:58 AM
Quote from: "MusashiAA"
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.

What if only one upgrade shows up on the map?

Not sure I like this idea. I do admire the thought, though.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 24, 2012, 04:54:32 AM
Things i'm changing for my class:
- Better skin (if I actually make it look better) and weapon HUDs (mostly small animation changes)
- More death animations because everyone wants to kill me with fire.
- Iron sight for tommy gun (probably i'm going to remove the crosshair)
- Reload button/item because the altfire is going to be that thing above.
- Classic FPS styled horizontal status bar.
- Make the nades bounce off walls correctly.
- Less but regenerating health and bloody-screen-so-real effect.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 24, 2012, 05:06:37 AM
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:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on November 24, 2012, 05:33:17 AM
Ok xColdxFusionx i fixed my class like you asked me i removed the kick and shield altfires and re-added the shots to the sword swing and and the shots for the gun now deal 8 quick damage and the sword now deals 7 (ripping) claw damage and the three shots from the sword deal 5 quick damage and i'll pm you my class pk3 soon....
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on November 24, 2012, 08:55:15 AM
Quote from: "SmashBroPlusB"
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:

I concur. I couldn't really see anything wrong with the skin but there's always room for improvements.
I can also imagine a lightning death pretty well.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 24, 2012, 05:31:39 PM
What elements could have custom death states?

Ice - Ice statues. That is all.
Lightning/Gemini - Electrocution

Hard Knuckle - Since it is his proper weakness, I'd suggest giving him a deathstate for it. Perhaps he gets knocked clean off his feet by the blow?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on November 24, 2012, 08:12:22 PM
Quote from: "xColdxFusionx"
Hard Knuckle - Perhaps he gets knocked clean off his feet by the blow?

His corpse is punched so hard it flies into a wall and disintegrates in a red gooey sploosh or an explosion, whatever

or maybe just the same death animation as TheBladeRoden's...you know, being punched into unconsciousness.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: JaxOf7 on November 24, 2012, 08:37:22 PM
He requires a head exploding death state.
For psychic attacks, fist of the north star attacks, and just plain old bladed decapitation.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 24, 2012, 09:15:55 PM
That gives me an idea: A "vaporized" deathstate in the vein of Half-Life/TF2

Also a melting/drowning deathstate would be neat.

...Blazko's going to be a popular target, I can tell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheManyDeathsOfYou)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Max on November 24, 2012, 09:20:28 PM
There definitely needs to be a death state where he turns into a blue angel and ascends. Explosives maybe.

There could be a drained death for Red but CF never told me if he got in
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 25, 2012, 03:08:20 AM
I'm just making the skin look more like a soldier.
(click to show/hide)
And thanks for the death ideas, guys.

EDIT: NVM, I'll keep the old helmet sprite in the front/side one.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 25, 2012, 03:23:08 PM
Ooh, pretty. Can't wait to see the new skin in action!

@YD: The Crash Bandicoot joke doesn't really fit here IMO. Besides, Gummy already has that one covered.
Also still debating on Red.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Max on November 25, 2012, 05:25:58 PM
Quote from: "xColdxFusionx"
@YD: The Crash Bandicoot joke doesn't really fit here IMO.

Butbutbutbutbut

(http://i270.photobucket.com/albums/jj107/MaxPower7137/imcry.png)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 25, 2012, 05:33:27 PM
Quote from: "Yellow Devil"
(http://i270.photobucket.com/albums/jj107/MaxPower7137/imcry.png)

...OK, I admit, that's pretty funny.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on November 25, 2012, 05:35:22 PM
OMG I MUST STEAL USE THAT!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 28, 2012, 07:58:54 PM
Okay, I got a new weapon idea thingy for my class. I start with an item, which is the weapon. It's a mine that does some damage, not too much, but does stun.

It's disguised as a weapon powerup. :D

Of course, with a few changes so a careful player would know to avoid it, as in the color/colour being slightly off or the outline being square instead of rounded at the edges.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Duora Super Gyro on November 28, 2012, 08:16:58 PM
You could make it a darker small health,
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 28, 2012, 08:24:27 PM
Or that. I like that. It has a hint of irony.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on November 28, 2012, 08:57:26 PM
The thing about that, though, is it's going to be stupidly obvious in (T)LMS and related.  Since no items are around there, any "item" out on the field will obviously be your mines.  And hence, anyone with half a brain will jump right over your mines and start attacking you.

(Oh, yes, by the way, I'm completely scrapping the CF class and starting over.  New moveset, new sprites, new everything.  He really does need a new design.)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 28, 2012, 09:01:14 PM
Well, yeah. That's why I came up with the weapon idea originally, since I think people drop weapons when they die. Do they do that in LMS?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Duora Super Gyro on November 28, 2012, 11:02:25 PM
but what if you place it like, right at the top of ladders, bottom of holes, or just around tight corners?
At least that is how I would use it.

It could be quite effective in different game modes if the user puts thought into where it can be placed.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 28, 2012, 11:16:17 PM
That's why it doesn't do TOO much damage.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on November 29, 2012, 01:16:33 AM
If I recall correctly, fake power-ups as a weapon has been taken. Sorry to bust yar bubble...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 29, 2012, 01:22:41 AM
Oh, okay. I figured someone already came up with that concept.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on November 29, 2012, 02:25:16 PM
I also came up with that for reggae a long time ago, he dropped fake small weapon/health (10), fake big weapon/health (30), fake w tanks (50 explosion), rare fake e tanks (100 explosive), and an exreamly rare fake m tank (borderline instagib with a massive radius ala bombman's old giga bombs)

Though it was a flat out flying area denile class
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 29, 2012, 02:32:19 PM
I just came up with a weird instagib idea: I shoot myself at opponents.

As in, it's sorta like a regular gun, but the projectile is the same as my skin.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on November 29, 2012, 04:42:51 PM
... so you'd wield King's Blade (http://www.youtube.com/watch?v=FfUtQqECedc)?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 29, 2012, 05:18:15 PM
Uh...?

I have no idea what that is.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on November 29, 2012, 08:35:11 PM
He gave you a link.
Come on.

I like this idea. It's certainly a departure from the normal IG weapons, and fits the zaniness of the mode.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: -FiniteZero- on November 30, 2012, 12:14:46 AM
*actually watches it*

Ah. In that case, yeah, it's like that.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on December 01, 2012, 07:35:36 PM
I imagined it more as one of Spiral Pegasus's (The Skiver) attack in X5 where it had an illusion image shot at ya that's supposed to hurt ya.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on December 02, 2012, 05:53:20 PM
Okay, I finished a second draft of my class...I'm posting it here for peer review.
(click to show/hide)
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 02, 2012, 06:10:38 PM
I like the idea of Tyndamere with magic.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 02, 2012, 06:14:47 PM
Quote from: "CHAOS_FANTAZY"
Okay, I finished a second draft of my class...I'm posting it here for peer review.
(click to show/hide)
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.

I like this idea, but numbers may need to be tweaked. Make it up and send it in, if you can!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on December 02, 2012, 07:01:17 PM
Quote from: "xColdxFusionx"
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 blame him if it's broken direct any balance issues to him.
What I am looking for is a skin idea.  I have no idea what to make me look like.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GameAndWatcher on December 02, 2012, 07:33:09 PM
^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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 02, 2012, 08:16:59 PM
Quote from: "CHAOS_FANTAZY"
SmashBroPlusB offered to try his hand at coding my class
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:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on December 02, 2012, 08:23:16 PM
Quote from: "Korby"
I like the idea of Tyndamere with magic.
...Am I the only one around here who doesn't play League of Legends?

Quote from: "Game&Watcher"
^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.

Quote from: "SmashBroPlusB"
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:
You sure did a great job of giving feedback
I believe your words were somewhat like "Send me your ideas and I'll make the magic happen."  I didn't know what else to think.  In that case...I guess I'm just sitting here twiddling my thumbs.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Orange juice :l on December 02, 2012, 08:47:28 PM
Quote from: "SmashBroPlusB"
I'm far too lazy to work on anything class-related outside of Nido :ugeek:

Quote from: "SmashBroPlusB"
heresy I tell you

You said you would try to code my class  :cry:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 02, 2012, 10:24:18 PM
okay then I lied




I already sort of got stuck with said I'd do OJ's thing too
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on December 03, 2012, 11:36:27 AM
I have a idea for a instagib attack for my class The pounce attack where my character jumps forward at people and one shot them upon hitting them but there is a risk with using the attack like flying off cliffs or falling in pits or being shot while attacking....
Is this a good idea xColdxFusionx?


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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 05, 2012, 11:25:44 PM
Quote from: "Game&Watcher"
^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.

...I do actually kind of like this ide-

Quote from: "CHAOS_FANTAZY"
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.

...baw

Quote from: "SmashBroPlusB"
okay then I lied



I already sort of got stuck with said I'd do OJ's thing too

Work harder

Quote from: "Zard1084"
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?

...Interesting idea, though it feels like it could use a bit more... something unique. Think about it and get back to me.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 05, 2012, 11:43:27 PM
(click to show/hide)
Has this been seen yet? I think not. It's fine with me if it sucks monkey balls, but at least say so.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on December 06, 2012, 12:21:48 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 06, 2012, 02:15:37 AM
Quote from: "Knux"
(click to show/hide)
Has this been seen yet? I think not. It's fine with me if it sucks monkey balls, but at least say so.

I believe I already reviewed this. I like it. A lot.

Quote from: "fortegigasgospel"
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.

Oh, boy. This will be interesting.

Guys, get on those mugshots.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 06, 2012, 02:18:52 AM
it's really old but then again so are sinkman's sprites, so
(http://i74.photobucket.com/albums/i248/Cowman_bucket/s5.png)

as for a room, it should be relatively long so you can run around, and it should have hanging targets that go across, like turboman tires, and it should also probably have a ring or at least a group of targets for his flush somewhere
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on December 06, 2012, 02:27:19 AM
Sure, pick one.
(click to show/hide)

(BTW i'm changing the invulnerability one to a Quake-like glowing-eyed grin)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on December 06, 2012, 02:49:30 AM
Quote from: "xColdxFusionx"
...I do actually kind of like this ide-

...baw
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).
Never would I ever represent my (self-proclaimed) cool idea for a class with such a horrible skin.  How's that for a reason?

Quote from: "fortegigasgospel"
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.
Ope, mugshots.  That seals it; I'm never getting in.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 06, 2012, 02:53:47 AM
They're not required bro, it's a map he's making ;P
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on December 06, 2012, 02:59:27 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "fortegigasgospel"
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.
Ope, mugshots.  That seals it; I'm never getting in.
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.
Quote from: "Korby"
They're not required bro, it's a map he's making ;P

What he said, I'm just making the hub room, not the test rooms (yet maybe). Due to not great in acs, and I'm gonna have to reteach myself in actors. So characters who don't have one will probably just have one of their frames instead.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 06, 2012, 02:20:13 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 07, 2012, 05:38:49 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 07, 2012, 07:51:06 PM
Quote from: "Knux"
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.

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.

Quote from: "SmashBroPlusB"
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)

I just noticed, how exactly do the different weapons work? I'm assuming you have to pick something else, but...
Also lol, scrapped projects
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 07, 2012, 08:24:47 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 07, 2012, 08:28:27 PM
Quote from: "xColdxFusionx"
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.

Did I mention it's blue colored? :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 07, 2012, 08:35:22 PM
Why do you want non-recharging damaging expendables, exactly? I mean, it's your class and is supposed to fit your playing style and all, but having a smaller amount of items that regen over time (or with item pickups) is generally more convenient.



Just adding my three cents (darn you sales tax!!) and I hope it turns out okay.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 07, 2012, 08:40:29 PM
Well, Bubble Prison is already unlimited and discourages chasing. Have two unlimited things that do so and I believe it encourages camping too much. I see where you come from, though. It's not a bad idea. Might even be the best course of action. All that's needed is some testing.

And making the class first, of course.
> Can't code to save his life.  :|

I was also thinking of changing how the controls go, like this:

Main - Bubble Arrow
Alt - Danger Mine
Secondary - Bubble Cage
Alt - Shove Kick (Sends players flying a bit back and deals 20 damage. Use with Bubble Cage to send them flying far away.)

That means no item, but it's alright. Got everything in there. Oh and, obit for Shove Kick:

"% was shoved out of the way by Knux's Shove Kick."
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 07, 2012, 10:11:05 PM
Quote from: "Knux"
Alt - Shove Kick (Sends players flying a bit back and deals 20 damage. Use with Bubble Cage to send them flying far away.)

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.)

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.

Quote from: "SmashBroPlusB"
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.

..."Shopping" item? I'm assuming you just mean an item that will give you the upgrade, right?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 07, 2012, 10:14:25 PM
Okay so, I sent a lengthy PM to Ukiyama along with my class in it's current state a long time ago, and haven't really heard anything back since. Can I ask what the status on my class is? I kinda figured we would probably discuss it like everyone else, (or at least get some kind of response from the team,) and held off all my work on it until news got back.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 07, 2012, 10:50:41 PM
You're class is at "Hey Uki let me actually take a look at this so I can give this guy feedback" status.

> Everything looks good so far. I like the idea of the RF Rockets having a brief delay before load and the Big Rocket having to "spin up."
> The new claw gloves are actually pretty cool. The three-hit combo makes them less spammy and a bit more interesting.
> On that note, RF Rocket feels really powerful for its speed. I get that it's not meant for close quarters, but having a longer "spin-up" time for the Big Rocket may make it a bit more balanced. Sort of a "I hope you're paying attention, because this is going to wreck your day" kind of loading time seen on the other OHK's.
> IMO Eternal Claws would make a great instagib weapon. I'll wait for your input on that though.
> If you're not making Eternal Claws instagib, the stamina bar should regenerate slowly when you're not using them, and Eternal Torrent should cost a large amount of ammo and either lose the stun or add a delay between the button being pressed and the attack starting up. (See my suggestion on the Big Rocket)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 07, 2012, 11:24:24 PM
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.)
>RF Rocket having more spin-time? That's fine. I've been trying to think of a way to balance out that weapon more.
>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.
>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.

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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 08, 2012, 01:13:35 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 08, 2012, 07:36:04 PM
Quote from: "Coldy"
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.)

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.
No argument here! It all seems alright with me. It's Bubble Cage now, though.  :p
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 11, 2012, 03:44:12 PM
Quote from: "Gizmo The Cat"
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.

Quote from: "Gizmo The Cat"
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?
Quote from: "SmashBroPlusB"
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.

Yeah, use "AltCharge" states or something along those lines; double-defining states will mess things up big time.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 11, 2012, 06:48:18 PM
I'm pretty sure I did change the names of the states and they still screwed up, but I'll have to go over them again.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 11, 2012, 10:41:44 PM
AltHold is a wonderful thing.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 12, 2012, 03:08:59 PM
Well I got it to work.

...sorta. It was working perfectly, but once I started working on balancing it out, suddenly the fully charged mainfire turned into the altfire's full charge. None of the other levels of charging changed; only the full charge. I don't know what happened or where I went wrong.

In anycase, I'm thinking that the Chaos Cannon will most likely end up being his instagib. I wanted to hold of deciding until I finished the weapon, and in case I thought up a specific instagib. At full charge on either fires it can pretty much murder anything in it's path. (Mainfire wipes out big groups in a line (think giant force beam), altfire is for wide open areas like MM2DW1 or possibly MM4DIV) I was trying to see if I couldn't make it any less OP when the bug happened.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 14, 2012, 01:53:48 AM
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.

I'm interested to see this thing when you're done.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on December 14, 2012, 02:04:19 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 14, 2012, 02:55:28 AM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 14, 2012, 04:26:46 AM
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on December 14, 2012, 05:45:11 AM
Quote from: "xColdxFusionx"
Quote 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.
Sounds good i'll be waiting on it
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: That One Boss on December 16, 2012, 01:48:16 AM
I'm back, I guess.

Name: That one boss
Armor: 0.70x (Weakness: Homing weapons )
Speed: 0.57/0.57
Jump: 12
Damage Type: Fire storm
Role: Tank
Weapon Dropped: Fire storm

Description:
Mainfire: He throws a fireball about half as big as star crash (when thrown). It about as fast as mega buster. The fireball is a ripper, and when it hits the ground, it creates a inferno on the ground. It's a bit bigger tan the size of one of the pillars in cutmans stage (but flat). The fire lasts for 10 seconds, and he can only have 2 at a time. The mainfire fires once per second
Altfire: A backhand that launches the opponent straight backward. When held, he holds his forearm in front of him, producing a protosheild-like actor in front of him, and he gains a hasterune. When released, he does the same backhand. If he hits with the backhand, the recovery time is only 10 tics. If he misses, he is unable to move or attack for 2 seconds. It can be held for a maximum of two seconds, after which it fires automatically.

Skin: Darkman.exe
Damage Information: The fireballs deal 2 damage per tic while flying, and the infernos deal 2 damage per tic as well. Neither have hitstun. The backhand deals 35 damage.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 16, 2012, 08:42:59 AM
I'm going to bet that the devteam will not be very fond of the fire element.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on December 16, 2012, 06:57:38 PM
Small sprite request... a circle kicking motion.

Like, you know how Charge Kick has a foot kicking from the bottom in a forward motion?
I'd like a kick coming from the side. Yep, just the Mega Foot (TM) kicking at a different angle.



hey I'd do it myself but HUDs are butts and feet are even bigger butts




MIGHTY EDIT

[2:14:55 PM] Korby: by the way, I'm probably not going to do it, but for that sideways kick, did you want it to come from the left or the right?
[2:15:00 PM] Korby: and by that I mean
[2:15:11 PM] Korby: are you hitting with the sole or the top of your foot
[2:15:23 PM] DAN HIBIKI: oh you hit with the top of the foot
[2:15:29 PM] DAN HIBIKI: I should probably go write that huh
[2:15:32 PM] Korby: probably
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on December 16, 2012, 07:22:02 PM
Quote from: "That One Boss"
-snip-
Quote from: "Korby"
I'm going to bet that the devteam will not be very fond of the fire element.
What he said.

Quote from: "SmashBroPlusB"
-snip-
You mean a Roundhouse Kick (or something along those lines?)
I'm curious what you're planning on using this for...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on December 16, 2012, 09:03:41 PM
There are two ice-based classes.

There are hordes of fire-based ones.

What is this trend here
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CHAOS_FANTAZY on December 16, 2012, 09:08:10 PM
Please, someone, design a water-based class to give all of them the middle finger.
That's what I tried to do with my class' sketch, with the "Chaos" type that destroys Darkness (I believe that there's also an abuse of "Shadow Powers?")
Speaking of such, I would still like to make that happen.  I may try to design its projectiles and effects, but I do effectively suck at HUDsprites.  Also, still have no ideas for its skin...anyone have anything?

(For anyone who can't be bothered to look back four pages, here it is again)
(click to show/hide)
Title: Luckily my class has water element with it
Post by: MasterXman on December 16, 2012, 09:18:35 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 16, 2012, 09:20:32 PM
Gummywormz doesn't count anymore.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 16, 2012, 09:24:03 PM
Gizmo simply has a fire weapon that he can pick-up. He doesn't completely work around fire, like Blaze for example.
Heck, he's WEAK against Fire.

Quote from: "CHAOS_FANTAZY"
Please, someone, design a water-based class to give all of them the middle finger.

I believe that's where Sinkman comes in.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on December 17, 2012, 01:48:09 AM
Well, mine's based on Water and Explosive damage, if it ever gets made.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on December 17, 2012, 01:59:43 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on December 17, 2012, 04:15:16 AM
Their could be another rock type (cause I guess HD is one), but I don't know how progress on mine is going.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on December 17, 2012, 04:38:56 AM
well, the attacks for the most part are coded but I still need to make HUD sprites. I stopped progress on it a while ago due to Rl issues though @_@, but I do have the next 2 days off from work so I'll try to see if I can finish it by tommorow
Title: Holy crap I gotta finish my class
Post by: MasterXman on December 19, 2012, 02:05:04 AM
>There's a Copy Graphics, a Trollman Graphics and a Fyone Graphics.
I can already see what classes are in next. Also since V3A is coming out this week, will CSCC V5a be coming out next year or possibly after that?
Title: Re: Holy crap I gotta finish my class
Post by: Korby on December 19, 2012, 02:43:13 AM
Quote from: "xxkirbysonicxx1"
>There's a Copy Graphics, a Trollman Graphics and a Fyone Graphics.

one third of those is correct.
Title:
Post by: MasterXman on December 19, 2012, 03:11:25 AM
Quote from: "Korby"
one third of those is correct.
(click to show/hide)
Wat. So its just Copy Joebot? I'm also curious what it looks like.
I'm suprised nobody suggested an Ivory class yet.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on December 19, 2012, 03:33:05 AM
Quote from: "ice"
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)
Well my class is a non-fire type so there :P
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Turbodude on December 19, 2012, 12:44:31 PM
Quote from: "ice"
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)
So I take it if I made a class (which would obviously use a variant of scorch wheel), it wouldn't be welcome? :(
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Gumballtoid on December 19, 2012, 01:14:41 PM
The transformer quality would likely overshadow that, but there could be alternatives to fire.

Maybe electricity or oil or something.
Title: Re: Holy crap I gotta finish my class
Post by: xColdxFusionx on December 19, 2012, 04:31:21 PM
Quote from: "Korby"
Quote from: "xxkirbysonicxx1"
>There's a Copy Graphics, a Trollman Graphics and a Fyone Graphics.

one third of those is correct.

Let me clarify:

Copy Robot is in for sure
Trollman is a fairly likely candidate
Fyone is, as it stands, unlikely to get in without some serious updates/tweaking

Quote from: "xxkirbysonicxx1"
Also since V3A is coming out this week, will CSCC V5a be coming out next year or possibly after that?

We already have a (tentative) class list for v5a, so it should (hopefully) come out fairly shortly afterwards, if all goes well.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on December 20, 2012, 12:31:25 AM
From what Ice sent me on my class, it is actually really good. So here's hoping he makes it before v5, if not oh well.
Good job again btw Ice.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 20, 2012, 05:16:43 AM
Alright, I've managed to fix the problem with the Chaos Cannon, (I forgot to change one of the flags, probably because I didn't even know what it did.) and I've changed the guarding on the Claw Gloves and added the deflector shield to the Eternal Claws. Now, the deflector shield is a little bit screwy, but it works for the most part. (Feel free to tinker with it after I've sent in the class)

The main thing I need to do now is fix the ammo on the Chaos Cannon, (and hopefully extend the charge time). Right now it just consumes ammo that you can't refill.

After that, I can send in the class, but there's still more I want to add. After all the technical stuff is out of the way, I'm going to be working on more sprites. I ought to make a list of things that need spriting.

(click to show/hide)


Gizmo's actually pretty close to being completed. :)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on December 20, 2012, 07:18:46 PM
Quote from: "Turbodude"
Quote from: "ice"
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)
So I take it if I made a class (which would obviously use a variant of scorch wheel), it wouldn't be welcome? :(

If it was just ONE weapon, that would be fine. If yar overall theme was fire, then that might be a problem. If ya need help, I can go brainstorm some ideas with ya. My favorite part of the dev team, helpin' others craft their class! :)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: That One Boss on December 20, 2012, 07:40:32 PM
No fire element? easy enough

Name: That one boss
Armor: 0.70x (Weakness: Homing weapons )
Speed: 0.57/0.57
Jump: 12
Damage Type: Metal blade
Role: Tank
Weapon Dropped: Metal blade

Description:
Mainfire: He throws a metal maceball about half as big as star crash (when thrown). It about as fast as mega buster. The maceball is a ripper, and when it hits the ground, it explodes and creates a group of drills on the ground. It's a bit bigger tan the size of one of the pillars in cutmans stage (but flat). The drills lasts for 10 seconds, and he can only have 2 at a time. The mainfire fires once per second
Altfire: A backhand that launches the opponent straight backward. When held, he holds his forearm in front of him, producing a protosheild-like actor in front of him, and he gains a hasterune. When released, he does the same backhand. If he hits with the backhand, the recovery time is only 10 tics. If he misses, he is unable to move or attack for 3 seconds. If he misses, his armor is decreased to 0.9 until he recovers. It can be held for a maximum of two seconds, after which it fires automatically.

Skin: EvilRobot (vanilla)
Damage Information: The maceball's deal 2 damage per tic while flying, and the drills deal 2 damage per tic as well. Neither have hitstun. The backhand deals 35 damage.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 20, 2012, 07:56:01 PM
Well I've successfully created a new item. Kitty Helper. This is to replace both Tango and Treble for Gizmo.
Kitty runs around the stage, attacking any enemy that falls in his sights. He is fairly agile, and has a dash and slash combo. However, when he attacks, he flies in a straight line, so it's possible to dodge with good timing. But since he's rather quick, he'll usually keep on you until he's got you. Though he's quick to change his mind if there are other targets, and often wanders off. His duration also seems to be random, as sometimes he'll stay for quite a while, while other times he'll leave after one strike. (I might have fixed this, somewhat.)

I can't say whether or not this is OP, as I've only tested this with bots and they can be pretty dumb. But Kitty is fairly strong.

I went through many phases in my mind about how to go about this. I wasn't sure how to do it. Though this was sort of my first idea, except that he was originally intended to stay near you.
Here are some screenshots. Sorry in advance if they're hard to make out. Everyone was so frantic, it was hard to get a good picture.

(click to show/hide)


In other news, I also fixed the deal with Gizmo's charging sounds playing after death. I know that annoyed everyone, including me.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on December 20, 2012, 08:21:42 PM
Suprised noone pointed this out but, does anyone else think Jaxof7's class is borderline broken in LMS? He has 2 large ranged aoe attacks, both freezes the opponent, and when he uses the main alt combo, he can just send anyone standing near a ledge off the side, not to mention he's also a tank class.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 20, 2012, 08:27:15 PM
Quote from: "ice"
he can just send anyone standing near a ledge off the side

jax can't throw people off ledges that block monsters(see: almost all death pits)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on December 20, 2012, 08:55:33 PM
That part was probably due to that fact that I was on the icy floor of Freezeman's stage and I slid off after the monster block ran out but still, a tank with aoe attacks that stun still seems a tad much @_@
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 20, 2012, 08:59:03 PM
He's simply anti melee. Stay out of his range and you'll be fine.
If you're Sinkman, try and sneak up behind him and run like Hell after launching a few rain flushes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 21, 2012, 11:31:44 PM
Now that V3A has come out, I think I should just stop here and send in my class. It's a little broken in V3A, so I'm hoping that it'll be fixed along with everything else when it gets ported over to the next version.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MasterXman on December 21, 2012, 11:48:58 PM
Before anyone can even play this with V3a this has to be fixed first.
(click to show/hide)
Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 21, 2012, 11:51:46 PM
Which is why I'm pretty sure they'll be releasing V5A soon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on December 23, 2012, 05:38:45 PM
So, v5A release estimate?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ceridran on December 24, 2012, 09:11:21 PM
Scrapped idea lies here. R.I.P.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 24, 2012, 09:36:02 PM
sounds like jack corvus
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on December 24, 2012, 10:06:15 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ceridran on December 24, 2012, 10:18:50 PM
Quote from: "Korby"
sounds like jack corvus

Totally forgot about that guy. Scrap that idea.

Quote from: "SaviorSword"
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.

I was only throwing in a basic outline.
Title: Re: Luckily my class has water element with it
Post by: Jennifer on December 26, 2012, 03:06:17 AM
Quote from: "xxkirbysonicxx1"
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.

I know this is probably late, but My class is also Fire-Based. (The Sun is the very definition of Fire ya know.)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jatea on December 27, 2012, 06:21:33 AM
Quote from: "A whole bunch of people about 15+ pages ago"
-discussion about the question of Bikdark-

I heard that something slightly unexpected was going to happen to this class earlier in a call today [wednesday]

I forgot what because I'm sleepy so don't mind me
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MasterXman on December 27, 2012, 04:10:44 PM
So I saw another testing server up. I couldn't take a screenshot of it but I did see the pk3.

I guess V5's almost here. By any chance, did my class get accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 27, 2012, 04:55:04 PM
v5's not that close
they're just updating it to v3 so we can actually work on it again
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on December 27, 2012, 04:58:25 PM
Quote from: "Korby"
v5's not that close
they're just updating it to v3 so we can actually work on it again

Yeah this

I think two more classes were added but I forgot already so don't ask me
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on December 27, 2012, 10:28:05 PM
Quote from: "Korby"
v5's not that close
they're just updating it to v3 so we can actually work on it again

So does that mean the update to V3 will be v4d for CSCC?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on December 29, 2012, 09:24:24 PM
It's not gonna to be v4d, it'll be v5a. Anywho yes it is and instead of just makin' a version solely just to be compatible, we decided to go and add 2 classes in the mix while addin' the compatibility.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on December 29, 2012, 10:00:28 PM
If I may ask which classes?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on December 29, 2012, 10:07:23 PM
Nope.
:ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on December 29, 2012, 10:09:54 PM
i already know of one but i'm not gonna say  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Russel on December 30, 2012, 12:09:07 AM
Quote from: "Gizmo The Cat"
I never understood why the item icons get so big...

You did not define a new graphic in TEXTURES, the new graphic tends to be of half size of the normal sprite so that it may fit comfortably in with the health and ammo bars.

In TEXTURES:
Code: [Select]
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.
}

And on the item:
Code: [Select]
Inventory.Icon "KITSUMI"//Graphic, as defined in TEXTURES, here.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 04, 2013, 12:26:07 AM
I have a small request to make.

Can my Missile Barrage missiles be changed to act like the Homing Sniper missiles, including damage type, minus the ludicrous 18 damage per missile? I want to use a more lag free version of them.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 05, 2013, 08:26:11 PM
Name:galaxysergio
Armor: 100 (Weakness:electricity )
Speed: normal
Jump: normal
weapon:ice wave
alt:time slow
Weapon Dropped:freezecracker


Skin: flashman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 05, 2013, 08:44:37 PM
this class is for a friend

Name:slonic
Armor: 70 (Weakness:water )
Speed: fast
Jump: 80
weapon:flame sword
alt: fire storm
Weapon Dropped:flame sword


Skin: sonic in red color
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 05, 2013, 08:53:31 PM
Double Posting is a no-no. And those classes seem so generic and slapped together that they probably won't even be considered. You should put more thought into making them unique and not just "some other guy".
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 05, 2013, 09:00:31 PM
^ This. All of it.

Take a look at the other classes in this mod. See how they have (varying levels of) actual effort put into them?
...Yeah, come back when you have an idea that doesn't fit on an index card.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 05, 2013, 09:52:46 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 05, 2013, 10:29:09 PM
...What have you done...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on January 05, 2013, 11:21:43 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 05, 2013, 11:37:23 PM
Or you could just, y'know, make an entirely new weapon. That works too.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 06, 2013, 12:56:20 AM
Quote from: "Korby"
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
Oh the irony, as the class I said, and Ice is rather far into making for me is rock and weak to water.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 06, 2013, 05:21:47 AM
Quote from: "SaviorSword"
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.

or my class

Sparky uses a high speed electric ice slasher and his alt is a beta ice wave
and Ice's attacks are the original YD gyroman's attack and... admitidly copied CF's main and tuned it into a trap weapon
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Igorthecrafter on January 09, 2013, 10:34:37 PM
I will make some stats for
Name:cmicggcoocrr
Armor: 100 (Weakness: Water,Thunder,Fire and Air)
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)
Primary Weapon Alt: Roboenza spreading (Infects that last for 10 seconds,also you can infect others,does no damage)
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)
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)
Item: Scythe Of Death (COoldown: 1 minute,because it 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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 10, 2013, 12:29:19 AM
Where do I start

Quote 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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 10, 2013, 01:22:47 AM
Quote from: "Igorthecrafter"
PLllllllllllllllllleeeeeeeeeeeeeeeeeaaaaaaaaaaassssssssssssssseeeeeeeeeee?[/size]

I stopped caring when I saw this.

...Okay, that's unprofessional of me. I should give some actual critique, shouldn't I...

Quote from: "Igorthecrafter"
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.

So yeah, the entire class is full of "I'm sorry, what". Please make it actually make sense.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 10, 2013, 02:07:24 AM
Quote from: "Igorthecrafter"
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)


From the look of it, this is probobly what each weapon does
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 10, 2013, 02:27:09 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 10, 2013, 07:46:05 AM
Quote from: "ice"
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
Oh dear Christ it's a freaking Thunder Cloud in 8-Bit Deathmatch.


If it wasn't blatantly labeled "Roboenza" I'd like this weapon just for the troll potential.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 10, 2013, 06:37:41 PM
Quote from: "ice"
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)

The thing is, if Messatsu OHK's you, he probably could have just Gou-Hadou'd you to death anyway. Scythe is just an OHK that you don't really have to do anything for. Theoretically, in LMS, you could just play hide-and-seek all day and then just cut them up. Also Time Cloud , the laser, and Roboenza all make it incredibly easy to run if you get caught. Messatsu has to rely on his foot-speed only, which, while not particularly bad, doesn't get him particularly far when he's running on some of the weakest armor in the mod. Igor not only has average speed and 1.0x armor, but tons of stall tools, as well. Running like a wuss is his Modus Operandi.

Quote from: "Korby"
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

...It's an incredibly stupid difference, but it's rather interesting now that I think about it.

Quote from: "SmashBroPlusB"
Oh dear Christ it's a freaking Thunder Cloud in 8-Bit Deathmatch.

...I thoroughly approve of this, though it should probably have a "decay" to it to keep it from being passed around indefinitely.

My big problem (which I probably didn't illustrate clearly enough in my critique (sorry about that)) is that the class just feels thrown together and "forced". Especially the Scythe of Death, which seems like it was thrown in at the last minute because "it would be cool." If you're making a class, try to assemble the parts in a way that makes sense.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: zblueboltz on January 10, 2013, 11:31:01 PM
Since I don't expect you do be capable of making your class good on your own, I'll give a suggestion one based on your current design. It seems this might be an effective, but gimmicky class if status effects are combined with minor area denial.
Quote from: "Igorthecrafter"
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 11, 2013, 05:33:34 PM
Let me take a look at this...

Quote from: "zblueboltz"
Armor: x0.8
With all of the escape tactics he has, 1.0x with a bunch of weaknesses should be fine.

Quote from: "zblueboltz"
Pain Hurricanes
I 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 hit
Whoa!! 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.

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.)

Quote from: "zblueboltz"
Roboenza claw
Damage: 20 initial damage
Personally, 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.

Quote from: "zblueboltz"
Chouchensai Laser
This slowing people down seems a bit redundant with the Time Clouds. Perhaps it could reduce attack power instead?

Quote from: "zblueboltz"
Item: Scythe of Death
I 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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 11, 2013, 06:51:33 PM
The beta Ice send me of Boulderman class
(click to show/hide)
Colors.
(click to show/hide)
His Boulder Cracker, similar to Stone's alt with some added flair of the rocks to hit nearby opponents.
(click to show/hide)
His Boulder Throw.

His roll is hard to show but works.
Obviously hud needs to be done.
Takes forever for him to die.
Ice is doing a good job on it.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 11, 2013, 07:20:24 PM
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...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on January 11, 2013, 07:25:32 PM
Now this thread is active, will this WAD still use the recoil script or a_setpitch (haven't checked it) instead?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 11, 2013, 07:42:17 PM
Quote from: "xColdxFusionx"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Igorthecrafter on January 15, 2013, 11:32:24 AM
Quote from: "ice"
Where do I start

Quote 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)
The damage is weak because of the effects,and the lazer should be a darker version of the Lazer produced by laser buster
The air shooter is purple and causes poison like poisonic clouds from Mario & Luigi: Partners in Time
Oh and the airshooter can now only shoots 1 air,just because you are angry
The elements are the weakness because of the powerful death scythe
And please make a mythril armor skin from terraria,and with mythril hood,for my class
EDIT: I'm a bad skin maker,and i never made a weapon or sprites


THE OTHER 7 POSTS:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GameAndWatcher on January 15, 2013, 12:41:41 PM
Oh, god, the Triple post!  It burns!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 15, 2013, 01:30:36 PM
PFFT. Tripple!? Try Octopple! that's 8 posts in a row
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 15, 2013, 05:20:18 PM
hello as I can tell if my class was accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jatea on January 15, 2013, 06:37:16 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Igorthecrafter on January 15, 2013, 07:45:31 PM
Quote from: "A big teddy bear"
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!!!!!!!!!!!!!!!?????????????
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Magikarp on January 15, 2013, 08:53:35 PM
Quote from: "Igorthecrafter"
LAUGHING AT WHAT!!!!!!!!!!!!!!!?????????????

oh god someone help me
im so not sorry
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 15, 2013, 09:19:17 PM
Okay I'll be blunt. Igor, you need to stop. It's one thing to double post, it's a bad thing to triple post, but Octuple posting? That's unheard of. And then you're making a big deal out of every little thing. Posts like that above should be avoided because it's only going to get you into trouble.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 16, 2013, 03:05:56 AM
Quote from: "galaxysergio"
hello as I can tell if my class was accepted?

...In case you missed my post, both classes you posted were rejected. Please try coming up with your own weapons instead of just copying weapons from vanilla.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on January 16, 2013, 06:23:23 PM
I think I should start making my class, since Cold Fusion said he liked it. I just need a tutoria-- oh wait.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 16, 2013, 08:54:49 PM
I should probably start working on Smash's class as well, since I'm kinda waiting for the new version before starting anything back up with Gizmo.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on January 16, 2013, 10:31:27 PM
Yeah, I haven't worked enough on my class because i've been busy wi-*Lazor'd*
(http://i1105.photobucket.com/albums/h341/LaggyBlazko/lazord_zpsa486fabb.gif)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 16, 2013, 10:35:23 PM
I like how one of the main attractions to playing Blazko is the many, many ways to die.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 16, 2013, 11:01:56 PM
I have a theory that Blazko is secretly a Sierra Adventure Hero.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on January 17, 2013, 01:49:27 AM
Quote from: "Korby"
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:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 17, 2013, 06:11:39 PM
How can you make your class capable of wall-jumping? I tried looking at Classes Slashman to understand it, but the only clue I found was that he starts with an item called "CanWallJump". I searched the file, but I couldn't find anything on that. Walljumping is something that I've always wanted to experiment with.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MasterXman on January 17, 2013, 06:15:06 PM
I think you can find the wall jump coding inside Cutman.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 17, 2013, 06:16:52 PM
In Cutman? I didn't know he could walljump...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: zblueboltz on January 17, 2013, 06:32:02 PM
Quote from: "xColdxFusionx"
Let me take a look at this...

Quote
Quote from: "zblueboltz"
Armor: x0.8
With all of the escape tactics he has, 1.0x with a bunch of weaknesses should be fine.
How about 1.2? Slowdown is a pain in the ass anyway.
Quote from: "zblueboltz"
Pain Hurricanes
I 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 hit
Quote
Whoa!! 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.

Quote
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.)
Well 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
Quote from: "zblueboltz"
Roboenza claw
Damage: 20 initial damage
Personally, 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.
I 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
Quote from: "zblueboltz"
Chouchensai Laser
This slowing people down seems a bit redundant with the Time Clouds. Perhaps it could reduce attack power instead?
I'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
Quote from: "zblueboltz"
Item: Scythe of Death
I 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!
Please do scrap it.

Everything else seems fine to me. We'll have to see Igor's opinion on it, though.
I think we should ignore him completely at this point, but if you say so.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 17, 2013, 06:35:08 PM
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".
Title: I still don't know if my class got in.
Post by: MasterXman on January 17, 2013, 06:58:43 PM
Quote from: "Gizmo The Cat"
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".
Whoops! I meant to say inside the weapon coding of Cutman.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 17, 2013, 11:35:56 PM
Yeah, I'm sure you did. I'd checked both.

EDIT: Okay I apparently was looking at v6e, and for some reason my copy of it (at least on my laptop) is really messed up. So I went and got v6f and found it. Though now I see that I'm missing an actor called Stamina...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Knux on January 18, 2013, 05:12:24 PM
If I allowed my class to use water based weapons (Bubble Lead, Water Wave, Water Balloon and Water Shield when it's available) would it be too much? Danger Wrap probably counts too, but I wouldn't include it. Since the skin wouldn't change colors, an icon above the class indicating what weapon it has might help. Of course, this icon would not appear for the class's unique weapons.

Aside from that, I thought about what you guys said earlier about ammo regen and stuff, and came up with this:

- Class should have three bars. Health, Altfire and Item.
- The altfire, Bubble Cage, would consume half of the altfire bar. This allows the user to summon two bubbles from the ground like Burst Man can (except they encase foes, as described earlier). This bar would regen at a pace of half a bar every four seconds. This means the bar is full when eight seconds have passed.
- The item bar is for the Splash Mines. When the class spawns, it has 4 of these. The item bar goes up slowly (full by ten seconds) and when full, it gives the player a Splash Mine. The maximum number of these is 8, and once it reaches that number, the bar stops filling until a mine is used.

For the Bubble Arrows (main fire), it takes three seconds to give it a full charge and fire. As I said before, the arrows increase in speed and power the longer they're charged. Therefore, it would be nice if they left a trail of small bubbles when fired. That way, it becomes harder to camp, or easier to make players aware of your location (so you can lure them into a trap).

Gonna place it here so it doesn't sink too far. Though I'll save it later when I get my laptop.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 19, 2013, 04:13:58 PM
Name:galaxysergio
Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic

weapon n1:death ray (lightning very thin but strong)

weapon n1 alt: psychic barrier (creates a barrier on the stage that lasts 10 seconds)

weapon n2: gravity hold

weaon n2 alt :gift (gives a gift that contains health)

Weapon Dropped: flash stopper

Description: this respect with weapons created by me?

Skin:flashman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 19, 2013, 04:20:21 PM
Quote from: "galaxysergio"
weapon n2: gravity hold
Gravity hold! thats a vanila weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: BiscuitSlash on January 19, 2013, 04:51:17 PM
Quote from: "galaxysergio"
Weapon Dropped: gravity hold
:l

Are you really sure? That weapon is rare for a reason.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 19, 2013, 05:18:14 PM
With all of these AoE (Savior, jax, sinkman) and explosive (about over half of the roster) classes, I'm really starting to question my oppinion of my class being OP now. It feels very balanced with all of these factors, abundence of fire, and lack of ice and lightning classes.

Also, besides that, we already have a gravityman (Saviorsword)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 19, 2013, 05:22:47 PM
I was thinking about he mean up side down gravity thing.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 19, 2013, 07:43:13 PM
Quote from: "Michael712"
Quote from: "galaxysergio"
Weapon Dropped: gravity hold
:l

Are you really sure? That weapon is rare for a reason.

ok I will change
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 19, 2013, 07:50:26 PM
here is the corrected version


Name:galaxysergio

Armor: 1.2x (Weakness:fire )
Speed:normal
Jump: normal
Damage Type: psychic

weapon n1:death ray (lightning 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: flash stopper


Skin:flashman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Colonel ServBot on January 19, 2013, 08:10:06 PM
meh... why not
Name:Colonel ServBot
Armor: normal. (Weakness: Electricity damage/  cutman mike's weapon.)
Speed: fast.
Jump: normal
Damage Type:
Role: melee
Weapon Info: C-Saber: melee laser sword. damage: about 35-40, due to such short range. infinite ammo.
i've started workin on the sprites

Alt Weapon Info: Switch Lock Blaster:long range rapid fire. about 10-20 damage.small amount of ammo.
Weapon Dropped:50% chance for yamato spear, 40% for switch lock blaster 10% for C-saber

Description:what

Skin: Colonel ServBot (CSCC)
heres the download: http://www.sendspace.com/file/as8h87
includes bot with botchat
Death animation(are we allowed to request that?): body blows up and servbot limbs fly around.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 19, 2013, 09:19:32 PM
I know no one like my class but this one is more better and i need help with it but i don't know if you like it or not.
Name: FTX
Armor: normal. (Weakness: Water ballon)
Speed: Fast
Jump: Normal
Damage Type: Normal
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) )
Alt Weapon: Lamp Oil (Is oil slider and is what morshu says but is a little bit bigger and you can't slide on it. (Color Black) )
Skin: Ryu with (Black = Blue) and (Blue = Cyan) colors and red eyes.

HELP ME WITH IT PLEASE!!!!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on January 19, 2013, 09:35:51 PM
I think I have a solid idea for my class. I fear it might be deemed "simple" and rejected, though.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 19, 2013, 09:50:01 PM
That does seem to be a problem the devteam sans me has, yes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 19, 2013, 10:31:16 PM
Quote from: "Korby"
That does seem to be a problem the devteam sans me has, yes.
Except some simple ideas (Sinkman) are actually pretty nice.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 19, 2013, 10:31:36 PM
heres my class

name: commander leo (mags)
role:keyblade master
armor:normal
speed:a bit faster then megaman
jump: metalman jump
Damage Type:keybale and buster
 weapon 1: keyblade (i do not know how much Damage it will do yet)no ammo

 weapon 1alt: keyblade (again) (i do not know how much Damage it will do yet as well)no ammo

 weapon 2:spread buster (does less Damage then bass buster) buster's have no ammo lol

 weapon 2alt: shield (blocks atks)no ammo

skin: here (http://www.sendspace.com/file/xaqa3x)
^need help with
pick ups: stop, fire, gravity, cure, thunder, blizzard and magnet

drops: 40% keyblade 10% spread buster 50% metal blades
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 19, 2013, 10:42:32 PM
Well i think i will start my class afther i have finish the skins i making and the colors with the eyes of ryu skin to my class if someone wants to help me with my class just PM me.
:EDIT!: The ryu with red eyes are changes to be the new FTX skin.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 19, 2013, 10:59:56 PM
Oh, look, more mail! Let's see...

Quote from: "galaxysergio"
Weapon Dropped: flash stopper

No...

Quote from: "colonel servbot"
Weapon Dropped:50% chance for yamato spear, 40% for switch lock blaster 10% for C-saber

No...

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: "leoalex50"
drops: 40% keyblade 10% spread buster 50% metal blades

No...

...Seventy THOUSAND Zenny for repairing my Fusion armor?! What the hell did they do to it?!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 19, 2013, 11:02:13 PM
Quote from: "xColdxFusionx"
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...

Ok you don't like it then tell what weapon i should make then!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Colonel ServBot on January 20, 2013, 12:47:54 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 20, 2013, 12:55:23 AM
Quote from: "colonel servbot"
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
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 20, 2013, 12:56:12 AM
Quote from: "xColdxFusionx"
Oh, look, more mail! Let's see...

Quote from: "leoalex50"
drops: 40% keyblade 10% spread buster 50% metal blades

No...
ok then how about 60% metal blades 35% keyblade and 5% spread buster?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Colonel ServBot on January 20, 2013, 01:00:49 AM
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.
ok. so colonel will just drop switchlock laser then.
if thats ok with you guys
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 20, 2013, 01:07:28 AM
Quote from: "xColdxFusionx"
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...

Let me think about something.

Weapon: Master sword! (From TLOZ!)
Weapon Dropped: Master sword!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 20, 2013, 01:10:03 AM
Quote from: "leoalex50"
Quote from: "xColdxFusionx"
Oh, look, more mail! Let's see...

Quote from: "leoalex50"
drops: 40% keyblade 10% spread buster 50% metal blades

No...
ok then how about 60% metal blades 35% keyblade and 5% spread buster?
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 20, 2013, 01:14:35 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 20, 2013, 01:19:09 AM
Quote from: "leoalex50"
Quote from: "xColdxFusionx"
Oh, look, more mail! Let's see...

Quote from: "leoalex50"
drops: 40% keyblade 10% spread buster 50% metal blades

No...
ok then how about 60% metal blades 35% keyblade and 5% spread buster?
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.
ok then what wep should i drop then (im thinking just the keyblade and spread buster)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 20, 2013, 01:21:50 AM
Quote from: "leoalex50"
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.

Quote from: "ice"
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
Well yes, the fact you have 2 classes in one explains that.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 20, 2013, 01:24:42 AM
Quote from: "leoalex50"
(im thinking just the keyblade and spread buster)

this^
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 20, 2013, 01:38:52 AM
Quote from: "leoalex50"
Quote from: "leoalex50"
(im thinking just the keyblade and spread buster)

this^
Quote from: "FGG"
NO ONE drops more then one weapon
this^
It is one or the other, no "and" just 1.
Also perhaps start off with actually getting your class made first, seeing as even some classes in this mod don't have custom drops.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 20, 2013, 01:39:35 AM
Quote from: "xColdxFusionx"
Oh, look, more mail! Let's see...

Quote from: "galaxysergio"
Weapon Dropped: flash stopper

No...

I can give an idea?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 20, 2013, 01:46:46 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 20, 2013, 01:48:28 AM
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 headache
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 20, 2013, 01:51:55 AM
Quote from: "leoalex50"
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?
Someone else is making mine based on the idea I gave a while back. I'm just an ideas guy.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 20, 2013, 01:56:12 AM
Quote from: "fortegigasgospel"
Quote from: "leoalex50"
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?
I'm just an ideas guy.
same but i suck at coding and spriting
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 20, 2013, 02:00:50 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on January 20, 2013, 02:09:05 AM
Okay guys, look

I hate to break it to you, but your class needs to be pretty damn creative to get in this mod now. The bar has risen, some of the older classes are being revamped or outright removed because of this higher bar. We aren't going to accept these very basic ideas.

To give you an idea, try to give your class something that it does best. Maybe it's a tank. Maybe it's a support class. Maybe it's a precision class. Once you have a basic role for your class, think about various ways it could go about doing it; try to avoid standard melee and projectile weapons if you can. Be creative, be expansive; sometimes, be downright ridiculous. Also, try to give your class a role that makes sense with their general theme; don't make a 50-ton barbell a speedster with a tiny amount of HP.

Hope that helps a little.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on January 20, 2013, 04:37:25 AM
Oh, and make yourselves known here.
'cause y'know, this is community classes after all.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 20, 2013, 04:38:17 AM
And on that melancholy note, I'll give out my own idea.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 20, 2013, 04:49:43 AM
Quote from: "Galactan"
Boosts armor to 1.7x, hugs for minimal damage, applies flash stopper effect to anyone that it hits.

I'm gonna have to stop you here and ask
ARE YOU HIGH
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 20, 2013, 04:55:55 AM
Perhaps.

Absorbs rippers and fire, does not hug, still applies flash stopper.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 20, 2013, 05:26:57 AM
Quote from: "ice"
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 headache
This is still a problem...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on January 20, 2013, 06:35:59 AM
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.
Title: There's no Musashi class yet?
Post by: MasterXman on January 20, 2013, 02:02:18 PM
Uh, okay.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 20, 2013, 03:30:32 PM
does the atomic fire rip though?

Also another tip to future posters, a general idea for your class, your class represents you, so base it off of your play style (like I did with my class), favorite weapon (Ukiyama), a weapon you'd like to see in action (Cold Fusion), or something that you're known for (Beed and megaman volnutt). Heck, some weapons are more or less reskinned versions of other weapons with different damage tacked on, like Ice's blades being a reskinned slightly buffed gyro attack dealing ice damage, or Gizmo's charge buster being more or less a reskinned crash bomb, or troll zero using reskinned treble sentries. Another thing is, try to keep the class's damage types consistant, lately I've been seeing classes with a bunch of different damage types tacked on. I guess it's fine for characters that have copy weps, use different weapons, or are just 2 classes in 1, but for the most part, try to fit a damage theme closely.

Ex)
I love to use freezeman in classes, but I also love to use hyper bombs, napalm bombs, or any type of bouncy projectile, and I have a habit of always preferring to run than fight (due to my black sheep nature of being on the butt end of 3 on 1's more than half of a match), I also tend to like the electric element, so

Name: Ice's Example
Skin: Ice/Sparky (It's a skin that represents me)
Speed: 0.8 (about megaman's speed if I'm not mistaken)
armor: 1.1 (alittle less than megaman's)
Weakness: Hard, Knight, charge, top (due to my bad habit of going up close and personal, I tend to fall to these, but the damage types are also somewhat constatant)
Jump: 12 (slightly higher for an easy escape)
Weapon 1: Shock Spreader) Shoots a ball of energy that splits into smaller weaker shots when they hit a wall dealing thunder damage (reflects freeze cracker)
Alt: Shock bombs) Tosses a bomb that explodes stunning everyone near it dealing spark damage (sort of like Blazes grenades, but also slightly reflect Freezeman's alt that stuns whoever is hit by the floor wave)

Temporary Weapon Dropped: Thunder bolt (a splitting electric projectile)
Official Weapon dropped if I ever make it: Shock Spreader, pretty much the same as with the class's attack

Note how the class is simple, yet it reflects my playstyle, personality, favorite things. Yet, it's also functional and and the damage is consistant with both thunder and spark being electric based.

Again though, it could also be based on you, or your alter ego, like with the more or less "human" characters like Blade Roden or Blazko, using basic weapons like metal swords, explosive rockets and grenades, or even a quick damage machine gun.

Try to also make the class fun to play as as well as balanced. If you like to use starman in classes, but you also love to use quickman, there has to be a balance point somewhere. Quickman's speed + starman's hugging and defense buff = broken, due to the fact that with that speed no one can escape huggers. Instead a good solution is is have the hugging barrier, and quickman's weapon also, but have the speed kind of average due to the nature of the attacks.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 20, 2013, 06:43:08 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 20, 2013, 07:11:52 PM
Quote from: "MusashiAA"
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.

Rather than sitting and griping, could you tell me what I can do to improve mine?
I didn't put my class idea out there just to say "hey here's an idea someone make it".  I put it out there so that I could get improvements then start working on it.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 20, 2013, 08:33:28 PM
Quote from: "ice"
armor: 0.9 (alittle less than megaman's)

...Err, side note: Armor values are a resistance value, multiplied by damage received to calculate actual damage. 0.9x Armor is actually slightly more than Megaman.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 20, 2013, 09:04:07 PM
I figured I'd write out Smash's moveset. Here goes.

Smash The Echidna

Health: (Can't change it, so meh.)
Speed: Above Average (Average being Megaman's speed.)
Jump: Average. Is capable of wall-jumping, though.
Armor: Tough.
--Strong Against: Hard Knuckle, Slash Claw, Charge Kick, Top Spin, Flame Sword, Super Arm, Leaf Shield, and any weak charge shots.
--Weakness: Spark Shock. (Stuns longer) Knight Crush.

Mainfire: A three hit punching combo. Can link to altfire for a special move, but cannot repeat mainfire directly after the combo ends.

Altfire: Special move. Alters depending on how it's used.


The attacks change when he's in mid-air.


The reason why I was so vague with the values of his Armor, jump, speed, etc. Is because I haven't actually set them up (in a way I see fit) yet. But he generally takes less damage from most things.
I'm thinking of giving him new attacks if I can get his whole Rage thing to work. Maybe even Divine Fist...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 20, 2013, 10:13:13 PM
Quote from: "xColdxFusionx"
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.

but if I put all weapons represent what I like
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Accel on January 20, 2013, 10:27:45 PM
I actually had put some thought into a class recently, but then I realized the extent of my skill with SLADE is skins, and music packs. I'm tempted to post it up, just for fun though. I have no intentions of it getting in, or anything, though it'd be interesting if it did.

What is your guys take on it? Shall I give it a shot?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 20, 2013, 10:38:45 PM
Go ahead. If you're lucky, someone'll take interest and make it for you.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 05:21:50 AM
Quote from: "galaxysergio"
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?

The 1st problem I see with this class is the barrier. 10 seconds is a very long time in actual game play, and considering according to your description I'm assuming it just spawn in the stage and not part of the character, players could just camp most of the match behind it and spam the ray or knives.

As for gift, that just seems like it's there just to be there, if anything, to me, the being able to spawn health thing is just generally annoying. Examples, Roll, having glass armor makes it seem like a necessity, but the whole being able to toss everyone into pits, move at insane speeds (somehow being able to send people flying while alting), spam at a distance with the buckets just makes me want to mutilate her in the most horrible way you can to a robot, then you have HD's class, players can just use the floor hugging nature of the class to go up to an unreachable area and just spam the main attack, and even if there was no completely unreachable area, just move to a high area forcing the opponent to climb while you spam, then run and toss health capsules while grabbing ones that already spawn meaning you almost never run out of HP.

so 10 second barrier + healing = annoying to defeat.

Try to think about how the class plays and how it would be if you faced someone using your class
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 21, 2013, 05:33:24 AM
Quote from: "Gizmo The Cat"
(click to show/hide)

I actually managed to make the Anti-Air Slam. Works just like I imagined it. (though I lack HUD sprites.) I'm thinking about making all the attacks as individual weapons, before putting them all together into one.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 06:21:49 AM
Quote from: "leoalex50"
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.
ill give my spreadbuster drop to the party ball then
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 06:30:23 AM
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 them
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 06:33:50 AM
Quote from: "ice"
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 them
yea ok then only keyblade drop for my class
edit: i need a lot of help with my class
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: leoalex50 on January 21, 2013, 07:15:16 AM
sorry for double posting
Quote from: "xColdxFusionx"

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.

that idea is good i like it (if my class gets in i want to know what my map would look like?)
edit: heres my spread buster (wip) (http://fc09.deviantart.net/fs70/f/2013/021/a/7/spreadbuster1_by_leoalex50-d5s7fl2.png)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 12:03:40 PM
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 this
 _____
( ____)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 12:27:44 PM
Quote from: "ice"
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 this
 _____
( ____)
il try but im not that good making sprites
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 01:13:33 PM
sorry for double posting
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on January 21, 2013, 02:20:48 PM
Hey, Leo.

Can I lend a hand on that Buster? I think I can come up with something for you...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 02:28:08 PM
sure
(250 posts yay)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 21, 2013, 02:33:01 PM
Quote from: "leoalex50"
sorry for double posting
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
I think this and your class are


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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 21, 2013, 02:42:44 PM
Quote from: "leoalex50"
sorry for double posting
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)

I don't want to hurt you but is sucks! my arm thing is better than you. (http://img266.imageshack.us/img266/551/msfti0.png) (http://imageshack.us/photo/my-images/266/msfti0.png/)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 02:43:56 PM
Quote from: "tsukiyomaru0"
Quote from: "leoalex50"
sorry for double posting
what about this? (http://fc00.deviantart.net/fs70/f/2013/021/b/8/spreadbusterv2_by_leoalex50-d5s7mnt.png)
I think this and your class are


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 yea
and FTX i know my spread buster sprite sucks cuz i suck at sprites
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 21, 2013, 02:54:44 PM
Quote from: "leoalex50"
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 yea
and FTX i know my spread buster sprite sucks cuz i suck at sprites
You don't quite grasp the situation. Let me put it in words you can understand:
Your class is horrible, and so is your sprite.

Sorry if it is harsh, but someone got to say this. The odds of your class being accepted as is falls below 5%, the odds of someone actually making it for you is even lower (2%). It's not an interesting class, has no unique aspects.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 02:57:56 PM
Quote from: "tsukiyomaru0"
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on January 21, 2013, 03:09:20 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 03:12:37 PM
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)
yep thats what i was hoping for. and the colour is red for my spread buster ok :)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GameAndWatcher on January 21, 2013, 03:19:45 PM
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)

Reminds me of that hand vacuum Roll used in the Ruby Spears cartoon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 03:26:58 PM
just so u know this is what my keyblade looks like (http://fc02.deviantart.net/fs70/f/2012/335/0/2/my_keyblade_for_my_new_mm8bm_skin__wip__by_leoalex50-d5ms9ed.png)
p.s. i need to get 3 things done 1. get my map done 2. my class 3. go to sleep
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 21, 2013, 03:33:21 PM
So was my class accepted yet or not.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 04:35:04 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 21, 2013, 05:02:05 PM
Quote from: "ice"
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

Ok i will changes it but i must have the sword becuz i have finish some sprites with it but i need to renamed it then
but i don't know what i should have for a alt weapon can you give me some ideas ice.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on January 21, 2013, 05:03:16 PM
I have to agree with ice, the 2 attacks for the class are not really just that great with each other and that class really just seems dull. If I wanna place floor traps everywhere I will just stick with Breve.


And as for Leo
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 05:24:10 PM
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 possibilities
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 21, 2013, 05:49:35 PM
Well i have found the right name for the sword i think

Weapon: Rare Sword (Is attacking like a normal sword in other games)
Colors: (White = Cyan) (Black Blue = Blue)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on January 21, 2013, 05:52:28 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 21, 2013, 05:58:31 PM
Quote from: "Daveris"
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
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...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 21, 2013, 06:08:55 PM
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 shove (pushes players who are close, but the user is exposed)

weapon n2: knife (throws three knives)

weaon n2 alt : psychic shield (crystal shield absorb 30% of damage)

Weapon Dropped: nothing


Skin:flashman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 21, 2013, 06:22:37 PM
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)
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
ok good start but it needs waaayy more work and sprites for the weapons and it needs to be more unique also
like can you give us more detail on how the weapons work and how much damage they would do... you know more detail...
Title:
Post by: MasterXman on January 21, 2013, 07:44:02 PM
Quote from: "xxkirbysonicxx1"
(click to show/hide)
So has this been accepted yet? Also yes the Atomic Fire does rip.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on January 21, 2013, 09:58:46 PM
Quote from: "Zard1084"
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)
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
ok good start but it needs waaayy more work and sprites for the weapons and it needs to be more unique also
like can you give us more detail on how the weapons work and how much damage they would do... you know more detail...


thank you very much for accepting. :)


now the weapons that would replace those that were not my original:

weapon 1 alt:LOL shoot ( shot lol face, its damage will be like the flame sword)

weapon 2 : false health ( create false health in the stage the difference is real health not blink)

and the shield will have the same force as the leaf shield

when I know I command images of the sprites
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 21, 2013, 10:10:23 PM
Quote from: "Zard1084"
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...

You still need to make those cards, by the way...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 21, 2013, 10:25:17 PM
ay sergio

I loved it when you had your psychic wall/basic shooting

so if I ever get bored and make your class, that's the one I'll use, a'ight?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 10:39:12 PM
Quote from: "ice"
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 possibilities
well 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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 10:46:46 PM
That was supposed to be directed at FTX leo
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 21, 2013, 10:50:07 PM
oh sorry i did not know
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 21, 2013, 11:06:14 PM
I would really enjoy some feedback on mine so I can get started.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 21, 2013, 11:20:25 PM
SPOILERED - NSFP

(click to show/hide)



EDIT
Quote from: "Galactan"
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 21, 2013, 11:21:32 PM
Quote from: "Galactan"
And on that melancholy note, I'll give out my own idea.

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.
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 22, 2013, 03:28:33 AM
here the coding on my spread buster so far but its also bass buster coding to witch i need to change
(click to show/hide)
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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 22, 2013, 04:32:59 AM
Quote from: "leoalex50"
here the coding on my spread buster so far but its also bass buster coding to witch i need to change
(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)

Your spread buster leo is almost like lego's buster arm thing but just red instead of orange.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Magikarp on January 22, 2013, 04:40:55 AM
Quote from: "leoalex50"
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)

dat default mspaint red and blue
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 22, 2013, 04:43:10 AM
Quote from: "Magikarp"
Quote 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
yea cuz if i did it in paint.net it would of been all the one colour
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 22, 2013, 05:12:51 AM
You can turn down the tolerance on the paint bucket tool.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 22, 2013, 05:19:06 AM
Or do what I do and simply use the pencil. (Totally didn't know about the bucket tolerance, that would make things MUUUUCH easier)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 22, 2013, 10:02:15 AM
Quote from: "fortegigasgospel"
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on January 22, 2013, 12:59:26 PM
I got it covered Leo.

(http://i.imgur.com/jSPd61M.png)

This one actually uses Doom colours. No lie.(Though this one looks very similar to Leo's version)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 22, 2013, 01:23:56 PM
Quote from: "Hilman170499"
I got it covered Leo.

(http://i.imgur.com/jSPd61M.png)

This one actually uses Doom colours. No lie.(Though this one looks very similar to Leo's version)
yea your ver is good  il use it in my class
Title: oh boy
Post by: Jatea on January 22, 2013, 08:36:02 PM
Code: [Select]
[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)

EDIT: So Uki told me some things that could be presented as a problem with the class in its current form
slowdown)
-Blinding potatoes with melee (Can't see where they are; they'll murder you quickly)
-Deception being hard to pull off (Possibly pathfinding)[/list]
Revision I is going after the 1st edition (with revisions in a color)
Revisions:

VERSION 1:
(click to show/hide)

REVISION I:

Name: That Guy Over There
Armor: 1x {Weakness: Melee [Slight/1.2], Fire [Slight/1.1]} (I'm pretty bad with balance so)
Speed: 1.05x (Something that's slightly higher than stock values)
Jump: 12 (Slightly higher than stock)

Attacks & Abilities
Active Ability: Murderous Metamorphosis
Upon killing an enemy, take the appearance of that enemy and adapt at least one aspect of his abilities into the Spud Launcher
(for example: Killing a beautiful Brazilian woman xColdxFusionx makes the potatoes split into smaller potatoes upon hitting anything and each potato explodes; killing Ledo Lego makes potatoes stick to surfaces and explode after a while)
Weapon 1: Laser Rapier: It's an electric blade that is weak but slashes very quickly. Slashes go in a backslash motion (). The blade can backstab for 1.5x/2x damage. (Hitstun shouldn't be a thing because of the fast fire rate)
Weapon 21: Spud Launcher: It shoots potatoes at an average rate that are affected by gravity; if they hit an enemy, their screen is splattered with potato bits for a (very?) short time. If they hit a wall, potato bits splatter everywhere (purely cosmetic). Murderous Metamorphosis allows the Spud Launcher to gain additional abilities related to the class that was recently fragged, such as being able to shoot fiery potatoes, explosive potatoes, anti-gravity potatoes, multiple potatoes at once, and any other possibilities. However, the effects don't stack; If you kill a class with the upgrade of another class, the old class's potato upgrade is replaced with the new class's potato upgrade.
(I kill xColdxFusionx, getting his upgrade; I kill Lego with Cold Foosion's upgrade and I get Lego's upgrade; Cold Foosion's upgrade disappears into the abyss until I kill him again)
Altfire 1: Deception: Summons a dummy that stalks enemies while attempting to attack them for around 5 seconds; TGOT gets cloaked during the ~5 seconds. After the amount of time passes, the dummy explodes, dealing meager shock damage to anyone in the blast radius and uncloaking TGOT.
If you fire a potato while cloaked, the dummy will explode and you'll uncloak right after. (Should be weapon-locked to the blade so you can't just snipe someone with potatoes while invisible)
Item: Negation Amulet
Upon usage, it removes your Potato Upgrade, but it also removes your disguise.
Mostly "in case someone doesn't like an upgrade" -Mani

Damage Type: Shock (Laser Rapier), Normal (Stock Spud Launcher), Variable (Potato Upgrades)
Role: Potato Softener, Diversionary Assassin Guy, The Ultimate Changeling
Role Description: Potato Softener: Kenkoru didn't know how to soften potatoes, so he left the job up to TGOT. He softens potatoes by launching him at his enemies.
Diversionary Assassin Guy: The dummy produced by Deception will distract TGOT's foes while he does whatever he wants for ~5 seconds.
The Ultimate Changeling: Taking the appearance of those who have fallen is an easy feat. Imitating their personalities... not so much.
Weapon Dropped: Either...
Laser Rapier (without backstab properties)
or

Spud Launcher (stock launcher/without the Variable Upgrade System)
Skin: TGOT (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=5334)
(http://i46.tinypic.com/34r6te9.png)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 23, 2013, 12:34:33 AM
i think im almost done with the coding of my spread buster
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on January 23, 2013, 12:37:09 AM
Don't know if I'm reading it right, but isn't that just a Spreadrune Bass Buster?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 23, 2013, 12:39:42 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Duora Super Gyro on January 23, 2013, 12:40:59 AM
Quote 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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 23, 2013, 12:43:30 AM
Quote from: "Duora Super Gyro"
Quote 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.
yea but less damage than Spreadrune + Bass Buster
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 23, 2013, 04:42:53 AM
Runs through the sea of posts carrying screenshots.
All thanks to Ice.
(click to show/hide)
Took this one a tad too soon, but Boulder using Boulder Cracker.

(click to show/hide)
Starting Boulder Roll.

(click to show/hide)
Boulder Throw. Ice also added that it makes 3 rocks spawn after it hits the terrain (I think they don't do damage)

(click to show/hide)
His drop weapon "Boulder Cracker" (concept by me, made by Gummyworms) which drops a rockshot downwards which will spawn more rocks after some time or it reaches the floor. The longer the shot travels the larger and stronger the spawned rocks.

He is currently weak to: Bubble Lead, Rain Flush, Water Wave, Water Balloon, and Sink Man's "Sink" damage type.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 23, 2013, 04:49:21 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 23, 2013, 04:58:48 AM
Quote from: "Zard1084"
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.
Also Boulder was kind of accepted back when he was first devised, though that was back when YD was the only tank class in the mod, so Boulder is probably less likely to get in since the influx of new tank classes and he was first mentioned over a year ago.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 23, 2013, 05:11:14 AM
Oh ok... but if it does not get accepted in cscc you can always put it in my mod :3
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 23, 2013, 06:10:37 AM
zard can i use some of your coding of your sword for my keyblade please
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 23, 2013, 07:05:13 AM
Tea Party testing? That sounds like something I need to get in on.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 23, 2013, 02:38:18 PM
Quote from: "leoalex50"
zard can i use some of your coding of your sword for my keyblade please
Yes 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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: leoalex50 on January 23, 2013, 03:00:45 PM
ok thanks
Title: Inb4 nerf spark shot
Post by: MasterXman on January 23, 2013, 04:44:28 PM
Lets bring this up from 4 pages ago because I don't think a dev has commented on this yet.
(click to show/hide)
Also added wind/air to Sscoldre's weaknesses because I forgot that works too. Somehow.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 23, 2013, 05:04:13 PM
Ok i think i got it now.

Name: FTX
Armor: normal. (Weakness: Water ballon)
Speed: Normal
Jump: Normal
Damage Type: Normal
Weapon: Rare Sword (is like slash claw but the claw comes a little longer and is having spreadrune)
Alt Weapon: Atomic Rain (Is elecman's alt weapon in YD classes but using atomic fire sprites but using black colors instead)
Skin: I working on the new FTX skin so.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 23, 2013, 05:10:29 PM
Look, bro, I like supporting classes that the devteam hates(or will probably hate), but you should probably drop the melee weapon. You're getting closer to a good way to actually use one that synergizes with your other attack, but seeing as atm it's basically sinkman with a sword and a harder to hit with altfire, I can't really support this in its current form.

It's much more likely for your class to be accepted if you've got
A) A stupid gimmick that Smashbro will be like "LOL I LOVE THIS LET'S MAKE IT FOREVER" and
2: A stupid gimmick that won't make KY hate your guts.

It also helps for your attacks to look cool, and to not use fire as your main element.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 23, 2013, 05:14:38 PM
Ok but i must have the rare sword but what will be the alt weapon then becuz i have no ideas.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 23, 2013, 05:15:03 PM
May I ask why you must have this sword?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 23, 2013, 05:16:07 PM
The skin i making has the sword on if i don't have the sword on i must delete the skin.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 23, 2013, 05:18:00 PM
That's not entirely true. For example, if you're going to have a projectile weapon, just have your sword shoot lasers. Instant cool points!

also roll's skin has a buster but her class doesn't use one
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 23, 2013, 05:19:52 PM
Ok that sounds cool but what should be alt weapon. :EDIT: Should i just put laser buster with other sprites on it and make it smaller.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 24, 2013, 04:47:56 AM
Reworked some stuff.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 24, 2013, 04:50:17 AM
This actually sounds more interesting, I approve, even with the slowdown applied to a hugger, the low speed of the class makes up for it
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 24, 2013, 02:38:00 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 24, 2013, 04:57:03 PM
Welp, gotten bored and tried to see if I could remake the bot weapons, and with the new optimizations to mm8bdm, I don't even think I need to fix KY now that he attempts to steal rushjet. Also while I was trying to make it work with the current version, I had to remove the CS versions of the vanilla weapons and found a workaround for gizmo so it wont break whenever the game updates or used with another mod

Edit: one bug I cannot fix no matter how hard I try @_@ Yellow Devil will always show Thunderbolt's colors instead of starcrash's, dispite the fact that the coding all states it's using Star crash's colors, even using Starcrash as megaman shows the correct colors

Editx2: I think I found the problem, the current YD skin is using the wrong shade of blue on the sprite
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 24, 2013, 06:52:47 PM
Wait the rare sword has a laser but when i have no ammo can it still slash but don't have the laser on.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 24, 2013, 10:13:41 PM
Quote from: "xColdxFusionx"
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.

Thanks for the correction
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 25, 2013, 12:17:14 AM
I just had a crazy idea for a CSCC map similar to Light Labs that has an NPC of every class and a training room and such. Though I'm not really sure what kind of setting screams cutstuff. Anything you want your NPCs to say

Examples
"Ice: Both me and Sparky are really just two separate robots
Sparky: But we merge together to create one"

"Sparky: With my speed and agility I can make easy escapes
Ice: And that's a good thing with speed demons and hotheads like Jack running around *shudder*"

"Ice: I may not be as fast as Sparky, but I can take far more damage than he can
Sparky: *yawn* sometimes it feels like you move too slow
Ice: It's better to be slow than another fragile speedster"

"Ice: I'M NOT QUICKMAN!!!
Sparky: I'M NOT QUICKMAN!!!"
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 25, 2013, 12:26:20 AM
That does sound interesting. If we figure out what kind of setting would be fitting, I'd say go for it.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 25, 2013, 12:33:25 AM
That reminds me. I should work on the CSCC class test hub. Maybe turn that into it?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 25, 2013, 05:47:57 PM
Welp, I've retouched Ice's stage and also had an idea for the hub map. I'm thinking of probably doing some kind of castle design

Also for the life of me, I couldn't figure out how to make the weapon energy capsule color change script work so I just gave up on it
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 25, 2013, 07:20:56 PM
It's based on your body colours. No, really. Try it out.


You know the scripts that change your player translations? Weapon Energy and Tanks change colours with that same script.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 25, 2013, 07:37:55 PM
The weapon colors script, and the capsule colors scripts are 2 entirely different scripts

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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 25, 2013, 08:38:16 PM
Quote from: "ice"
The weapon colors script, and the capsule colors scripts are 2 entirely different scripts

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.
Have you tried Ivory's compiler here? (http://www.cutstuff.net/forum/viewtopic.php?p=209842#p209842)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 25, 2013, 09:40:41 PM
(click to show/hide)
I'm not sure if I understand his problem.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 25, 2013, 10:56:11 PM
Thanks for the link Beed. Was still on the skulltag compiler @_@
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GunbladeMaster34 on January 25, 2013, 11:11:40 PM
For some reason, it doesn't work for me.  :?
Title: When is this thing ever going to be released
Post by: MasterXman on January 25, 2013, 11:25:09 PM
This is why you can't play it.
Quote from: "xxkirbysonicxx1"
Before anyone can even play this with V3a this has to be fixed first.
(click to show/hide)
Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.
It hasn't been fixed yet.
Title: Re: When is this thing ever going to be released
Post by: fortegigasgospel on January 25, 2013, 11:31:22 PM
Quote from: "xxkirbysonicxx1"
This is why you can't play it.
Quote from: "xxkirbysonicxx1"
Before anyone can even play this with V3a this has to be fixed first.
(click to show/hide)
Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.
It hasn't been fixed yet.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 26, 2013, 03:16:33 AM
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 alt

Also, good news, I now have a skype, so if you want, just IM me and I'll add you and send em over
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 26, 2013, 03:20:15 AM
Quote from: "ice"
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 alt

Also, good news, I now have a skype, so if you want, just IM me and I'll add you and send em over
Err... Oops! (http://www.mediafire.com/?mpta4j0fvw0ibjd)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 26, 2013, 04:19:16 AM
love the filename guys :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 26, 2013, 06:02:11 AM
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 @_@
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 26, 2013, 06:20:18 AM
Quote from: "ice"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 26, 2013, 06:24:48 AM
sounds like a plan

Speaking of the end boss, found out that sparky 1 shots him XD
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 26, 2013, 12:43:22 PM
Last boss? Are you talking about
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on January 26, 2013, 01:41:59 PM
Last boss weapon? I was considering doing that for Smash and Gizmo...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 26, 2013, 03:46:24 PM
It workd for the boss battle, but when you touch this version of the upgrade, it will just take away your class's entire inventory and replace it with the upgrade, so I'm sure it's doable. If we're doing stuff for the boss fights, might as well edit the guts tank and remove its resistance to everything but the mega buster, aaand fix it so the final boss isn't 1 shoted by rippers (atlease I think that was the case, didn't see anything that effected his resistance to anything though, and it had over 9000 hp)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 26, 2013, 03:50:13 PM
Well is still don't have the idea for the alt weapon can someone give me idea pls and this is eherythng i got.

Name: FTX
Armor: normal. (Weakness: Water ballon)
Speed: Normal
Jump: Normal
Damage Type: Normal
Weapon: Rare Sword (is shoting a laser with ammo when i have no ammo i can still slash)
Alt Weapon: No idea
Skin: FTX the one i made.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on January 26, 2013, 04:07:03 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 26, 2013, 04:14:30 PM
Quote from: "ice"
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

I don't like the shield part becuz is like a knight so i can put dash then but i can tell YD i can borrow bass dash in his classes if he say no i must have the shield. :Edit: or i can borrow M712's haze dash and call it dash only.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 26, 2013, 05:21:17 PM
oh god no

ice no



no ice what have you done







another dash + sword class :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 26, 2013, 06:32:10 PM
I've updated my Mega Man Volnutt skin now. Would you please include it?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: LlamaHombre on January 27, 2013, 08:25:39 AM
(http://1.bp.blogspot.com/--N21Ym9S-jI/TWLyS3tzhsI/AAAAAAAAARk/Wpwj1vjRenI/s1600/here_comes_a_new_challenger.png)

(click to show/hide)

If you have any complaints, any opinions, let me know so I can take note of them.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 27, 2013, 09:36:25 AM
Quote from: "SmashBroPlusB"
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.

Quote from: "LlamaHombre"
a LlamaHombre class to be included in the pack

much more interesting than edited core weapons

Aegis Reflector impersonator


(http://i.ytimg.com/vi/8zml9PNVLT0/0.jpg)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on January 27, 2013, 04:05:37 PM
Seeing Zard's class, it seems decent enough to add if it's cleaned up a bit.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 27, 2013, 04:15:51 PM
I don't know if you guys like them but.

Name: FTX
Armor: normal. (Weakness: Water ballon)
Speed: Normal
Jump: Normal
Damage Type: Normal
Weapon: Rare Sword (is shoting a laser with ammo when i have no ammo i can still slash)
Alt Weapon: Dash? (i don't know is gonna be in my class?)
Skin: FTX the one i made
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Zard1084 on January 27, 2013, 07:58:18 PM
Quote from: "Daveris"
Seeing Zard's class, it seems decent enough to add if it's cleaned up a bit.
Well that makes me happy.
i'm working on cleaning up my class and making it more and more balanced and i took tuski's idea of making my main fire still be usable when out of ammo but it will fire very slowly and does not break into pieces and i removed unused sprites in my class also...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 29, 2013, 01:03:23 PM
it's probably a good thing to post this here so people don't think I'm dead/denied/canceled/smashbro

don't complain about the filters, I don't like them either, but they're necessary if I want non-shrunken textures.

(click to show/hide)

may or may not have more tiers on the right depending on how lazy I am at fixing code

have to code two more blue magics (Uki's and CMM/YD's) then get a whole bunch of sounds, finish spriting the last few spells that need graphics(such as white wind and probably self-destruct), and then I should be finished.

may or may not do that later today, depends on how exhausted I am after a long day.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 29, 2013, 02:16:10 PM
Quote from: "Korby"
it's probably a good thing to post this here so people don't think I'm dead/denied/canceled/smashbro
if there was a joke


I missed it completely :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 29, 2013, 03:47:43 PM
It's kind of like saying being one's Tsuki(changing your class every version), but it's different because you're changing your class so often that you never actually get a physical copy of your class.

Also picking on you is fun :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mario on January 29, 2013, 09:38:04 PM
Name:cgMario
Armor:
1x5 (Weakness: Poison Mushroom )
Speed: Mario speed in Super Mario 3D Land
Jump: Like in SUper Mario 3D Land
Damage Type: Fire,or ice (depending on the poewrup obtained)
Role: Dah Mario Roule
Weapon Dropped: Fire Flower (Ice flower depending on powerup)

Description:
MAAAAAAAAAAARIO

Skin:Mario (NOt orange mario)
Damage Information:
Fire Ball (15,spent ammo: 4,ammo: 200 Special: Burns when you get hit)
Ice Ball (15,spent ammo: 4,ammo: 200 Special: Freezes others,cannot be used with fireball)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GameAndWatcher on January 29, 2013, 09:41:17 PM
At the very least, it fits his character, but other than that, I can't say that it'll get in right off the bat.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mario on January 29, 2013, 09:43:16 PM
OK here are the bot chats:

Intro Strings:

It's me,Mario!

ChatStrings:
FIIIIIIIIRE!

LoseStrings:

Peach noooooooooooo!
Noooooooooooooooo!
Win Strings:
Wiihii!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on January 29, 2013, 10:08:40 PM
Quote from: "Mario"
Name:cgMario
Quote from: "Mario"
Mario's Classes (Bokan and FTX is helping)
Quote from: "Mario"
Cutstuff Community Classes
Uh, 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
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on January 29, 2013, 10:30:00 PM
it's like more interesting old gummy
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: JaxOf7 on January 30, 2013, 02:56:58 AM
Hey.
I haven't been paying full attention to this thing but Bikdark class has come under scrutiny again.

Bikdark(the community member) doesn't want to be the spy dude anymore, so now he has a completely different class.

The CSCC spy class is currently called "rapeninja" and will be referred to as such throughout this post.
The scrutiny mostly comes down to rapeninja's name.

"Rapeninja" is a term that comes from the very early version of shadow man's class: the dude who threw muramasas and killed in one hit.
CSCC is meant to represent community members and perhaps community characters; concern has arisen that "rapeninja" is not really a community character.

So first off, is "rapeninja" a community character? If not, well, he needs a new name.

I actually really want to name the dude Unix because that mentlegen is known for copying names, but I don't know if he can be considered a community member or entity, or how to ask him permission.

After "Rapeninja" and "Unix," I'm out of ideas.

The team is not willing to update or necesarily keep rapeninja until naming is resolved.


TL;DR: if you want to NAME or BE that spy class of CSCC, now is the time.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: GameAndWatcher on January 30, 2013, 03:11:23 AM
Replace the skin with Cutmut, Color him red, call it Bacon, ???, profit.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 30, 2013, 09:19:58 AM
I'm actually intrested in doing some minor changes to my class (mainly a non laggy Missile Barrage, certain boss related stuff), if that's alright with you.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ceridran on January 30, 2013, 03:35:56 PM
And if I ever start to think of something else for a CSCC class, it's either taken or not good enough.
It's not unusual for it to be that way.

And no, I'm not mad about earlier, I'm just saying.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on January 31, 2013, 01:07:50 AM
The Unix idea is excellent.


So, how's this mod going with regards to balancing/changelogging?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mario on January 31, 2013, 01:24:29 PM
Quote from: "SmashBroPlusB"
Quote from: "Mario"
Name:cgMario
Quote from: "Mario"
Mario's Classes (Bokan and FTX is helping)
Quote from: "Mario"
Cutstuff Community Classes
Uh, 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
Hey,Ivory locked the topic for nothing!
EDIT: the class is pretty simple and is rejected?What a cheater you are!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 31, 2013, 01:43:35 PM
Quote from: "Mario"
Quote from: "SmashBroPlusB"
Quote from: "Mario"
Name:cgMario
Quote from: "Mario"
Mario's Classes (Bokan and FTX is helping)
Quote from: "Mario"
Cutstuff Community Classes
Uh, 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
Hey,Ivory locked the topic for nothing!
EDIT: the class is pretty simple and is rejected?What a cheater you are!
Let me give you reasons:
1) Copypasta of Mario
2) As descriptive as a kindergarten kid would describe
3) Lack of EVERYTHING
4) Simple and without thought
5) There's no "cheating" to make it in, only in-depth requirements that you fail to grasp and achieve
6) If we said "No", it is a "NO" and period
7) If all entries similar to yours were added, the modification would suffer greatly in quality. We would have at least 6 Megaman or robot masters clones called "original character", 10 unskinned classes and whatanot. Hence why we are so picky, to PREVENT things like this
8) Go to Zard's Tea Party classes
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mario on January 31, 2013, 01:51:46 PM
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[/quote]
Hey,Ivory locked the topic for nothing!
EDIT: the class is pretty simple and is rejected?What a cheater you are![/quote]Let me give you reasons:
1) Copypasta of Mario
2) As descriptive as a kindergarten kid would describe
3) Lack of EVERYTHING
4) Simple and without thought
5) There's no "cheating" to make it in, only in-depth requirements that you fail to grasp and achieve
6) If we said "No", it is a "NO" and period
7) If all entries similar to yours were added, the modification would suffer greatly in quality. We would have at least 6 Megaman or robot masters clones called "original character", 10 unskinned classes and whatanot. Hence why we are so picky, to PREVENT things like this
8) Go to Zard's Tea Party classes[/quote]
OK TAKE THIS CLASS!!!!!!!
name: mario

Armor (Same)(and weakness same)
Primary fire: Fire
Secondary fire: Ice

Description:
Can burn and freeze,jump hurts 1 health (CHEAP ROGER!),plus health capsules don't heal mario,
but mushrooms and golden mushroom can heal (Dropped by own class,golden : same as big health capsule,and common mushrooom is same as small health capsule)
Role: Dah Maurio Roule
Damage Info: 15 (both fires,plus can burn (fire one) and freeze (ice one))
Skin: Mario (not orange mario)
Weapon dropped: Mushrooms of any type and fire storm (drop ice slasher if dies with ice flower and drop fire storm when die with fire flower)
Here now its going to be approved with description!?
Edit: name is cgMchacgrchicgo
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on January 31, 2013, 03:04:24 PM
Oh boy, it's Igor all over again.

In other news, I'm getting off of my lazy ass and beginning work today.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 31, 2013, 03:18:58 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Mario on January 31, 2013, 03:34:17 PM
Quote from: "FTX"
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.
ANd the lie stays where?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on January 31, 2013, 03:45:44 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 31, 2013, 03:58:05 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on January 31, 2013, 05:09:40 PM
Quote from: "Mario"
-snip-

[REJECTED]
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on January 31, 2013, 05:12:54 PM
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"
FTX
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
Ok since you finally got accepted I'll come up with a few more ideas for this class.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on January 31, 2013, 05:15:34 PM
Quote from: "tsukiyomaru0"
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.
Yeah, I might need one too. I'm currently testing my class in DooM, heheheh...
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on January 31, 2013, 07:33:34 PM
Quote from: "FTX"
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.
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.

Also I wouldn't say that class idea is perfect, but it is something different from other classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ashura9699 on January 31, 2013, 09:35:49 PM
The wad seems to be broken. Something about ShadowBladeReturn and ShadowBladeReturnC not being found.
Title:
Post by: MasterXman on January 31, 2013, 09:45:08 PM
Yep.
Quote from: "xxkirbysonicxx1"
Before anyone can even play this with V3a this has to be fixed first.
(click to show/hide)
Also the new pallete sorta messed my colors around And I don't even know if my class got accepted yet.
It is.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on January 31, 2013, 10:18:21 PM
Dude... WE ARE WORKING ON A NEW VERSION! Please, be patient, stop bugging over things we know already as we also add new classes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on February 01, 2013, 01:33:06 AM
I can make a class out of anything, for anyone, at any time. :ugeek:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ? Manibogi ? on February 01, 2013, 02:47:44 AM
Quote from: "SmashBroPlusB"
I can make a class out of anything, for anyone, at any time. :ugeek:

(click to show/hide)
Settle on one for yourself sick burn
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 01, 2013, 03:28:37 AM
Please, I've beaten you to that burn already. (http://www.cutstuff.net/forum/viewtopic.php?p=217513#p217513)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 02, 2013, 04:24:57 PM
hello, could give me an idea for my class?

my tastes are :

pokemon
minecraft
worms
megaman
touhou
magic
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 02, 2013, 04:30:10 PM
Quote from: "galaxysergio"
hello, could give me an idea for my class?

my tastes are :

pokemon
minecraft
worms
megaman
touhou
magic

I don't like the minecraft taste is make me feeling of igor.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on February 02, 2013, 04:30:38 PM
Quote from: "galaxysergio"
hello, could give me an idea for my class?
Easily.
Go play all the classes mods you can find, determine your favorite from each and why they're your favorites, consider the longevity
of play they give you, then amalgamate them into one class with 1 or 2 weps.

On a related note, seems everyone wants my class to undergo a revamp. I'll be trying to think up an idea.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on February 02, 2013, 04:40:49 PM
Quote from: "galaxysergio"
hello, could give me an idea for my class?

my tastes are :

pokemon
minecraft
worms
megaman
touhou
magic
I'd worry about a good class for Teaparty classes before thinking about CSCC. Standards are higher here.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SaviorSword on February 02, 2013, 07:17:33 PM
Quote from: "galaxysergio"
hello, could give me an idea for my class?

my tastes are :

pokemon
minecraft
worms
megaman
touhou
magic
Try and get together with me. I can help ya design a class. Thin' is though is that my process takes about an hour.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on February 02, 2013, 08:55:20 PM
Can someone replace my class's Mega Man Volnutt skin with this updated one (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2919)? Thanks.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 03, 2013, 01:36:00 PM
Well you guys forgot to say about my class so was it accepted or not.

Quote from: "FTX"
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"
FTX
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
Ok since you finally got accepted I'll come up with a few more ideas for this class.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 03, 2013, 03:03:29 PM
Quote from: "SaviorSword"
Quote from: "galaxysergio"
hello, could give me an idea for my class?

my tastes are :

pokemon
minecraft
worms
megaman
touhou
magic
Try and get together with me. I can help ya design a class. Thin' is though is that my process takes about an hour.

thanks for helping  :)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on February 03, 2013, 04:10:53 PM
I see it's being tested online

Release date est?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on February 03, 2013, 08:36:19 PM
So it's nearing release? Can we get a sneekpeak at the changelog? I'm a sucker for those things.

Also, have you put in my updated skin yet?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on February 03, 2013, 08:48:49 PM
Yes Beed, your updated skin is in. And the release is still unknownish for the time being, things work, but there is still more being added in yet.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on February 03, 2013, 08:54:41 PM
If Smash's class is ready before the release, would he get in the next version if I send him in?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ZeStopper on February 03, 2013, 10:09:17 PM
Heeeeeeeeereeeeee's mine!

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)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hinatediz on February 03, 2013, 11:01:20 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on February 04, 2013, 12:43:53 AM
Quote from: "Hinatediz"
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?
Quote from: "ThePlayer"
Heeeeeeeeereeeeee's mine!

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)
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.

Player, you have basicly Crash classes weapon, Hyper Bomb, with Nuclear Detonator's functionality (being able to be detonated)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 04, 2013, 04:12:48 AM
Why is no one saying about my class was it not accepted.  :|
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on February 04, 2013, 04:27:39 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 04, 2013, 04:39:00 AM
Quote from: "fortegigasgospel"
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.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on February 04, 2013, 06:24:30 AM
Welp, popping in from the life dimension, I've finished with the bot weapons and fixed it so the bot weapons will also "register" as the real things, though from what I heard before the internet went out,  I'm way behind
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Colonel ServBot on February 05, 2013, 08:24:32 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on February 05, 2013, 09:21:59 PM
Quote from: "colonel servbot"
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.
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.

But the likeness of rejection decreases with the completion of the class itself. So, a well-written class, with many good gimmicks concepts is as likely to be rejected as a simple class with all the resources it needs.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on February 05, 2013, 10:59:16 PM
Quote from: "colonel servbot"
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.

There's a precedent for this, actually. Kirbysonic's class DID NOT get added, nor was it CONSIDERED for addition for a while after coding.

However, that was quite awhile ago.

I'd look at the first 25 or so pages, though.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: CrafterPlays1 on February 06, 2013, 06:06:24 PM
I'll craft that for sure!
Name:cgCrafterctPlaysch1
Armor: 2.0x (Weakness: Blades)
Speed: 2.5/2.80
Jump: 15
Damage Type: Eletricity
Role: Craft 'n' dicing role
Weapon Dropped:
Crafter Sword

Description:
Sure a very crafted class
Skin: Ra Thor
Damage Information:
Fire: Crafter Sword (Makes enemies get crafted 'n' diced,also like Igor's roboenza claw,makes then unable to attack for 3 seconds,and gets speed,helpful for then to escape,damage: 20)
Alt Fire: Crafter Bolt (Same as Crafter Sword but 15 damage...)
There ya go!Now if approved you are a great Crafter!
EDIT: TO be honest,i'm not a coder,i only make skins
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on February 06, 2013, 07:02:47 PM
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!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 06, 2013, 07:09:21 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: MusashiAA on February 06, 2013, 07:12:04 PM
Quote from: "FTX"
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.

Well, it really does look like him, though. None the less, it's a very bad class idea. I even forgot to mention that Crafter Bolt isn't even described at all. Also, his armor multiplier is 2.0x, so he's both very fast and very nimble...the former making the later a moot thing.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 06, 2013, 07:16:23 PM
Well i think why he got banned becuz they thinked that was igor.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 06, 2013, 07:18:12 PM
(http://i.imgur.com/aQ80WLX.png)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hinatediz on February 06, 2013, 07:49:37 PM
Name: Hinatediz
Armor: 1.0x (Weakness: Water)
Jump: Medium
Speed: 0.6
Role: Prince of the Tediz... huh...
Weapon Dropped: Flame Sword

Description:
a Teddy Bear-species named Tediz. He is like Hinata Hyuga... with the exception his personality being twisted and some details.
Skin: Hinatediz.
Damage Information:
Fire: Burning Claw: Slashes with his claw in a potent burn, dealing 1.5 damage.
Alt Fire: Chomp: He chomps dealing 0.7 damage.

What about now?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 06, 2013, 08:01:36 PM
Quote from: "Hinatediz"
Burning Claw: Slashes with his claw in a potent burn

this is like, the easiest way to get denied in this mod
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jigsaw on February 06, 2013, 11:17:05 PM
So, has a decision been reached on Spydark/Rapeninja?
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on February 06, 2013, 11:31:59 PM
Quote from: "Jigsaw"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jigsaw on February 06, 2013, 11:38:25 PM
Quote from: "tsukiyomaru0"
Bikdark now does triangles.
But of course I do!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 07, 2013, 01:20:34 AM
Quote from: "tsukiyomaru0"
Rape Ninja stays because it was a "Community Character" in early stage of YD's Classes.

that has absolutely nothing to do with it

it has to do with jax whining about something he made being removed and desperately trying to find someone to fill the position, aka unix

tbh I did the same thing with Sinkman years ago, so I can't really complain.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jigsaw on February 07, 2013, 01:38:27 AM
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on February 07, 2013, 02:27:12 AM
Quote from: "Jigsaw"
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.
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.
I dare to say, as much as I HATED Rape Ninja, I loved it. Was iconic.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Jigsaw on February 07, 2013, 02:33:12 AM
Yeah, same concept as Top Spin. Everyone loves using it, but once you get it used on you, you go apeshit.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Myroc on February 07, 2013, 09:30:10 AM
Quote from: "Jigsaw"
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.
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.
The real question is if we want to consider Unix a part of this community. Which I doubt.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 07, 2013, 11:52:01 AM
Trollyomaru was devised, if I recall, around the time that Tsuki was banned.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on February 07, 2013, 06:15:17 PM
Tsuki was still part of the community beforehand. Unix has not been.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: HD_ on February 07, 2013, 07:40:29 PM
Quote from: "Myroc"
Quote from: "Jigsaw"
Unix seems pretty fitting. He likes being sneaky, stealing others' identities, and ohko weps. Fits him more than me tbh.
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.
The real question is if we want to consider Unix a part of this community. Which I doubt.

Well, here's what I think.

Unix is not a part of this community. This is apparent by the fact that he never joined Cutstuff.

However, Unix has become a "meme" of sorts among the community, and therefore is certainly suitable to put in as a community in-joke. The rapeninja class would certainly fit him very well.

Quote from: "fortegigasgospel"
Tsuki was still part of the community beforehand. Unix has not been.

You missed Korby's point. His point was that Trollyomaru is also a class based on a community in-joke (Tsuki's in-server behaviors) and at the time Tsuki was not on the forums, so it could, in a way, be linked to the same concept as Unix.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 09, 2013, 07:56:20 PM
Name:galaxysergio
Armor:normal (Weakness:fire )
Speed: fast
Jump: low
Damage Type: ice
weapon 1 : ice wand (fires a blast that freezes the enemy)
images :
sprite : http://s1293.beta.photobucket.com/user/galaxysergio/media/icewandpowerup_zps29ec56a7.png.html?sort=3&o=1
sprites of the shoot :http://s1293.beta.photobucket.com/user/galaxysergio/media/wandblast_zps0021a948.png.html?sort=3&o=0
weapon 2 :explosive health box (triggers a false health box that explodes when touching the ground)
weapon 2 alt : health box ( triggers a health box which recovers 20 Health )
sprite : http://s1293.beta.photobucket.com/user/galaxysergio/media/vercion_zps61e22378.png.html?sort=3&o=3
sprite of the shoot : http://s1293.beta.photobucket.com/user/galaxysergio/media/health_zps26268f59.png.html?sort=3&o=2
Weapon Dropped: freezecraker


Skin: astroman
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: ice on February 10, 2013, 02:14:41 PM
my  god, your class ideas keep changing more than tsuki's class
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 10, 2013, 04:02:46 PM
Quote from: "ice"
my  god, your class ideas keep changing more than tsuki's class


the only thing I know is that if I accepted it.

because it was difficult to make the sprites  :(
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 11, 2013, 03:55:42 PM
hello, my class was accepted?

is that I found it difficult to make the sprites  :(    :(
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 11, 2013, 04:31:38 PM
Quote from: "galaxysergio"
hello, my class was accepted?

is that I found it difficult to make the sprites  :(    :(

Din't zard said stop with the asking.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 11, 2013, 07:51:45 PM
Zard's not a dev of this mod.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: tsukiyomaru0 on February 11, 2013, 09:55:04 PM
Quote from: "galaxysergio"
hello, my class was accepted?

is that I found it difficult to make the sprites  :(    :(
Just to make it clear: the more one asks to be in, the more one begs, the less likely it will be.

Just be patient

If a dev shows interest, they will make it and it may have a higher chance of approval.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 23, 2013, 12:59:43 PM
So my class was killed or what ever in tea party so i will ask about my class here and afther that i will ask it again in tea party but heres the class idea.

Name: FTX
Armor: 1.1x (for slightly less armor)
Speed: 1.1x (for slightly more speed)
Jump: 1x
Damage Type: FTX
Main Weapon: dark flame shooter (is shoting small fire and is quick)
or we could use: Blood laser (is a laser with slow speed and is comes back when they hit the wall if they are far away from you they are not coming back)
Alt Weapon: Dark Boomerang (is a boomerang but with dark power on it is quick and theres coming dark flame from it when i have throw it oh yeah when they are far away from you they are still coming back)
or we could use: Dark flame jetpack (you will fly with it until i have out of ammo and is coming dark flame from the jetpack when you using it)
Colors: (Blue = Black Blue) (Cyan = Gray)
Skin: FTX Skin
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on February 23, 2013, 01:10:48 PM
If it was shot down at Teaparty, don't count on it getting accepted here.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on February 23, 2013, 01:20:05 PM
Quote from: "Gizmo The Cat"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on February 23, 2013, 01:32:02 PM
My point is, CSCC is WAAYY more uptight and strict about their classes than Teaparty is. If you think it's bad enough to get rejected there, then there's really no chance it would get in here.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on February 23, 2013, 10:55:48 PM
Quote from: "Gizmo The Cat"
If it was shot down at Teaparty, don't count on it getting accepted here.

This man speaks the truth.

Considering the quality of some of the classes in Teaparty, if your class got shot down from there, you might want to rethink your idea. As in, start from scratch.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 24, 2013, 04:27:22 PM
Name:galaxysergio
Armor: normal (Weakness:stone )
Speed:fast
Jump: low
Damage Type:steel
weapon : preparation ( shoots 4 knives around the user that after a while go to the user address)
weapon alt : knife (shot a knife with great force)
Weapon Dropped:metal blade

note : If enabled the main weapon knives are directed to the address where the secondary weapon is fired

Skin:megaman-hair
Damage Information:weapon : knives give 5 damage each
weapon alt : 20
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 24, 2013, 05:30:41 PM
No need to post ideas, Sergio. One of your earlier ideas is currently being tested.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Davregis on February 24, 2013, 05:32:23 PM
Quote from: "galaxysergio"
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..?


Man, make your ideas legible!
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 24, 2013, 05:38:15 PM
Actually, his class idea is like a more offensive Stonefunk.

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, or he can altfire and shoot a 20 damage knife and his four 5 damage knives(40 damage total) where he's aiming.
"Fast" is detailed enough.

His damagetype is fine, everyone needs custom damagetypes anyway.


Don't be so quick to judge, lots of concepts can be pretty cool, you just have to actually look at them.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hallan Parva on February 24, 2013, 09:13:29 PM
Quote from: "Korby"
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
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: DarkAura on February 25, 2013, 01:27:50 AM
If I came up with an idea for a class that also has a "leaning" ability, like Korby and his spells and Nido and his cards, would it seem like too much? Because I at least want to come up with a unique class anything that's useful and not utter bullshit concentrate like my other class idea(s) were almost.

Keyword: Soma
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on February 25, 2013, 01:51:39 AM
It depends on the execution. If you can make it different from mine, Joe's, and Smash's, then I'd say gopher it.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Hilman170499 on February 27, 2013, 01:02:25 AM
I got another question in my hands:

Can I please borrow some coding from V4C to be used as reference when I want to make projects?

Thanks in advance.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: galaxysergio on February 27, 2013, 05:41:32 PM
Quote from: "Korby"
No need to post ideas, Sergio. One of your earlier ideas is currently being tested.

ok thanks   :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ceridran on March 08, 2013, 04:47:00 PM
I started to think about boomsticks/gunstaves.

So I thought about a CSCC class because of that.

Some spots are not really explained well. I'm just leaving an unfinished blueprint for example and possible help with filling in gaps.

Name: Zerokk
Armor: 0.7x (Weakness: Electric )
Speed: 0.7x (I have only little of an idea how these numbers work, but I'd have this on the opposite end of the armor, for balance.)
Jump: .. Heavy?
Damage Type: Uh.. Lasers.
Role: Unknown. "Unfinished Blueprint"
Weapon Dropped: Gemini Laser

Skin: Unknown. "Unfinished Blueprint"
Damage Information: How is this different from the thing up there?

- About -

I'm not going to state any specific damage numbers, because again, "No sprites for this class. I'm just leaving an unfinished blueprint for example and possible help with filling in gaps." I'm not the guy who knows how to work with these numbers.

Let's start with his simple thing. The alt. The alt is a semi-slow melee swing that replenishes a little bit of energy on hit, (Taric much?) reducing the need to camp in order to get energy to use your primary attacks again. Due to your slow speed, you might not always be able to land hits.

There are two primary attacks, each with their own weapon. The melee swing is ALWAYS THE alt.

The first one is a Charge Beam. The lasershootingstaffwithbladesatthetop/boomstick/gunstaff charges up as you hold the M1 button. The longer you charge, the slower the projectile speed, and higher energy cost, and higher damage. This weapon can NOT be fired constantly like Atomic Fire. It has a delay before firing again, and an uncharged shot is just as weak as a single Rapid Fire bullet.

The second primary is Rapid Fire. This is a quick firing, (duh) low energy cost, low damage weapon.
This is designed so that you won't have to keep clicking to fire fast with your primary, also explaining why there is a fire delay on the Charge Beam. This may eat up your energy rather quickly, even though there is a low energy cost, it fires fast, so use with caution!

-

Aaaand that's pretty much what I thought of because of thinking.
So I have no idea if it's well thought out, because anything sounds good until some guy corrects it and spots flaws.

Am I accidently making him fast? The only numbers I'm really sure about is the armor.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on March 08, 2013, 05:12:26 PM
Quote from: "Zerokk"
Am I accidently making him fast? The only numbers I'm really sure about is the armor.
You made him tough and fast.
0.8 is Megaman's speed, higher numbers are faster, lower numbers are slower.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ceridran on March 14, 2013, 12:42:27 AM
I'd just like to point out now that we can forget my last idea, unless I ever feel like bringing it back up.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Caprice on March 19, 2013, 01:54:39 AM
Well, may as well take a shot at this considering I already have weapon sprites and HUD, and around half of the code done.

(click to show/hide)
Also, Botchat:
(click to show/hide)

Tell me what you think.
>EDIT: Changed around some stuff around, but kept old info intact for those curious.
>EDIT2: Botchat, woo.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Korby on March 19, 2013, 02:58:28 AM
You can probably have the altfire thing work through Flash state shenanigans as long as you don't mind not holding the altfire to activate the beam.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Xronim on March 20, 2013, 03:01:25 AM
Deleted Suggestion. Wasnt good enough for my tastes even.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Solar Equinox on March 24, 2013, 01:51:35 AM
I would like to submit a Class concept.
(click to show/hide)

Any feed back would be much appreciated and am willing to help anyway I can to get this class in.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on March 24, 2013, 02:38:21 AM
Quote from: "Solar Equinox"
Weapon dropped: A spread rune.

Please, for the love of all that is good and holy, do NOT do this.

The overheat mechanic seems interesting, at least. Not sure this class has enough to differentiate the class from the rest, but it's a good start.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Rozark on March 27, 2013, 01:30:50 PM
Suddenly this becomes a matter of getting your "unique concept" first before anyone else.
Anywho, I should probably come up with an even better concept than my last two soon.

FAST HIGH ARMOR INVINCIBLE DASHES EVERYWHERE OP

Nope. Go away.
Title: Re: [Expansion] Cutstuff Community Classes (v4q)
Post by: MasterXman on May 25, 2013, 01:00:14 PM
This has been dead for quite a while.
But now its not.

With the permission of ColdFusion I proudly present...

Community CutStuff Classes Version 4 Q! (http://www.mediafire.com/download/wj9o2vmzivjc7ua/CSCC-V4q.pk3)

Warning: Some bars aren't fixed, some colors for some classes aren't fixed, and I think that's pretty much it.
I didn't really change any classes. I just updated their damagetypes. This isn't really a complete fix. Also not responsible for any crashes.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Beed28 on May 25, 2013, 02:35:45 PM
Still needs a lot of work yet. Refilling ammo for certain copy weapons don't work and the horizontal bars and huds are entirely broken (and worse yet, I can't find out exactly why even as I look through SBARINFO).
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on May 25, 2013, 07:39:26 PM
Breve's lag spike seems broken you can't even see the sprite when you use it,
you guys could fix Yellow devil skin's purple color too i blame squidgy about that.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Laggy Blazko on May 25, 2013, 08:12:39 PM
Still broken as hell, but I suppose I can continue updating my class now.
(BTW in instagib, it didn't give me the right weapon the first time I spawned)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on May 25, 2013, 08:51:50 PM
I would have waited patiently for a new release, but oh well.
Still a lot of broken stuff like Blazko mentioned. I'm just disappointed that I wasn't able to see my updates in action yet.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Ukiyama on May 26, 2013, 04:01:45 AM
Whelp cause there was a bump.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Emmanuelf06 on May 26, 2013, 05:11:00 AM
It's cool but yeah, not really balanced. But i like the Chimera classe (op but the rebound ball are fun, the big bomb too xD ) and CMM is so devil with this evil rolling cutter and hands! Nice.
King Yamato is cool but the tornado doesnt do enought damage, i think.

Anyways, good luck for the next versions.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: SmashTheEchidna on May 26, 2013, 05:13:25 AM
Yeah, I'm sure there have been SEVERAL changes made to the majority of the classes, considering this is just a compatibility port of the last release.

Also cool, new classes are coming.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: fortegigasgospel on May 26, 2013, 05:24:59 AM
The water fix wasn't made for any classes using bouncing weapons.
Thought Gummy was getting a new alt.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: FTX6004 on May 26, 2013, 09:49:04 AM
I even found a other problem when i play Instagib i getting that MetalBlade too!
Title: So when can we expect a release? Huh? Huh? :D
Post by: Beed28 on May 26, 2013, 07:38:26 PM
Quote from: "Ukiyama"
(click to show/hide)

Don't really know what classes those are except the Final Fantasy mage being Korby.
Title: Re: So when can we expect a release? Huh? Huh? :D
Post by: Ukiyama on May 26, 2013, 09:28:49 PM
Quote from: "Beed28"
Quote from: "Ukiyama"
(click to show/hide)

Don't really know what classes those are except the Final Fantasy mage being Korby.

That's called surprises, they are tons of fun, and make you want it harder, but as far as a release, considering V5 is a lot more stable than 4Q expect it very soon.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Magnet Dood on May 26, 2013, 09:35:50 PM
I'm pretty sure Stonefunk is Stone Man and Copy Robot is Magic Man.

Can't tell the other two, though.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: BliTzKriTz on May 27, 2013, 08:14:02 AM
It decided it won't work for me because a file was misnamed inside the .WAD or whatever. Well then...
Title: Re: So when can we expect a release? Huh? Huh? :D
Post by: SmashTheEchidna on May 27, 2013, 12:03:56 PM
Quote from: "Ukiyama"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on May 29, 2013, 04:35:57 PM
Welp, after months of loafing around hard work and dedication, CSCC-v5a is finally here! (http://www.mediafire.com/download/6scyovz6v18wsqd/cscc-v5a.pk3)
We've also added a separate voice pack (http://www.mediafire.com/download/ognkcyytygbpd4a/CSCCVoicePack.pk3) since some people were complaining that Gizmo's voice clips were getting too repetitive.

EDIT: Changelog because Korby asked me to post it
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on May 29, 2013, 04:37:45 PM
About time! The day I finally gain access to the internet (Library) you guys finally release it
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on May 29, 2013, 05:24:03 PM
(Dang, you weren't kidding, Uki.)

Whoo! Happy day! =D

I will hopefully test this out later today. And thanks for remembering the voice pack. Hopefully nobody will file any more complaints toward me.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: FTX6004 on May 29, 2013, 05:33:42 PM
Thank you very much i know i don't have my class there but im really glad about this.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on May 29, 2013, 05:45:10 PM
Omg, need to try it ! XDDDDD

It's a stone, you didn't make it! Heee wait? ;D

Thanks to the CSCC Staff for to make my class : 3
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Tfp BreakDown on May 29, 2013, 06:38:43 PM
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.)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on May 29, 2013, 07:40:21 PM
*sees Red's damagetype*
Should I make a death animation for that?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: TheMetalManu on May 29, 2013, 08:14:10 PM
Well, the link went poof or I just don't know how to use Mediafire.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on May 29, 2013, 08:23:40 PM
Link's working fine here. If all else fails, you can obtain it via Best Ever/Wadseeker
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: TheMetalManu on May 29, 2013, 08:32:16 PM
Forget it, It's working now.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on May 29, 2013, 09:11:26 PM
And a majority of people STILL don't have IG weapons by now.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on May 29, 2013, 09:23:52 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on May 29, 2013, 09:36:13 PM
Quote from: "Korby"
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:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on May 29, 2013, 09:51:35 PM
can somebody put a mirror on sendspace? i can't seem to be able to download it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: TheMetalManu on May 29, 2013, 10:09:56 PM
Hey, click me. (http://static.best-ever.org/wads/cscc-v5a.pk3)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fabledfrostbrand on May 30, 2013, 05:44:25 AM
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!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Rozark on May 30, 2013, 07:20:37 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on May 30, 2013, 11:26:13 AM
xColdxFusionx doesn't get his proper colour in instagib. Copy Robot's horizontal ammo bar is placed slightly off compared to the other ammo bars, and his instagib ammo bar doesn't even get placed in the right place and orientation.


Quote from: "fabledfrostbrand"
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?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Tfp BreakDown on May 30, 2013, 11:57:39 AM
Quote from: "Rozark"
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.
Well I didn't know that. I only started playing these classes late 2012.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on May 30, 2013, 01:02:43 PM
Hrm...

I wanted my class to use a new skin, but... Oh well.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on May 30, 2013, 02:16:27 PM
Quote from: "fabledfrostbrand"
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!

...Well that was certainly unexpected.
Hopefully we can get this issue solved for the next version.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on May 30, 2013, 04:13:14 PM
Love the new changes. Was enjoying them even simply for the old classes too.
What IS Stonefunk's alt? Just a jump?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Sir Lemon on May 30, 2013, 04:37:54 PM
Nah, Stonefunk tunnels underground while you hold his alt and deals damage by digging around.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: FTX6004 on May 30, 2013, 05:01:29 PM
Too bad we can't host with this with best ever  :(  but i would be glad if someone host it without best ever.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on May 30, 2013, 06:23:02 PM
Quote from: "FTX"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Badz on May 30, 2013, 08:38:23 PM
Is Gizmo supposed to just suddenly disappear when killed? Also, his helper will always display the default obituary color even if the player changed it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on May 30, 2013, 09:07:37 PM
Question, how does Korby's class work, exactly? Specifically, the alt.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on May 31, 2013, 02:09:19 AM
hold altfire, get hit, use new altfire
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on May 31, 2013, 10:05:40 AM
Something was spamming Script 145 and slowing the game down:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on June 01, 2013, 03:14:19 PM
(click to show/hide)



Updated it. Hope its not to complicated to read ^^;;
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: totalpwned3000 on June 01, 2013, 03:20:25 PM
here's my class
Name:bassman
Armor: 100._x (Weakness: search missle)
Speed: megaman speed
Jump: megaman jump
Damage Type: fire
Role: dunno what this means
Weapon Dropped: time slow
skin:i cant make a download so just bass with megaman face
1st weapon: fire storn
1st weapon alt: atomic fire
2nd weapon:astro crush
2nd weapon alt:bass buster
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 01, 2013, 03:29:38 PM
Quote from: "totalpwned3000"
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.

This one goes straight out. It's pretty strict in CSCC, and this doesn't make it.

Quote from: "xColdxFusionx"
*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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: CHAOS_FANTAZY on June 01, 2013, 05:54:38 PM
YGP asked for my feedback on his class (Not sure why he'd choose me, of all people, considering I've never been associated with CSCC ever) but here I am anyway.
Quote from: "YGP1111"
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]

That's my two cents.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 01, 2013, 06:19:14 PM
Some more bugs:

* Copywep Missile Barrage's ammo bar is the wrong colour.
* Copywep Solar Laser's ammo bar is completely broken.
* Dropped CSCC weapon icons have inconsistant offsets compared to the other weapon icons.
* Duo Fist can pickup weapon energy when it doesn't do that in vanilla MM8BDM. I suggest checking to see if Laser Buster and Arrow Buster do that as well.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: FTX6004 on June 01, 2013, 06:40:03 PM
I found a bug about Copywep Missile Barrage is having wrong fire sound!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 01, 2013, 06:44:13 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: totalpwned3000 on June 01, 2013, 06:49:34 PM
well how do you create a class? :(
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 01, 2013, 06:51:41 PM
Creating a class is pretty simple, especially with the class base provided in the mod. What's actually difficult is creating the class's custom weapon, and there's a tutorial for that.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: galaxysergio on June 01, 2013, 06:58:08 PM
hey for the next version could change the name of my class to galaxysergio?

and here the botchat
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 01, 2013, 07:12:30 PM
Also, Beed28's detector thing goes off when pointing at shootable objects (Party ball, oil canisters, etc). How about making it check to see if the target has the "DontDetectFlag" item, and if it does, don't make the thing go off. And then you can make replacements for the shootable objects that give themselves the "DontDetectFlag" item. Is that difficult to do?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 01, 2013, 07:40:49 PM
Quote from: "Korby"
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 agree, Seed Flare should be like Hexplosive Minefield (http://leagueoflegends.wikia.com/wiki/Ziggs), which is also great for area denial. And then YGP cancels the suggestion for some reason.

The Armor and Speed levels are really confusing. If the main post had a DESCRIPTIVE WAY OF PUTTING IT OUT, we'd have much better armor/speed descriptions. I don't know why Coldfusion hasn't done this yet. Under Siege has a much better character creation guide.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ? Manibogi ? on June 01, 2013, 10:00:41 PM
Why hello, I guess now I have an excuse to get back to coding. Maybe this time I won't simply put stuff together in a blender until it works.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 01, 2013, 11:26:17 PM
so my ygp build is basically finished, just have a bug I haven't squashed yet
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ? Manibogi ? on June 02, 2013, 02:11:22 PM
-nevermind-
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: totalpwned3000 on June 02, 2013, 04:04:05 PM
well where is the tutorial for making classes
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: LlamaHombre on June 02, 2013, 05:40:44 PM


Let's try this again, had a couple of ideas I'm curious about

(click to show/hide)

Let me know if you have any comments, concerns, etc.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ? Manibogi ? on June 02, 2013, 06:46:54 PM
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)
-Attempting to copy Uki's or Blazko's alt-fires will give you Travis' charge.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 02, 2013, 06:59:18 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 02, 2013, 07:10:53 PM
Quote from: "? Manibogi ?"
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.

Quote from: "Beed28"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 02, 2013, 07:15:19 PM
The joke about yamato spear is that KY didn't want anyone to be able to copy his things for reasons I forget.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on June 02, 2013, 07:44:03 PM
Which is why I also suggested making King Yamato take 8x damage from Copy Bullet.


That never happened for some reason or another, and now people hate KY's lack of copying like I said would happen.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ukiyama on June 02, 2013, 08:36:05 PM
damagefactor "CopyMain", 5.0 //If he can't copy you properly, then meet your fate of ten damage shots :I

Straight from the mod, KY does have a "weakness" to copy bullets, but yeah, pretty much what Korby said, KY didn't want to be copied, but since that's his gimmick, he is generous enough to grant Yamato Spear. The charge alt is intentional, I am too lazy to make 10 different charges. And the Missile Barrage no ammo thing on Copy is a oversight thing, should be simple to add.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Gummywormz on June 03, 2013, 12:24:43 AM
Already mentioned it, but the Air Tile Fountain doesn't award properly because the KilledLog inventory item never gets awarded on target death.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 03, 2013, 04:44:16 PM
Hey, want to help us test some stuff?
Check Doomseeker for DW's Open Test Server and give us a hand in squashing a few bugs!
The beta version should automatically download via Wadseeker when you try to join.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 03, 2013, 05:11:53 PM
Judging by the crash that just took place, I assume that Uki found the problem you guys were looking for?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 03, 2013, 05:40:28 PM
Oh, crap, i'd better hurry up with my class, then. o.o
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ? Manibogi ? on June 03, 2013, 05:59:03 PM
23 seconds is what I lasted. What a stable server that turned out to be :P
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 03, 2013, 06:00:04 PM
I didn't even notice you were there.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ? Manibogi ? on June 03, 2013, 06:04:36 PM
I joined just before the map changed, then I killed someone using Copy with Slash Claw, and then I crashed, after being killed by Korby I believe. That's literally all I could do.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 03, 2013, 06:19:59 PM
I'm updating my class, mainly the IG weapon and trying to prevent the buzzer from going off on shootable map props, the latter I'm needing help with (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=5698).
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 03, 2013, 06:49:45 PM
Okay so amongst some things with my class that I knew I would have to fix, I noticed a few bugs and changes I didn't make.

1: First thing I noticed about Gizmo was that his jump height was lowered. Is there a reason for that?
2: Kitty Helper is broken. It only works offline. I don't know where to begin on fixing that.
3: The Flame Cannon's alt was extended much farther than it originally should have been. That shouldn't be.
4: Eternal Claws still uses the Hand Cannon firing sprites instead of clawed firing. May or may not be my fault or just an oversight.
5: Gizmo completely disappears upon death. His old animation is gone. And moments ago I just discovered that some of Blazko's alternate death animations don't play either--they default to his regular one.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 03, 2013, 07:09:08 PM
Thanks to everyone who joined us for testing! We apologize for some of the instability; while we did prove that we fixed some of the issues, we also found a bunch of other weird issues we didn't expect to come up. We are currently attempting to fix the issues we could identify; we'll keep you guys posted as to when we do more public testing.

Also, if anyone has any clue as to what could have been causing the server crashes, please PM me with the details.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 03, 2013, 08:01:54 PM
Quote from: "Gizmo The Cat"
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 >_<
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 03, 2013, 08:14:19 PM
Also, in instagib, I don't really like the wording in Ukiyama's obituary for his weapon. How about "{{victim}}'s eyes were obliterated from Ukiyama's Airman Tile" instead of "eye r****"?

EDIT: I kept forgetting, but I want to point it out now before I forget again. Jack Corvus' landing sound sounds quite strange on my ears, and I get a strange feeling of discomfort.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on June 04, 2013, 12:08:29 PM
Hey, my class has an awesome gameplay (original), but the attacks looks a little too strong no?
less power for the 4 (or 3 i dont know exactly) rocks.
and the underground (like groundman attack) attack stun the ennemy and make too much damage DIRECTLY. I think.....

Maybe, we can nerf the power of the 2 attacks and make the underground attack faster? And use only 3 rocks (front part of stonefunk).

(i would want a taunt too...if you want.... hehe :p )
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on June 05, 2013, 12:16:17 AM
Quote from: "Korby"
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.


No. The little seeds explode 2 seconds after the host seed's initial explosion, but this could be the class's alt. however. nicely thought of Korby,
Nicely thought of.

And fine. i'll buff it up to 1.2x. if that makes it less fragile.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 05, 2013, 01:54:50 AM
It's that time again!
Hopefully it's more stable than last time...
Drop by Deathwind's Open Test Server for some CSCC testing shenanigans!
You might find a few interesting things you hadn't seen before...
Also, before anyone says anything, we do realize Tsuki's copywep is incomplete in the version being hosted; we just wanted to test some stuff.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 05, 2013, 02:23:58 AM
Yeah, but I got banned from the server for lagging out.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 05, 2013, 03:09:27 AM
Stability was significantly better this time around.
Server load, on the other hand, still leaves much to be desired.

Thanks to everyone helping us out with these tests, and we thank you for your patience as we try to solve as many of these issues as we can uproot.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Tfp BreakDown on June 05, 2013, 03:14:40 AM
Glad to be of help. (Even if I did not do much the little stuff counts, right?)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Isaac940 on June 05, 2013, 04:33:20 AM
One thing I noticed was that occasionally as Daveris, I would be stuck in place after a successful Refrain block until I let the meter recharge and I used it again, though whether the second Refrain blocked anything didn't matter.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 06, 2013, 06:21:32 PM
It's not like you ever made a guide for this, so things are bound to not be right.

I sort of (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlowYouAway) did a thing. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RazorWind)
Does not use this. Just white. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WindIsGreen)

(click to show/hide)

If Weapon 2 should be changed/removed, I think that will be fine. Just let me know what you think.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 07, 2013, 02:33:35 AM
And then we do more open testing
Same place, same deal
Shenanigans are abound
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Tfp BreakDown on June 07, 2013, 03:11:00 AM
I have a question about TsukiyomaruZero's class, How when you go into water or any lake bed or anything similar to that, he can't jump out? Why is that?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 07, 2013, 03:27:03 AM
For some reason I never can find this these testing servers. <_>
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Max on June 07, 2013, 08:27:56 AM
I like how you can just charge Messatsu's instant kill supers by shoryuken-ing in a corner
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 07, 2013, 05:10:41 PM
I just discovered that Flash Bomb's pickup has Flame Sword's sprite. Will this be fixed?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 07, 2013, 07:04:39 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on June 07, 2013, 07:58:20 PM
Quote from: "Zerokk"
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.


I assume you liked my suggestion, and also. the explosion sounds exactly like flash bomb.

i Also just noticed in error i made while rewriting my Suggestion, dont mind Seed Flare doing 20 damage, im keeping it at 25.

Again, Also, i want to mention to Coldfusion and Korby that i'd like for my classes' GUI be that of Pokemon's GUI for Health, just have a Blue bar below Hp bar to symbolize Ammo, and have it standing horizontal on the top of where an ammo bar and health bar would be. if thats possible. ^^;;
Also, When i mean by ram, i mean buy "hug", like you would with star crash or junk shield
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 07, 2013, 10:49:59 PM
Just noticed that my Hyper Missile's damage type is still "Bomb". It should be "HyperBomb".

Also, Michael712 doesn't have the weakness effect when hurt by Mirror Buster, and the death type is incorrectly labeled as "Mirror" instead of "MirrorBuster".
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on June 08, 2013, 12:02:45 AM
If you used the HyperBomb damage type, you'd give Korby the wrong Blue Magic. :ugeek:


Trust me on this one, your damage type is one of the few typos that was intentional.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 08, 2013, 12:08:47 AM
Or why not you know, add some new damage types and give Korby those as factors?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: That One Boss on June 08, 2013, 02:47:24 AM
Name: That One Boss
Armor: 1.5x (Weakness: Pharaoh shot, but not other fire weapons)
Speed: 0.6/0.6
Jump: 13z
Damage Type: Flame Blast
Role: Super Glass Cannon, and a little area control
Weapon Dropped: Flame blast unless a custom copywep weapon is made

Description:
Mainfire: Fires a barrage of fireballs (maybe similar to YD Flameman's mainfire sprites? Fireballs should be a tad bigger than normal). The Fire balls can appear about half a character length left, right, or up of his position. If he's in the air, they should appear the same length downward as well. The mainfire fires 10 shots per second. The Fire balls make a hyper-bomb-esque explosion upon contact (same size, sprite, and sound effect). The Fireballs also make a flame-blast-esque flame pillar, but the pillars are smaller and only last half as long as normal.He cannot move while firing, but he will descend at about half normal speed if he's in the air. The mainfire doesn't require ammo.

Altfire:A very fast dash. TOB will not be able to move while it occurs. He will dash in the direction he's aiming, ignoring gravity but still colliding with objects and players, allowing him to go upwards or downards as well. The dash should be able to go from one end of Heatman's stage to the other, and should take 1 second to complete. After the dash finishes, TOB will be locked in place (also ignoring gravity) for 1.5 seconds. The dash takes 8 seconds to recharge (not including the time he's locked in place), does not recharge if he fires in the air, and does recharge at half speed if he's shooting. The dash should serve less as mobility and more for escaping.

Skin:Evil Robot
Damage Information: The fireball, the explosion, and the pillar should all do 1 damage each. Considering how fast the weapon fires and the fact that all three will hit if the fireball hits, that's a lot of damage.

Other things: There may be an issue with copyrobot's class. I would suggest his copy version of this weapon be weaker, presumably slower firing. There might also be an issue in Deathmatch modes, since he can respawn infinitely. His fire rate should probably be halved.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jatea on June 08, 2013, 05:10:37 AM
So I discovered how fun the Cold Foosion class is
That Afterburner has serious knockback effects and causes several silly side effects

For optimal results, go to any map that has a bridge over a lethal pitfall (especially MM6MRX)
and be either Cold Foosion or Copy Robot with Afterburner
then dash at each other and see who wins

Do you want to know what we call this pseudo-game mode?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on June 08, 2013, 06:10:15 AM
Talking about Cold Foosion, I asked him what's the "armor"/how to set it but he doesn't answer so I'll ask here, how can I edit the "armor" damage multiplier value ?

EDIT : nevermind, I found how to. The "armor" is actually the damagefactor "Normal" =w=

EDIT 2 : Foosion just didn't see my message but he actually answered

Yush, because I'm creating a class. I'm awful, I suck when it comes to coding. But I'll be able to make something. I'll update the description below as soon as I know how to make the armor, because I may change some stuff according to the armor.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 08, 2013, 12:48:00 PM
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 08, 2013, 12:54:57 PM
I'm not sure if this was intended, but I was able to download cscc-v5b-bx.pk3 through the Best Ever wad page. I thought it wasn't allowed to be hosted on Best Ever?

Anyway, the Aura Flame copy weapon pickup's offset isn't fixed, and neither is the ammo bar for Missile Barrage. Also, when Copy copies Missile Barrage from Beed28, the red missiles plays the wrong sound while the no ammo green missiles plays the correct sounds.

EDIT: I just discovered that Red Eyes and Sergio don't have bots defined. Will that be fixed?

EDIT 2: Also, the default player death explosions aren't centered properly.

EDIT 3: Changing the DeathBoom state in classbase.txt to this below should fix the death explosion; also added A_CheckPlayerDone to help clean up the invisible corpses, which should be done to the other death states.
Code: [Select]
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: That One Boss on June 08, 2013, 08:21:40 PM
Thanks for the feedback Zerokk
Name: That One Boss
Armor: 1.5x (Weakness: Pharaoh shot and ice weapons, and star crash. 2.0 against pharaoh shot, 1.6 against ice weapons, and 1.7 against star crash)
Speed: 0.6/0.6
Jump: 13z
Damage Type: Time and Space
Role: Super Glass Cannon, and a little area control
Weapon Dropped: Gravity Hold/ Gravity sphere, either one

Description:
Mainfire: Fires a barrage of Gravity Spheres (maybe similar to YD Gravity Sphere sprites? should be a tad bigger than normal). The Spheres can appear about half a character length left, right, or up of his position. If he's in the air, they should appear the same length downward as well. The mainfire fires 10 shots per second. The Spheres make a hyper-bomb-esque explosion upon contact (same size, sprite, and sound effect). The Fireballs also make a flame-blast-esque flame pillar, but the pillars are smaller and only last half as long as normal.He cannot move while firing, but he will descend at about half normal speed if he's in the air. The mainfire doesn't require ammo. Also note that the shots don't go at different angles, they just appear at different positions. Similar to YD Needleman, the Mainfire takes second or two of automatic charging before it starts firing. He can move normally while charging, but once it fires he can't move and can keep firing. If he fires too long (maybe 8 seconds?), the blaster will overheat and he won't be able to move or shoot for 5 seconds. He can still turn while firing. If he stops firing the overheat bar will instantly go back down.

Altfire:A very fast dash. TOB will not be able to move while it occurs. He will dash in the direction he's aiming, ignoring gravity but still colliding with objects and players, allowing him to go upwards or downards as well. The dash should be able to go from one end of a hallway in cutman's stage to the other, and should take 1 second to complete. After the dash finishes, TOB will be locked in place (also ignoring gravity) for 1.5 seconds. The dash takes 8 seconds to recharge (not including the time he's locked in place), does not recharge if he fires in the air, and does recharge at half speed if he's shooting. The dash should serve less as mobility and more for escaping.

Skin:Evil Robot
Damage Information: The Sphere, the explosion, and the pillar should all do 1 damage each. Considering how fast the weapon fires and the fact that all three will hit if the fireball hits, that's a lot of damage.

Other things: There may be an issue with copyrobot's class. I would suggest his copy version of this weapon be weaker, presumably slower firing. There might also be an issue in Deathmatch modes, since he can respawn infinitely. His fire rate should probably be halved.

Obituaries:
Fireball: [player] took a Energy Blast to the face from [player]
Explosion: [player] couldn't clear [player]'s explosives
Pillar: [player] didn't notice [player]'s flame pillar.

And I'd just like to make sure, but there weren't any problems with balancing aside from the dash and the weaknesses correct?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 08, 2013, 08:52:12 PM
Testing Server?
Testing Server!
TESTING SERVER!
Testing Server.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 08, 2013, 08:57:52 PM
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.
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?

I'm pretty sure some of the main problems were the dash, weakness, and damage type.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: That One Boss on June 08, 2013, 09:08:56 PM
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?

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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 08, 2013, 09:34:27 PM
Quote from: "That One Boss"
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.

I think you should ask Korby or Coldfusion about what they think. That probably won't end well.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 08, 2013, 09:48:41 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 08, 2013, 10:18:40 PM
Doing this again because totally.

UPDATE COUNT: 6

(click to show/hide)

Air Wave, become interesting please.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: That One Boss on June 08, 2013, 11:25:33 PM
Quote from: "Korby"
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

I should really put together some kind of rough draft of this class in slade to get a better idea of how fast it shoots.
I'm just going to guess that 4 damage spheres, 3 damage explosions, 2 damage pillars, and about 7-8 shots per second would be best, but I'll have to test it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 09, 2013, 01:22:04 AM
So I made a script for the reload button
Code: [Select]
#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.
Wat

EDIT: LOL mispelled "Fusion".
EDIT2: LOL misspelled "misspelled"... But i'm not fixing it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 09, 2013, 03:53:38 AM
Double post because I fixed that. I don't know how the hell I did but I fixed it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on June 09, 2013, 10:47:33 AM
I just noticed something that got my attention in TOB's class, concerning the dash.
Quote from: "Zerokk"
(click to show/hide)

I think you were a little mean on the "way too far" =w=
Now TOB changed for "One corner to the other of Cut Man's stage"... since the dash + the stunned position lasts 2.5 seconds in total, I really wonder if the dash will even be worth using it for that range.
The vanilla Mega Man class can pretty much join a side to the other of Cut Man's stage in about ~~3 seconds~~ (simply by running). But don't forget Mega Man is still able to jump'n shoot whereas TOB can't do anything while 1.5 seconds. Finally, the dash needs recharging, so... if a nerf would be needed, in my opinion, you shouldn't affect the range, but rather putting some preparating, "freezing" tics before TOD dashes.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 09, 2013, 02:06:22 PM
I believe it can be changed back to being from one side to the other of Heatman's Stage.

YD can travel that distance.. sort of. He gets really close, anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on June 09, 2013, 03:43:16 PM
Okay, I have an idea for a different Insta Gib weapon for my class: My Splash Attack weapon (which is a modification of the Hell Wheel). I figure that it fits my fast-paced class well enough.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 09, 2013, 03:50:23 PM
You mean that really old altfire you originally wanted?

Well, it's always great to see an IG weapon that isn't another IG Metal Blade.

.. Speaking of IG Metal Blades, YD doesn't have one. He should have an IG Metal Blade if he hasn't created an IG weapon yet.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on June 09, 2013, 04:18:11 PM
Also, if I could get a good HUD made, I'd love to switch skins to my Eggman skin. Until then, not much I can do.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: FTX6004 on June 09, 2013, 05:15:05 PM
I wonder a thing will you guys fix the sprite of saviorsword upside down.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Myroc on June 09, 2013, 06:21:13 PM
Allow me to finally submit my hilariously complicated class in the thread proper, instead of just yelling at people over skype.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: That One Boss on June 09, 2013, 11:40:28 PM
It can be changed back to heatman's stage? Great!

On a side note, I made a prototype thing in slade. It fires 8 shots per second that appear half a character length away either left, up, down, or right. The Fireballs do 5, the explosion 4, and the pillar 3. Believe it or not, it's actually kind of Underpowered. Even at point blank range it takes a good 6-8 seconds at point blank range to kill normal megaman. I think it'd be best to remove the random aspect from it, that way it wouldn't miss so much.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Toastman on June 10, 2013, 01:06:21 AM
What are the stats of copy robot, and does he do 2x damage? And how exactly does the Daveris class work? Because I'm not willing to read walls of text just to find those two things.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on June 10, 2013, 01:45:16 AM
Quote from: "Toastman"
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.


My class is actually pretty simple.

The altfire is a counterattack that powers up his mainfire and grants temporary invulnerability, as well as
the largest amount of burst damage you'll get until you power up the mainfire a few times.

The mainfire levels go like this:

10 -> 14 -> 18 -> 22 -> 25
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Toastman on June 10, 2013, 11:24:07 PM
Thanks Daveris, and does anyone know why my MM8BDM crashes frequently on servers that run YD's Classes?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 10, 2013, 11:33:44 PM
Not quite related to CSCC at all, but plenty of WADS will cause crashing sometimes.

Because if we knew how to solve it, we would.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 11, 2013, 01:55:24 AM
Welp
Mess wants me to get people in the testing server again.
So yeah
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 11, 2013, 03:17:27 AM
Why do mets bleed?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 11, 2013, 06:23:11 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on June 11, 2013, 07:13:06 AM
Quote from: "TheunlosingQuint"
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)
...
I'll expect more details. But, considering your status, I guess that I can forward your class concept to the team once you have detailed it enough.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 11, 2013, 11:18:51 AM
"considering your status"<- what do you mean with that? anyway, thanks!!

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 11, 2013, 01:28:10 PM
Quote from: "TheunlosingQuint"
"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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Rozark on June 11, 2013, 01:30:16 PM
[6/10/2013 7:07:37 PM] xColdxFusionx: That means "yes, assuming I/you can get someone to code it"
because atm I'm currently busy fixing CSCC and coding Under Siege

Welp, this is me requesting someone help code this for me now.
If any questions/volunteering to do this, contact me.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 11, 2013, 01:58:43 PM
Now I understand, thanks, fortegigasgospel!
Also here is the skin for my class if accepted: http://www.mediafire.com/download/qibwc ... UQskin.rar (http://www.mediafire.com/download/qibwcx4hd685jeg/TUQskin.rar)

EDIT-I,m compiling all the sprites used in the class (So you can focus on code)
        Question: The character skin must be cyan and blue or can I paint the colors of the class directly?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on June 12, 2013, 05:34:24 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jatea on June 12, 2013, 06:26:01 PM
So I had a dream today
where Lego was a mushroom and Red threw potatoes (and that's just the short version of it)
(click to show/hide)

So in the dream, I was the Red-analogue (I say this because I was the one throwing potatoes, not TGOT or Red) and I was running around some unique map (it was basically a giant square with several boxes throughout).
There were other classes (probably) but I was oblivious to them because I was busy pelting a mushroom with my potatoes.
The mushroom had Lego's voice but it apparently had no means of attacking me, so I kept throwing potatoes at it until his cap came off like a Cappy.
I kept chasing after Lego until some other person/class (I don't know, but it had bare feet) trampled on Lego, causing him to split and die.


All the graphics were mostly 8-bit, even Lego's splitting death.


I swear I didn't take any illicit substances before bed
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 12, 2013, 06:28:21 PM
On that rather bizarre note, Testing server's up.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 12, 2013, 09:44:20 PM
So I noticed that Korby's pain frames don't really show. At least, not when he dies.

I ALSO noticed that ColdFusion's 'fusion bombs' deal a LOT of damage on direct hits. As Gizmo, I had around, I'm guessing somewhere around 68-75 HP, and one fusion bomb hit me in the face and I immediately died. (Isaac also pointed out that they can OHKO Korby at full health)
Even when they're not direct hits, they still take off pretty hefty chunks of your HP.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Isaac940 on June 12, 2013, 10:22:44 PM
While a glancing blow with one of Cold's fusion bombs won't one-shot a glass class, a really good hit might if the secondary explosions occur right. He, Messatsu and Finite are the banes of glass classes; Cold has really high damage and can cover a good area with each bomb's splashes, Messatsu can one-shot glass classes (or at least Korby) with the red charged hadouken, and Finite's 10 damage, rapid fire, high speed shots are a nightmare when glass armor multiplies the damage to 15 a shot.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 12, 2013, 11:30:43 PM
Quote from: "ice"
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
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 13, 2013, 01:10:59 AM
Quote from: "Zerokk"
Doing this again because totally. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=2695)

My options are to give Focused Air Wave a slow.. . Wait, that's about it. I'm really stumped here and I need suggestions for Air Wave/Focused Air Wave.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 13, 2013, 01:50:04 AM
Quick question, is my class being accepted?
(because I,m doing the offsets of the skin and the hud...)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 13, 2013, 02:07:58 AM
Fun fact: The probability of your class being accepted goes down with each time you ask whether or not it was accepted.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 13, 2013, 02:13:56 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 13, 2013, 02:20:23 AM
Quote from: "Zerokk"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on June 13, 2013, 02:35:55 AM
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.
Not getting a nice answer isn't funny. <_<
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 13, 2013, 02:56:16 AM
Quote from: "Zerokk"
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.

That's different. I made Sergio because I felt like proving the devteam wrong.

Quint's class is bad. It's literally perfect, and that's not good whatsoever. The only things that could make it better are infinite jumps, homing buster shots, and instagib.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 13, 2013, 03:22:03 AM
I know that, the more I ask the less chances I have. anyway, I ONLY asked that 1 time. (don,t worry, I dont want to disturb)
Also is not Quint from classes, I said that to use as a base, SAKUGARNE is out, capput, no sakugarne.
The weapons are: megabuster with 40 speed proyectile, slashclaw and the superadaptor wings and fly capabilities.
Also, thanks to all of you for the information, I,ll take a look to the first post/page.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 13, 2013, 09:17:10 PM
What Korby was saying is that your class is basically too good with those combinations. A faster Mega buster, Slash Claw and the Adapter's boost?
You have a decent infinite ammo weapon, a powerful melee weapon and a double jump that moves you forward quickly.
It needs some flaws, minus the number tweaks. Also some non-vanilla ideas. As everything about it you gave are vanilla edits mixed together.
I don't know much about your game play. But you said its role is "Balanced tactical scapist (uses meele, a megabuster, and can use super adaptor to evade/dodge dangerous situations)"
How about, a weak decent fire rate gun or a decent strength mid range (shots don't travel far) weapon. The Alt is a side step for dodging, detecting whatever direction the player is going and boosts them that direct.
Now this sounds a bit boring I agree. Maybe some bonus effects to the gun to give a unique feel. Or an item for something else unique.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 13, 2013, 10:20:10 PM
Ok...I see

What I mean with proyectile speed is that the "bullets" travel more faster, I don,t mean fire rate but I think...wait...
I can change some things: now the class has normal speed, The TUQBuster now is the same as quintbuster (from classes mod) and now has an item that makes him translucid/transparent "Stealh Camo" MGS1 style, this thing lasts 15 seconds and when the 15 seconds pass you have to wait 20 secons to use again (or more if neded) (i,m sure the last thing breaks again the class (there is an alternative option in the spoiler), if that is the case tell me what you think)
Thanks for the help!

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 13, 2013, 11:54:08 PM
All you did was add something (which makes it even more powerful) and clarified you meant the projectile speed (which I'm sure we all knew).

My suggestion for an item was directed to the design I thought up in that post and was to possible add something to it that maked it less boring and standard.
Look at the Tea Party classes topic and see all the complaints about classes with a long range weapon and a melee weapon. Yes my own suggested class to that is guilty of it also, but the melee is weak, and there for effect purpose. And it has much more to it then those.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 14, 2013, 12:22:26 AM
You need to do a thing

so that the class isn't literally just megaman with slash claw and super adaptor slapped on it.

I mean like, does your "author avatar" have their own weapon? You can branch off something like that.
Gizmo has all his weapons he has created. |The character, not literally Smash/Gizmo, though it still applies either way..| Coldfusion has his Fusion Bombs, Blaze has his Jeffy Cooper Doodads.. etc.

Meanwhile I'm just sitting here waiting for suggestions of what I can add to Air Wave that isn't MORE flat damage.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 14, 2013, 01:02:23 AM
I can delete the items...
But i can't make the class atractive, because i don,t know how to sprite,code or anything (I dont have imagination nor capabilities to do that) so this is a lost cause. I,ll try to do some new sprites or something but this will end in....nevermind.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: fortegigasgospel on June 14, 2013, 01:18:16 AM
We have other people who aren't capable of many of those things either, yet have classes. You can always wait until you have finally come up with something you feel is truely worth while, or enlist the assistance of people who can come up with ideas.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 14, 2013, 01:43:46 AM
Now would actually be a good time for me to discuss something real quick regarding class submissions
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 14, 2013, 01:49:46 AM
Quote from: "xColdxFusionx"
Now would actually be a good time for me to discuss something real quick regarding class submissions
(click to show/hide)

So much yes.

Please put this on the main post. That's where we all go for help but never find much.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on June 14, 2013, 05:01:00 PM
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. :|
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on June 14, 2013, 08:49:23 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on June 14, 2013, 08:53:47 PM
Quote from: "YGP1111"
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. :|

If y'can't get someone to code it for you, I managed to get the hang of DECORATE for a class revamp pretty quickly.

It's not obscenely difficult
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 14, 2013, 09:11:04 PM
Korby can probably give Daveris the unfinished stuff so that things can be done.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: xColdxFusionx on June 14, 2013, 11:08:05 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v4c)
Post by: Galactan on June 15, 2013, 12:16:47 AM
Quote from: "xColdxFusionx"
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.

You gone and corrected me again
Yes, I meant .7 and .4
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 16, 2013, 03:28:31 AM
Updates to Air Wave. Also bringing it over here so you don't have to dig through everything to find it.

(click to show/hide)

You can get around with Air Wave, but it can't travel the full distance of Heatman's stage.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on June 16, 2013, 04:36:14 AM
Well, here I go and please give me some pointers!
(click to show/hide)
Well, this is it. All I need is some good advice and then this thing can get going.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Knux on June 16, 2013, 05:35:17 AM
I remember posting my class idea back on page eighty something. I made some updates to the info, but I won't begin spriting anything until I have someone that can code it for me. The HUD will be pretty much an edit of the Hunter's bow in GvH anyway, but I'll try to make it different enough. Won't need a custom skin yet, either.
(click to show/hide)
So why don't I sprite first? It will be a waste of time in the fast paced time of summer classes if no one happens to want to code it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Gumballtoid on June 17, 2013, 06:03:07 PM
After toying around with my old class (which I'm aware was not accepted), it became apparent that it was just incredibly boring, and while the weakness exploitation was unique, the class itself was not. I'm scrapping that in favor of a more unique class while retaining the weakness exploitation.

(click to show/hide)
I'm attempting to code this myself in order to gain experience with coding. Toid Bubble and Toid Flame are complete, and Toid Discharge is in the works.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 17, 2013, 07:42:23 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Rozark on June 17, 2013, 07:47:56 PM
Quote from: "Zerokk"
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.

Megaman is used quite often, and if I spoiled a few things you would use him more.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 17, 2013, 07:53:36 PM
also, vaguely unrelated because it requires Megaman, but Korby's Blaster spell is buster element.

also Korby's only weak to one thing in the game as well.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 17, 2013, 08:20:32 PM
I don't have a problem with only having one weakness, but sometimes it just doesn't work. GBT has five damagetypes in one class. He might need one or two more weaknesses.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on June 17, 2013, 10:52:30 PM
You could just call everything that comes out of a buster "Buster Element". Mega Man's standard buster and all of its upgrades (except maybe Duo Fist), Gizmo's plasma bomb, Ukiyama's revolver, Blaze's blue energy... uh... THINGS...


That's plenty of weakness already, he doesn't need any more. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Gumballtoid on June 17, 2013, 11:03:32 PM
I assumed that was the case, which is why I tacked on the Buster weakness.

Alternatively, he could be weak to a damage type based on the weapon he has equipped, but my fear is that he would simply change his weapon when someone attacked him using a weakness weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on June 17, 2013, 11:16:53 PM
Apparently my class should have a double-jump.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on June 18, 2013, 12:00:35 AM
apparently your class should not be a boring pew-pew man with nothing else



we're actually debating kicking you out unless something interesting happens
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on June 18, 2013, 12:09:49 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 18, 2013, 12:18:46 AM
Quote from: "-FiniteZero-"
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?

This.

Where might some of these ideas be? You can probably grab some of them from the past or just rewrite them from memory, and ask Coldfusion or some guy what he thinks.

Asking Coldfusion became my only form of feedback. The reason my class became much better than when I first brung it in was feedback.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on June 18, 2013, 12:36:34 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Sir Lemon on June 18, 2013, 12:43:25 AM
I'd personally hate to see that class removed, it's one of my favourites.

Why not...

...give it a wall-jump? Changing the dash would be good too, to make it more unique. (My class also has a dash similar to yours, though originally we were trying for a head-stomp). Perhaps the dash could have projectile repulsion, be a ground stomp, a zipping double-dash or something groovy like that.

Those are my thoughts, feel free to them. :P

edit: slow lemon is slow.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 18, 2013, 12:53:33 AM
Quote from: "-FiniteZero-"
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.

What if your mainfire's insta-shield damage also healed you somewhat? It might work well with your full health effects. The solar lasers themselves wouldn't heal you.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 18, 2013, 01:23:23 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 18, 2013, 02:26:55 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on June 18, 2013, 02:44:17 AM
+CODENAME: CLASSIDEA02
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Thunderono on June 18, 2013, 02:52:43 AM
Quote from: "Colonel ServBot"
Name: Colonel Sanders ServBot
Colonel Sanders
(http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/KFC_logo.svg/220px-KFC_logo.svg.png)
Servbot, master of fried chicken
I'm sorry
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 18, 2013, 03:08:14 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on June 18, 2013, 03:12:43 AM
Quote from: "Zerokk"
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?

Well, I hate melee weapons that are just spammed by an idiot sitting in the corner with a troll face and his finger held on the fire button. Thats stupid. And I like Fighting Games. so I added the block. Really, All you have to do is hol the fire button and youre blocking. also, i'll edit (some of) the original post

EDIT, Its edited
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Rozark on June 18, 2013, 04:24:20 AM
But Sanders, there's already peo-shot-

Anywho, glad to see Gizmo might be getting more elements. It always urked me when I picked up Wind Storm/Flash Stopper/Bubble Lead/Oil Slider expecting a thing and nothing happens.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 18, 2013, 11:46:40 AM
Quote from: "Thunder Electros"
Quote from: "Colonel ServBot"
Name: Colonel Sanders ServBot
Colonel Sanders
(http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/KFC_logo.svg/220px-KFC_logo.svg.png)
Servbot, master of fried chicken
I'm sorry
Uh... sorry to burst your bubble, but...
(click to show/hide)

Anyway, about CSCC itself, are we still doing special weapons for the Evil Robot fight, much like most of us did for instagib?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 18, 2013, 05:48:02 PM
The only person who has a special weapon vs. Evil Robot that I'm aware of is Tsuki.
I would consider it, if I can figure out how exactly the Cosmic Upgrade works in Singleplayer vs Multiplayer. I'm not saying every class would need to have one, but if some classes could have special weapons specifically for that fight, it would be interesting.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on June 18, 2013, 05:50:48 PM
Well, regarding my class suggestions InstaGib weapon, the 'Delete Beam', I think I could code that. And Sprite Everything.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 18, 2013, 06:36:36 PM
I'm glad that people are for the possibility of new elements. I'll definitely try to work on them, then.

As for Evil Robot, I always wanted to try and make special weapons to fight against him. I already made one for Smash months ago.

(click to show/hide)

But I don't really know what to do for Gizmo.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on June 18, 2013, 07:11:52 PM
Quote from: "Gizmo The Cat"
But I don't really know what to do for Gizmo.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 18, 2013, 07:31:43 PM
I can only imagine that being very awkward to use against him while he's charging at you.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 18, 2013, 07:37:58 PM
It doesn't even fit Gizmo.

.. At least I would think that.

I liked those claw beams. Why not those? Or just an advanced version of them?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on June 18, 2013, 07:40:34 PM
In all honesty it doesn't fit him at all. But I tried making it anyway, as the altfire for the Chaos Cannon, which can only be gotten through cheats at the moment since it's still a beta.


As for "Claw Beams", I assume you're talking about the Eternal Claws. That could probably work actually.



EDIT: Oh right, I also wanted to give him an item that lets him see enemies' HP, as well as giving him nightvision. Yes, it's his goggles. I don't know how the HP thing works, or if it can be made visible only by him, so he may or may not get it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 19, 2013, 02:13:22 AM
I was bored

so I did a thing called botchat

assuming I get in

-- but then I realized how bad it was
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on June 20, 2013, 06:24:50 PM
Thanks to Chaos Fantazy, my class idea is better now...

(click to show/hide)

Also, my class has some trivial things that show on the hud, I,ll give you some sprites and the skin in 2 weeks or before but you can take a look at this (wip sprites).... http://www.mediafire.com/download/7stt4 ... yclase.rar (http://www.mediafire.com/download/7stt44wvvuujnca/myclase.rar)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 22, 2013, 01:48:04 AM
So I kinda want to test another new thing
So yeah, testing server
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 22, 2013, 02:43:07 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on June 22, 2013, 03:05:41 PM
Assuming this refers to "cscc-v5b-bx7.pk3"...
I can also see that none of my changes to my class's weapons (one of which added +WEAPON.NOAUTOAIM to Beed28Weapon2 to try to fix a certain exploit) I sent you have been applied.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 23, 2013, 11:21:10 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on June 23, 2013, 11:29:11 PM
Quote from: "xColdxFusionx"
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.
Just a reminder: this version = replacement for Trollyomaru, but not for my original class.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 24, 2013, 12:25:27 AM
Quote from: "tsukiyomaru0"
Quote from: "xColdxFusionx"
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.
Just a reminder: this version = replacement for Trollyomaru, but not for my original class.

Except for the fact that it's a replacement for both
This is probably going to be the only time I ever make an executive decision to override a class (or classes)
But I've done pretty much everything I can to make this class exactly what you wanted your class to be for the last five versions
And I'm sick of you constantly rewriting the damn thing every time I touch it
And I swear to God it's whenever I touch it to nerf something specifically

So yeah, this is going to be the only time I ever do this
But you either use this version that I worked my ass off to make for you
or we go back to the previous version and we keep it as it was

EDIT: ...This requires some backstory.

Tsuki submitted what he refers to as "a minor edit" that had the scope from his previous versions, but completely altered how most of his attacks worked; Power was removed and the modes were mapped to two weapons instead, Spread was changed to be the fully-charged version (5 shots instead of 3) with Rapid's firing rate, and Rapid was made into a wave that resembled Blizzard Attack if you could actually aim it properly (also at its old firing rate). In other words, he changed his class into what amounts to a complete and total bullet clusterf***.

And on top of that he added the ability to pick up and use items, which gave him crazy stuff like bombs and E-Tanks that gave incredibly fast regeneration, many of which were designed to solve problems that don't actually exist.

"Project Taco Maiden" (as me and Smash jokingly refer to it) was an attempt to make a compromise class that would be both fun to play and fit with everything Tsuki had done over the last few builds. Sentinel Wisps that hunt down foes? Check. (and let's tack on a quick reference to his Ghost Shield experiment thing for good measure.) Mine explosions made of randomized flames? Check. Options that support your attacks? Check. Multiple attack modes that fire streams of different bullets? Check. A Bomb item that can be picked up (well, fueled by your Power)? Check. Giant Spirit Lasers of Doom? Check.

Hell, we even threw in a reference to Trollyomaru Zero's army of clones mixed in with Tsuki's phantasmal sentries from his previous class.
Because, let's face it, the Trollyomaru class is starting to lose its novelty and he just devolves into the most boring and inconsistent game of hit-and-run ever.

Unfortunately, this "division" in how we percieve Tsuki's class should work has caused a bit of a debate. Tsuki wants his version of his class, and for "Taco Maiden" to replace Trollyomaru (despite the fact that they play pretty much the same way). Jax wants "Taco Maiden" to replace Tsuki and to keep Trollyomaru in as-is (despite the fact that Trollyomaru is boring and impractical in all senses of the word). I want to take Tsuki and Trollyomaru out and put in this new class.

tl;dr: I want to do a lot of things to this mod, but people don't want me to do them. And it's annoying me.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on June 24, 2013, 04:20:54 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on June 24, 2013, 04:26:48 PM
Maybe not.. We're still in the middle of testing, which may contain instability and surely contains overly over overpowered Tsuki.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 24, 2013, 04:43:18 PM
Quote from: "Stonefunk"
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

No, CSCC can't be hosted on Best Ever yet. We're still testing things to make sure we're not going to blow them to smithereens. :/

Also, we finally figured out what was causing the weird jumping bug on Stonefunk's class. It should hopefully be fixed for the next test.

Quote from: "Zerokk"
Maybe not.. We're still in the middle of testing, which may contain instability and surely contains overly over overpowered Tsuki.

The problem with "Taco Maiden" at the moment is that it snowballed significantly harder than I expected it to; specifically, the Unfocused attack was just an absolute nightmare to fight against once you cross a certain threshold. Note to self: quadruple lightning-fast Dive Missiles are not fun to fight. I need to stop trying to come up with new weapon ideas...

Assuming I can find a flavor of taco at least Tsuki will enjoy, that will hopefully be fixed for the next beta.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Metallix on June 24, 2013, 05:26:09 PM
Because the old crap class got declined, I present a new class for ya'll to consider.

(click to show/hide)
I can work on whatever graphics be needed, but I have next to no coding skills, unfortunately.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on June 24, 2013, 06:27:55 PM
I have a feeling you got the armor backwards. 0.6x is Jax-level tanky, and that's kind of a bit much all things considered.
Do you mean 1.4x or something around there?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Metallix on June 24, 2013, 06:36:31 PM
Woop. Yeah, that's about it. It should be a speed class sacrificing armor. My bad.

If anything else looks funky, I'm open to suggestions.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on June 29, 2013, 06:01:07 AM
I forgot to point this out earlier, but you could have Slash be the altfire for the second weapon as well.
Personally, I find it strange for the super attack to be a mainfire, but it's your class, so w/e.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Myroc on June 29, 2013, 09:33:02 AM
Quote from: "Korby"
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.

*Last time I checked, at least.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: galaxysergio on June 29, 2013, 03:03:37 PM
hello, I have another change to my class: could put white? is that I do not like the pink
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: GunbladeMaster34 on July 01, 2013, 07:29:54 PM
Err... what is this? Where's the .pk3?  :shock:
Help! This is overwhelming for a spazzer like me!  :?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 01, 2013, 07:34:23 PM
Have you properly set up Wadseeker? These testing versions can only be achieved through Wadseeker.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on July 01, 2013, 07:42:06 PM
Making it impossible for netless losers like me to try it
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: JaxOf7 on July 01, 2013, 11:56:37 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 02, 2013, 12:06:41 AM
So you were like talking with Colonel Servbot via Skype and you both brainstormed together and whatever?

I can't imagine this monstrosity.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: JaxOf7 on July 02, 2013, 12:13:43 AM
Errr, I meant the CSCC chat.
Sorry, but Colonel hasn't actually seen this yet.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on July 02, 2013, 01:53:48 AM
Quote from: "JaxOf7"
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.

I like it. but I dissaprove. Although, I love the other servbot with the health. i want to keep with the fact that I'm pretty much Cutstuff's only servbot.
And there are 3 different aspects of myself.
The first is a fanfiction about  205 years after MML and Servbots roam the world. created in 2011!
The Second is what I call the 'Cutstuffial Colonel' and the main one. which is yellow. and can turn his fists in to Rokkufists, duofist-esque hands. he also is a master of MMA, and kick-boxing, created in the late 2011 and revamped now.
And the third is an eyepatch wearing servbot that later dons a scarf. he uses a giant hammer and a buster. this one was meant for a sprite comic called 'MegaMan: Colonel Odyssey'. created in 2013, a week after i joined Sprites Inc.

I'm already working on sprites for my original idea and seeing if any one is up to the challenge. And I'm coding the IG Wep.
Jax, I love your idea, dont get me wrong, but it doesn't match me.
You can still add it in and call it Other-Colonel, due to me talking to myself and calling myself Other-Colonel on the chat from Sprites Inc.(I'd also suggest making him weak to the Sig gun from the my idea)
My idea was based around being Tekken/Street Fighter-esque and levelling up. Like my love for StreetFighter and RPG's.
Great, now i feel like a nazi
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on July 02, 2013, 06:35:11 PM
THIS NEEDS SOMEONE TO CODE IT AND THE SPRITES FOR JUDGMENT DASH ATTACK.
IF my class gets accepted when it can be, theres the idea and the sprites.

(click to show/hide)

The sprites, they are trash I know but I'm not a coder nor spriter nor anything, I'm a guy without the power of the knowledge.
http://www.mediafire.com/download/e353i ... QCLASS.pk3 (http://www.mediafire.com/download/e353idtj6hb4t11/TUQCLASS.pk3)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 02, 2013, 06:50:53 PM
I'm not quite sure if coding will ever happen until Coldfusion actually puts it in that next version list.

Agh.

I don't think it's ever been specified if the people in the list are already finished, or are just ready to have someone take on the coding and possibly spriting.

.. Then again, aren't there alot of unspecified things already?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Tengu on July 02, 2013, 07:42:03 PM
Class name: Tango
Coded by: Daveris

ARMOR: 2.6
Has BlueArmor, which cuts the damage you take in half for 200 damage points.
SPEED: 1.2


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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 02, 2013, 07:58:56 PM
Uh, I'm pretty sure a Doomguy has been denied in the past.

Still, though, we have plenty of 8-bit things you can use for a Doomguy, and some of them can just be made.

And how would you even seperate all the ammo types? Do weapon energies have random properties for you?

Let's not forget that you copy-pasted the post with a few edits. This is Daveris's Teaparty class.

Quote from: "Daveris"
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on July 02, 2013, 08:27:09 PM
Quote from: "Zerokk"
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.

Regarding the ammotypes, as long as two weapons use the same ammunition, they recharge/expend from a pool.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on July 03, 2013, 08:28:20 PM
I heard from Zerokk that someone is doing a new build for my class, who is it?
just wanted to know, Thats all.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 03, 2013, 08:29:52 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: YGP1111 on July 03, 2013, 11:25:24 PM
Quote from: "Zerokk"
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.


Well. i already asked you. so i wanted to see if i can get any info off of anyone else besides you. .-.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on July 03, 2013, 11:28:14 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 04, 2013, 01:15:57 AM
Quote from: "Daveris"
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

I'm pretty sure there was a download link here before. Maybe I mistook the link for one.

EDIT:

I withdraw my dislikings of a Doomguy type class.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 14, 2013, 04:55:24 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 14, 2013, 09:45:25 PM
Well, that's a big project. I'd enjoy taking part in it! But first, I need tips. I'm a total newbie in character/weapon making, but that's not my problem, as I know where I can find the tutorials for those. My difficulties are in the character concept. I want my character to be engulfed in a dark cloak, thus hiding all of his face, except for his yellow eyes, staring creepily. How can I put this out and not make it look unoriginal/look like I took little time in doing it? What can I add in that?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 14, 2013, 10:00:43 PM
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 least
near least used so far?

- How should I make my weapons and
or altfires work with eachother?

- Should my class have a form of attack
defensetransportationetc 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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Messatsu on July 14, 2013, 11:25:38 PM
Quote from: "Stardust"
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.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 15, 2013, 11:38:04 AM
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 least
near least used so far?

- How should I make my weapons and
or altfires work with eachother?

- Should my class have a form of attack
defensetransportationetc 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.)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 15, 2013, 11:52:38 AM
Quote from: "Zerokk"
- What damagetypes are there little of?
- What roles are the least
near least used so far?
- How should I make my weapons and
or altfires work with eachother?
- Should my class have a form of attack
defensetransportationetc 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.
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).

EDIT : ahm a little late for the post

Quote from: "Messatsu"
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.
Thanks my lord.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 15, 2013, 12:54:04 PM
Quote from: "Mysterio"
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 least
near least used so far?

- How should I make my weapons and
or altfires work with eachother?

- Should my class have a form of attack
defensetransportationetc 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.)

Searching through pages sounds like hell-- just try to understand the classes from the gameplay side. You can pop CSCC into the Extra Command Line Parameters for singleplayer, and fool around with the classes so that you can see how they attack, and utilize Offline Skirmish to see how much damage they're dealing and taking, to understand the classes.

If you have Wadseeker set up for Doomseeker, you can go to DW's open test server, for the current beta version, if you'd like.

Stardust did actually make a pretty good point: having in mind the design for your character, if not already finished, can lead to inspiration for your weaponry and all. Maybe your character has a signature weapon? Or he just uses magic? Possibly even a mix of both. Probably has some sort of aura axe. Maybe they're some brawler type and use their fists. Who knows?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 15, 2013, 10:21:56 PM
Thanks for Zerokk and Stardust for the hints. I just discovered the hard way spriting eats a lot of time that I could use for the rest of the character, and I just found an image in the internet that is just how my character should be. Now for the character itself:

"Mysterio is the pseudonym for a scientist whose name no one knows. He did the most eccentric researches the world has ever seen, and, nevertheless to say, most of them failed. But one of the most improbable ones gone right. He created a device that could solidify Evil Aura, an energy present everywhere. He then departed in a quest, over the name of Mysterio and a dark cloak, to use the evil for everlasting peace."

Enough of poetry. Now let me show the weapons:

Cursed Blade
Mysterio creates a longsword out of Evil Aura and uses it to attack his foes. The range is equal to the Slash Claw, but it can be charged to get bigger. Despite having infinite ammo, it is no joke that it is just a little stronger than the vanilla Mega Buster. But it isn't called the Cursed Blade for nothing. Every hit you take from it increases your Armor multiplier by 0.2. Note: 1.0 is default, 0.5 is tanky, and 1.5 makes you vulnerable. Also, the debuff lasts nine seconds, and gets refreshed with each hit. Even if you have a 0.4 armor, take some hits and you are as good as screwed. Oh, and did we state it drains the victim's life?

Fear Wave
Mysterio creates a wave out of Evil Aura that travels along the ground. But it has a bonus: it corrupts the robot's offensive system and locomotion capacitors. In short, if you get hit, the attack power of your weapons and your speed will decrease. You can charge it for three seconds to send a bigger, easier-to-hit-with wave. Or you can charge for a whole 7 seconds to send an enormous wave - and that reduces attack and speed more than the two previous ones! If you are in a narrow corridor, there is no way you can avoid it. The counter is that it is not too far from agonizingly slow speed and low attack power. For an attack that reduces both, it is almost irony.

Alt-Fire: Break Dash
Have you ever researched something about Mega Man V? No, not the one from the NES, but the one that has the Stardroids. Apparently, Mysterio took a liking to Pluto's Break Dash, and found a way to perfect it! Upon pressing the Alt-Fire button, Mysterio rushes at maximum speed as long as you hold the button, and fully able to strafe left and right. You can even attack while you do this! But the drawback is high, and costs way much than simple tweaks. You lose HP for executing this move. 4% for every 0.7 second. You can even frag yourself by doing this. But it slowly drains it, so if you study well the distance between that necessary health pickup and you, you can use the skill without dying. But it's still not exactly safe to use it excessively, unless you know there are going to have lots of health pickups by the way, or it's going to be the ambush of the century.

Suggestions? Is there anything I can tweak because it is over/underpowered? If yes, let me know.

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.

EDIT2:

I overviewed the section in Zerokk's post that said "put some sap in Cursed Blade" so it is now there.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 15, 2013, 11:17:43 PM
Quote from: "Mysterio"
- somewhat long post, it's right above. -

I'm gonna say that I like the idea. You actually took a good shot at the Melee-Ranged type class. Also, from what I see, you have two weapons with the same altfire. Not that it's a problem, should I point out.

What I worry about is how to balance the armor multiplier and it's duration on Cursed Blade. A minute long debuff? Isn't that really overkill? I understand what you're going for, but a minute long debuff is too much. Reduce it to, say, 6 seconds or so with a duration refresh per hit.

To compliment the altfire's HP drain, you should add some sort of small HP sap from the Cursed Blade. Maybe it could convert 5% of damage dealt into HP.

Could you fill these out, though? They're also pretty important.

Armor: _._ (Weakness: )

(Try to keep your weakness as a damagetype and not a single weapon. You can have multiple weaknesses, and I believe one of them can be a single weapon as long as it's not the only one.)

Speed: _.__

(There's a list of armor/speed values at the last post on Page 1.)

(1.0 is the default armor, and 0.8 is the default speed.)


Jump:

(Low, normal, high and/or+floaty, typically ends up normal.)


Damage Type:

(See list of damagetypes on Page 2. You aren't bound to a damagetype for every single weapon for your class. I think you can list a custom damage type, assuming it makes any sense.)

Role:

(You look like you have some kind of "mobile debuffer" type going on there.)

Weapon Dropped:

(Can be a core game weapon, or a custom one based one of your weapons.)

EDIT:

So, I sort of see what you're aiming for with the armor debuff. Let's look into 0.1 per hit, lasting 9-10 seconds or something. This gives enough time (and balance) to get off a full Fear Wave with the armor debuff active.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on July 16, 2013, 03:04:20 PM
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.


EDIT: Also I found out why he disappears when dying. Apparently somehow I forgot to add the sprite.
blargh darnit.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 16, 2013, 03:26:51 PM
Quote from: "Mysterio"
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.
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
Through you don't need to precise the accurate values like "-20% of defense in 0.7 seconds" because the coders among us could start calculating the amount of damage you deal and all, and it's not always funny to play with numbers, it's better to simply say "it reduces the victim's defense(armor)/power/speed for some time" or something :I

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*
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on July 16, 2013, 03:35:55 PM
I mentioned before that I wanted to add more elemental weapons. So yes, I will try to make them.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 16, 2013, 03:41:52 PM
Quote from: "Mysterio"
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.

The class I submitted also has the same altfire on both weapons for convienence and the fact that it utilizes both weapons. There's really no problem with it at all, haha.

I believe "Shadow" actually is in use? I'm not exactly sure. You can probably use that especially since it would make more sense.

Light armor, but not making him a glass cannon, which is good to see. I believe there are too many glass cannons?

Hey, other people, what is M712's damagetype?

Quote from: "Stardust"
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*

Expect Rock, Air, Water, etc.

Plus other things that aren't weapons, possibly.

Gizmo could probably get Eternal Claws via Duofist, plus a removal of the guarding altfire.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on July 16, 2013, 03:44:02 PM
Not sure what those "Plus Other things" you're expecting from the Hand Cannon, but I do have a certain thing planned...

Quote from: "Zerokk"
Gizmo could probably get Eternal Claws via Duofist, plus a removal of the guarding altfire.

I don't mind the first idea, but I already have plans for the altfire which isn't quite removing the guarding per say...
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 16, 2013, 06:15:44 PM
Well, turns out I am the worse spriter this generation of mortals has ever seen. Any idea of where I can find someone to sprite the weapons for me? That's all I need.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 16, 2013, 07:53:14 PM
I'm glad I'm not the only one who hate drawing its own sprites- the skin is the hardest part, but for the weapon, it may be much easier !

For the HUD, if you're the laziest of the laziests you can simply take the original from the core vanilla MM8BDM and recolorate them : you have a buster (through I doubt you'll use this one...) a hand/a kick (Charge Kick/Mega Ball), a "casting hand" (like Centaur Flash, also the casual "hand that will slap someone's ass" (used for instance for Scorch Wheel, Junk Shield), a classic punch (Hard Knuckles)... if you don't find something there, you might eventually pay a visit to YD's classes V6g, it has pretty much different arms visions for each robot master or exclusive poses (like Elec Man's ALTFIRE which points the fingers to the sky, or Magnet Man's ALT that shows a front punch... etc... Bomb Man that has a "here little dog, come and bite the food in my hand" sprite, etc...), and I'm sure he could share them for your class.

And the easier and eventually funnier is for the weapon in the world, also knows as "when you can see th projectile". The bigger your video game culture, the more animations from games you know and the more choice you could have. You could take a sprite from the core, yeah... but it's cooler if you put a new sprite, players like when they see new graphics.
So, if you have some good knowledge about other 8-bits games, you could search for some rips, or if you really need to use more detailed graphics, you can rawly convert it to 8-bits by reducing its sprite size by two (which will reduce the amount of details and stuff), and then double it again. There, you have your same sprite but with a more 8-bit pixel limitation.

These two tips above are how I did for making my sprites ^^'

BIGEDIT : My class's finished, I should send it to Coooldy Foooozion pretty soon. Too bad I can't get the bot retreating when it spots someone instead of going toward it, because my class is rather a fleeing type, I try getting help for fixing this.
Also, I'm an awful coder and programmer and player and everything that does with computer so don't expect something too much elaborated or good to play with or original...

(click to show/hide)

Also please try my bot to have a preview of how she can work. Use ADDBOT STARDUST in the console !
I did what I can to give her a good AI. That's why I'm proof to say that "Fighting her is like using drugs."
I might do Instangib weapons/add screenshots and additional stuff if it gets accepted.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 17, 2013, 01:52:00 PM
Quote from: "Stardust"
~lightly long post directly above mine~

Sheesh. These are the moments where I don't know if I am a total newbie or if I'm just surrounded by pros. That's a good tip. I'll see what I can do.

And, Stardust, your armor is light and you are still very slow. Is it purposeful, or lower speed value means more speed, or something like that?

EDIT: Forget it, Stardust. Just readed the gameplay section of the spoiler. It looks cool. I'm waiting to see what's going to look like when it gets finished. And, if you are looking for synergy, put in something that can do stuff like:
-Speeding up your firerate;
-Raising your weak stats for higher chances of surviving with WEP2;
-Boosting WEP1's side effects.
It's just a suggestion, if you like the character as is, I'm also fine with that.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 17, 2013, 02:03:56 PM
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 :I

Concerning mine it's better to wait first for a testing server where you could judge with the class in your hands, but as mine possess awful and "weak stats" like armor and speed, I tried my best to give her weapons to greatly protect and reduce these stats weaknesses. Pretty much like the good'ol speed/armor balance, but with other stats. So it should survive trust me, being flash'd or forced to face an opponent is quite a pain, so I prefer to wait until testing sessions for this judgment =w=
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 17, 2013, 02:04:28 PM
I believe it was on purpose, actually. Korby has 1.5x, and is somewhat slow as well.

And how would the hypnotization wor- waaaaiit wouldn't that be a gamebreaker? Sure, I see how it affects MOBAs, but it still seems screwy anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Stardust on July 17, 2013, 02:21:00 PM
^ what you said, besides Korby's LV3 Fire OHKO dinos and their giraffes

I think it may be a little difficult to swallow especially with populated servers erm erm-- I'm afraid that some effects can become overpowered
...
[strike]through what weapon are you talking about with "hypnotization" ?[/strike] <== forget this mustache
Now that you mentionned the gamebreaker I completly agreed. Now the time is very short and more fitting. Sounds great. Yay. Thanks for bolding and underlining it it convinced me :I

also plain off-topic but did you already write your class description ?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 17, 2013, 02:30:51 PM
Quote from: "Stardust"
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 :I
No, 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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 17, 2013, 02:32:16 PM
Well, Stardust, if you plan on changing the code or something, keep the hypno saved somewhere as backup just incase anybody thinks it's necessary to bring it back for whatever reason.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jdude330 on July 22, 2013, 09:51:57 PM
Name: Jdude330
Armor: 2.0x (Weakness: Water  )
Speed: 2.0/2.0
Jump: 1.5
Weapon 1: Super punch: An attack similar to the falcon punch. It does damage while also knocking back the opponent.
Damage Type: Physical
Weapon 2: Rush attack: A Fast, Charge Kick like move. It can also be used to dash over medium-sized gaps.
Damage type: Physical
Alt fire: Rocket Super Punch: A flying Super Punch!
Damage type: Physical
Weapon Dropped: Super punch (if too much, just do duo fist.)

Description: Let me explain why i should be picked. this may be my 1st post, but i am a very experienced player indeed. I have played on all kinds of servers. my favorite is DW's open test server. it plays this mod. it would be so fun to super punch my friends with this class.  :D feel free to balance him to your liking. i am choosing a quickman skin because quickman is my favorite boss. he also fits well with this class.

Skin: Quickman
Damage Information:???
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 23, 2013, 12:05:32 AM
.. Well, I think it needs alot of work. Especially detail. What's the difference between the rush attack and the rocket punch?

Physical isn't really a damagetype, but I think you're looking for Normal.

It also doesn't really sound all that fun. If I possibly feel like it, I might be able to come up with something for you.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Sir Lemon on July 23, 2013, 12:14:54 AM
Oh, hey, what if that 'Super Punch' worked as you said but for an alt it knocks them flying upward? For the second weapon slot, you could give him a 180 turnaround move that could be used to trick people or hit the guy chasing after you. Instead of the 'Rocket Super Punch', just have the normal 'Super Punch' always propel your character forward a bit then just have it so you could use it on ground or in the air.

As for that damage type. Why not the same as Hard Knuckle/Charge Kick/Top Spin? You know, melee attacks. You dig?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 23, 2013, 01:27:19 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jdude330 on July 23, 2013, 01:43:30 AM
Quote from: "Zerokk"
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)

Just... Wow! Way better than my idea. If it doesn't get in, I'll try again.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: *Alice on July 23, 2013, 11:24:54 AM
So, I wrote something yesterday:
(click to show/hide)
Feel free to tell me your opinions.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 23, 2013, 12:44:10 PM
I like the main idea, but the problem is that you're listing percentages for the wrong things. It's been mostly descriptive, though.

Also, I can't sprite or code either. I mean, I can sort of sprite a little, but nothing good, of course.

Also also I can't take this all into my mind it's kind of confusing augh.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 23, 2013, 01:08:39 PM
Quote from: "*Alice"
So, I wrote something yesterday:
(click to show/hide)
Feel free to tell me your opinions.
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.

I can quite see what are you trying to do. But WEP1 slowing down looks like an VERY awkward idea, and to some point, even overpowered. Just picture it: You shoot WEP1 at your opponent, the three of them (if close enough to each other, as you suggested) begin to hit your opponent and slow down, scoring more hits, and stunning him and making him recoil, thus scoring more hits, and killing him. Now you have three/two/one projectile(s) almost stopped in the air. It seems abnormal. All other ideas about WEP1 seem fine, except that I think it should spread at 45 degrees for skillful hitting, instead of a side-by-side scheme (but you said strategy is aside, so I don't care) and they could be bulkier for a nicer look and practicity. "Very Thin" as I picture would be a black/violet line very awkward to see when in front of it.

Also, you could make the weapons separate (switching by Next/Previous Weapon) and saving the Alt-Fire for an skill, such as raising power, raising speed, covering weaknesses, etc. Whatever comes handy.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: *Alice on July 23, 2013, 01:47:46 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Sir Lemon on July 23, 2013, 05:06:17 PM
I love your class idea, Alice, I'm curious what the devs will think about that one. For the most part I agree, simple is best. Way to keep your class...classy. :P

I would suggest only a few things. Names and obituaries for your beam weapons and a decent damagetype, perhaps a light or laser one like Gemini, or Needle...or both. Pretty sure dual damagetype weps are a thing. I know you didn't want any strengths or weaknesses but if you give her a simple handful of damagetypes, resistances and weaknesses (maybe just one or two of each) it'll keep the class from being overused and add a bit of depth to the class in my opinion.

I don't have a hard time imagining this class in action at all. I hope it makes the cut.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on July 23, 2013, 06:18:29 PM
How fast do Dude's attacks go off?
Mostly asking because I want to know if it's more rapid fire or not.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 23, 2013, 06:39:27 PM
Well, I did list how fast it fires. Identical to noise crush's firerate, but yes, rapid fire in general. You could probably buff it a little.

He brung it over to Teaparty, but assuming something does happen..

I don't know. Might have a good chance at getting into here.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jdude330 on July 24, 2013, 02:03:12 AM
Really? I have a chance!?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on July 24, 2013, 03:26:14 AM
Keep in mind I have no control over it, but seeing as Korby is considering coding it, it may happen. Can't guarantee much.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jdude330 on July 24, 2013, 11:55:31 AM
Quote from: "Zerokk"
Keep in mind I have no control over it, but seeing as Korby is considering coding it, it may happen. Can't guarantee much.

Sorry, i was tired and didn't feel like making 3 posts so i decided to make a never mind in the morning. and this is it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Mysterio on July 24, 2013, 12:33:58 PM
Quote from: "*Alice"
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.

Well, these are quite good ideas. You explained the "slow down thing" better here, I didn't understand quite well in your first post. You really took very nice concepts, and has a solid base for each of them. Also: The Zandronum coding system is pretty friendly. Find CutmanMike's Weapon Template post at the Tutorial section and you should be able to pull it off. I'm looking forward for the results. Good luck.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on July 30, 2013, 09:48:03 PM
Erm, is work still going on v5b or is this in hiatus status at current
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on July 30, 2013, 10:35:03 PM
*shrugs*

I WAS working on Gizmo's updates earlier, buuuut something came up and I haven't gotten back to it in nearly two weeks.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on July 31, 2013, 04:21:47 AM
Cold Fusion and Korby pretty much openly admitted that we're waiting on v3b to get out here first
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on July 31, 2013, 04:28:42 AM
Quote from: "SmashBroPlusB"
Cold Fusion and Korby pretty much openly admitted that we're waiting on v3b to get out here first
They did? I guess I missed that memo... Oh, well, not that it matters much, I guess?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on August 04, 2013, 02:26:00 PM
Name:crbcnecttcqa
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on August 04, 2013, 05:11:01 PM
Quote from: "beta"
Name:crbcnecttcqa
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.
It's so easy, that it has a low chance of being made. You need to make your class UNIQUE! Read the first post!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on August 04, 2013, 06:09:07 PM
I thought it was unique.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on August 04, 2013, 07:56:33 PM
Quote from: "*Alice"
So, I wrote something yesterday:
(click to show/hide)
Feel free to tell me your opinions.
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.
In comparison to *Alice's first class idea, you need some work beta. But people are always willing to help!  :p
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Colonel ServBot on August 05, 2013, 06:05:30 AM
So, While I have availability, I'm grabbing Beta's Class, and being helpful. And Colonel-ServBot-icizing it.
(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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on August 05, 2013, 06:35:53 AM
Quote from: "Colonel ServBot"
So, While I have availability, I'm grabbing Beta's Class, and being helpful. And Colonel-ServBot-icizing it.
(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!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on August 05, 2013, 06:56:26 AM
Quote from: "Colonel ServBot"
So, While I have availability, I'm grabbing Beta's Class, and being helpful. And Colonel-ServBot-icizing it.
(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.
Sounds interesting. But, if I recall correctly, there's no way to make the sticky cling to players...
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: JoshAdams88 on August 05, 2013, 10:44:00 PM
Don't need to necessarily make it 'cling'. There are most definitely a few workarounds.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 05, 2013, 10:45:24 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: JoshAdams88 on August 05, 2013, 10:52:23 PM
I believe it would be possible to have it disappear on player hit, display a marker above their head that notes that they're stickied, then do some inventory shit involving explosions.
I'm sure it's much more complicated in practice, however.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on August 05, 2013, 10:56:31 PM
Quote from: "Korby"
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.

It's just a joke class, beta or you guys can do what he wants to make it better.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on August 08, 2013, 07:32:21 PM
I though Messastu took metal man. Anyway I would look AWESOME!!!!!!!!!!!!!!!!!!! I love it. And correction my weakness is ColdFusion's weapon. Still good try.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 08, 2013, 07:38:32 PM
Only being weak to Coldfusion can be a problem, you want to at least shove one damagetype in there.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 08, 2013, 08:11:39 PM
Korby's only weak to Copy Robot.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on August 08, 2013, 11:18:25 PM
By the way I want my skin to be Crashman.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on August 09, 2013, 12:23:35 AM
Quote from: "Korby"
Korby's only weak to Copy Robot.
Korby's also glassier than Messatsu.


I don't think a lack of weaknesses is doing Korby a lot of favors in the survivability department.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on August 09, 2013, 12:52:09 AM
Anyway you forgot won chat string an that is ehm ehm

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: galaxysergio on August 12, 2013, 08:36:12 PM
hello, I will change my class in cscc
Name:cvgalaxycrsergio
Armor: normal (Weakness:melee weapons )
Speed: a bit fast
Jump: normal
Damage Type:Varies
Role:the strategy always wins
weapon 1:galaxysergio puppet(ammo cost:10)
brings up a small clone
attacks of the clone:3 PsyShots(of the actual class)
weapon 1 alt:lock on
makes clones and aeroplanes attack a given target
weapon 2:the ultimate aeroplane(ammo cost:100)
brings up a big aeroplane(can fly)
aeroplane attacks:3 bombs and granades
weapon 1 alt:lock on
makes clones and aeroplanes attack a given target

Description:this class is fell like my class in puppet play but better
note:the max ammo is 100,and has ammo regen

Skin:flashman,weapon color:airshooter
Damage Information:bombs and granades:explosibe
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ceridran on August 13, 2013, 12:46:02 AM
Quote from: "xColdxFusionx"
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

I know this is really old, but what happened to some of the people on this list?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on August 13, 2013, 01:21:26 AM
@Zerokk: Wow that shit is old. It's not even relevant anymore.
To answer your question, none of the underlined are in CSCC at time of writing.

Also, some unexpected delays (read: v3b bars) have arisen and we may have to put off the v5b for a bit longer. Thanks in advance for your patience.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 13, 2013, 02:06:21 AM
I wanted to finish those Gizmo updates in time but doesn't look like they'll be getting in for V5a. I haven't worked on them much at all--though I did finish the Stone Cannon. (for the most part)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 13, 2013, 02:21:29 AM
Which was the only one you actually knew what it was.

I submitted some suggestions way back but the only good one was Air.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on August 13, 2013, 02:30:04 AM
My class update is functionally almost  finished (I only need to add that thing Jax made for the Thompson, code/sprite 3 more death animations and add special HUD faces for some of them).
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 13, 2013, 02:36:20 AM
Yeah the Stone Cannon was pretty basic and I thought it up in about 30 seconds tops. The only thing is that I forgot if I was gonna give it an altfire or not. (Probably won't.) The other weapons were a bit more complicated and required more thought. I was wondering how to go about using the Air/Wind cannon without making it look like a direct copy off of King Yamato. (trying to dig through the surplus of pages to find your suggestions. .__.; ) I kinda have an idea for the alt though, where it basically sucks in enemies (and if possible, actual objects like items) to draw them closer.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 13, 2013, 02:47:12 AM
Quote from: "Zerokk"
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.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ZeStopper on August 13, 2013, 02:51:09 AM
I have yet to post my class idea for this, expect it soon.
It will be a mobile class mind you.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on August 13, 2013, 05:57:42 AM
Well, since v3b makes it so that the Mirror Buster has the meter thing that shows you how long you can currently hold it, will my class' huds show a similar thing?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 13, 2013, 06:27:09 AM
If you add a thing we'll add a thing.
Pretty sure that's how that's going to go.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 13, 2013, 02:30:03 PM
Quote from: "Zerokk"
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.

Ah, thanks. I remember that now.
Of course, I'm really not sure how to blow away or suck in targets anyway. But I'll figure it out sooner or later. I might save the Air Cannon for last. As for the Aqua Cannon, I had written this down in my notes:
"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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on August 15, 2013, 08:59:59 PM
Erm... Okay, I'd like my class to be changed to Buffer Man's skin. Speaking of which, I'm gonna start working on an overhaul if that's alright.

...I'm on the correct topic this time, right?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on August 15, 2013, 09:07:04 PM
to be honest if you didn't make an overhaul we would've cut you anyway


being a boring pew pew man with a dash isn't exciting in the least
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on August 15, 2013, 09:09:11 PM
Yeah. I'm gonna add a lot more quirk to my class, yes.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on August 15, 2013, 09:28:36 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on August 15, 2013, 10:30:57 PM
you realize Bubble Lead does 40 damage right


I mean seriously holy crap
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on August 15, 2013, 10:32:22 PM
Well, as I said, I'm not good with specific numbers in cases like these.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 15, 2013, 10:42:27 PM
I'm sitting here thinking this would go torwards some sort of Robot Master Hack Pack because this class IS Bufferman, right? I mean, sure, no problem with that as your class, but if anybody ends up starting on that type of classes project, chances are your class will go torwards that.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on August 15, 2013, 10:44:29 PM
Actually, Buffer Man in Rockman Peercast is basically just Bubble Man with TELEPORTATION YEAH!. This is using assets from the guy to make something original.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 20, 2013, 03:31:37 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 20, 2013, 12:21:20 PM
Quote from: "Gizmo The Cat"
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)

It looks exactly what I thought it looked like.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 20, 2013, 06:01:31 PM
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).
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on August 20, 2013, 07:08:03 PM
Quote from: "Gizmo The Cat"
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).

Check my old CosmicWeapon. Use that A_changeVelocity in its altfire, but have its value be multiplied with -1
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on August 21, 2013, 05:11:37 PM
While I had nothing better to do, I ended up making a new IG weapon for my class and made the bots more competant and able to use most of there abilities... even jax and daveris (He even uses the refrain effectively) unfortunatly I'm sure some of this stuff is obsolete by now >_>
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Messatsu on August 21, 2013, 05:45:54 PM
Quote from: "SmashTheEchidna"
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).

If you mean the shooter, you could use this
Code: [Select]
A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)

Just change the 9 and 5 (9 is recoil backward, and 5 is up or down depending on your aim).  If you mean the player being shot, I'm not sure yet since that might require some ACS based on the shooter's position etc.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 26, 2013, 06:49:50 PM
Thank you, Mess. I managed to get it set up how I wanted it.

But I think I'm going to just stop here and send it in, now. The way I've been held back from working on this, I don't think I'll be able to do much more.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 26, 2013, 06:59:19 PM
It'd be interesting to test it out. Are the current projectile sprites only temporary?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 26, 2013, 07:04:51 PM
Unless you have any better ones, no.

Anyway, since I have no idea if anyone would be willing to host a public beta right after I send this in, (more than likely not.) I could pass it over to you so you can test it if you want.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 26, 2013, 07:12:09 PM
I'm trying to imagine a way of making it that the part closest to you be 1 pixel thinner on each side, which is really my only issue with this so far. It seems fine as it is, but it felt unfinished?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 26, 2013, 07:19:11 PM
I could probably do that with the scaling, since there are three types of projectiles that I used--each one a different size. I actually had it so that the one closest to you was the biggest.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 26, 2013, 07:27:36 PM
I see. Just to clarify my issue was an inconsistency between the player's perspective and the other perspective. From the player perspective, it seems fairly smooth, but from the mirror or other player's perspective, it's a chunk flying from the buster.

Quote from: "SmashTheEchidna"
(click to show/hide)

By the way, if you did end up sending it to me, would I have to load it alongside CSCC V5A to test it, or would it be loaded in a different way?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on August 26, 2013, 07:37:57 PM
Oh that. I actually planned to make another sprite that showed in the front for the spray, but never got around to it.

Also, I edited the actual CSCC file under a different name, which may or may not have been the best idea in hindsight. At the very least it'd be easier for them to copy the things over for v5b.
EDIT: That and I had been working off of the latest public beta before v5a actually got released. (I didn't even realize it was actually out until today, since last I heard there were delays.)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: DrMario2 on August 29, 2013, 01:58:41 PM
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 = Summons a piece of ice that disables a player to shoot as it will always cover the screen of the player blocking ripper-less shots, Yellow stuns a player for 2 seconds and Red summons a burning fire that takes away 5 bars of health for 5 seconds.
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. Pill arcs and splits into two -- no need for 17 damage types, just 3.
Armor: 1.0
Speed: Same as Megaman's at first, but lowers after getting hit critically. (40% Health left)
Skin: I made one already, but I think it's quite hard to understand how to insert pictures here.
Viruses attack with--
Chill(Blue one) attacks with summoning a single ripping Chill Spike that stays for 4 seconds and melts after in front of it then leaving.
Fever(Red one) attacks with a weaker version of Flame Sword then leaving.
Weird(Yellow one) attacks with 5 short bursts of Spark Shock then leaving.



Why is this class good to play as then?
1. He can combo. (If his pills are used wisely, then one can create a strong combo that can bite off a chunk of health/
2. He can effectively initiate. (Starting a fight with a freeze will make everything go your way.)
3. He can prove quite handy in team battles. (Due to his summoned viruses, he can make a 3 vs 4 a 7 vs 4 for a few seconds.)

Disadvantages:
1. He has a low speed at 40% health.
2. His attack speed on his primary weapon has a 2 second interval.
3. His alt regenerates in 20 seconds which can leave him in trouble for that amount of time.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 29, 2013, 02:30:09 PM
Quote from: "DrMario2"
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. :(

There's a lack of armor and speed values, Normal is a better damagetype option instead of having 17 custom damagetypes, and in general, it's really generic and unoriginal.

Also note that we can't exactly read your mind, so we don't know how some of these attacks work. (ex: pills, do they arc or not? what kind of attack do viruses have?)

No offense is intended. Read below.

Quote from: "xColdxFusionx"
Now would actually be a good time for me to discuss something real quick regarding class submissions
(click to show/hide)

FiniteZero is fairly generic, but he is receiving a rework.

On the subject of generic classes, Sinkman feels boring. He has one unique weapon that's essentially a poor man's melee weapon, and a recycled core weapon. You never really see anybody play as him.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 29, 2013, 05:10:47 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on August 29, 2013, 05:17:40 PM
Quote from: "Korby"
Nobody plays this mod so you can't see anyone play as people.

To be exact, nobody can play this mod until it has been updated to work with MM8BDM v3b.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 29, 2013, 05:19:40 PM
Quote from: "Korby"
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.

When it WAS played, also during the betas, I hardly saw Sinkman. I saw plenty of unmodified classes, too, so Mess and Tsuki aren't an excuse.

You could at least make Sinkman less of a poor man's melee class and add something cool to it. If the Sinkman concept never existed until now and a new member submitted it as their class, (basically doing the exact same thing but with different textures of course) I have doubts it'd get accepted.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 29, 2013, 05:22:31 PM
You keep saying "poor man's melee class" but you never actually explain what you mean by that. Are you saying that he's not good at melee range?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on August 29, 2013, 05:24:12 PM
no, he means that his attack isn't a -true- melee but it still functions as one


see: Knuckle Gun (Custom Robo), Backburner (Pyro - TF2)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 29, 2013, 05:27:12 PM
It's a slow moving projectile that goes the distance of Slash Claw and doesn't deal as much damage as it.

and Sinkman still has Toad Rain
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on August 29, 2013, 05:37:40 PM
Quote from: "Ceridran"
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


I mean holy shit have you ever been pegged by a Sink Spray while standing still
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on August 29, 2013, 05:55:55 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on August 29, 2013, 06:54:15 PM
Quote from: "Korby"
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.

It's still Rain Flush even with those little differences. It only hits once because V3B wasn't a thing yet.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on September 07, 2013, 09:46:10 PM
so I'm pretty sure I posted this but apparently I didn't

Somebody once said ingame they were considering making out a class with a revolver and smoke bomb. I decided to try writing that out yet different and less generic. Didn't give him a name.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on September 07, 2013, 09:57:36 PM
That reminds me:
1.- It's OK if I add a custom reload control, right? (people would have to set it on "customize controls")
2.- I could still use an item just in case but I can't think of a good icon for it.
3.- Can I have a fixed version for v3b to test things? Everything but some coding (and one death animation that's being troublesome) is done. (Or I could send the what i've done and let someone else code missing stuff)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on September 08, 2013, 05:08:31 PM
1. ...I guess?
2. Either way should work, though I think the item would be easier for new players to pick up. Your choice, though.
3. We do have a v3b compatible (ish) version, but it needs testing. I'll send it over to you once we actually test it out.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on September 09, 2013, 01:46:07 AM
Think I could get a copy of it, myself? I'd like to continue working on Gizmo's stuff.
Speaking of which, did my updates get in alright?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Loppyq on September 13, 2013, 10:19:55 AM
This piqued my interests! I already made myself a original skin. Spent all night putting it together. Who do i gotta show to get some extra opinions? And who do i gotta holler at to learn how to make classes?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on September 29, 2013, 11:12:37 PM
So is this still a thing or what
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on September 30, 2013, 12:02:33 AM
Motivation for everything ran facefirst into a wall
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on September 30, 2013, 12:43:56 AM
That's a point. Does xColdxFusionx even come here anymore? I've only seldomly saw him post once or twice in the Forum Games section every two weeks.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on September 30, 2013, 01:20:03 AM
He's busy with real lifey things
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Jatea on September 30, 2013, 03:03:41 AM
and those things involve crappy college internet



although it cannot compare to the tripolarity of my home internet
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Sir Lemon on September 30, 2013, 07:29:03 AM
Well, I sent him an updated version of my class...but that was about a week ago, I think? Still haven't heard from him about it.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on October 03, 2013, 10:04:34 PM
For now, can someone make a version of the mod that works with v3b's Oil Slider changes?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on October 16, 2013, 06:50:48 PM
In the future, I will try to make my class, I have some graphic things done, (not all) and I want to ask żis better if the skins already have the correct color?żor should them be colored on blue/cyan?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on October 16, 2013, 08:18:47 PM
blue and cyan
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -Daiki-TheOni on October 16, 2013, 08:32:07 PM
Quote from: "Korby"
blue and cyan

ok, thanks, I wish you the best working on the next MM8BDM core update!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on October 26, 2013, 04:02:38 AM
There will be an update for the v3b of mm8bdm?.....I miss this mode :p
I hope because It can be funny online if the code is fixed or idk :v
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on November 19, 2013, 02:14:09 AM
Yeah, I really, REALLY want one as well. Or at least a description of the classes.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: TeirusuNuigurumi on November 19, 2013, 04:20:34 PM
So I had this weird thought for this class idea that made my old idea pointless do to how generic it is...

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on December 07, 2013, 04:04:15 PM
Tsukiyomaru Zero's flames don't ignite oil pits.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: chingoku on December 08, 2013, 04:18:20 AM
Name: Chingoku
Armor: 100 (normal)
Weakness: Fire weapons
Speed: Normal
Jump: 5% more
Weapon: Bright Buster
Alt.Fire Weapon: Plant Barrier (As plantman)
Item: Treble sentry (But with much cooldown)
Damage type: Grass
Weapon dropped: Plant Barrier
Skin: Ballade
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 08, 2013, 02:06:10 PM
That's definitely a denied class, and I can't see any original parts to work off of.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on December 08, 2013, 04:37:25 PM
I would accept your challenge if I didn't have a hatred for sentries and wasn't already working on something.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: chingoku on December 08, 2013, 06:24:35 PM
Ok, you can change something to you choice.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on December 08, 2013, 06:47:46 PM
As fun as that sounds, that's not the point. The point is for you to create a class that would have a unique play experience compared to the others in the mod.

Also you're not supposed to tack two or three vanilla weapons together. Try coming up with something more original; it's not as hard as you might think.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on December 08, 2013, 06:48:07 PM
So who's currently in charge of this? Is it still xColdxFusionx or Ukiyama? I want it so my class uses the buster instead of the hand for the shield to match v3 Mirror Buster, and add in the rest of the Evil Yashichi obituaries I wrote that never got added despite me submitting them several times.

Also, do I still report bugs here?
Title: Can we fire Tsuki now?
Post by: Korby on December 08, 2013, 06:54:10 PM
Cold Fusion is alive, yes.

You can report bugs here if you find them, yes.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on December 08, 2013, 09:14:32 PM
what

I started having a few ideas about my own class.

These are rough as hell, so I'm not expecting it to get in until I refine them a bit.
I'm really only putting this here now to get feedback and improve it.

Basically...
(click to show/hide)

And for you youngsters that play Saxton Hale all the time, here's an "extra"
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on December 08, 2013, 09:58:19 PM
Randomly doing less damage doesn't feel good and may make people not use that attack, especially if your grapple hook arcs in the same way the altfire might.
People might use it anyway because of the possibility of more damage, but I'm not sure.

When considering armor, think of your attacks. Do you need to be close up to use them? How fast are you? How quickly do you think you could kill Megaman?

I'm glad you're considering making a class though!
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on December 08, 2013, 10:35:52 PM
Meh, I was a little iffy on the different damage ones thing anyway.
And I was not really thinking of giving the alt any arcing abilities.
I originally wanted it to bounce, and explode, but that'd make it a Hyper Bomb clone.
how about it explodes and creates a random SMW enemy
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.

Hmmm. and due to the nature of my class, using long-ish range attacks, being able to go pretty fast (not Quickman though), and my real-life "ability" to not withstand much damage, I guess a lower than average armour wouldn't be too out of the question.
And the attacks shouldn't be too strong. After all, they are just random SNES accessories I found lying around one day.

And I'm glad you're glad I am actually even considering this.

By the way, is an "Item" really necessary? I have a few ideas as to what it could do, but they all are a bit Saxton Hale-ish at the moment (you know, like one of them "rage" things).
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on December 08, 2013, 10:50:16 PM
Quote from: "Geno"
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

just look at Korby's code
better yet LOOK AT COPY ROBOT'S CODE



augh
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: chingoku on December 08, 2013, 11:39:06 PM
But then I could create some kind of weapon I want?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on December 09, 2013, 12:04:48 AM
By detail, I meant graphics.

I'm pretty sure it'd be easy to code.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on December 11, 2013, 01:44:24 AM
Remember when I was all "my class seems a tad OP nerf it NO WAIT dont nerf it it will be too under powered"? I found out what was wrong with it and why chaging values would throw the whole class off.

Originally you were forced to switch out to recharge due to there combined form eating more energy than they can charge forcing one of them to rest while the other fights. But ever scince it was changed so that my class regained ammo without having to switch, it removed the one thing holding it back.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 11, 2013, 03:01:16 AM
Instead, it regenerates faster what you aren't using, but still regenerates either way.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on December 11, 2013, 05:02:02 AM
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 @_@
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on December 15, 2013, 04:28:59 PM
Also, you should probably edit the oil canisters to make them explode instantly from fire weapons.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: xColdxFusionx on December 15, 2013, 05:04:03 PM
Don't worry, we've taken care of that. All fire weapons should properly interact with oil in the next version.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on December 15, 2013, 06:04:04 PM
Something that should be addressed in the future; when a class runs out of ammo, they should regain ammo back if they're still holding down the fire button and not leave players in such a vulnerable state. The Classes mod fixed that quite a while back.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on December 15, 2013, 09:09:30 PM
Actually, now that you mention it, I could probably have my class fire weak shots when out of ammo.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Isaac940 on December 20, 2013, 07:03:08 AM
There's a few things I noticed when playing the open beta today;
-While playing as Blaze, there was a minor desynch between the crate bar filling up completely and actually being able to throw a crate. If you pushed the button in the desynch period, it would play the HUD animation for throwing a crate and empty the ammo bar on the HUD but not throw a crate. If you pushed the button again pretty much immediatly after, you would get a crate without a throw animation and the bar would already have filled up some leading to an even longer desynch period between the HUD bar being full and actually being able to throw a crate.
-While playing as Lego, most of the time the first shot of the life wouldn't actually appear. I would hit the button and the HUD animation would play and the ammo bar would be adjusted accordingly, but no missile would come out. Once the ammo bar on the HUD ran out, it would play the reload HUD animation but I still could fire the last missile during it and then the actual reload process would begin. If I pushed the fire button again while it was actually reloading but the HUD said it was done, the whole process would basically start over again.
-While playing as TheBladeRoden, after dieing a lot of the time I would experience altfire desynch. What I mean by that is that when the HUD said I had the launcher out it would use the swords' altfire and vice-versa. If I pushed mainfire on the weapon it would do the mainfire of the weapon displayed on the HUD and the altfires would fix themselves after that.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on December 20, 2013, 07:22:22 AM
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.


The desynch issues sound frustrating. A simple "doesn't shoot at respawn" toggle should fix the first two though.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on December 20, 2013, 01:00:00 PM
I think Lego mentioned he fixed the desync issue on his class, but I don't remember if it's the one you mentioned.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Messatsu on December 20, 2013, 02:25:09 PM
Quote from: "Isaac940"
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.

Quote from: "SmashBroPlusB"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 20, 2013, 02:34:44 PM
Quote from: "SmashBroPlusB"
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.

I suggest a mix of the two. Of course, with that Messatsu said, yes, he has light armor.

_________

Before I repost a slightly tinkered / polished version of this class, (http://cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=2747) (because Coldfusion once said he'd accept it and I doubt I could make a melee class that would get in, and I actually want to make a melee class that's probably somewhat unique) I can't help but feel it lacks something.

But considering what other classes have in store, it seems to be loaded with power. I still feel the need to create a fighter-esque one~

party like it's 1999
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Isaac940 on December 20, 2013, 03:59:20 PM
It's kind of a 180 on what I said earlier, but after checking the topic this morning I remembered something which brings up some questions. Mess said once that he can do just as well with the base Megaman class as he can with his class. Correct me if I'm wrong but doesn't that imply they have similar strength? And shouldn't the strength of the classes be aimed to be around the same level as the base Megaman class? If that's the case shouldn't we be bringing up the other classes to their level rather than dragging Mess's down?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Messatsu on December 20, 2013, 04:27:54 PM
Yea, that was my general benchmark.  I played my class for a few rounds, then played Mega Man for a few rounds.  In general I scored very similarly in the standings.  Some classes really do need a boost to their power, and some others are actually not bad as is.  One of the things I'd like most classes to move away from is the 'one trick pony' syndrome.  For example: Finite Zero's class (aka Pew Pew Laser Man) was literally just a, hold fire and things die, class. BORING.  He has a dash, but there's very little reason to use it.  ColdFusion a few builds back had his jetpack and attacks tied to the same meter.  If he fired when using jetpack, it would cancel the jetpack.  Simply separating the two and giving him a bit more ammo made his class a lot more viable.....and painful.... I think some other classes could benefit from small boosts too to bring them up a notch and make them more fun to play.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 20, 2013, 04:38:04 PM
Yeah, fun classes.

That fighter type class I was speaking of, If I do end up doing that, I'm considering giving it a way to change between offensive and tanky. Think Morphling, perhaps?
Title: I miss Michael712 :(
Post by: Beed28 on December 20, 2013, 04:56:26 PM
Michael712's class has some errors. He's weak to the Mirror Buster, but hitting him with it doesn't produce the "weakness" special effect. He also has a special death animation to it that doesn't get used because the death state has the wrong damage type ("Mirror" instead of "MirrorBuster"). Because he uses custom death animations, he also leaves behind invisible corpses as he doesn't use A_CheckPlayerDone like the base class now does.

Speaking of weakness effects, is there any class out there that actually produces such reaction to any of Beed28's attacks?
Copy Robot doesn't count.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Isaac940 on December 21, 2013, 06:17:39 AM
After playing today, I noticed a few more things:
-During one match, for some reason I saw a transparent flying Rozark. I have no idea what happened to cause that.
-Fenga has the same problem that Blaze does; his ammo bar sometimes has a desynch period between the HUD saying it's full and it actually being able to deploy a sentry.
-Ice/Sparky appears to have the same problem that TheBladeRoden has; upon death the altfires of the weapons are switched until the mainfire is pressed. Hilariously, in I/S's case, the speeds are switched too so Ice is really fast and Sparky chugs along slowly.
-FiniteZero's ammo bar sometimes goes nuts when you dash, especially if you dash with only the exact amount you need to dash left. Sometimes when you do the dash, on the HUD ammo bar the ammo will deplete then apparently instantly replenish, but it's false and the ammo is taken away in reality, so you end up with the bar saying you have a dash's worth of ammo left when it is empty.

Also Beed, you mention Michael's weakness to Mirror Buster, and unless it's classified as something else your class has a quick use one. Also, correct me if I'm wrong but Ukiyama is weak to explosives so the Hyper Missile should do bonus damage to him.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on December 21, 2013, 01:32:35 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 21, 2013, 03:29:58 PM
I've decided to bring this back.

(click to show/hide)

I'm picky with skins, but that doesn't have to be worried about at the moment.

.. Aside from the skins, uh, yeah, I don't exactly know how much damage this will all deal. Ripper damage is best worked out through testing.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Beed28 on December 21, 2013, 04:31:18 PM
Quote from: "Isaac940"
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.

Also, speaking of Ukiyama, his bot is broken, and fails to spawn with a weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Rozark on December 21, 2013, 04:58:01 PM
Quote from: "Goomba98"
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.

It has to do with being transparent during the dash so that "going through someone" can work. Occasionally, you get stuck in things. That person must have been aiming up and got stuck in something. I was told there wasn't a fix to this coughmessatsucough so I suggest "just deal with it(?)"
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Messatsu on December 21, 2013, 11:21:31 PM
The way the dash works is that it makes Rozark non-solid for the dash.  Since it would be a problem if uh...the class were to become solid in the middle of a player, it does an ACS check to look to see if there's a player in a small radius around.  If so, the dash continues for a little bit further and another check is done.  For some reason, there must have been a desync so the dash never really ended.  I will put a secondary check to prevent it from continuing forever.  God, the netcode in ZDR is horrible.  Btw, Rozark becomes slightly transparent during the dash which is why there was the 'ghost of rozark' flying around.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Russel on December 22, 2013, 12:35:49 AM
Quote from: "Messatsu"
The way the dash works is that it makes Rozark non-solid for the dash.

Uh huh...yeah...about that.
(click to show/hide)

I would say you should probably change how the pass through works...I mean removing solid allows you to pass through players, no problem, but it also allows you to pass though solid actors...that's where it becomes a bit silly.

I looked through flags on the ZDoom wiki, and I have devised two two solutions:
Either make all players use the "Player" species by assigning a species to them via ACS [SetActorProperty(aprop_species)] and turn on thruspecies when he dashes instead of turning off solid
or you could make Rozark a non damaging and ripping missile when he dashes...just make sure he has some kind of bounce flag to ensure he doesn't die when he hits something.

I mean this isn't that much of an issue...but it does render the player invincible until they leave that particular position.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on December 22, 2013, 01:41:06 AM
Idea for a weapon if anybody wants to make a class.
A sword or baseball bat weapon that can smack attacks back at the shooter. Fun for megaball, and chimeraman's attacks
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: JillFTW11 on December 22, 2013, 02:55:52 AM
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:
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Davregis on December 22, 2013, 03:20:09 AM
Quote from: "JillFTW11"
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:

Doesn't a Community Class require you to be part of the forum community?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on December 22, 2013, 03:58:36 AM
Several of our classes say otherwise, but that's not the reason (s)he would be denied.

Stonefunk already has Drillman's digging, unfortunately.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Orange juice :l on December 22, 2013, 04:29:57 AM
I figure it's been about a year since I posted this last, so I might go ahead and do it again for fun if nothing else. Back then, the mod had nothing but glass cannons so I made a tank. Reskinned the whole concept because it seemed like a good idea at the time.
Claim ticket for free acceptance:
http://cutstuff.net/forum/viewtopic.php?f=31&t=3118&p=158825#p158825

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on December 22, 2013, 03:03:14 PM
Does anyone still remember my entry?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 22, 2013, 03:24:37 PM
I'm sure it was denied?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: beta on December 22, 2013, 03:29:01 PM
Oh that's okay then.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Badz on December 22, 2013, 06:10:46 PM
Copy Robot is so awesome, Unix turns invisible when he copies him!
(Actually, Unix's copy robot states want him to be Magic Man.)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on December 27, 2013, 04:54:44 AM
I FINALLY FINISHED MY CLASS UPDATE!!!!
...But I can't upload it now because my connection is derping...

I'm really ashamed of how long it took to be made.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on December 29, 2013, 02:13:38 PM
Gizmo's ice weapon doesn't freeze the lavafalls in Junk Man's stage. Also, remember to make the fire weapons one-hit kill Oil Man's oil canisters as well.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: SmashTheEchidna on December 29, 2013, 06:29:44 PM
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?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ukiyama on December 30, 2013, 02:25:40 AM
Quote from: "SmashTheEchidna"
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?

Its placing the damage types of the things that cause the effects like the damage type of fire weapons causes a different pain as well as the ice weapons damage types freezing the pillar.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on December 31, 2013, 01:20:00 AM
Quote from: "ice"
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 @_@

Any other thoughts on this?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Goomba98 on December 31, 2013, 02:02:20 PM
If Lego shoots his stickybombs on a F_SKY1 surface, they're lost forever. You can't get their ammo back.
Also, why does everyone have an IG Metal Blade in IG mode even when they have actual IG weapons?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on December 31, 2013, 02:40:59 PM
Not everybody has custom IG weapons. Some people do.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 02, 2014, 07:16:43 PM
Is there a link to the latest version or is it still wadseeker excusive? *Is still using the version of mm8bdm before the wcolors break*
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on January 02, 2014, 07:35:06 PM
I don't know if i'm supposed to post it here...
..But I feel like an evil being today so http://remote.gouhadou.com/files/CSCC-v5b-bX14.zip (http://remote.gouhadou.com/files/CSCC-v5b-bX14.zip)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on January 02, 2014, 08:16:37 PM
It's a public beta. Not really a problem.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 03, 2014, 02:18:40 AM
Welp, finaly treid it after all this time and here are my opinions

Coldfusion: love the sexy new bombs
Finite zero: not really too different other than a single bounce
(no comments on yamato or jack, too minor)
YD: Interesting, though the having to be hit by an electric attack to use specials thing seems weird but interesting, though the uncharged electric ball is weak ass hell
Tsuki: Yet another change @_@ HURRY UP AND DECIDE ON AN IDEA ALREADY!!! Anywho overal interesting
Messatsu: Loving the new attacks though now he seems a tad too weak *probobly from trying to melee highly accurate bots* oppinion on gameplay is inconclusive
Ukiyama: Gameplay wise, I love the moding system, though cosmeticly I have a hard time seeing the HP and the skin looks just hurts my eyes, its HUGE! plus the pain sprites just look weird.
Lego: I love the reload
Daveris: The spread is interesting but his IG is invisible for some reason
Rozark: Another interesting class
Overall, glitches here and there but overal good, though I think we're going a little overboard with the HUDs. Its feeling less like mm8bdm and more like first person SSB... Aaan that just gave me an idea
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: tsukiyomaru0 on January 03, 2014, 02:47:28 AM
Haven't changed it, it was CF's idea to use "tacofox" :/
Besides, he gave me a green slip for a revision that won't suck, and I'm without muse since... ... June I think? So it is off for some time.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 03, 2014, 04:02:24 AM
@_@ I tried as hard as I could to replicate Swordman's camera script and see if I could do it with a monster, all I managed was to fix it so the monster died when the creator dies but it always spawned hostile and any attempt to make it frienly resulted in instant death. I cant even figure out how the camera switched to begin with @_@ Had an idea for the split item where you could control the clone and if one died the other died. If the clone died you died and vice versa but using an item close to it makes you merge
.
Edit: I know this sounds crazy but, idea for a super attack, Aquaman's water canon only made of lightning, and the spawner is an energy dragon head (Cookie if you get the reference)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on January 05, 2014, 02:26:53 PM
Remember me?
I had a class idea!
This maybe a bit different. The hard part is coming up with how much damage the attacks should do. After reading about what happened with that Teaparty Classes thing, I don't want to end up with something like the class of that Neo fellow.

Constructive criticism is good
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 05, 2014, 04:43:57 PM
I really wish I could open spoilers on this phone @_@

anyway, the class seems a tad... Well, odd, kind of like a certain yellow fruit's class >_>
You're basicly the one person out of a group of classes that use knives, machineguns, bombs, fire, and magic, that attacks by tossing game consol parts. Might be interesting if it was on AVGN's nintendo armor level. Maby toss in a superscope to go with the snes theme
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on January 05, 2014, 08:47:51 PM
Meh.

To be honest, I will most likely completely change the class ideas, as soon as I can get ideas for what my character can do, besides attacking with a broom, or with arm cannons. Also, not involving fire because, as someone put it a while ago....
Quote
too many fire classes

Yeah, so I don't expect seeing me in this mod for a while.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Hallan Parva on January 05, 2014, 09:27:19 PM
why can't you just give yourself different powers based on suits you wear
like Hammer Molly or Raccoon Molly or Rosalina Molly
with the original Geno Molly as a base



and yes I just changed your character's name to Molly
Geno is a tiny wooden robot not a tall brunette girl who likes the SNES
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Geno on January 05, 2014, 09:44:44 PM
That's..... actually what I was sort of thinking at one point.


Then I remembered how many sets of sprites I'd have to make.

Although, school starts for me tomorrow, so my motivation to sprite with skyrocket, as I'd do it to relieve stress.

And "Geno" technically isn't my character's name, it's "GenoRoll", as she was originally just Roll dressed as Geno, however my 'originality stat' must have gone higher last November, so now she's different. 'Geno', is just the name I use because of laziness/unoriginality back in 2009, when I first entered the internet realm.
Although I think it would be good if I could come up with a 'real' name for the character, like how Tails's name is really Miles.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Ceridran on January 06, 2014, 02:12:30 AM
Perhaps you would have a large set of items to switch through which change your appearance and attack style. Sounds neat.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: King Dumb on January 08, 2014, 06:50:20 AM
You need a description of classes (what they do) included on the front page and/or as a README in the wad. Currently it is very hard to get into these classes because on average they are more complex than the Robot Master classes, and unlike Robot Master classes nobody new to this mod has any basis for assuming what a certain class will do (Drill Man will fire Drill Bombs, Stone Man uses Power Stone, etc.) Sure, you can just go offline and play around with them, but even then you don't always discover everything (I didn't, in way too many cases.)
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 08, 2014, 12:22:00 PM
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 alt
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Bikdark on January 09, 2014, 01:37:21 AM
Quote from: "ice"
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 alt
This so much.

Even after knowing that I could copy shit with Korby's alt hand thing, I didn't have a clue as to how the rest of the class worked.
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: ice on January 10, 2014, 04:17:34 PM
Could Laggy's nadespam have its ammo regen buffed? Atm with the bounce physics, low power, slow regen, and how much ammo is eaten up, its hardly a viable attack especially when you run out of bullets and somebody is chasing you down
.
Also for the heck of it Im going to code some of these class ideas that were never made (NOT spriting however). We need some more people to join
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Laggy Blazko on January 11, 2014, 05:13:52 AM
Ugh, what was I thinking when I made my class not reload nades while moving?
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on January 11, 2014, 06:52:01 AM
Can we host a server with BestEver server?....Or its always "no" for them?...

Thanks, again, again, for the guys who make my class (Jack Corvus, Tsukiyomaru....) haha, i love so much the sentence "// was buried alive by // funky's stones"...so i used the name Rolling Stones XD

EDIT: I did a server: :: [BE] New York :: CSCC V5B TLMS *Keep CooL ServeR* - 108.61.83.66:15100
Version B X14
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Korby on January 11, 2014, 08:51:34 AM
why did you use bx14

also the reason we haven't been hosting on BE is because we were banned from it until we fixed a bunch of bugs that made it destroy their servers. also mess can host.

pretty sure it was fixed, but w/e
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: Emmanuelf06 on January 11, 2014, 09:26:30 AM
What is the last version?

Messatsu hosted with BE ? Because european guys have a better  ping with BE than Deathwinds server.
And i wanted host TLMS :)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: xColdxFusionx on January 13, 2014, 10:10:23 PM
HOLY BALLS IT'S FINALLY OUT (http://www.mediafire.com/download/mrvqx8o993attxe/CSCC-v5b.pk3)

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:


In addition, we're going to be adding in some new features:


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!
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Hallan Parva on January 13, 2014, 10:19:30 PM
[5:17:12 PM] NidoPlusB: I didn't want to have to do this but you've forced my hand

Quote from: "xColdxFusionx"
    Michael712 - Opinions on this class's entertainment value vary wildly. Status unknown.
[5:13:06 PM] Ukiyama: oh purple testicle man will still exist?
[5:13:37 PM] xColdxFusionx: I didn't put him on the list because I thought he was OK
[5:13:37 PM] xColdxFusionx: and no one called me out on it
[5:13:46 PM] NidoPlusB: also shit yeah I forgot about purple testicle man
[5:13:54 PM] NidoPlusB: he was literally so stupid and mundane I forgot he existed
[5:14:00 PM] Ukiyama: pffft


(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on January 13, 2014, 10:23:12 PM
Quote from: "xColdxFusionx"
    Tsukiyomaru Zero - Class was not originally player's idea, owner requested to make alterations to make it his. Slated for revamp (again).
Okay, I admit. I actually burst out laughing upon reading that he would be slated for revamp again.

Oh, and it's great to finally see a proper public release now! Whoo hoo! :D
Did you ever sort out the banning issue with Best Ever?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Gummywormz on January 13, 2014, 11:08:30 PM
Let me interject for a minute.

My biggest problem with CSCC is that every class has to be incredibly over the top and advanced. Not everyone can code or in fact wants a super special "I can copy people's weapons then modify them and turn the game 180 degrees and make everyone fall off then collect their souls and use them to transmute my gun into a super death beam that uses their skins as an attack that damages them." What's so wrong with wanting a simple class? (And no, not teaparty "buster and melee all day everyday" simple either.) Going back to the whole "we need a guide" comments from earlier, making classes overly complex only hurts the mod and turns away players. I made my class with all this in mind and now it's at the top of the scrapping list. I will probably just end up having my class removed. I did have some idea of being able to combine weapons somehow, but I think it will be too complex.

I know the argument will be "look at Beed and YD and Lego classes!" Yes, they're simple and I do wonder why they aren't up for scrapping. The only thing different about them is fancy hud graphics. So if I just add fancy hud graphics somehow mine will be accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: fortegigasgospel on January 13, 2014, 11:35:24 PM
This is actually the exact reason I'm withdrawing my old class. I appreciate all the work Ice put into it and it was fun to use the one he sent me, but I think it would end up being to uninteresting to get in anymore.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on January 13, 2014, 11:44:39 PM
I can agree that my class varies in effectiveness, but I wouldn't say that it's excessively complex. What exactly is so complex about it? Sure, he can sort of copy weapons, and has a melee with a guarding alt, but that's about all he's got right now aside from his own personal Eddie. (which was nerfed without my consent, mind you.) I don't really see how that's complex. Korby's class is more complex than mine is in that regard, and I don't see him on the list at all.

I don't mind going back and fixing stuff though. I'm sure my coding is probably 'primitive' compared to everyone else's.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: -FiniteZero- on January 13, 2014, 11:50:03 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: xColdxFusionx on January 13, 2014, 11:59:41 PM
Quote from: "Gummywormz"
Let me interject for a minute.
The reason your class was put on the list was twofold:
> The class really doesn't offer anything new. It's an Air Shooter with no arc that can be charged into... a bigger Air Shooter with no arc. With a Fire Man alt and a  mine granted by scoring a killstreak. While simple is not necessarily a bad thing, we don't find the class fun to use because it's a little too simple.
> I know the joke is that Air Tiles are ugly, but No HUD should ever use such bright colors directly next to each other. I dread getting this class in random because it offends my eyes quite thoroughly on top of the reason listed above.

We'd love to hear any plans you'd have to fix these problems, but as it stands the class is on the chopping block because we don't really have any ideas on how to improve it.

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".

Quote from: "-FiniteZero-"
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.

Keep in mind that nothing on the list is final, and we're open to discussion regarding how everyone's revamps will go and/or who will be removed.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Gummywormz on January 14, 2014, 12:17:54 AM
Way to dodge the issue entirely. I don't care about my class anymore. Remove it. Make the hud greyscale. Make it shoot crayons.
(click to show/hide)

My point is, where exactly is the line of rejection here? Beed has a generic rocket projectile and has a non chargeable homing sniper. Why isn't he being removed? Rozark has a dash and a boomerang. Why was he allowed in? YD has a generic homing projectile, a dash, and a flamethrower and is not even based off of anything cutstuff related. Why is she still here?

EDIT: Oh by the way, Beed has vanilla mirror buster too. Just sayin....
Title: Re: [Expansion] Cutstuff Community Classes (v5a)
Post by: -FiniteZero- on January 14, 2014, 12:58:34 AM
Quote from: "-FiniteZero-"
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.

Here's something I came up with a while ago. I would be nice to have someone to bounce ideas off of to help come up with something neat. It could either be a brand new class (named "Bufferman"), a new version of my class entirely, or parts of it could be worked into my current class.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on January 14, 2014, 01:04:46 AM
It's all of the terrible, yo!

edit: no
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: MasterXman on January 14, 2014, 01:44:15 AM
Something tells me this class isn't ever going to get anywhere...

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on January 14, 2014, 01:49:03 AM
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
.
Also, any plans on reimplimenting my old ammo regen system >_>
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Bikdark on January 14, 2014, 01:59:58 AM
I still don't understand half these classes. Would it REALLY hurt to have some explanation for each?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on January 14, 2014, 02:09:49 AM
Scince I'll hopefully have the internet by next month (praying) I'll write down a howto for each class *and add thos fixes I made long ago in a 2 updates ago obsolete version*
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: xColdxFusionx on January 14, 2014, 02:11:20 AM
Quote from: "Gummywormz"
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.

Quote from: "Gummywormz"
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.

Beed certainly has an aesthetic component to him, but his weaponry being costly and varied makes the trick with him to figure out what the right tool for each situation is and thus isn't a complete bore to play.

Max is... well, she wasn't put on the list because she had a rework in the works already before Project Prism. Though from what I have, she may end up on the list, or she may not. We've yet to make a judgement on her, though from what the team has discussed it may end up being put up.

Your class has two marginally-connected weapons and often ends up boiling down to "spam obnoxiously loud mainfire until someone runs their face into it" due to the cost and unreliability of the altfire. Its high position on the list is partly my fault for being the one compiling it, I will admit, though its presence on it was the consensus of the team.

We're still working out the details for the cutoff for who stays and goes ourselves; at the moment, the criteria for the list is team consensus, and the status revolves around team consensus about what can and should be done. It isn't a foolproof system, of course, but we don't exactly have anything better to run off of at the moment. Like I said, feedback and ideas are appreciated.

Quote from: "Bikdark"
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on January 14, 2014, 02:18:12 AM
Quote from: "xColdxFusionx"

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".

I think I see what you're getting at, here. I'm open for discussion, but I don't wanna change him or his weapons too drastically, or else it would stray away from what was originally intended.

Quote from: "ice"
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

To be honest, as much as I like the flame thrower, I can live with it getting removed. (Every other Hand Cannon weapon sticks with the mainfire, why should Flame Cannon be any different?) Also you forgot the Rocket Launcher. (It doesn't count as a Hand Cannon weapon since it's supposed to have an entirely different HUD.)
I'd rather keep the alts on the melee weapons, though. Although all this talk about complexity has made some of my planned additions feel like they'd be easily rejected, even though they're all optional items, really.

While I'm on the subject of weapons, I could've sworn I already submitted my latest additions, with the Stone Cannon and the Hydro Cannon. Perhaps not..?

As for the explanation, I'll work on my own and send it in when it's done.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on January 14, 2014, 02:50:08 AM
Rozark doesn't recieve an IG Metal Blade in Instagib mode. Neither does YD.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Hallan Parva on January 14, 2014, 02:54:36 AM
we stopped supporting Instagib Mode because nobody made IG weapons for their classes
and it became painful trying to do that ourselves
EDIT: never mind I'm a dumb, you said they get nothing in IG Mode... that's a legitimate error, thanks

speaking of which, I'd actually hold off on your class blueprints for a little bit
Coldy said he wanted to make a new thread for Prism to keep things cleaner
the posts over here are pretty much bug reports and "damage control"
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Geno on January 14, 2014, 03:39:06 AM
Hmm. I've been thinking about the whole power up suit thing, and I really gotta know if the other classes in this have "better mobility" than Megaman. I already have sketchy ideas for at least 2 suits that could be trouble, if others cannot reach/attack me in those situations.

By the way, here are the ideas
(click to show/hide)
Any pointers? Is this too much? Should some of hem be replaced? Should I stop bugging you? I tried to make each ability different from the current weapons in 8BDM, in order to not be "Super Weapon Reskin Class".
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Korby on January 14, 2014, 04:21:52 AM
If you think it sounds cool and you think you'd enjoy playing it, then go for it.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ukiyama on January 16, 2014, 03:26:54 AM
In case of of connection issues, the CSCCv5B on Best Ever was the one from the testing server before the actual release, the current version on Deathwind's Server (and the one in the download link on this topic) is the appropriate one. Just figured I would get this out there to the few who may be confused by all of this >_>.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on January 16, 2014, 06:37:36 PM
Is there a reason why classes past Korby's don't have bots (Red Eyes, Sergio and Rozark)? Did someone forget to define them?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ukiyama on January 16, 2014, 06:55:03 PM
If your talking about bots, there are bots of them in 5b. If your talking about bot chats on the other hand, quite a few classes don't have those to begin with anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on January 16, 2014, 07:09:50 PM
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:
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ukiyama on January 16, 2014, 07:22:02 PM
Quote from: "Beed28"
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:

(click to show/hide)

From the 5b I am using, I would suggest try redownloading it or checking if your using the appropriate version, cause I am not having problems as far as that goes.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Laggy Blazko on January 16, 2014, 08:03:13 PM
Really, having two versions using the same file name is a bad idea.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ukiyama on January 16, 2014, 08:15:06 PM
People rushing off to Best Ever with builds clearly in a test server is always a bad idea.  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on January 16, 2014, 10:34:36 PM
I found the problem.

It turns out that Zandronum has a hard limit of bots allowed to be defined, at 128. I'm loading 8 custom defined bots, and it's enough to "delete" a few bots off of CSCC.

And with MM8BDM-v4 adding even more bots for the MM&B Robot Masters, King, and possibly several others, this is becoming a genuine concern.

I'm going to submit a ticket to their bug tracker about this problem.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Korby on January 16, 2014, 10:42:33 PM
CSCC could just remove most of the core bots that aren't required for this mode[ie, pretty much everyone but megaman] in its botinfo

that being said, it is interesting that there's a limit on bots.

is there one on skins/custom skins?
Title: Whyyyy would you do that
Post by: King Dumb on January 16, 2014, 10:50:19 PM
You should consider making a new version (a simple rename) of v5b to upload to BE, or else contact whoever uploaded the 'original' v5b. You won't be able to upload the correct version if the first one is still there.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Bikdark on January 16, 2014, 10:54:58 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on January 16, 2014, 10:58:01 PM
I don't know if there is an ACTUAL limit on skins, but I do know that when you get too many, the game starts acting wonky.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Korby on January 16, 2014, 11:18:01 PM
Quote from: "Bikdark"
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.

iirc, we had a 5b and did a final test. Apparently Gizmo's class screamed twice while dying because of something Mess did, so a new version was produced that fixed that. After THAT there was apparently a third version that changed...something? I'm not sure. But I think that's the final version. Someone probably put the first one up before the test, or didn't get the newest one before uploading, thinking he had the new one.

Personally, I wouldn't have named it 5b until I was absolutely sure I was ready to release, but I'm not in charge of compiling the thing, so whatever.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: xColdxFusionx on January 16, 2014, 11:56:09 PM
The file was named "v5b" because we were convinced that it was going to be the release version.
Of course, then something happened and we had to tweak it
and then we noticed someone posted the release candidate on BE, and I have no idea who it is or if the file can be overwritten.

The fact that someone couldn't wait until I made a post in the thread to upload it drives me insane
because it would make things so much easier

For future reference, wait until I post here so you have the right files so we don't have to deal with this shit (http://www.mediafire.com/download/65tt3kg6dmkujwi/CSCC-v5b-real.pk3)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on January 27, 2014, 11:37:45 PM
Since my class is technically up for discussion, I think I might as well unload everything I've had planned for Gizmo's future, with some interesting ideas on the side. (at least, things I thought were interesting. :I)

But first off, I just wanna state that my last updates from August/September or so, did not get in. So, that's why we haven't seen the Hydro or Stone Cannon's in game yet. Speaking of the cannons, I mentioned this before but I want to do something about the inconsistency of the usage of altfires in the elemental cannon weps. Flame Cannon is the only one with an altfire; The easiest thing to do would be to remove it and just be done with it. But I have ideas for alts for some of the other weapons, too.

(click to show/hide)


Next, I brought this up before too, but never made a move toward implementing it. 'Gizmo Cannot Breathe Under Water'. If you stay under water too long, you start to drown. The only way to avert this is to use a bubble shield. Where would you get that? Bubble Lead. It'll appear as an item in your inventory when you pick it up. Using it grants you a shield that not only allows you to safely stay submerged, but reduces slightly damage. Naturally it can only take so much before it pops.


Now, before I move on to my new ideas, I'd like to talk about his items. Gizmo is probably the one class in this mod who would benefit so well from having W-tanks, due to having to wait for his weapons to recharge one at a time (while switched to them). And considering his tendency to get beat up, some E-tanks would be nice too. I made food items for Smash in Teaparty that I wanted to move over here, but I think I have a better idea for the weapon refilling issue. (I'll get to that further below.)
But that isn't my main concern in terms of items. Item 1 and Wire adapter are two items I feel Gizmo should have, (or at the very least, certain variations of them. Rush Coil included. In fact, Rush Coil and Beat Call were going to be replaced with Kitty Coil and Kitty Rescue.) Considering the nature of his character, it feels awkward for him not to have these kinds of gadgets. Wire Adapter is the one that bugs me the most, considering one of his Hand Cannon variations is essentially a grappling hookshot. Although, on that note, I wouldn't know whether to have that as an item or as its own weapon...or maybe it could be the alt for the Plasma Cannon. (provided you pick up Wire Adapter first.)

Also, Kitty Helper is broken online; that is an issue that has yet to be resolved. I have no idea why it broke, but I think I can probably get around it somehow...
Speaking of Kitty, Kitty Item was nerfed. The way it was now, I don't think it necessarily needed that nerf, considering the drop rate for any special weapon was reasonably low amongst the plentiful health he'd toss at you. Buuuuut let's not go there now; I have plans for more items for Kitty to drop, so him dropping only one item at a time seems only fair at this point.

And now, for a more recent idea I had. (and one that's more likely to get rejected, I'm sure.)

I call it, 'The Ring System'.

(click to show/hide)

While we're on the subject of rings, lemme backtrack to an older idea that I may or may not have mentioned yet. This adds some more variety to the Claw Gloves. And I call these, the 'Elemental Rings'.
(click to show/hide)



Okay, so I have literally just unloaded everything I'd ever wanted for Gizmo, since I'm really trying to get back into the groove of working on stuff around here. What do you think? Too complex? Way too complex?
Ambitious to be sure, though.

I almost forgot, although it probably won't matter much. I'm most likely scrapping the Chaos Cannon, due to it being ridiculously OP. Mainfire was Blast Cannon, which would murder everyone and himself due to recoil and self-inflicted damage from being shoved into the wall. The Altfire was that Fusillade Particle Beam that SmashBro talked me into. As cool as they both looked, they both are insane. Blast Cannon was essentially a giant beam of slow, painful death that dominates hallways. Fusillade Particle Beam is basically a screen nuke.

They never made it into the actual game, but are obtainable through cheats if you wanna look at em.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Bikdark on February 06, 2014, 10:24:41 PM
Heyyy sooo just popping in to inquire about my class's current standing. I feel he plays a bit too awkward, is too punishing, and requires too much beforehand knowledge to pick up and play, like most of the classes in this mod. I just recently realized I designed him completely wrong and without an actual goal in mind, so now would be a better time than ever to actually get some sort of feedback on Shodark.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on February 06, 2014, 10:39:48 PM
Oh yeah, your weapons only cycle one way. It's annoying.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Bikdark on February 06, 2014, 11:03:18 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Sir Lemon on February 06, 2014, 11:17:23 PM
I honestly really like that the class punishes you for missing, it's a good risk/reward mechanic and it challenges you to step up your game a little. I've had pretty good success with the class and its currently my favourite to use (along with Michael712's class).

What I don't like is that weapon drop is Plant Barrier (though it makes sense to a degree, all the copybots pick it up and start healing) and I am also bothered by the weapon cycle.

I'd like to see a custom weapon for copybots, actually, I'd enjoy seeing that for /all/ the classes in the mod. For me, I really don't like picking up a weapon that belongs to another RM/class and that's always been a small gripe I've had with this mod.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on February 07, 2014, 12:38:07 AM
Quote from: "Bikdark"
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.

I refer to it as your class because it's based on you. Not literally, but.. Yeah.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Bikdark on February 07, 2014, 12:51:23 AM
Yeah, while I DO like how you're punished for missing attacks, having to hit 4 in a row to make up for one missed attack is wayyy too punishing. I'd like to fine tune the numbers involved in the hurting/healing so you can ACTUALLY have some leeway.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on February 08, 2014, 12:25:27 AM
I still need to send in my copy weps and IG wep. I changed the main animation and added a electro ice grenade. Speaking of cscc, I still need to make that cscc SP camaign
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on February 08, 2014, 12:30:46 AM
Quote from: "ice"
Speaking of cscc, I still need to make that cscc SP camaign

Wait, that's actually going to be a thing?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on February 08, 2014, 01:05:57 AM
IF I can collect maps specific to community members
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on February 08, 2014, 02:38:54 AM
Hum. I think I kinda remember you (or someone else) talking about this, now that I think about it. So, there were going to be different maps for different people. What kind of maps, though? Hub maps or robot master stages?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Laggy Blazko on February 08, 2014, 03:23:16 AM
FGG was going to make "Boss rooms", IIRC.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: fortegigasgospel on February 08, 2014, 03:51:55 AM
Training rooms, I still need the mugshots for everyone and I'll edit the hub for the Class Based Modification Class Training Map to fit this, after the new version of course.
My biggest thing for the Training maps was I won't be making them, as I feel others would be able to give things to implement the functionality of the classes better. Once I've got the entire hub 100% complete I'll upload it for everyone's classes mods modding needs. It might just need MMV, not sure.
I know the main 8 are done, the killers, DM, all have spots, M&B has a spot set out as well as Genesis unit. Even DOS have a spot set aside. for them.
This is what I got so far:
(click to show/hide)
I'll add MMV asap so it will work with Justified.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SINISTAR BRAZIL on February 27, 2014, 04:57:40 PM
Name:cvSinistar BR
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
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Zard1084 on February 27, 2014, 05:02:24 PM
Quote from: "SINISTAR BRAZIL"
Name:cvSinistar BR
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
I'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!?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on February 27, 2014, 05:19:49 PM
EDIT: He's a new guy, Zard. Go easy on him.

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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on February 27, 2014, 05:34:58 PM
Quote from: "Zard1084"
Quote from: "SINISTAR BRAZIL"
Name:cvSinistar BR
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
I'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!?

Conveys the message, but takes too harsh of an approach.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Zard1084 on February 27, 2014, 07:41:33 PM
Sorry about that guys. but that post made me think WHY!?!?!?
anyways i have a class idea i'd like to share
(click to show/hide)

and that's pretty much it. let me know what you think ok?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: fortegigasgospel on February 28, 2014, 12:24:46 AM
Quote from: "SmashTheEchidna"
EDIT: He's a new guy, Zard. Go easy on him.

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.
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on February 28, 2014, 01:34:15 AM
I thought of something like that, but I really wanted to implement the springboards. Like this. (http://i56.servimg.com/u/f56/15/63/01/05/rsprc010.png)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: fortegigasgospel on February 28, 2014, 05:00:57 AM
Even more fun. Sonic's Up + B from Smash where he makes the spring appear and it even stays if he doesn't use it. Or, mix in Gizmo's gadges and a MM5 Rush variant, where it is a platform that springs itself up that you can then jump off of.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Emmanuelf06 on April 14, 2014, 09:40:17 AM
I hosted a BE server for it!

:: [BE] New York :: CSCC V5real - TLMS Server
108.61.83.66:15132

Im very curious how can work CSCC with TLMS, not only DM, is it a good idea?...
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Laggy Blazko on April 14, 2014, 10:19:33 AM
Oh wow, thank you. I've been bored of only playing CSCC in DM.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: NinjaDude on April 18, 2014, 07:25:53 PM
I want to be a class that plays like zero,BUT......I have to remove my n00b status by posting more Skins
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Russel on April 18, 2014, 07:41:21 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: NinjaDude on April 19, 2014, 04:25:52 PM
Quote from: "Lego"
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.

That's what I thought. I too am busy with school.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 14, 2014, 07:17:30 PM
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)

Skin: Gemini Man
Damage Information:
Both Main and Alt Fire always deals 10 damage (Expect Weapon Copy variant with deals 15 damage)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 15, 2014, 06:41:04 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 15, 2014, 12:06:00 PM
Quote from: "ice"
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

Fighters who is fastest have higher change to dodge slow or little fast  homming attacks (unless if faces almost very fast one)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 15, 2014, 01:13:14 PM
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 information
Quote 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!
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on May 15, 2014, 01:18:10 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 15, 2014, 01:35:35 PM
Quote from: "ice"
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 information
Quote 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!

Well Maybe you're right. but i have tell you: Class that have higher speed will have likely ability to outrun the projectile's speed so thats why i want have an attack that even i can't outrun my weapon's projectile's speed.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 15, 2014, 01:37:47 PM
Quote from: "Ceridran"
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.

Hmm. well but if you read my reply to ice about.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 15, 2014, 03:44:24 PM
0_0 if your speed is 2.0 and the projectiles are faster than you then you are pretty much looking at a bullet that moves faster than the instagib metal blade! quickman's speed 1.3 and for the most part the fastest class Ive seen in is mod is Jack's 1.6, and he has to build up speed to go that fast.

My advice is to tweak the stats of the class and expand a bit more on the copy weapons part
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on May 15, 2014, 05:20:27 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 15, 2014, 06:00:46 PM
Quote from: "Ceridran"
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.

but I'm too beginner to make class so i need to learn how to make perfect class
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Zard1084 on May 15, 2014, 07:18:54 PM
Quote from: "Trimagus1"
perfect class
Good 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.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 16, 2014, 05:28:12 AM
Quote from: "Zard1084"
Quote from: "Trimagus1"
perfect class
Good 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.

good luck you too  :)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Magikarp on May 16, 2014, 11:33:35 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 16, 2014, 03:26:33 PM
How many hours or days left i have wait until ColdFusion is online?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Rozark on May 16, 2014, 09:17:48 PM
Quote from: "Magikarp"
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

I used an existing skin until one day that Irisu Skin is finished.
All you really need to do is make at least SOME sort of contribution to your class, (I threw in sounds/huds (recolors >_>)/that rabbit mark that I like/etc) get accepted, find a willing coder, and you're good to go.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 17, 2014, 01:59:33 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 17, 2014, 03:52:51 AM
Quote from: "ice"
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

he got some serious job?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: xColdxFusionx on May 18, 2014, 02:53:57 AM
Let me set the record straight here.

My motivation for this and everything else I do fluctuates wildly. Ever since I announced Project Prism, said motivation spiraled into the pits and hasn't climbed back up since. In addition, real life has been leaving me with less time than I would like to work on projects. Thus, this project has been put on hiatus for the time being and I'm not sure when it's coming back.

I'll try to keep you all informed if I get back to work. In the meantime, I apologize heartily.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 18, 2014, 05:44:23 AM
i wonder what a project prism will be?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 18, 2014, 05:47:15 AM
This was ignored apparently
Quote 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!
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on May 18, 2014, 09:23:10 AM
If Project Prism is on hiatus, then I would love to see the current version ported to MM8BDMv4.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Trimagus1 on May 18, 2014, 10:19:55 AM
Quote from: "Beed28"
If Project Prism is on hiatus, then I would love to see the current version ported to MM8BDMv4.

I like too for this mod update generate compability to mm8bdm v4
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Davregis on May 26, 2014, 02:07:06 PM
So is anything going on in the devchat for this thing or
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on May 27, 2014, 12:20:27 AM
probably not. Cold didn't seem like he was willing to get back into things anytime soon.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 27, 2014, 02:22:20 AM
*Ahem* Cold Fusion's not the only dev on this you know. We're working on it
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: SmashTheEchidna on May 27, 2014, 04:17:57 AM
I figured that after he said that the project was put on hiatus, we wouldn't be seeing much of anything happening for a while.
Unless you guys are working on a V4 compatibility update?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 27, 2014, 02:35:25 PM
https://www.mediafire.com/?o2gb0ljb7orl9bw (https://www.mediafire.com/?o2gb0ljb7orl9bw)

There may be a few glitches here and there but I tried to make this as compatible as possible and also added mm8 and mm&b weaknesses

Glitches I'm aware of:
Wrong bar color for some weapons, copy can't steal mm&b weapons, Copy's colors dont change, (aaaand a possible glitch, I'll be happy if there isnt) Some ammo regen miiiiight be screwed up, for the most part everything seems to work
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on May 27, 2014, 02:58:29 PM
Issues I found so far:
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 27, 2014, 04:00:25 PM
the instagib stuff is due to the classes speeds
I'll make a hotfix for the air shooter, missiles and the bars
As for reggae, I don't really see an issue with classes using him, sure you wont get an item, but you can still teleport other people away, and plus classes can still use exit unit (and besides, Reggae is the type of bird that doesn't really align to anybody, not even wily)

Rush: Megaman's dog
Tango: Megaman's cat
Beat: megaman's bird
Treble: Bass's wolf
Reggae: Supposedly Dr.Wily's bird despite him selling his stuff to the guy trying to take him down and blowing up his castles in rockboard

Also, Skull barrier uses the old code (You're welcome Bikdark)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: FTX6004 on May 27, 2014, 04:28:25 PM
By the way, could you look at dynamoman's stage with this mod on?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Beed28 on May 27, 2014, 05:49:24 PM
Some more issues:
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on May 27, 2014, 06:02:12 PM
already fixed

I also fixed a few more issues that werent noticed

https://www.mediafire.com/?lldbsh39c0pt7yg (https://www.mediafire.com/?lldbsh39c0pt7yg)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Emmanuelf06 on May 28, 2014, 09:46:59 AM
I hosted a BE server, is it good for you? Because it's TLMS! can be fun..?

:: [BE] New York :: MM8BDM V4A - CSCC Classes
108.61.83.66:15068
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Stardust on May 28, 2014, 09:49:39 AM
I could bring back my class for this project if it's still alive
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Davregis on May 28, 2014, 11:55:25 AM
Quote from: "Stardust"
I could bring back my class for this project if it's still alive
Hey, more necromancers is always better, right>?

Haha, guess I'll start working on what's gotta be the sixth revision of my class and hope
this ver turns out decent.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: BlackEmperorJet on May 28, 2014, 07:20:22 PM
I would so apply for this too if i could get a skin made based off of what i use for my avatar. it would be a mostly melee class. keyword being mostly.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: DrMario2 on May 29, 2014, 06:09:05 PM
I'm just going to try...

Name: MatterBall
Armor: 1.5x (Weakness: Exploding weapons )
Speed: 1.5./1.5
Jump: 15
Damage Type: Normal
Role: Lightweight All-Around Class
Weapon Dropped: None

Description: Simple, really. AltFire switches between Solid, Liquid and Gas.
Solid: Your basic Hard Knuckle type thing; Damage: 36, Fire Rate: 2 shots per second, Projectile Speed: 40.
Liquid: 5 Shots that follows gravity and falls; Damage per shot: 12, Fire Rate: 4 shots per second, Projectile Speed: 60.
Gas: Your Smokescreen type weapon and launches a smokescreen bomb at targeted area; No Damage, 1 shot per 5 seconds, Projectile Speed: 20

Skin: I made EVERY sprite that needs to be made but I don't know how to insert Pictures.    
Damage Information: I don't know what to put here.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Korby on May 29, 2014, 06:13:02 PM
That....actually sounds pretty interesting.

Does Liquid fire in 5 shot bursts?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Hallan Parva on May 29, 2014, 06:14:05 PM
Let me help clarify: are all five shots fired at once, or does the attack fire the shots one at a time before pausing, like a burst trigger?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: DrMario2 on May 29, 2014, 06:16:11 PM
Think of Jupiter's Shotgun.

How do you insert Pictures from your computer again?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: fortegigasgospel on May 29, 2014, 06:40:21 PM
upload it to a image host sight like dropbox or imgur
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Ceridran on May 29, 2014, 07:28:09 PM
Quote from: "fortegigasgospel"
upload it to a image host sight like dropbox or imgur

Definitely use Imgur, but remember to set your images to NOT AUTOMATICALLY UPLOAD TO GALLERY.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: DrMario2 on May 30, 2014, 01:56:53 AM
(http://i.imgur.com/nbqdiIw.png)

Here, I made deh sprites.

N = Normal idle sprites.
W = Walking sprites 1-3.
S = Shooting sprites 1-2.
H= Hurt sprites.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Metallix on May 31, 2014, 01:08:47 AM
I'm suddenly interested in this again. Entirely different approach to a class this time. As far as content goes, my hectic schedule won't allow the time to sit down and code out the class.

I will be able to provide the skin, HUD, and all of the projectiles. Maybe sound bites for the hell of it.
Quote
    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
(click to show/hide)
-- Alt 1: Needle Shank
(click to show/hide)
Item: Toxic Spikes
(click to show/hide)
Instagib Weapon: Needle Sniper
(click to show/hide)
its exactly like halo am i cool yet guys

I'm no expert on Zandronum or the Doom engine, but the mainfire alone may be a challenge (I'd think one would need to do some tinkering to have the sticky mechanic work in this way). Anyone is welcome to try.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Russel on May 31, 2014, 03:06:41 AM
Hmm...I personally like the idea behind this class, but how is the Super Combine triggered? Is there one of his abilities that will just consume all the marks on a target and deal damage based on the amount or...?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Korby on May 31, 2014, 05:29:14 PM
A timer is set off when someone has needles on them, and it's shorter for each level of SuperCombine. If they're not hit with more needles before the timer runs out, it activates[or doesn't, depending on how much they've been hit]. If they are hit with needles, the timer resets[unless they're at the max amount]

I think that's how it originally worked.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Metallix on May 31, 2014, 11:36:17 PM
Pretty sure that's accurate. Wasn't sure if resetting the timer with each hit was how it worked but I'll edit that in.

even though it really doesn't need to be 99.9999% accurate
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Davregis on June 07, 2014, 01:05:46 PM
This thing just came back to life it can't die again already.
Is work on a total revival going up or did this just turn over
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: ice on June 07, 2014, 01:21:47 PM
We've just finished porting the old classes that aren't changing to the new class base, now we're working on revamps
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Davregis on June 07, 2014, 01:23:03 PM
Quote from: "ice"
We've just finished porting the old classes that aren't changing to the new class base, now we're working on revamps

Ah, this is best-case scenario! Could I get a soft deadline for revamp date?
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Russel on June 07, 2014, 01:29:41 PM
Hoooooold on there, Ice.
We finished porting classes not everything.
I still need to get the Copywep and ammo systems up and running before we can start updating stuff. Not to mention things still need to be bug checked to make sure that none of the ported stuff was forgotten and that everything works properly. [note: Instagib has been temporarily disabled...I predict it will be supported again in a few sub-versions, but until then we're still trying to get stuff working right.
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Doctor Jughu on June 20, 2014, 07:40:42 AM
A NEW CHALLENGER APPEARED
Name:Doc J
Armor: 0,7x (Weakness:Electric )
Speed: 1,1x
Jump: 1,5
Damage Type: Projectile
Role: Support/Attack
Weapon Dropped: Syringe Gun

Description: A support/weapon unit with the possibility to heal allies with its syringe gun


Skin:Crashman
Damage Information:

[alt] Syringe gun
(click to show/hide)

Main fire Lethal Syringe
(click to show/hide)

Item Panic?!!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v5b)
Post by: Emmanuelf06 on August 09, 2014, 02:53:19 AM
You need to make the classe yourself (for mine, it's some friends who made it...)

I wanted know if there is some plans to continue the project. ? :)
Title: Korby is not very happy at many classes devteams
Post by: Korby on August 16, 2014, 08:24:58 PM
ProjectPrism-KorbyIsSillier.pk3 (http://www.best-ever.org/download?file=projectprism-korbyissillier.pk3)

So I got tired of waiting.
I barely remember what's new in this wad. I do know that Lego and Megaman went through a very long process of porting everything to 4a and making sure it worked, and I proceeded to do a bunch of aesthetic changes to my class.
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].
All I know is it works offline, doesn't spout any errors, and doesn't have Elegravman or Copy Robot in it for reasons I think are stated in keyconf or something like that.

Hopefully this'll get some developers off their asses so they actually do something.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Russel on August 16, 2014, 08:27:15 PM
korby i swear to god i'm not going to assume any blame for what forms of hell you just unleashed
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on August 16, 2014, 08:37:20 PM
i don't understand, is it better if i host with the CSCC V5b-v4 or with ProjectPrism-KorbyIsSillier.pk3 ?....

CSCCV5b- v4 right ? ^^
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 16, 2014, 08:38:38 PM
"ProjectPrism-KorbyIsSillier.pk3" is the version that should be hosted.
It's a standalone version.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on August 16, 2014, 08:44:33 PM
You should probably rename it to CSCCsomething, because Prism aimed to do a lot of major changes and include the classes that won the competitions.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 16, 2014, 08:50:09 PM
My initial response was "that's why it's an alpha" but I do seem to remember Cold Fusion scaling back how reboot-y Prism would be.
I don't remember a lot about it, so you'd have to ask him.

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.
[also on a less bus-throw-under-y note we weren't sure how many of the classes we wanted to include aside from the victors. did we want to ask jax to finish zangief, did we want to include freon, etc.]
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on August 16, 2014, 11:20:33 PM
Some things I noted with ProjectPrism-KorbyIsSillier.pk3:

-Beed28's 8-bit hud seems to have gone.
-Missile Barrage still uses Homing Sniper obituary.
-All the vanilla bots (Pirate Man, Sniper Joe, etc) seems to have been removed, with Mega Man only remaining. Wouldn't this break the campaign?
EDIT: Yep, the campaign is completely totalled. Also, why the heck was Dr. Light's lab edited so that it automatically takes you to Cut Man's stage?!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Badz on August 16, 2014, 11:38:37 PM
Quote from: "Beed28"
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 real question is, why were the bots removed in the first place...?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 16, 2014, 11:44:03 PM
mm1-&b bots ends up cutting off cscc bots, so 60% of the classes couldn't actually be fought in offline skirmish. i think there was a thread about that a while ago in bugs/suggestions or something.
whoever made the change probably didn't think about the campaign when they made the change.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on August 17, 2014, 02:08:02 AM
Can i host it with BestEver server? :)
I will add some packmaps.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 17, 2014, 10:25:08 AM
I...don't see why not?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on August 17, 2014, 01:04:59 PM
Quote from: "Korby"
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.

Ive asked about 3 different times if any of those classes were getting added and you guys said no after ignoring me the 1st 2 times

also other than Rozark's new weapon (WHICH NOBODY EVEN BOTHERED TO ADD), I didnt do anything after my attempt of making a v4 compatible version due to all the flak you guys gave me about my coding.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Rozark on August 22, 2014, 07:05:30 AM
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)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on August 22, 2014, 04:18:45 PM
I finally played the Prism alpha and I noticed a few issues in my class:

- The horizontal status bar (the one with the mugshot) is shown when I'm using the vertical status bar.
- The horizontal bar doesn't show items anymore. (they are supposed to be shown in the black square).
- The reload key was removed from the controls. Well, I guess it wasn't necesary since my class has a reload item.
- Using the Tommy's iron sights doesn't reduce my class' speed. I noticed it doesn't call script 777 anymore, but the Springfield still does.
(wait... was instagib support taken out?)

EDIT: nice knife sound, by the way. =P
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Metallix on August 22, 2014, 06:49:19 PM
Forgive me if I seem pushy. But I'm going to be pushy just to clarify.

New classes won't be accepted until the old stuff is updated, obviously. But can we get an ETA on the full fix, or is that just up to whoever feels like coding?

Okay, I'm a little antsy to have PlasmaNeedleMan
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 22, 2014, 06:57:00 PM
Essentially, if anyone in the devchat wants to update, they can.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on August 22, 2014, 07:58:21 PM
This is why I haven't reapplied my FGG class and the class for my gf yet, I figure let them get everything up to date before bugging.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 09, 2014, 11:30:58 PM
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 classes
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on October 10, 2014, 06:40:02 PM
Quote from: "zero1000"
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 classes
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.
I'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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 11, 2014, 09:35:20 PM
Ok, i may nerf it with other buster weapons, like a lazer rifle
Title: ain't trying to sugarcoat here
Post by: Ceridran on October 11, 2014, 10:50:11 PM
Nerf? I don't think your class would perform well in battle as it stands.
Even if you changed the saber to yet another simple weapon, it would still be really uninteresting. It would have to really stand out if you wanted to get it anywhere.

Class requests being turned into classes may as well be a thing of the past.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on October 11, 2014, 11:06:44 PM
The fact that even the classes that won the competitions to get slots in this didn't get in (though that's because coders left) makes me think that they wouldn't add any more right now, even if said classes had legit good concepts to them.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 11, 2014, 11:13:16 PM
Ok. Maybe i will modify my class to be balanced and change the weapons.

Edit: Or try to make it by myself if they're not making classes anymore
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 11, 2014, 11:39:49 PM
Actually Knux, that had more to do with no one doing anything.
The only reason this was released is because I was fed up with the lack of anything resembling effort in the devchat, much of which was caused by 90% of the chat consisting of people who did absolutely nothing in the first place.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on October 12, 2014, 02:23:19 AM
Oh, thanks for clarifying that. I should probably get my facts straight next time.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 12, 2014, 02:39:23 AM
1 of the main coders quit for some reason, another is too busy making his own stuff, one has too many RL issues atm to get anything done, one, I'm not even sure, nobody trusts my coding, and the guy who posted it only updated his class and never bothered to fix the obvious bugs nor did he give the dev team a heads up that he was posting it
Title: Ice's location told the future
Post by: Korby on October 12, 2014, 03:22:53 PM
Lego left because he was the only one doing anything. Jax is currently working on Saxton Hale and has CBM to do things for. If you meant Tsuki, I don't know what he's doing but it's probably messing with the engine in various ways. Cold Fusion's schedule is the most confusing thing on the planet. Your coding is often shaky at best and loaded with bugs.
And above all that, we're all doing it in our spare time. We're not getting paid!
Now that I've named names, I can respond to the part that called me out.

I only updated my class in the release version for a few reasons. One that I already mentioned is that no one else had any work done on their classes whatsoever except for Tsukiyomaru Zero who was not finished with his work. My updates which were made at least a month before I released the alpha version were ready to go, so I released them in addition to the v4 compatible version we had working.
This update was not meant to update every class in the game, it was meant to make the mod compatible with v4. I only released my changes because they were already finished. If you want your class or other classes to be updated, then do some Goddamn work and update the mod instead of sitting around in the chat complaining and talking about mods that have nothing to do with CSCC in the first place.

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. HUMAN DESTROYER is still on that devteam.

That is all. Good luck with your lethargy.
Title: Re: Ice's location told the future
Post by: SmashTheEchidna on October 12, 2014, 03:51:12 PM
Quote from: "Korby"
no one else had any work done on their classes whatsoever

I know you're referring to the guys in the devchat, but can I just say that all my updates to Gizmo never got in? I added new weapons, fixed his spin attack and his weaknesses/strengths a long time ago. Sent them in, and only got disappointment in return. I know Cold wanted to talk to me about how to handle reworking Giz for Project Prism, but I don't see that happening anytime soon. (Of course, not being on the devchat doesn't help with any of that.)

No offense, but all this is a major reason behind why I decided to just release my classes on my own.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 12, 2014, 04:18:04 PM
Well, so no classes will be added? if so, can someone tell me how to create classes?
Title: Re: Ice's location told the future
Post by: ice on October 12, 2014, 04:34:08 PM
Quote from: "Korby"
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.

So you're a loose cannon who clearly doesnt give a damn and sees everybody else as useless

Current Respect: -36

the reason progress is so slow is the main coders have too much going and some of the other people have lost interest due to the now high standards of the mod, heck, look at unholy, the mod has a ton of simplistic original classes, nobody cares if it's high standard or not, as long as they have fun playing the classes. Teaparty started off as a different thing with lower standards so people would feel comfortable making classes, the reason that died however is due to balance monitoring

what happened to you man, you used to be cool
Title: Re: Ice's location told the future
Post by: SmashTheEchidna on October 12, 2014, 04:37:45 PM
Quote from: "ice"
the reason that died however is due to balance monitoring

Wrong. The real reason it died is because Zard could barely keep his computer in his hands for more than a week. Seeing as he was the leader of said project, he had to officially put Teaparty on hiatus.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 12, 2014, 04:55:59 PM
well, that too, but there was some glaring examples like Neo however.

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 compo
Title: Just passing through
Post by: Rozark on October 12, 2014, 05:30:05 PM
Quote from: "ice"
I was working with Rozark and currently trying to help some others with there classes

Quote from: "Rozark Kyouko a few pages ago"
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)

It was to my understanding that you ragequit on me before the update was finished or optimized properly due to my "overhype get it done now" thing I had. I apologize for any hype that may have excreted from me there.

Then I insert something about how ice should grab motivation to finish and update every class
annnnnnnnnnnnd finished post.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on October 12, 2014, 05:40:29 PM
Quote from: "ice"
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.

Quote from: "ice"
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 compo
I was under the impression that it still needed to be updated for v4.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 12, 2014, 07:15:37 PM
I was asked by Mike not to host another classes competition for a specific reason which is why I haven't been doing so.

@ice
I said compatible, not 100% fully functional.
I recall having a disclaimer when I posted it.
Shortened a bit, but...
Quote from: "Korby"
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].
Hopefully this'll get some developers off their asses so they actually do something.
(it didn't)
I'm also not sure why you emphasized the bit about useless people..?
Previously mentioned Human Destroyer[does nothing], Megaman[does nothing, often gone from the community for months on end], Savior[similar situation], and Shade Guy[why is he there anyway]
On a team of 12 people, 4+ of them don't actually do anything

In terms of the "loose cannon" bit: When the leader of the mod has been MIA for months on end for various reasons-not the least of which is laziness- someone has to step up. It generally tends to be me if I'm in the equation. See: CBM having any MM9 classes, and several of its previous updates.

I don't see everybody as useless; I just prefer efficiency and don't see the point in having irrelevant people in a devchat.

Finally, if not wanting bland classes or what are essentially clones to be in a mod is high-standards(read: quality control), then CSCM has some pretty darn high-standards.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zard1084 on October 14, 2014, 09:10:25 PM
i'm still lurking around here btw! anyways once i'm back with a new laptop and a steady cash income to keep everything from going ghost on me! i'll be reworking everything i have made before. skins, weapons, classes... everything!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 15, 2014, 01:32:56 AM
Well, so now i decided to place my modified class. Not much was changed, and i may only send a skin by ice and a HUD made by me because i'm not good drawer or coder. I may also send bot lines.
Name: cgZero1000
Armor: 1.0x (Weakness: Ranged ripping weapons)
Speed: 1.5/1.5
Jump: Medium
Damage Type: Normal
Role: Melee/Ranged reploid.
Weapon Dropped: Gemini laser, or Lazer rifle. One of the two

Description:
1st Weapon: Z-Saber (Like the other melee weapons, but this is a saber.)
1st Altfire: Dash (A simple dash that can be used in conjuction with the saber to make a more direct hit and a jump to make a dash jump.)
2nd Weapon: Lazer Rifle (A black colored rifle that shoots red lasers. Strong but slow shooting. It also has energy that is used to shoot lasers.)
2nd Altfire: Rainbow Laser (When the lazer rifle has his energy full, it can shoot this laser that causes very high damage. However, the energy is depleted and takes a 3 second cooldown to start charging energy again.)
Item: Stones (Some stones that zero found somewhere. When used they are thrown forward. They bounce less than a ball but deal medium damage. Zero carries 5 stones each time he appears. He can rarely throw a spiked stone, dealing more damage.)

Skin: Zero.
Damage Information:
Z-Saber deals up to 45 damage.
A Lazer Rifle shot deals 15 damage and consumes 3% of the energy. The Rainbow Laser deals up to 60 damage and uses all of the lazer rifle energy. Lazer rifle energy fills complety at 10 seconds. The energy only charges while he has the Lazer Rifle equipped, and shotting makes the rifle take a 1 second cooldown to start charging energy again.
A stone hit deals 15 damage, and a spiked stone deals 30 damage.

Edit: Lowered armor, increased speed and changed names, the 1st altfire and effects.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 15, 2014, 01:52:48 AM
One thing I like to do when I make a class is think of how they would end up controlling in a megaman game (hero or boss). Zero's more of an agile fighter with the saber moving at high speeds while his buster slows him down having to stop to fire, you could probobly do a directional system with different moves depending on which direction you're moving while you have to stop to fire the gun and maby have a dash altfire to close the gap (alot of classes that use melee in this mod all just use it as an emergency side weapon or just have a ranged attack with equal or greater effectiveness, would be nice to have an actual primarily melee class *and before you say Messatsu, HADOKEN!*)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 15, 2014, 02:24:29 AM
Hmm, it seems a good point. I should change the lazer rifle for something more or keep it like that, i don't know. But i will keep the stones.
Title:
Post by: Ceridran on October 15, 2014, 02:30:21 AM
The main thing you always want to give up on is trying to be Zero. It's been tried more than it needs to.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 15, 2014, 02:53:51 AM
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?
Title: poorly written and poorly thought out but too lazy to delete
Post by: Bikdark on October 15, 2014, 03:41:05 AM
first of all because zero the edgemaster is a pretty stupid character

focus on fixing the old, not introducing more to try and cover up the old
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 15, 2014, 03:49:39 AM
Quote from: "ice"
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?

First, it wouldn't even be close to a generic melee attack because it sends him into the sky and stuns and knocks people away.
Second, the other one is closer but it's more like top spin than a generic melee attack again so...
Third, he has a unique mechanic in that he has supers, so he's not JUST buster/melee.

Personally, I'm not against people trying to be existing characters[Messatsu is Akuma, I'm a black mage, etc.], but it needs to be done well.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 15, 2014, 09:16:44 PM
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.

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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on October 16, 2014, 01:05:31 AM
Quote from: "zero1000"
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.

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.
From reading your posts, I don't think you understand.

Your class should be personalized, interesting, and hold a niche within the mod. Without any of those three, your class probably won't be accepted.

You have the personalization aspect done -- zero. It's you, simple as that. What your class is missing is uniqueness and an interesting playstyle.

Quite simply, a sword, dash, laser shot and a more powerful laser shot isn't all that interesting on its own. Spice it up with a few mechanics pulled from the games, and try to focus on a specific playstyle rather than making your champ class a ball of stats and damage that is hard to balance due the only counterplay being "just dont get hit". Giving your class a fun and specific playstyle will cover both the uniqueness and interesting-ness (lmao idk) aspects, and ensure your class will be accepted.

If you (or anyone else for that matter) need any help, add me on skype (saix10), and I'd be happy with giving feedback or aiding with creation.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on October 16, 2014, 06:50:27 PM
Is allowed to replace old idea request with new one before new class update?

If yes then i edit this old to new:

Name: ctTrimagus1
Armor: 1.35x (Weakness: Magic Only)
Speed: 1.6/1.6
Jump: 20
Damage Type: Light & Laser
Role: Weapon Copy
Weapon Dropped: Ultra Beam

Description:
1st Weapon: Ultra Beam (Fires 3 (Spread) Blue Energy Balls Based on Cool Weapon's projectile that is fast, deal ripper Damage , Little low Fire Rate than spread quick boomerang and Bounces 2 times before dissapears (not 1 like Spread Quick Boomerang from YD classes)+

1st Weapon Alt: Ultra Beam (Fires Single Blue Energy Balls Based on Cool Weapon's projectile that is Act like Quick Boomerang but with have Longer Range , Little Low Fire rate than quick boomerang and Deals Ripper Damage)*

Inventory Item:
Full Weapons Recharge Chip (Restores Everything Like M-Tank expect Health and used 5 times each time you spawn)

Skin: Gemini Man
Damage Information:
Both Main and Alt Fire deals 10 HP damage (expect Weapon Copy Variant with Deals 15 HP damage)

*Fires Pink colored one when using Weapon Copy Version
+This don't have homing ability this time
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 16, 2014, 11:17:44 PM
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]
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on October 16, 2014, 11:30:08 PM
I don't know if I ever posted my class from Teaparty here. I think I was waiting for this to get back up and running first.
Should I post it? Or should I wait?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on October 17, 2014, 04:51:01 AM
Quote from: "Korby"
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]

Energy Capsules, W-Tanks, M-Tanks (And My Full Weapons Recharge Chip) can Reloads Weapons.

But i don't inserted limited ammo on my class's starting weapon. So maybe it will be unlimited ammo in my starting weapon: Ultra Beam (with that fires Blue energy balls)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 17, 2014, 02:16:40 PM
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
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on October 17, 2014, 05:14:43 PM
Forte Gigas
(click to show/hide)

Also Okamitenshi
(click to show/hide)

Stats can be adjusted for better balance
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 18, 2014, 04:05:57 AM
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 heavy damage. Sword Dash deals heavier damage.
Spark Slash deals moderate damage and slows enemies. Uses 15% energy
A thunder arrow hit deals light damage. The arrow explosion causes heavy damage and may paralyze enemies.
An electric sphere deals moderate damage for a direct hit and light damage by someone touching it. It consumes 10% energy.
The arrow stay seconds and the sphere stay on the floor for 3 seconds. The sphere attracts enemies.
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 very heavy damage. It consumes all energy
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on October 18, 2014, 04:43:47 AM
Quote from: "zero1000"
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

I like the changes, but something stands out
Quote from: "zero1000"
Hey guys, i modified my class and now i have an electric class
Electric huh?
How about a using a selection of moves of Zero's based on that?
From here we got (http://megaman.wikia.com/wiki/Zero%27s_weaponry)
Make the Saber the Thunder Saber from Command Mission. (A yellow Z-Saber) Give yourself the triple sword combo.
From the Zero Series we have the Thunder Chip, which makes Zero a yellow tone, and weak to Ice, so there we have the color.
Now for your moves. Lets get a general idea from MMSPX for this shall we?
-=Main Fire=-
Normal Ground = Thunder Saber Combo: triple sword slash.
Dashing Ground = Raijingeki (http://megaman.wikia.com/wiki/Raijingeki): Pauses and does a powerful multi-hitting straight forward attack with limited range. (X4)
Air = V-Shot: Fires two electric shots in a spread (Z3)
-=Alt Fire=-
Normal = Dash/Air Dash
Dashing Ground = E-Blade (http://megaman.wikia.com/wiki/E-Blade) (X5)
Dashing Air = Saber Smash/Rakusaiga (X3)
Item = Lighting (http://megaman.wikia.com/wiki/Lightning) (Xtreme2): Drops lighting bolts from the sky around you that move outward in a spiral. Must be charged by taking damage.

There, like that, you'd be Zero, having a ranged move as your air attack, though still tricky to use at a distance, and keep to your electric theme.
If you like the idea of course.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 18, 2014, 05:21:35 AM
well, it´s really a custom class, and i may change the skin. I don,t know, i may use X.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 18, 2014, 07:43:44 AM
it's fine for you to stay zero.
it's certainly a lot more unique, and i'd have to try it out in practice to really give you my opinion on it.
nice job striving to be different!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on October 18, 2014, 12:58:07 PM
Quote from: "ice"
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

Guess its nice idea.

This will be little more fair if im right. (Or less annoying)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 19, 2014, 07:26:51 AM
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
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on October 19, 2014, 10:53:15 AM
Quote from: "ice"
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

Please Also nerf my alt fire to 5 ripper damage and Weapon Copy Version to 8, 7 or if you wish then 5 ripper damage
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on October 22, 2014, 02:13:33 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on October 22, 2014, 03:36:41 PM
Quote from: "ice"
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)

How about just reduce my jump to 14 to make less annoying to others?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on October 22, 2014, 09:35:46 PM
I think i could deal with it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on October 27, 2014, 06:42:39 PM
Found a bug yesterday with the Korby class. If you hold down the altfire and catch a needle attack from a class that shoots it, Korby will shoot non-damaging needles endlessly without being able to cancel.

There was another significantly important bug as well, but I forgot what it was entirely.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: LlamaHombre on October 27, 2014, 07:05:47 PM
Breve's lag spike doesn't seem to trigger the passive rapid fire effect to the class anymore.
Don't know if that's the one you're looking for but it kinda butchers Breve's overall potential.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on October 27, 2014, 08:28:43 PM
Wait, I'm kinda dumb. The server I was at had infinite ammo. However, the spikes that the Korby class shot still didn't do any damage, and the game mode was DM with no cheats enabled. I just remembered about the other "bug", too, which really isn't one.  :|
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on October 27, 2014, 10:12:52 PM
As it turns out, someone forgot to include the Thousand Needles damagefactor in the class base during the port[and I didn't think to check it when I was doing my updates], so anyone with decent armor won't take the 1 damage from the needles. On the bright side, more damage to glass classes.

Thanks for the report, it'll be fixed if this mod ever updates.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 01, 2014, 12:05:40 AM
I found how to play story mode with this mod. But i can keep it secret if all want or tell it. But i think many know it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on November 01, 2014, 01:53:32 AM
..

You simply load the file in as you launch MM8BDM.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 01, 2014, 02:06:11 AM
When selecting story mmode with this class pack it says "Invalid Bot Name:Sniper joe" and it redirects to cutman stage, unable to select a level.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on November 01, 2014, 02:16:36 AM
This mod removes all of the traditional Megaman bots [aside from megaman himself] because we ran out of room for new bots of the classes.
You can just add the Sniper Joe bot back from the core pretty easily.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 01, 2014, 04:24:02 AM
Also add docrobot and the robot masters if you're going to fight the 3rd and 6th bosses, but the game freezes if you get hit by a sphere of the 7th boss.

Now, feel free to kill any boss with your/other person class, but don't blame us if you kill any boss in less than a minute.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 13, 2014, 08:46:38 PM
If you didn't accepted my last edited class then i replace that class with this:

Name: ctTrimagus1
Armor: 1.1x (Weakness: Magic Only)
Color: Dark Blue on Blue
Speed: 1.35/1.35
Jump: 12
Damage Type: Laser Buster
Role: Weapon Copy
Weapon Dropped: Plasma Buster Upgrade*

Description:
1st Weapon main: Plasma Buster (Uncharged Shot: fires Fast Purple Buster shot that deals 5 ripper damage, Mid charged Shot: Fires Faster Purple Gemini Laser based shot that deals same ripper damage expect with same width size as Gemini Laser, Fully Charged Shot: Fires Purple Deadly Fast Laser Shot with same ripper damage expect with longest width as well as Fully Charged Laser Buster plus if Collides with Walls, Floors, ect. it will create small explosion with deal extra 2 damage as Splash Damage (5+2=7))

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 for max 20 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)

Skin: Quint
Damage Notes:
More Projectiles with Same damage Hits opponent the more damage will deal

Notes:
*Overdrive Invoke System can also used with megaman or other weapon copy classes

EDIT: I remove Speed Boost Effect and i Nerf the Duration from 30 to 20
Title: Is that Flak I anticipate
Post by: Rozark on November 13, 2014, 09:47:22 PM
Quote from: "Trimagus1"
ripper damage
Splash Damage

Did I just read ripper explosion or a ripper that turns into an explosion

Quote from: "Trimagus1"
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)

I know I don't have a patent on the whole "get steroids when low health" but I can't help but feel irked by this

ALL OF THAT FOR 30 SECONDS?
WHY ON EARTH WOULD YOU DO THIS

You're going to need to clarify mechanics and give yourself more drawbacks/weaknesses. You only have one mainfire, so the whole "only activated when plasma buster selected" clause isn't needed. In raw terms, this is literally quickman with explosive rippers with more armor than most assassins who moves even faster and throws out more explosive rippers (or rippers that turn into explosions) when at low health. I'm shivering already please no

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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 13, 2014, 10:15:24 PM
I thought of a wire weapon replace for my 1st altfire.
1st altfire: Electric wire. (A wire that has low range and causes light damage. It consumes 5% energy. The hook of the wire is the only that causes damage, and it retracts when it hits someone or reaches his max length. It can be charged to shoot a larger wire that pierces enemies and causes moderate damage, paralyzes and can cling to thunder claw chains, but consumes 15% energy and only retracts when it reaches his max length.)
Title: Re: Is that Flak I anticipate
Post by: Trimagus1 on November 14, 2014, 06:20:13 AM
Quote from: "Rozark Kyouko"
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.

Hey! Full Weapons Recharge Chip only reloads weapons like Quick Boomerang, Yamato Spear, ect., Not Overdrive Invoke System! Why do you think that?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on November 14, 2014, 07:44:48 AM
i'm so confused

your post is overall vague as fuck and describes nothing other than his main/alt/stats. no defined playstyle or base concepts behind the class, just gemini laser-y charge shots and steroids

you get all that speed for effectively 10 less hp. like wat?

your role is "Weapon copy" when your class is a strange ripper buster explosive thing with a broken steroid

your numbers make no sense and make trying to understand your weapons confusing

the whole post is a mess due to grammatical errors and lack of punctuation

honestly, i'd just start from scratch
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on November 14, 2014, 07:46:48 AM
Because it was likely missed you were apparently a copy weapon class. I missed it myself too. So, a copy weapon with a different buster and better stats all round. You need some limitation. Both Gizmo and my idea use unique weapons.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 30, 2014, 01:58:33 AM
How is my class going? I have thought of making a different bar system.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on November 30, 2014, 05:34:38 AM
I'm currently on coding hiatus till Dec 8 so other than the last build, no progress
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 30, 2014, 06:49:27 AM
Quote from: "ice"
I'm currently on coding hiatus till Dec 8 so other than the last build, no progress
It's ok, just take your time, as i know there are other classes that are being made.

As for the bar system, the electricity bar could be only filled by the sword/wire attacks and there could be another bar that is for the trap attacks. The trap bar could recharge over time when not using the traps (like ice/sparky, while i use the sword) and each trap consumes a different amount of energy. However, only the electricity bar (melee/wire) can be filled with melee/wire attacks and consumed for the thunder dash. Also, like Ice/Sparky, the two bars are shown, and the bar on the left of the health one would be the currently used.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 07, 2014, 09:36:20 AM
I don't like the previous idea i requested. So i go to new one and this time this will be Non-Ripper one

Name: ctTrimagus1
Armor Color: Black on Green (Purple on White if Weapon Copy version is selected)
Armor: 1.0x (Weakness: Magic only)
Speed: 1.35/1.35
Jump: 15
Damage Type: Light & Laser
Role: Weapon Copy
Weapon Dropped: Ultra Beam

Description:
1st Weapon Main: Ultra Beam (Fires Spread Blue Energy Balls that Deal Non-Ripper 20 HP Damage with same Fire rate as Spread Quick Boomerang from YD classes And Bounces 2 times before disapears)

1st Weapon Alt: Ultra Beam (Fires Single Blue Energy Ball that act like Quick Boomerang but with Longer Range and Lower Fire rate than Core Quick Boomerang and deals Non-Ripper 20 HP damage)

Inventory:
Full Weapons Recharge Chip: Restores all weapons (e.g. Quick Boomerang,Hyper Bomb) like M-Tank and Only used 5 times each time you spawn

Skin: Gemini Man
Damage Information:
Nothing than Normal
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on December 07, 2014, 07:58:06 PM
How about decreasing your weakness, since i think magic card is your only weakness. And armor, reduce it (or increase the multipler) if you have more speed.

Other than that, here's my updated class.
 Name: cgZero1000
Armor: 1.5x (Weakness: Ice weapons)
Speed: 1.3/1.3
Jump: Two Medium jumps
Damage Type: Electric 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: 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)
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.)
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.)
1st Weapon gague: Electricity gague (Zero has some energy that charges while attacking. Using some of the energy, he can use a wire, and when full, he can perform a powerful dash)
2nd Weapon gague: Traps gague (Another gague, but this fills over time when not using traps, and cannot be used for the dash. This is used for the arrow and sphere.)
Each weapon gague has 112 of energy, with 4 on each small bar.

Skin: Zero. Or the one i think ice is doing (no problem if it is not this the one for the class).
Damage Information:
Electric Sword deals medium damage. Sword Dash deals medium-heavy damage.
Electric Wire pierces and paralyzes enemies and can deal medium damage. It consumes 2 bars of energy
A thunder arrow hit deals light damage. The arrow explosion causes medium damage and may paralyze enemies. It consumes 1 bar of energy.
An electric sphere deals light damage for a direct hit and light-medium damage by someone touching it. It consumes 3 bars of energy.
The arrow activates after half second and the sphere stays on the floor for 5 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 Electric Dash causes heaviest damage. It consumes all 1st gague energy
Title: Oh the Irony
Post by: Rozark on December 07, 2014, 08:28:35 PM
Quote from: "zero1000"
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.
Title: Re: Oh the Irony
Post by: Max on December 07, 2014, 08:34:25 PM
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
Title: -j-
Post by: Rozark on December 07, 2014, 08:37:07 PM
Quote from: "Max"
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

Ah.
See I've been tossed about by which is which by numerous people these past few years.
My apologies.

It still doesn't change that it's a fast moving melee class.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 07, 2014, 10:16:16 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on December 07, 2014, 11:19:04 PM
fragile speedster aside, zero's newest class idea is actually pretty cool looking with some interesting and unique weapons.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: LarissaFlash on December 08, 2014, 05:22:07 AM
Okay.. here's my contribution to this mod.. hope you enjoy of reading my "thing"
(click to show/hide)

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 08, 2014, 05:33:11 AM
Quote from: "zero1000"
How about decreasing your weakness, since i think magic card is your only weakness.

Sometimes not only magic card is my weakness dude. Try asking someone who has other magics like Fire Magic,ect..
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on December 08, 2014, 05:48:52 AM
Quote from: "Ceridran"
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 08, 2014, 03:19:00 PM
I wouldn't count on armor and speed values to stay exactly as they were specified. This is something that should be easier to balance when coding is done. I'm more worried about weapon functions and what playstyle they allow for.

I can see Electric Wire and Electric Sword working together, but what about those with the traps? It seems like it should be clear how they work together, but I'm not seeing it.

Quote
EDITED IN NOTE: For future example
Some fairly okay examples:
http://dota2.gamepedia.com/Axe (http://dota2.gamepedia.com/Axe)
http://dota2.gamepedia.com/Ursa (http://dota2.gamepedia.com/Ursa)
http://leagueoflegends.wikia.com/wiki/Renekton (http://leagueoflegends.wikia.com/wiki/Renekton)
http://leagueoflegends.wikia.com/wiki/Lee_Sin (http://leagueoflegends.wikia.com/wiki/Lee_Sin)
Of course, these are from MOBA games as opposed to FPS games, in which it's easier to dance between all your abilities due to pre-existing ability keybindings, so yeah.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on December 08, 2014, 05:41:38 PM
the hell are you talking about?

the traps give him a ranged option that isn't too overcentralizing[they do almost no damage when thrown], they give him an aspect of area denial which no other melee class uses iirc, and they also both give him some form of crowd control so he can hit people easier with his sword or wire.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 08, 2014, 05:46:52 PM
.. Ah, there's the question I forgot to ask. I had trouble understanding what all the attacks did without all the extra details.

Mostly my fault when it comes to the fact that I didn't read everything, though the entire post was kind of hard for me to read anyway.

.. Let's see if I even understand this right.

Quote
1st Weapon: Electric Sword (Like the other melee weapons, it causes heavy damage. However it can be charged to do a dash slash.)
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?
 
Have I got this right?
I'm not trying to throw away his idea.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on December 08, 2014, 11:43:02 PM
Quote from: "LarissaFlash"
Speed: 1.5_/1.5(Sightly more fast as normal Megaman
Megaman's speed is .8 forward/backward, .78 left/right
YD classes Quickman is 1.35 forward/backward, 1.33 left/right

I know nothing is ever set in stone, but please people, for the love of god, pay attention to how fast you want your class to be.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: LarissaFlash on December 09, 2014, 12:23:21 AM
then im retarded at speed
Quote
New Speed:0.9/0.7(little more than normal megaman class)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on December 09, 2014, 12:58:51 AM
make it .9/.9

having a melee class that has a hard time strafing isn't going to work out very well
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on December 09, 2014, 01:37:55 AM
or even .88. Megaman's is .02 lower then his forward, .7 would make your strafe slower then Megaman's
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on December 09, 2014, 02:48:39 AM
Well, let's make a big change to electric wire. It will be a piercing paralyzing retracting weapon. Like, imagine if uncharged duo fist had a delay, but pierced enemies and paralyzed people who touches it. That's the new wire. Also, the wire isn't able to cling anywhere, just an attack wire.

Also, yes, the thunder dash could move, it's a good idea.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: LarissaFlash on December 09, 2014, 03:22:11 PM
uh
Quote
New New CrystalWolf's Speed: 0.9/0.9
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on December 09, 2014, 04:27:54 PM
Quote from: "Trimagus1"
(click to show/hide)
I'm guessing from the highlighted text you can pick up weapons like megaman correct?


Quote from: "zero1000"
(click to show/hide)

P.S. Back finally
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 09, 2014, 06:49:40 PM
Quote from: "ice"
Quote from: "Trimagus1"
(click to show/hide)
I'm guessing from the highlighted text you can pick up weapons like megaman correct?

Yup. i can
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on December 09, 2014, 10:10:00 PM
Quote from: "ice"
Quote from: "zero1000"
(click to show/hide)

P.S. Back finally
1: Ok, sorry for my thought on the weakness.
2: To electric sphere, reduce the time to what you think it's ok from the weapon.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on December 10, 2014, 12:53:31 AM
Quote from: "Trimagus1"
Quote from: "ice"
Quote from: "Trimagus1"
(click to show/hide)
I'm guessing from the highlighted text you can pick up weapons like megaman correct?

Yup. i can
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.
Also, why a the ability to pick up weapons? That is what Megaman class is for.

Edit: Gizmo and my class idea both use unique weapon sets as apposed to the core weapons.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on December 11, 2014, 05:35:02 PM
The main problem with a 60 damage shotgun is how mobile the class is; 1.35 speed with a massive 15 jump is nothing to sneeze at, especially with normal armor.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 11, 2014, 05:46:44 PM
I wanted to point out way earlier how outrageous that set was, but I never bothered to do so.
It's easier to look at this this way.

>20 damage per projectile
>Spread Shot
>Firing rate identical to CBM Quick Boomerang, don't confuse it for having QB's return function
>Double Bounce
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 11, 2014, 07:00:13 PM
Then i ask if 15 damage is good or bad? If good then i nerf my damage dealing from 20 to 15 ok?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on December 11, 2014, 07:09:46 PM
Quote from: "Trimagus1"
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

Quote from: "Ceridran"
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)

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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 11, 2014, 07:22:03 PM
Quote from: "fortegigasgospel"
That is a totally of 300 damage a second (given all three shoots of each burst hit)

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.
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?)

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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on December 11, 2014, 08:42:31 PM
Quote from: "Trimagus1"
Quote from: "fortegigasgospel"
That is a totally of 300 damage a second (given all three shoots of each burst hit)

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.
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?)
So YD Quick deals 120 damage a second if he fires the same speed as you do.

Quote from: "Trimagus1"
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.

Thats just it, if you can't think of unique weapons (and there is no reason for your character to even have them) then don't allow for weapon pick ups. This part just feels tacked on because you feel like it, no other reason.
Gizmo uses weapons of his own creation and my character is a Megaman esque character who uses weapons from bosses of his own universe.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 11, 2014, 09:06:52 PM
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)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 12, 2014, 01:58:15 PM
Quote from: "Ceridran"
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)

I accept this concept. thanks! but you forgot to put '1' after my name and ct (with used to change to purple colored name) before my name. and also my armor color can be black on green or other that you can make or something?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 12, 2014, 02:56:39 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 12, 2014, 04:53:54 PM
Quote from: "Ceridran"
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.

Then remove the number if you want. but i keep it as player name than class name. or something
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: IamaMedalHunter on December 14, 2014, 07:03:26 PM
Hello ! So i was spriting, then suddenly, I got a storm of ideas for a class. I had to write it down. Leaving it here so the others see what I had in mind. I'll warn you though, it's extremely long to read :

Worst Class Idea 2014 :
->Name : IamaMedalHunter   [Didn't think about it ... Let's take my name for now ...]
->Armor :  0.9x (Weaknesses: [Fire weapons : 0.72x] [Lightning & Explosive weapons : 0.85])
->Speed :  0.8 (Forward Move) / 0.78 (Side Move)
->Jump :  10
->Damage Type : Non-Elemental (Or Plasma & Melee ?)
->Role : Overheating Quickshot/SupportMelee
->Weapon Dropped : Randomly dropped : [Spreading Stardust (4 shots) ; or Morning Star (Spins only)]

->Description:
-Class Info :
   
(click to show/hide)

-Attacks :

Primary Weapon : Shattered Buster (Attacks involving rather weak plasma shots with short RoF)
(click to show/hide)

-Secondary Weapon : Metal Sun (Attacks involving supportive melee attacks with long RoF)
(click to show/hide)

->Skin : Breakman (Not Protoman-Break, Breakman)
->Damage Information:
(click to show/hide)




You after seeing this wall of text : "WHAAAAAAT THE HELL, MEDAL ?! THAT'S TOO LONG !!!"

And yes, each attack has a reference : Shattered Buster's obits have references to 3 players, while
Metal Sun have references to Punch Out!! Wii. And a little one to Vile too ~.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: skully on December 14, 2014, 07:17:52 PM
Hey, can you make a class yourself if you know how to mod and then send it instead of requesting one here?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on December 14, 2014, 07:25:07 PM
I'm fairly sure that would be yes, but even if it exists the class inclusion isn't guaranteed.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on December 14, 2014, 07:26:40 PM
That's basically how I've done everything for this mod
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on December 23, 2014, 09:36:36 AM
I like Ceridran's concept but can i have Large Disk attack as Item Attack and Can i have Pink Colored Energy Ball that acts like Boomerang with Longer Range than Core quick boomerang, same fire rate or lower fire rate than quick boomerang and deal 9 HP damage and uses primary ammo as Alt Fire?

Also Main Fire's projectile Appearance can be Blue Colored Energy Ball?

If not then i don't change.
Title: My Class
Post by: Waluigifan on February 26, 2015, 02:20:02 AM
My class is, obviously, Waluigi. Waluigi has one actual "weapon", but four different attacks. (Five if you count the Air-Swim)
Role: Versatile glass cannon, fragile speedster
Class info-
Armor: 1.2x all dps taken
Speed: 1.2x normal speed.
Dps: Depends on weapon.
Weapons- Waluigi DOES have an ammo bar, but it regenerates and is not used for the main or alt fires.
Main fire: Waluigi throws a tennis ball. It's the same as the Mega Buster, but less accurate.
Alt-fire: Waluigi throws a Bob-Bomb. Like Hyper Bomb, but more straight and less of an arc. Has 0.5 sec cooldown.
Items- The rest of Waluigi's attacks take the form of items. To combat this, he can't use any items except tanks, and he uses tanks as soon as he touches them, like a normal health power up.
Item one: Air Swim- Waluigi floats in the air for about 5 seconds, until ammo is depleted. Can only be used when ammo is full.
Item two: Stomp- Waluigi uses the stomp move he has in Super Smash Bros, stunning enemies for about 0.5 sec, just long enough to hit them with a Bob-Bomb. Deals almost nonexistent damage.
Item three: Piranha Plant Storm: An Area of Effect move, Waluigi makes Piranha Plants sprout right in front of him. Instantly uses up all ammo, requires full ammo bar, and deals about a quarter of Megaman's health.
This is my overly long class, and if it turns out to be OP, feel free to nerf it. Thanks!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on February 26, 2015, 02:29:32 PM
It's a shame that CSCC has been dead for quite some time now because your idea is actually more interesting than a couple of classes that are already in the mod.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Waluigifan on February 26, 2015, 11:22:43 PM
@Korby Mine?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Russel on February 27, 2015, 12:21:20 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Waluigifan on February 27, 2015, 06:34:49 AM
Oh well. If I knew anything about how making this stuff works, I'd probably continue it. But I don't.  :(
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 27, 2015, 06:56:55 AM
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).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 27, 2015, 07:15:18 AM
Quote from: "Trimagus1"
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 don't know what sprung you feeling the need to mention your age as absolutely no one mentioned anything about anybody's age.

Also I believe there is some people work on this behind the scenes.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on February 27, 2015, 02:47:45 PM
Ice is creating a patch that updates it and adds the CCCC classes among a few others.
That being said, it's not exactly how some of the devteam wanted to proceed with development of the mod [it doesn't line of with the core principles of Prism] so it's just another version of CSCC.

I do wonder if he gave Korby blue magic for the new classes, though.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on March 11, 2015, 02:47:34 AM
Hi there, i have seen a server about a new "beta" of this mode, it still continues to be developped? Nice.
I wanted know if it's possible to add the taunt of Stoneman "It's a stone, you didnt make it" if it's possible, please!
Do you need somebody to host a BE server for it ? (tlms or tdm).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on March 11, 2015, 02:37:54 PM
Sure we could do that, though might need to get back with you later about your class
As for Best ever, bad idea. Don't wanna crash there servers if something suddenly goes horribly wrong. It's better for us to just host small personal servers for these things.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on March 11, 2015, 03:50:24 PM
Ah ok i see! :o
So i will delete my TLMS server :v
(for the taunt, it's just the same as classes based modification taunt pack) ^^
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on March 13, 2015, 07:32:18 PM
Oh .....oh ....oh no.....WHAT HAS SCIENCE DONE?!?!!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 13, 2015, 11:36:54 PM
ok, that looks like a cool concept, and what is it?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on March 14, 2015, 12:12:20 AM
Floating cube, rainbow text, off colored version of coldfusion, the familiar "NO" unit, aaand the word Copied
....hmmm... who ever could that be.... Welp, guess the world will never know til it's released :p
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 15, 2015, 01:32:36 PM
It is good idea for making a Class that gains weapon after fragging an opponent just like Justified Classes?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on March 15, 2015, 03:47:29 PM
Good idea or not, it requires a good execution.

If one acquires weapons through kills, that gives you some room to play with the character's power. Maybe they're not super strong and require picking off weak opponents to really get strong or something along those lines.

It just depends on how one decides to do it, really.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 15, 2015, 07:11:17 PM
Then i make a new one.

It can be Copy class but i use my Unique one than Core Weapons ok?

Name: ctTrimagus1
Armor: 0.9x (Weakness: Magic Only)
Speed: 1.00/1.00
Jump: 12 (Double Jump)
Playstyle / Role: Copy Fighter
Skin: GeminiMan
Color: Black & Green
Health HUD: Gemini Laser Colored Or Default
Ammo HUD: Black & Green (Default Blue And Pink Only), Black & Blue (Others)
Base Ammo: 28+Auto Recharge (Blue and Pink), 56 (Others), 100 (Gray)

Weapon Dropped: Ultra Beam (Blue or Pink only)

Weapon Information (Starters):
1st Weapon: Blue Ultra Beam (Bounces 3 times before Disappears, and has Double Fire Rate version of Cool Weapon from weapon template)

2nd Weapon: Pink Ultra Beam (Acts like Quick Boomerang and longer range and little lower rapid fire rate than Quick Boomerang)

Obtainable Weapons Information:
White Ultra Beam: If opponent is hit by this, they're blowned in random direction (Obtained After Fragging ColdFusion)

Gray Ultra Beam: Perform a limitless Rapid Fire (Obtained after Fragging Sinkman)

Light Red Ultra Beam: Leaves Fire for limited time if hitting an opponent or other objects (Obtained after Fragging Jack Corvus)

Dark Yellow Ultra Beam: Firing charged shot spawns Bigger for more Power (Obtained after Fragging Yellow Devil)

Dark Red Ultra Beam: Does Ripper Damage (Obtained after Fragging Cutman Mike)

Yellow Ultra Beam: Fast as Rail Attack (Obtained after Fragging Laggy Blazko)

Rainbow Ultra Beam: Hitting Objects than opponent will sticks for limited time, can hit opponents in sticked mode too (Obtained after Fragging Breve)

Green Ultra Beam: Seeks out Opponents (Obtained after Fragging Beed28)

Cyan Ultra Beam: Low Rapid Fire but Very Powerful (Obtained after Fragging Messatsu)

Dark Orange Ultra Beam: Does Explosion Damage (Obtained after Fragging TheBladeRoden)

Dark Brown Ultra Beam: Does Noclip through walls,objects,ect.. (Obtained after Fragging Human Destroyer)

Light Orange Ultra Beam: Fires 3 shots without Spread Rune (Obtained after Fragging Rozark)

Damage Information:
Blue: 11
Pink: 11
White: 13
Gray: 7
Light Red: 13
Dark Yellow: 11-22-33
Dark Red: 7
Yellow: 12
Rainbow: 11-16
Green: 11
Cyan: 43
Dark Orange: 17
Dark Brown: 13
Light Orange: 9

Ammo Cost Information:
Blue: 3 (Starter)
Pink: 1 (Starter)
White: 5
Gray: 2
Light Red: 2
Dark Yellow: 2-4-6
Dark Red: 3
Yellow: 3
Rainbow: 3
Green: 1
Cyan: 15
Dark Orange: 4
Dark Brown: 5
Light Orange: 3

EDIT: Nerfed Base Ammo for Obtainable Ultra Beams expect Gray, Also changed Gray's ammo cost to 2
EDIT2: Changed Dark Red and Yellow's Wep Info.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 15, 2015, 11:40:07 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 16, 2015, 06:15:46 AM
Quote from: "fortegigasgospel"
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.

As YD classes: Copy class can get weapons via pick up. But as Justfied Classes: Copy Class can get weapons via frag.

Yours is more like YD while Mine is more like Justfied, Right?

Also about Weapon information: Each Colored Ultra Beams have Different Effects like White Colored one can Blown players in randrom direction just like ColdFusion's afterburner and Dark Red Colored Does Ripper Damage.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 16, 2015, 01:10:17 PM
But how do they work? As in movement. Or do they all fire the same way?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 16, 2015, 02:12:16 PM
Quote from: "fortegigasgospel"
But how do they work? As in movement. Or do they all fire the same way?

If you're asking about weapon, They do in same ways just when different one is selected.

Example: If you select Green Ultra Beam, just use Main fire to fire Homing Projectile.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 17, 2015, 01:58:42 AM
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?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 17, 2015, 05:33:42 AM
Quote from: "fortegigasgospel"
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?

Sometime only Damage Types give effects.

For White, its Damage Type is Afterburner (Like ColdFusion's Afterburner)

For Yellow, maybe speed is 99999 or someting for hitscan attack.


And About Same as Basic weapon with new property: maybe yes
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 17, 2015, 11:28:08 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on March 18, 2015, 12:34:29 AM
Hey, this gave me a idea about a copywep for my class.
Copy: Electric Rail: Basically an electric railgun, except it causes moderate damage, paralyzes enemies and has limited ammo. (Given at start, but it has absolutely no ammo and thus must be gained via frags.)  You get 1 shot per frag, to a max of 10 shots.
Or rather get it with 3 loaded shots per frag?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 18, 2015, 06:11:29 AM
Quote from: "fortegigasgospel"
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.

Why?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 18, 2015, 07:12:04 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 18, 2015, 01:57:32 PM
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?
Title: Not too different, still boring.
Post by: Ceridran on March 18, 2015, 02:29:12 PM
There's no problem with copy weapon classes, yours is just boring.

I'm thinking that you could have each kill give you an item that will change the effect of your weapon temporarily (using another item will override the old effect), or maybe you could do the same thing, but have some attack that gives you that item if it connects.

Also, could you stop making a big deal about what color every projectile is and what it's travel speed and rate of fire is exactly like?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Hilman170499 on March 18, 2015, 04:18:08 PM
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.
Title: Re: Not too different, still boring.
Post by: Trimagus1 on March 18, 2015, 05:04:30 PM
Quote from: "Cerikeno"
what it's travel speed and rate of fire is exactly like?

For Yellow(Laggy Blazko): Speed 99999999 is maybe good for Hitscan Attack.

For Gray(Sinkman): Limitless maybe just like YD Flash Man's Buster.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 18, 2015, 05:15:44 PM
Quote from: "<*Hilman170499*>"
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.

Thx.

Also you're allowed to add me to your Private Classes mod with CSCC concept.  :)
Title: Re: Not too different, still boring.
Post by: Laggy Blazko on March 18, 2015, 07:56:15 PM
Quote from: "Trimagus1"
Speed 99999999 is maybe good for Hitscan Attack.

How about using an actual hitscan attack instead of a projectile?
Just a thought.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 18, 2015, 11:31:22 PM
Quote from: "Trimagus1"
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?
I said in place of a dash as in you have quick man's weapon instead of doing Bass' dash.
And no, another copy weapon class isn't bad, it just needs a twist to make it interesting so people will wanna play it instead of the other ones. Gizmo and Mine both gain new weapons in place of the basic pick ups, Gizmo regens ammo and has the fury swipes, I don't regen ammo but have access to W-Tanks (and possible Energy Balancer) and have access to a larger weapon array (atm).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on March 19, 2015, 01:57:06 AM
there's also Korby who would technically count as a copywep, who gains a blue magic from a set list depending on who he's hit by.

Personally, and I'm sure several other devs agree that having a unique weapon for every class gets very tedious, very fast because of the amount of upkeep required whenever classes are added or reworked, hence the Copy rework.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on March 19, 2015, 07:25:34 AM
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.


Anyway, so is this somewhat back in development now?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on March 19, 2015, 01:13:51 PM
Quote from: "SmashTheEchidna"
Anyway, so is this somewhat back in development now?

Sounds like it. Porting classes over one at a time.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on March 19, 2015, 01:26:09 PM
Speaking of:

Hello Ice!
(click to show/hide)

Oh, hello Sparky!
(click to show/hide)

Hey ......there.......you?
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on March 19, 2015, 03:31:15 PM
Quote from: "SmashTheEchidna"
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.


Anyway, so is this somewhat back in development now?
Same with mine, I replace each weapon type with something to keep the weapon count lower while still having a good array of weapons.

Copy becomes the class he is fighting. And Korby gets a new spell from each class (or most, I'm not 100% sure) while still being able to fight without needing them.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on March 20, 2015, 12:42:37 PM
And it is good that if i make that my ammo for others than blue and pink only regens if i frag the class that i got a weapon?

Example: Spread Fire's ammo can only regen if i frag Rozark.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on March 28, 2015, 05:36:33 PM
Progress!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on March 28, 2015, 07:50:12 PM
I'm not sure why the weapon icons appear to be translucent.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on March 28, 2015, 08:07:39 PM
Perhaps there is a reason for it  :geek:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on March 28, 2015, 10:37:17 PM
Perhaps they're transparent because certain classes don't have any use for them :geek: :geek:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on April 09, 2015, 04:42:28 AM
Forgive me. I'll just change my few stats but i still add an info. that stay unchanged.

Name: ctTrimagus1
Armor: 0.9x (Weakness: Magic Only)
Speed: 1.00/1.00
Jump: 14 (Double Jump)
Playstyle / Role: Copy Fighter
Skin: GeminiMan (Core)
Color: Black & Green (Gemini Man)
Health HUD: Gemini Laser Colored Or Default
Ammo HUD: Black & Green (Default Blue And Pink Only), Black & Blue (Others)
Base Ammo: 28+Auto Recharge (Blue and Pink), 56 (Others), 100 (Gray)

Weapon Dropped: Ultra Beam (Pink for Megaman), (Blue for Gizmo)

Weapon Information (Starters):
1st Weapon: Blue Ultra Beam (Bounces 3 times before Disappears, and has Double Fire Rate version of Cool Weapon from weapon template)

2nd Weapon: Pink Ultra Beam (Acts like Quick Boomerang and longer range and little lower rapid fire rate than Quick Boomerang)

Obtainable Weapons Information:
White Ultra Beam: If opponent is hit by this, they're blowned in random direction (Obtained After Fragging ColdFusion)

Gray Ultra Beam: Perform a limitless Rapid Fire (Obtained after Fragging Sinkman)

Light Red Ultra Beam: Leaves Fire for limited time if hitting an opponent or other objects (Obtained after Fragging Jack Corvus)

Dark Yellow Ultra Beam: Firing charged shot spawns Bigger for more Power (Obtained after Fragging Yellow Devil)

Dark Red Ultra Beam: Does Ripper Damage (Obtained after Fragging Cutman Mike)

Yellow Ultra Beam: Fast as Rail Attack (Obtained after Fragging Laggy Blazko)

Rainbow Ultra Beam: Hitting Objects than opponent will sticks for limited time, can hit opponents in sticked mode too (Obtained after Fragging Breve)

Green Ultra Beam: Seeks out Opponents (Obtained after Fragging Beed28)

Cyan Ultra Beam: Low Rapid Fire but Very Powerful (Obtained after Fragging Messatsu)

Dark Orange Ultra Beam: Does Explosion Damage (Obtained after Fragging TheBladeRoden)

Dark Brown Ultra Beam: Does Noclip through walls,objects,ect.. (Obtained after Fragging Human Destroyer)

Light Orange Ultra Beam: Fires 3 shots without Spread Rune (Obtained after Fragging Rozark)

Damage Information:
Blue: 11
Pink: 11
White: 13
Gray: 3
Light Red: 13-6
Dark Yellow: 11-22-33
Dark Red: 7
Yellow: 12
Rainbow: 11-16
Green: 11
Cyan: 43
Dark Orange: 17
Dark Brown: 13
Light Orange: 10 (for each 1 projectile)

Ammo Cost Information:
Blue: 3 (Starter)
Pink: 1 (Starter)
White: 3
Gray: 5
Light Red: 2
Dark Yellow: 2-4-6
Dark Red: 3
Yellow: 1
Rainbow: 3
Green: 1
Cyan: 15
Dark Orange: 4
Dark Brown: 5
Light Orange: 3

EDIT: Sorry for. But i like Gemini Man Skin more.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on May 04, 2015, 08:22:37 PM
More Progress!
(click to show/hide)
Every class will now drop a weapon.  Should make things quite interesting
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on May 04, 2015, 09:22:56 PM
Awesome! More weapons : p
Dat Yoshi Egg :D !
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on May 22, 2015, 09:14:50 AM
Obituaries for weapon is Necessary to be added in concept too?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Hilman170499 on May 24, 2015, 01:42:04 PM
Umm... I don't think so... I mean, like, you can if you want, but it's not required. Even if you don't post it, you can always come up with a unique obituary line on your own terms or with the help of someone else.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on May 25, 2015, 05:00:48 PM
Then i give it, but i also change other concepts or something.

Name: ctTrimagus1
Armor: 0.9x (Weakness: Magic Only)
Speed: 1.00/1.00
Jump: 14 (Normal Jump)
Playstyle / Role: Copy Fighter
Skin: Gemini Man
Color: Black & Green
Health HUD: Gemini Laser Colored
Ammo HUD: Black & Green (Default Bounce And Boomerang Only), Black & Blue (Others), White & Red (Hover & Afterburner Dashing Ability)
Base Ammo: 28+Auto Recharge (Bounce and Boomerang), 56 (Others), 200+Auto Recharge (Hover & Afterburner Dashing Ability)

Weapon Dropped: Ultra Beam (Boomerang for Megaman), (Bounce for Gizmo)

Weapon Information (Starters):
(click to show/hide)

Obtainable Weapon Information:
(click to show/hide)

Obituaries:
Bounce:
(click to show/hide)

Boomerang:
(click to show/hide)

Wind Force:
(click to show/hide)

Storm:
(click to show/hide)

Napalm:
(click to show/hide)

Battery:
(click to show/hide)

Soul:
(click to show/hide)

Hitscan:
(click to show/hide)

Spike:
(click to show/hide)

Bug Seeker:
(click to show/hide)

Magnetic:
(click to show/hide)

Missile:
(click to show/hide)

Noclip:
(click to show/hide)

Distorted:
(click to show/hide)

Non-Damaging Abilities if any Ultra Beam is selected:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on July 02, 2015, 11:35:00 AM
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. :)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on July 02, 2015, 02:29:25 PM
It's coming.  Right now the plan is for the initial release to have 10 classes plus Mega Man.  The reason it's only 10 to start is to allow each class to hopefully have more polish and some semblance of balance.  As a result expect there to be quite a few missing classes.  Hopefully what's there will be diverse enough and if everything goes well we can add more classes in each version (as well as the expected bug fixes).  From a completion standpoint, I'm currently working on the final class.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on July 02, 2015, 08:08:10 PM
Quote from: "Emmanuelf06"
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. :)

What are you talking about me making classes?

And i didn't got any news about CSCC.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Destroy Drill on July 15, 2015, 04:52:20 AM
I really have't made any contribution to the mm8bdm community (Because.....I Can't Skin, Mod Or Map............I know there are threads but they don't help me at all)

So i will just throw an idea and hope it gets to the mod (Somehow.....hehehe)

this one is based on my name in-game:

Name: King Redips GS
Skin: King Offense/Defense Mode
Colors: Dark Purple/Brown ( I want that Bass.exe darkness theme you know. )
Defense Mode Weapons:
Weapon Main: Dark Shield ( A flat purple colored energy shield that appears in front of you and protects from 1 attack and damages if someone touches it. )
Weapon Alt: Dark Shield Throw ( Shoots the shield forward and stuns enemies. )
Offense Mode Weapons:
Weapon Main: Dark Cross Saber ( Attacks with a dark saber which makes a Dark Sonic Boom forward in a + Shape. )
Weapon Main 2 : Dark X Saber ( this happens when the Dark Cross Saber is shot in the air.......this one makes a Dark Sonic Boom in a X Shape. )
Weapon Alt: Banishing World ( A Powerful beam (kinda like the Bass.exe vanishing world attack) which flashes the enemies' screen when it hits. )
Item: Darkness Overload ( Switches between the two modes. )

Obituaries:
Dark Shield: Player was absorbed by Player's Dark Shield
Dark Throw: Player was rammed by Player's Dark Shield Throw
Dark Cross Saber: Player was Sliced And Crossed by Player's Dark Cross Saber )
Dark X Saber: Player Was Sliced And X'd by Player's Dark X Saber
Banished World: Player Was Sent to another world by Player's Banishing World

I am very sorry if this is too much to ask but Thanks in advance.  :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Davregis on August 02, 2015, 05:30:27 PM
http://www.mediafire.com/download/hve7d ... ate-v1.pk3 (http://www.mediafire.com/download/hve7dgz30ks79db/CSCCTemplate-v1.pk3)

Apparently I worked on this last year(maybe longer?) and forgot about it. Is it decent?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on August 10, 2015, 10:59:43 AM
Someone here as got the version 3e?
I really miss that version =(
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on September 01, 2015, 05:56:02 PM
This Topic is Inactive again?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on September 01, 2015, 06:19:24 PM
If I recall correctly, Cutstuff Community Classes will not be accepting new classes until further notice.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on September 02, 2015, 02:42:46 AM
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)

(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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on September 03, 2015, 03:17:45 AM
Quote from: "Messatsu"
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)

(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.
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.
If not thats alright.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on September 03, 2015, 05:36:32 PM
The more interesting the class the greater chance of it being included.  Community interest will also play a role.  If there's enough people wanting a particular class back then yea, sure, it's something that can be looked at.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on September 03, 2015, 06:16:46 PM
Do We need to Re-Create Class Ideas if that update is released or not?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on September 03, 2015, 06:35:12 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on September 04, 2015, 01:35:13 AM
Quote from: "Emmanuelf06"
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.

I wouldn't say removed.  I literally started from scratch and then manually re-added each class spending time to tweak each one so that there would be something interesting and varied that each class brings to the table.  For example Ice / Sparky has a new risk/reward system in place which should change how the class is played compared to previous versions. It halso has new animations for his attacks as well as a unique visual for weapon switching.

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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on September 04, 2015, 01:40:22 AM
Quote from: "Messatsu"
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.

Since I don't know if I can fully update my class to be compatible with V4, does that mean it'd be okay if I sent the current version of Gizmo over, with a list detailing all of what I had planned for him?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on September 04, 2015, 04:19:40 AM
Quote from: "Messatsu"
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 just Asked if New Classes will be accepted from their new or old class ideas (or what you call it.).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on September 04, 2015, 05:05:23 PM
I see I'm not in it either. Will I be added back in the future?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: BiscuitSlash on September 04, 2015, 06:25:10 PM
If someone was to make a new class that had a lot of time and effort put into it, what are the chances of it actually getting added?

Years ago I made the classes for 3 different cutopians. All of these class concepts were initially accepted and they were well received outside the team, yet none of them actually got added. I'd like to be sure so that I don't run the risk of wasting time again.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on September 05, 2015, 11:47:55 PM
Quote from: "Beed28"
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.
Even more so for those of us who had other people making them based on our designs.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on September 06, 2015, 01:59:24 AM
yes classes will all be added back in the future most likely including the ones sent to me when I was working on CSCWT
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Davregis on September 06, 2015, 05:42:08 PM
Looking forward to seeing how this turns out! :D
Great job on revitalizing this project and working to bring its quality up
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on September 06, 2015, 11:43:26 PM
In particular to Beed's question, yes, we will definitely re-include your class as well as Gizmo.  I just decided to cut the classes for initial release at 10 and felt this was a fairly diverse set of play styles to start.
Really hoping the it quality holds up.  One thing to note is since we have a very small testing pool, balance is going to be something that will likely require adjustment in the future so I look forward to constructive feedback. (Ex. ColdFusions Fusion Bomb has too much stunlock on hit VS ColdFusion's Fusion Bomb is OP! NERF PLZ!)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on September 07, 2015, 12:35:53 AM
Thanks, because I honestly don't know what I'm doing when it comes to making compatibility updates. I'll send him over later once I've made sure I have everything in order.

I'd also love to be a tester, myself. If not, I'll just give feedback on public releases as best as I can. Really looking forward to all this!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on September 07, 2015, 05:57:09 PM
It is bad for the one class has rage attack in this mod?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Badz on September 13, 2015, 09:04:01 PM
Will the classes still have unique weapons for instagib mode?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on September 13, 2015, 10:20:13 PM
Nope.
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on September 13, 2015, 11:04:03 PM
Quote from: "Korby"
Nope.
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.
R.I.P. Evil Yashichi having 50+ randomly chosen obituary messages. :cry:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on September 15, 2015, 08:45:33 PM
more importantly RIP MY CUTMANMIKE INSTAGIB SKILLZ ;_;7
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on September 16, 2015, 03:30:08 AM
Instagib Metal Blade is ok for me. So i don't need new instagib weaponry for.

Also, i will nerf Magnetic Ultra Beam to be One-Use Only (Costs 56 ammo per 1 shot) if it's possible before new class update?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: galaxysergio on September 22, 2015, 03:12:42 PM
Hello,it's me galaxysergio!....
you know.... the "Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted? Hello,my class has been accepted?" guy
I just read the post and seeing the situation,I will ask a class.
don't worry,i'm not gonna spam the "Hello,my class has been accepted?"

Name:GalaxySergio
Armor: normal (Weakness:Dark and melee Attacks )
Speed: normal
Jump: normal
Damage Type:Light/ lighting
Role:MindGames/pressure

Description:
(click to show/hide)

Skin:Flashman(White color)
Damage Information:
Light Bullet:10
small light bullet: 5
Psychic barrier:0
Psychic Bullet(CEILINGHUGGER):0
Psychic Bullet:0
Explosive bullets:0(Explosion: 10)

i made my version of this class,here is the link (http://www.mediafire.com/download/7cncyict0i55wbc/galaxysergioclass.pk3.zip)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on October 08, 2015, 02:25:28 AM
Just to show some progress has been made, here's two videos that show a simple botmatch:

(click to show/hide)
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: galaxysergio on October 08, 2015, 10:22:29 PM
wow......










YOSHI!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 06, 2015, 02:11:10 PM
Can i nerf Magnetic Ultra Beam to be One-Use Only (Costs 56 ammo per 1 shot) and change the weapon name from Battery Ultra Beam to Lightning Ultra Beam before an update?

And please don't miss this question i asked!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on November 06, 2015, 02:25:25 PM
Your class isn't in the game, so it wouldn't be considered a nerf. You're just tweaking the design until they accept it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 06, 2015, 03:11:33 PM
Yeah

But if My One-Use Only Magnetic Ultra Beam is still OP for you then i nerf it's damage dealing.


And can i also add my own bot too?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 08, 2015, 05:33:21 PM
I don't know how to make a class weapon or whatever, so i'm leaving up to you guys, sorry. If it doens't get accepted because i don't know how to make class WAD, Then i will just rest there, drinking my cup of tea.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on November 08, 2015, 06:02:28 PM
Quote from: "Meleeshot Joe"
(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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on November 08, 2015, 11:38:30 PM
Actually the entire weakness system was scrapped.  Since the weapon layout greatly influenced each classes viability, I felt it would be better left on the cutting room floor.  Instead each class drops it's own unique weapon.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 09, 2015, 04:58:56 PM
Quote from: "zero1000"
"(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.
In this case:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on November 10, 2015, 08:46:24 PM
Here we are!

(http://i.imgur.com/2n5Y6mC.png)

v1a of CSCC PRISM! (https://mega.nz/#!hYFXiABa!NuLzeNJj8NVwL56JzYv2b9hRmAgRwTrn5Rpu_rHSbH4) (Mirror) (http://www.mediafire.com/download/jxnxwprdck66hj2/CSCC-Prism-v1a.pk3)

Big thanks to ColdFusion, Ice, Megaman, Celebi, Tsuki, Jax for helping this come together. (If I missed anyone, please let me know)

Here's a complete listing of all class abilities etc:
(click to show/hide)

Q&A:

Q: Wait, where is XYZ class? He/She/It was my favorite!
A: CSCC Prism is a reboot of CSCC.  The idea was to restart from close to scratch and try to bring up the overall quality of each class.

Q: OK, but I really want to play that class, can you re-add it?
A: Very likely.  To some degree demand will determine which classes are added first (aside from all new classes).  Ex. Something like Gizmo has a much better chance of being added sooner than something like Finitezero due to the former having more variety than hold fire to shoot laser quickly.

Q: I have a class I would like to / have submitted, will that get in?
A: Depends.  A class that is mostly together already and only requires tweaks / fixes has a much higher chance than a text description of a moveset.  I will post some rules at some point in the future outlying rules for classes to adhere to.  

Known bugs:

- When Copy is killed in LMS while morphed he leaves behind a dummy that can be shot.  - This is an engine bug when morphed actors are killed and don't unmorph.  [link]https://www.youtube.com/watch?v=gnDm6LflToY[/link] I hope this will be resolved on the engine level at some point.

- Tengu Blade dash does not pass through classes - At some point I will rewrite this weapon to account for this problem.  For v1a though I have not gotten around to it, so the bug persists.

- Weapon Energy icons don't flash when transparent in an online game - Considering the class cannot use the item, I let this pass.  If you switch to a class that can use it, it flashes normally.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 11, 2015, 09:10:14 PM
Messatsu, Are those the classes that will join the Community Classes, or the finished classes, waiting for the others?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on November 11, 2015, 10:12:44 PM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on November 12, 2015, 12:00:05 AM
Wait, bleed effects? That doesn't make sense considering the characters are robots. Also, it doesn't fit in with Mega Man at all.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Rozark on November 12, 2015, 12:07:29 AM
Beed not everyone is a robot.
Nowhere does it state that everyone is a robot.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on November 12, 2015, 02:25:45 AM
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!

EDIT: RELEASED! (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&p=325255#p325255)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Davregis on November 12, 2015, 03:40:18 AM
Quote from: "Messatsu"
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
yay release

This is really good! All the classes have great polish and nobody feels too underpowered. Gotta say my favorite right now is CF because of how nice the fusion bombs look!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 12, 2015, 04:58:23 AM
I Tweak my design just before an update.

Name: ctTrimagus1
Armor: 0.88x (Weakness: Any Magics, Distorted Wings (and it's Ultra Beam Variant))
Speed: 1.10/1.10
Jump: 14
Playstyle / Role: Copy Fighter
Skin: Gemini Man
Armor Color: Black & Green
Bleed Type: Blue X
Health HUD: Gemini Laser Colored
Ammo HUD: Black & Green (Default Bounce And Boomerang Only), Black & Blue (Others), White & Red (Hover & Afterburner Dashing Ability)
Weapon Fire HUD: Throwing (Bounce, Napalm, Lightning, Soul, Spike, Noclip, Distorted), Arm Cannon (Boomerang, Wind Force, Storm, Magnetic, Missile), Rifle (Hitscan, Bug Seeker)
Base Ammo: 28+Auto Recharge (Bounce and Boomerang), 56 (Others), 200+Auto Recharge (Hover & Afterburner Dashing Ability)

Weapon Dropped: Ultra Beam (Boomerang for Megaman), (Bounce for Gizmo)

Weapon Information (Starters):
(click to show/hide)

Obtainable Weapon Information:
(click to show/hide)

Obituaries:
Bounce:
(click to show/hide)

Boomerang:
(click to show/hide)

Wind Force:
(click to show/hide)

Storm:
(click to show/hide)

Napalm:
(click to show/hide)

Lightning:
(click to show/hide)

Soul:
(click to show/hide)

Hitscan:
(click to show/hide)

Spike:
(click to show/hide)

Bug Seeker:
(click to show/hide)

Magnetic:
(click to show/hide)

Missile:
(click to show/hide)

Noclip:
(click to show/hide)

Distorted:
(click to show/hide)

Non-Damaging Abilities if any Ultra Beam is selected:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Isaac940 on November 12, 2015, 05:25:05 AM
Only got to goof around in DM for like an hour but Roz still seems really damn strong. Like I don't even bother with the blackjack or whatever the melee is, you just dive a victim and rapid click throw boomerangs at them. Ice/Sparky is like the only one I found that can put up a decent fight since Ice tanks it well even while debuffed and Sparky can just book it out of there. 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.

Muscle Wizard is way too fun.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on November 12, 2015, 05:31:00 AM
I found a bug with Korby where the magic absorb glove stays open and doesn't let you do anything even if you let go of altfire. I'm not sure how it was caused though because MM6FLA was really chaotic with like 15 players.  :lol:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on November 12, 2015, 03:49:52 PM
Quote from: "Isaac940"
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.

Yea, HUD desync.  Really not sure why this occurs at the moment.  I'm up for suggestions on this particular item.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on November 12, 2015, 04:48:29 PM
Quote from: "Messatsu"
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!
Quote from: "Davregis"
Eyy, robots bleeding red is canon per MMZ ain't it? Haha
Just 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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on November 12, 2015, 05:21:12 PM
If someone's really that worried about robot blood, just assume that they're coolant fluids.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Isaac940 on November 12, 2015, 06:25:50 PM
After goofing around for another hour and a half and actually playing more than Roz and Korby, wow most of these classes are a lot better than I thought. Roz is still quite powerful but it seems that every class has something really good going for them.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 13, 2015, 07:19:43 PM
Can i abort my class request temporarily please?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on November 13, 2015, 10:02:57 PM
You're free to do whatever you want with your class concept. Tweak it, add or remove something from it, do a complete overhaul, etc.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Badz on November 14, 2015, 05:40:34 PM
Well, I guess it's time to post my class concept...

Name: Badz
Armor: 0.85x damage
Speed: 0.75/0.72
Skin: Junkman
General description: Badz is a dangerous close-range class who can use his weapons to attack in unexpected ways, but isn't very impressive at long range. Can't pick up weapons, items or weapon energy.
Weapon description:
(click to show/hide)
If this concept is considered acceptable, the class is pretty much entirely done (except for weapon icons).
And if it's not considered acceptable, then... I'll see what to do...
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Dimpsy on November 14, 2015, 10:43:20 PM
Where do I begin... where do I begin?

So I played the latest update today and I'm actually surprised when I took a look at how many classes are in this mod... 10 classes (2 new ones) not including Mega Man... but you all knew that, didn't ya? Time for some of my opinions.
(click to show/hide)
The mod is definitely going in a direction I wouldn't mind keeping up with in the future, but it's kind of in dire need of improvement to make classes that not only provide nice visuals, but are in someway interesting. Because honestly a majority of the classes relying on simple straight moving projectiles with some having no gravity or some bouncing just becomes boring. Good luck with the project, and I might end up joining at some point if I do find myself coming up with an interesting class idea let alone one that I feel could work with this mod's standards.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on November 14, 2015, 11:32:12 PM
Adaramozes is Rui's character, actually.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Dimpsy on November 15, 2015, 12:18:45 AM
Quote from: "SmashTheEchidna"
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 also forgot about how I don't know who MutantYoshi is, is he someone's OC or a user?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on November 15, 2015, 04:12:22 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 15, 2015, 12:48:54 PM
It is best idea to test something before i request a class again or what?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 15, 2015, 05:15:14 PM
By the way, Messatsu, the fact that i can't make my class's weapon scripting or spriting prevents me from making my class into the CSCC?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Dimpsy on November 15, 2015, 07:39:55 PM
Quote from: "Cerikeno"
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.
I will say that I am interested in possibly making a class of my own for this mod, since now I feel it this mod has the potential of keeping me interested every now and again. Because honestly before the reboot, CSCC was a huge mess of a lot of boring classes that felt like a mere amateur made them in about 15-30 minutes.
Really my only main issues lie in why ColdFusion and Rozark are still here (in terms of their classes, I understand ColdFusion has a huge part in CSCC and still apparently does) despite following under that category to an extent, I can only hope a revamp to both classes is in the works at some point (though Rozark's revamp isn't in as dire of a need as Cold's, I'll admit that).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Rozark on November 15, 2015, 11:10:26 PM
You do realize part of the new design philosophy was simplicity, along with some sort of elaboracy, right? or at least attempt simplicityIt's weird to describe. Not overly simple but not overly complex either while still bringing something different in.

Coldfusion's is a simplistic yet elaborate bomb with flight/jousting powers while mine involves debuffing the enemy to do more damage while managing energy costs.

While it takes longer to recover energy, the new weapon, DoT Sock, requires no energy to use at all and also does increased damage to people marked. (It affects marked users) Then there's the low health bonus. No other class in this mod (or any other mod as far as I'm able to tell) has this sort of kit/playstyle, therefore making it fairly unique. Anyways, they're both simplistic and "Pick up and play" classes, which again, was part of the whole "Let's de-complex this mod so people can find it easier to play" thing. yada yada "bring new things to the table" too

Not to mention, my class was one of the more fun ones from the original due to it's assassin-esque nature while Fusion Jousting became a CSCC meme of itself.

Every class that's being kept has already undergone a rework or has one planned (for classes not yet added) so no, practically nothing else is going to be changed with the classes that are already in.

This mod also holds general classes related to a user, hence why Adara is in. MutantYoshi is Megaman's userclass.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on November 16, 2015, 12:19:46 AM
That reminds me.

What's going to happen to my class? Is it gone forever? Should I work on it again or contribute in some other way? Will it be revamped?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: SmashTheEchidna on November 16, 2015, 01:13:09 AM
I was actually wondering the same thing. I miss Laggy Blazko
Title: Mutant yoshi was made by megaman :p
Post by: ice on November 16, 2015, 01:41:00 AM
Quote from: "Messatsu"
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.

yours was actually part of the coin flip as to who the last class added was, but dont worry, we'll try to get them in the next update

As for CF's class, he actually had an idea of some kind of mask system, but that didnt really get too far off the ground. The thing that makes his class unique is his air mobility
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Dimpsy on November 16, 2015, 02:55:49 AM
I'll rephrase what I meant on ColdFusion and Rozark.
Honestly though, Rozark's class isn't in dire need of an entire revamp, but he's one of the classes I feel needs work. I guess he can be fun at times but isn't that great against other classes in my personal opinion.
ColdFusion just feels like an edited Mega Buster class with flight abilities and slight new properties of the projectile. And I've heard from many people that his class is kind of on the bland side so even with his simplistic ways aside, I'd still recommend doing something about making him more fun to use, but if you guys do insist that he is of similar quality to the other classes then very well.
Can't wait to see who is to return because honestly about 80% of CSCC previously was bland/broken/rigged classes that really didn't belong but were there anyways (Hey guys, remember Sinkman?). if bik's class seriously is making the cut i'm flipping a shit
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on November 16, 2015, 03:01:00 AM
to be fair, sinkman was effective in his simplicity and was a less complicated class for beginners to pick up in a sea of confusing design choices.

if i recall, messatsu has expressed interest in bringing back gizmo and blazko.
Title: Breaking it Down
Post by: Rozark on November 16, 2015, 03:11:50 AM
Quote from: "Isaac940"
Only got to goof around in DM for like an hour but Roz still seems really damn strong.
Quote from: "Dimpsy"
but isn't that great against other classes in my personal opinion.

Oh baby this is delicious.
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?
Title: Re: Breaking it Down
Post by: Dimpsy on November 16, 2015, 03:58:25 AM
Quote from: "Rozark Kyouko"
Oh baby this is delicious.
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?
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.
My critique was mainly just a rough impression, and an excuse for me to pretty much say that the mod seems to be a whole lot better now, as opposed to going on about the more obscure techs you could do for some classes (Ex: MutantYoshi being able to eat most props, Copy Robot being able to morph into other classes, etc.).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 16, 2015, 04:31:49 PM
Do i need to wait for more classes before i request a class again?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 16, 2015, 05:02:06 PM
Anyways, i hope my class gets accepted by the current manager of this project, I still have some doubts, like:
If i can't make a skin or program the weapon, my class doens't make it to the next update?
What is armor? (I put random numbers on my class application, atleast, what i tought.)
EDIT: Please read my other comments, ok?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Badz on November 16, 2015, 05:38:40 PM
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).
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 16, 2015, 09:09:25 PM
Quote from: "Badz"
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).
Thanks for erasing one of my doubts, man.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 17, 2015, 03:58:50 PM
why someone misses me when i ask something?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 17, 2015, 07:32:04 PM
I reset my class. but i can request more copywep or tweak any copyweps if more classes are already added ok?

And please forgive me if my class looks Too Overpowered to you ok?

Name:ctTrimagus1
Armor: 1.0x (Weakness: Any Magics, Rozark's Weapon (And it's Ultra Beam Variant))
Speed:Normal
Jump: Normal
Role: Copywep Fighter
Weapon Dropped: Ultra Beam (Bounce For Megaman) (Boomerang for Korby)
Armor Color: Black and Green
Skin: Gemini Man
Ammo Types: TriStarter (28+Auto Recharge), TriCopywep (56), TriConverter (28), TriRC (2), TriAfterburner (120+Auto Recharge), TriKyouko (3+Auto Recharge)
Starter Ammo: TriStarter (28+Auto Recharge), TriAfterburner (120+Auto Recharge), TriConverter (0), TriRC (2), TriKyouko (3+Auto Recharge)

Starter Weapons (Uses TriStarter Ammo):
Bounce Ultra Beam:
(click to show/hide)

Boomerang Ultra Beam:
(click to show/hide)

Inventory: Swap Altfire
(click to show/hide)

Inventory: Afterburner Dash
(click to show/hide)


Copywep Weapons (Uses TriCopywep Ammo):
Wind Force Ultra Beam (ColdFusion):
(click to show/hide)

Magnetic Ultra Beam (Messatsu):
(click to show/hide)

Customized Ultra Beam (Ukyama):
(click to show/hide)

Shadow Ultra Beam (Rozark):
(click to show/hide)

Tractor Ultra Beam (Mutant Yoshi):
(click to show/hide)

Blizzard Ultra Beam (Adara Mozes):
(click to show/hide)

Converter Ultra Beam (Korby):
(click to show/hide)

EDIT: i nerfed my mobility.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: KillerLatias on November 17, 2015, 08:19:31 PM
i want to get the mutantyoshi skin alone for the offline games i use, is it possible to make it into a single skin?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on November 17, 2015, 09:24:27 PM
@Trimagus

Why do you have such a strong desire for your class to be able to do everything? Also, why must you always stress every single little detail, from colors, exact projectile speed, damage, and loads of comparisons to things within an old weapon template, other CSCC classes, and core weapons?

Your class is overloaded with all kinds of utility, outrageously mobile, has more than 10 weapons to switch between, is very convoluted, and much more.

Let's see what you've got here. You have knockback abilities, bouncing projectiles, boomerang projectiles, a long distance dash, the ability to disable weapon swapping, you have damage reduction, multiple sources of damage over time, the ability to make your opponent take more damage from all your attacks, you have homing projectiles, firerate boosts, a damage mirror effect, a slow, a stun, copy weapons, and loads of random elements. You have the exact same Afterburner and Hover that ColdFusion has*, and at no real cost. You have high base movement speed and take 0.13 less damage. You can switch between this and an ability that empowers all your other weapons. Did I miss anything?

*It's not bad to have mobility and aerial mobility just because some other class has it, but this is literally the same thing he has, and you have so much more in your kit.

I shouldn't continue. To sum it up and give it straight to ya', your class is overloaded trash that you should scrap immediately, as no amount of tweaking will save it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: KillerLatias on November 17, 2015, 09:27:00 PM
that was rude saying that to me cerikeno :(
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 17, 2015, 09:37:29 PM
If you wish then i nerf it if im avaiable
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Jman on November 17, 2015, 09:42:06 PM
I'm no expert on class design, but...

Look at the difference between a jack of all trades and a dedicated specialist.

A specialist has all of their power allocated into a single skill or related set of skills. Take the melee attackers in YD classes, for example. They have tremendous power in their close range fighting, but lack tools to fight faraway opponents. Likewise, long range classes like Dive and Magnet (sans the problematic Search) have low dps, but make up for it with constant poke against faraway targets.

A jack of all trades, on the other hand, has a reasonable amount of power in multiple areas, but isn't spectacular in any of it. All of the copy classes in YD Classes have the benefit of using multiple weapons, but are limited by finite ammo and average to below average stats. In addition, they have almost no utility outside of being able to use utility based core weapons.

The problem here is that you designed your class like a jack of all trades that literally knows ALL of the trades a little too well, and his only weakness is that he's a little squishy.

EDIT: In fact, I'd strongly advise against designing a copy class, since there isn't a whole lot you can add to the formula without tipping the scales too much, or ending up with a class too similar to megaman, protoman, or bass.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trillster on November 17, 2015, 09:45:31 PM
I'm going to tell it to ya straight, your class is just unnerfable, the entire basis of your class is flawed. You're class has the ability to do EVERYTHING. Why play any other class when your's does everything they do but better? I would scrap the class and just think simple, give your class one role. I'm actually in the process of making my own class, so for example, my class specializes in behind the scenes combat, he sets out traps and walls that force the opponent to play his own game. He's not great on his own, though with the right setup of walls and traps he's a dangerous foe to fight. However, your class specializes in EVERYTHING. That doesn't make for good balance and playing. So to say it again, try to start from scratch and think of a central idea for your class.

EDIT : Curse you Jman, you took the words as I were typing em.  :lol:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 17, 2015, 09:58:25 PM
I wish i don't wanna chat fighting here.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Knux on November 17, 2015, 10:08:29 PM
Except all they're doing is giving you very reasonable criticism. If you REALLY want to have your class accepted, you should listen to it instead of writing it off as insults and/or otherwise attacks against you.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Rozark on November 17, 2015, 10:53:43 PM
If you find offense in what they're saying, here's something really quick that summarizes what they've said in a friendly manner:

TLDR Your class is overloaded and you need to make a new one from scratch.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Meleeshot Joe on November 17, 2015, 11:01:14 PM
Quote from: "Rozark Kyouko (Referent to Trimagus)"
If you find offense in what they're saying, here's something really quick that summarizes what they've said in a friendly manner:

TLDR Your class is overloaded and you need to make a new one from scratch.
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...
Title: THIS IS A REALLY AWKWARD SITUATION
Post by: Ceridran on November 17, 2015, 11:10:45 PM
please keep it to the private messages ;-;
I never outright told you to start from scratch-- I took more interest in the identity of your character.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on November 18, 2015, 03:08:57 PM
How about this: i remove U.B.R.C Feature and change something?  :evil:

Name:ctTrimagus1
Armor: 1.0x (Weakness: Any Magics, Rozark's Weapon (And it's Ultra Beam Variant))
Speed: Normal
Jump: Normal
Role: Copywep Fighter
Weapon Dropped: Ultra Beam (Bounce For Megaman) (Shadow for Korby)
Armor Color: Black and Green
Skin: Gemini Man
Ammo Types: TriStarter (28+Auto Recharge), TriCopywep (56), TriConverter (28), TriAfterburner (120+Auto Recharge), TriKyouko (3+Auto Recharge)
Starter Ammo: TriStarter (28+Auto Recharge), TriAfterburner (120+Auto Recharge), TriConverter (0), TriKyouko (3+Auto Recharge)

Starter Weapons (Uses TriStarter Ammo):
Bounce Ultra Beam:
(click to show/hide)

Boomerang Ultra Beam:
(click to show/hide)

Inventory: Afterburner Dash (Cannot deal damage with this)
(click to show/hide)

Inventory: Obtain Random
(click to show/hide)


Obtainable Copy Weapons (Uses TriCopywep Ammo):
Wind Force Ultra Beam (ColdFusion):
(click to show/hide)

Magnetic Ultra Beam (Messatsu):
(click to show/hide)

Customized Ultra Beam (Ukyama):
(click to show/hide)

Shadow Ultra Beam (Rozark):
(click to show/hide)

Tractor Ultra Beam (Mutant Yoshi):
(click to show/hide)

Blizzard Ultra Beam (Adara Mozes):
(click to show/hide)

Converter Ultra Beam (Korby):
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trillster on November 19, 2015, 12:44:59 AM
I think you're missing the point here, this might just be me that thinks this, though I really can't see this copywep class getting into CSCC. Your class reminds me a lot of Gizmo actually, however there's a bit of a difference between your class and Gizmo. Gizmo's weapons were all unique, you could hear the name and immediately recognize it, the class had identity to it. Your class however, it's so uninspired. It's just a mish-mosh of things that have no business being together. That's the theme with your entire class, you just threw a bunch of things together with hopes of making a good class but your class just feels overpowered and cluttered at this point. You're so focused on little details like the colour, speed, and exact damage of your projectiles that you forgot the most important part of a class, cohesion. Nothing in your class fits together, it's like a puzzle that no matter how you turn it, you won't be able to solve it. To elaborate, you have a hover ability, though everything your class is suited with, doesn't fit well with the hover. It's like giving a boxer knee pads. You just threw in a hover ability just because though your class doesn't have good reason to have one. ColdFusion gets away with his hover thanks to his altfire actually gaining from it. ColdFusion's hover is a method to attacking from above for quick attacks that may be unexpected. From what I see though, you're class doesn't gain anything from the hover. I'm not saying it's a bad idea to have, but if you're going to throw in a hover, build a moveset based off of it. But I digress, continuing on, your stats. Your stats pretty much make you Mega Man except not Mega Man. Your class wouldn't feel different at all besides different weapons. It brings me back to the entire theme of your class, a mish-mosh of unoriginal ideas. One more thing that just rubs me the wrong way the most is the Random Weapon item. Before I here the whole defense, "It takes the full bar so it's balanced," it's not. That just encourages camping and it doesn't make the gameplay experience fun. Imagine playing Mega Man with an Eddie that regenerated based off of a bar. You'd obviously wait to get a few weapons before running into combat. I just personally wouldn't go the copywep route, that's just me though. It's difficult to make a good copywep class with their own identity without making them too overpowered. Anyway, that's the end of my rant, just keep these things in mind if you restart with your class.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on November 19, 2015, 01:59:55 AM
I'd personally say go back to the old idea you had that I coded and work from there (recharging ammo bar with bouncing projectiles on 1 click, but holding makes it more of a quick boomerang type weapon, and the altfire made sortof a wall/platform that the shots can bounce off of)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on November 21, 2015, 03:04:02 AM
This is pretty much the exact reason I simply stopped reading your class, most of the time it was the same thing over and over, I tried helping you make a good idea, a lot of us did in fact, you picked one you liked, it was a good concept, then you suddenly changed to making that.
Gizmo has a mix of weapons based off elements while not feeling like Mega/Proto/Bass/Doc. My concept had weapon replacements for each type while being slower and unable to move while firing the base weapon adding a heavty risk to using the no-ammo weapon, hell his only mobility was a copy weapon to begin with. Then there is Copy Robot, who mimics one weapon at a time. Even Korby has a copy function. So hell base CSCC had 4 Classes able to do copy stuff between Gizmo, Copy, Korby, and Megaman.
Your concept is just too powerful, it does too much for little to no downsides.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 08, 2016, 05:59:58 AM
This has been very quite, let me fix that.
As some of you know I did a test map hub a while back intended to be used as a base for class mods to make training rooms for classes. Some of you might also remember me asking for Mug Shots of the classes featured in CSCC at the time so I could go about doing a hub for CSCC. Well I am looking to go through with that soon and already worked on a couple easy ones.
(click to show/hide)
The left side is intended for classes already in the mod, while the right is currently just Laggy and Sink Man because Laggy and Korby had supplied those before already and both were in the original CSCC before Prism. Obviously Copy is simply Yoku Man's recolored, and I found a pixal mugshot of a Yoshi to use for MutantYoshi that just happened to be properly sized already (I just had to recreate it in here).
While the other Class Test Maps are editable based on rooms to open and close access to separated by game this one can not be done that way due to it's content of course. So this one will have a new design and a modifiable layout as more classes are added in the future.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on February 08, 2016, 03:33:55 PM
(http://i573.photobucket.com/albums/ss180/iceblade10/icesparky%20icon_zpsy0geegdi.png)

might be of some use
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 08, 2016, 10:05:58 PM
Yes, each was 1 pixal to short and 2 pixals to thin, but it worked out as I pressed them together to help show them as 1 class, while adding a line of pixals to the tops.
(http://i.imgur.com/unROpcs.png)
By the way, yes they are going in order they appear in the class selection.
Title: BECAUSE I SUCK AT PIXEL ART
Post by: Knux on February 08, 2016, 11:12:08 PM
(http://i.imgur.com/Cyx9YDh.png)

I looked at the pixel art of GvH's hunter, minimized the mug and edited it.

I'll get it an original skin someday, shush.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 08, 2016, 11:25:24 PM
Works for now though, thanks Knux.
Also turns out I had MutantYoshi in Knux's spot, fixed that
(http://i.imgur.com/c40TYqX.png)

I'm already starting to think up layouts for the hub, currently I'm thinking the spawn points being in a center room connected to a hallway looping around it that will have the teleporters. If that hallway gets filled up at any point in time I'll have another larger hallway on the outside around the main one for more classes to be added just in case. Shouldn't require more then that.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 10, 2016, 07:21:30 AM
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 10, 2016, 07:53:59 AM
There honestly should be a lot more to it then that, right?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 10, 2016, 08:15:06 AM
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 10, 2016, 07:11:09 PM
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"
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?
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.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 10, 2016, 07:19:17 PM
Quote from: "fortegigasgospel"
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"
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?
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.

i say Unique.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on February 10, 2016, 08:03:46 PM
Ok, and what are these weapons it is randomly choosing from every time it spawns? You simply put out some idea with no details at all.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on February 10, 2016, 08:11:39 PM
or he's asking if an idea is okay before going forward and concepting it
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on February 10, 2016, 10:34:00 PM
(http://i.imgur.com/sMt9lHj.png)
I might as well update mine.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 14, 2016, 04:49:51 PM
how many weapons are allowed per class in prism version?

Sorry for this question if this is weird for you.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on February 15, 2016, 02:50:36 AM
as many as the average person can manage at one time

keep it playable
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on February 16, 2016, 02:38:47 PM
Agreed.  There's no hard limit, but keep it sensible.  A single flexible weapon can be very powerful.  My class only uses a single weapon, but through inventory and altfires I have a wide array of attacks available.  Korby has 3 weapons, but the altfire is shared between all of them and it appears as one weapon with 3 different attacks.  My advice? Create a single weapon that represents you.  If you need to expand on it, then consider a second one.  In other words, Keep it Simple.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 16, 2016, 05:31:03 PM
Some classes have any rage feature?

im just asking  :(
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on February 16, 2016, 07:49:11 PM
yes (Rozark throws extra boomerangs at low HP), but there's no monopoly on it, or on anything else.

you cannot forget proper power budgeting if you're gonna work around one.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on February 16, 2016, 10:53:11 PM
there's also my class that goes into a combined form when enough damage is taken
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: -FiniteZero- on February 17, 2016, 02:02:06 AM
Hm. Been a long while since I've posted in this thread.

Anywho, I'll take a look towards building that Bufferman-based FiniteZero class myself, although I am very out of practice when it comes to MM8BDM modding. I'll most likely need to take a look at the last concept I came up with for my class revamp and work from there.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on February 17, 2016, 08:01:14 AM
So, there is not possibility for the old class to be back ?
if this project is different from the other one, can we host the old CSCC? Just kidding.
Anyway, i liked to play with my class, but i feeled sad when i have seen It was removed.
Not a big deal I suppose.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on February 20, 2016, 10:17:29 AM
It is necessary to have custom weapon HUD for some weapons or i can just use vanilla Arm Cannon HUD?

Just Asking.
Title: no
Post by: Ceridran on February 20, 2016, 05:22:57 PM
no
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: -FiniteZero- on March 11, 2016, 04:16:36 PM
Name: FiniteZero
Armor: 1.75x (Weakness: Water)
Speed: 2x (or so)
Jump: 2x (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?

---
I checked, and this is what I had last time. If I could get a bit of feedback on the core ideas of the class, I should be able to revamp it something nice.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on April 13, 2016, 05:08:22 PM
Did this class mod gone inactive long time ago?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on April 18, 2016, 02:07:16 AM
The fact They removed a lot of class just to keep their friend in this mod They have stolen totaly, supposed, CSCC must be a COMMUNITY project....
But well, nothing will change here, not a big deal anyway' but sad to see what can happen even with this mod.
(at least, my class wasnt broken and OP like messatsu or rozark)
And still a disrepect for people who want their/a class in and who worked hard on it (even if i havent made my own class), you see'
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on April 18, 2016, 03:01:47 AM
Emmanuelf,

Your post is just disgusting.  I've explained many times why the classes were cut down.  If you cannot read then that's not my problem.  Don't go making assumptions on your own. If you're upset that your class wasn't included, that's fine, but this is absolutely a way to ensure it never is.

Show some respect for people who put their hard work into projects such as these.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on April 18, 2016, 03:11:06 AM
What is disgusting is the easy way You say that without taking what i feel (like for the others who lost their class), and deleting a class, ever from a guy who dont play the game anymore, it's suppose they were like never there.

Or maybe you want mean i can host the other version since the 2 are VERY different? (:
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on April 18, 2016, 06:11:53 AM
There's a thing called "Wait until your class is re-added" Just because a class isn't in there atm, it doesn't mean it's permanently axed
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on April 18, 2016, 07:27:57 PM
It is good idea to make and test my own class (privately) before i post it to this forum?

Or just post it simply?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Zero1000 on April 18, 2016, 09:19:35 PM
If you made it yourself, you could probably test it yourself or with other people, i'd say.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on May 14, 2016, 07:20:36 PM
what happens if cscc mod is dead?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on May 14, 2016, 07:33:13 PM
If it's dead then it won't be updated anymore, I guess.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on May 14, 2016, 10:37:25 PM
Although that's not really stopping anyone else from taking up the reigns and continuing it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on May 15, 2016, 08:45:02 AM
WAIT

The CSCC Prism Alpha IS DEAD?

What happened to Messatsu? What happened to the mod?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on May 15, 2016, 08:55:45 PM
To my knowledge this is being worked on, just not being posted about here as they do. I think this is just Trimagus being Trimagus. It wouldn't be the first time he asked if this was dead, and considering most of his posts here on the forums are trying to get a class in this he is assuming that the lack of updates on this means the mod is dead.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on May 17, 2016, 01:01:31 PM
Im much more relaxed. Thanks, dude.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Messatsu on May 20, 2016, 12:52:20 AM
It's certainly not dead.  Just hasn't been much activity lately.  If you want to see more updates, well, then it really needs to be hosted more.  There needs to be more discussion.  What works, what doesn't.  Which old classes do you want to see etc (A few do readily come to mind).  The more folks are interested in this, the more we'll get on updates for it.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on May 20, 2016, 07:08:34 PM
I would love to see that class that uses his own health as ammo for atacks, or a better Sinkman.

Just remake the first class that comes to your mind. I will play anything.

Also, maybe to get extra attention, you could ask Cold Fusion to put the Prism Alpha download and that awsome logo on the start of this topic (and also organize it better because it is true hell to read that).

EDIT: Also, I think that the mod is really well balanced. I wouldn't change anything in the classes.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on May 20, 2016, 09:27:48 PM
Quote from: "RifleGod"
I would love to see that class that uses his own health as ammo for atacks
That was Bikdark's class if I recall, I think there was another in CSCC that used it too.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on May 21, 2016, 03:07:39 AM
Red Eyes, the class based on Vladimir from League of Legends, also used health for his attacks.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on May 21, 2016, 03:27:05 AM
well it's not like they had monopoly on the concept of health casting

what was up with sho minamimoto anyway? he wasn't a very intuitive fighter.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Bikdark on May 21, 2016, 03:48:53 AM
shoDark was some batshit stupid design, i can try to remake him if you want me to
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on May 21, 2016, 10:39:08 AM
YES LETS SPARK SOME FEEDBACK

Im going to replay the version before the prism alpha so I can take a closer look to the characters.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on May 21, 2016, 12:58:47 PM
does rages makes a class Overpowered?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on May 21, 2016, 05:33:48 PM
It depends. What are you working on?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on May 26, 2016, 01:55:18 PM
If you go to Doomsekker right now, you can see that someone is hosting CSCC... BUT INSTEAD OF USING THE PRISM VERSION THEY ARE USING THE OLD VERSION.

*ultra facepalm*
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on May 26, 2016, 02:13:05 PM
Perhaps they wanted to play with the old classes.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on May 26, 2016, 06:35:32 PM
mind if i add an ammo bar that prevents spamming rages?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on May 26, 2016, 06:42:49 PM
do whatever

what exactly do you mean by "rages"?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Emmanuelf06 on May 26, 2016, 07:12:32 PM
Rage like Messatsu Class when it's charged totaly and then "big power attack" ? It depends how you set it, i suppose, tell us more about your "rage" mod. :)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: fortegigasgospel on May 26, 2016, 08:56:26 PM
Considering everything you bring up is still conceptual and it all depends on the final design when you submit it, you can do whatever you want.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on June 07, 2016, 05:13:51 PM
Sould i use LMS Warrior or Weapons Simulator as Role when my class is finished?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on June 07, 2016, 05:16:16 PM
ignore the old "submission template", it's only overloaded with useless questions. just post the link to the file, it's all that matters.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Trimagus1 on June 15, 2016, 05:49:54 PM
Is Double Damage as Rage is too OP?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Ceridran on June 15, 2016, 06:55:43 PM
nobody knows what your weapon does so nobody can answer that question

submit the file so we can try it out
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RifleGod on July 01, 2016, 11:21:07 AM
I am hosting a TSPG server called "The Biggest Foot On Mars".

Its just MM8BDM maps plus CSCC. Join in!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: ice on September 14, 2016, 02:06:32 PM
https://www.mediafire.com/?osbj6hi3cr1tsas

*edit from Ice

THIS DOES NOT WORK WITH THE CURRENT BUILD OF MM8BDM


welp, since mods are back and rolling around, may as well post this. No real changes other than the homing method of Korby's attacks being changed from MageStaffTrack SeekerMissile
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: RoBoXwarrior64 on June 03, 2017, 03:06:09 PM
Name: Data
Armor: 1.0x (none: like the megaman )
Speed: normal
Jump: normal
weapon:
(main 1)  Databuster: assault  (acts like as a rapid fire beam.can not charge)

(alt 2)      Databuster: defence ( fires like megaman's buster but does a little more damage. can charge 3 levels

(item 3?) blink/quick teleport: (can "Blink" for a quick getaway but does damage if touched (this can count as contact damage?)
Weapon Dropped:
Data Buster: assault
Description:
http://cutstuff.net/forum/index.php?topic=10921.0
Skin:
is is one i made http://cutstuff.net/forum/index.php?topic=10921.0 (the mega link)
Damage Information:
main weapon: explosive
Alt weapon: megabuster
welp thats all
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: bob3664 on June 15, 2017, 09:22:06 PM
I've tried to download the mod, but apparently there is a virus on the website that the link links to.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Sterbucks Coffen on June 19, 2017, 12:38:58 PM
I have a random idea for my own Class. Just don't expect it getting in.

Name: Sterbucks
Armor: 1.15x
Speed: 1.25/1.25
Jump: 1.25x higher
Damage Type: Water (Coffee?)
Role: Support
Weapon Dropped: Refreshing Drink (a form of self heal. very slow, but uses it's own weapon energy)

Description: Thought of this knowing there's never a supporting class for team play. Thought i could be an outcast by supplying one of the few supportive classes. His speed allows him to keep up with faster classes while his low armor makes it so his team has to keep him alive. His main weapon(weapon 1), Coffee Shot, will shoot a heavily arcing projectile that leaves a pool of slowing coffee on the ground. The pool will speed up any teammate that walks over it. Alt-firing will produce a cup of Refreshing Coffee in front of the user. The coffee will heal allies by 5-15 health depending on how low of hp they are at already. The coffee will do nothing when picked up by enemies,m but it can be stolen by enemies. His secondary weapon(Weapon 2) is Buff Latte. it will shoot an arcing stream of Latte a short distance in front of the user. Holding it down continues the stream. Hitting allies with the stream and maintaining contact will increase the ally's defense and damage by 25%. Maintaining the beam on an enemy has the Inverse effect. lowering their defense and damage by 25%. Alt-firing applies the buff to the user instead of their allies. The buff lasts 10 seconds and has a 30 second cool-down on use. His dropped weapon, Refreshing Drink, acts as his secondary's alt-fire, but weaker. buffing the user by 15% for damage and defense for 8 seconds.

Skin: I sadly do not have a skin provided, but i would appreciate someone making a skin for me. Maybe a Coffee shop owner.

I know this class may sound stupid, but I would really like a more team-oriented class for this mod.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on June 19, 2017, 07:18:37 PM
This mod is essentially dead.
It's entirely possible that someone else picks it up and revives it, but as of this moment I do not believe anyone is working on it.

That being said, I appreciate your thoughts behind the design of your class. Introducing a more supportive class is pretty cool and I like when people try to do that.
I do find it funny that your character falls into what used to be a sort of inside joke about the mod though; that every class is frail and fast.

You have to be careful about introducing healing into last man standing modes. If I recall, that's not what this mod was built around, but it is what most people tend to play.
LMS Healing tends to be very, very over-centralizing because there is no other way to reverse damage in the mode. Because of that, healing basically becomes required. This isn't always the case, but it is more often than not.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Beed28 on June 20, 2017, 03:25:34 PM
I really want to see this revived some day. I want to play as my class again.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: scykestscys on August 26, 2017, 02:01:37 PM
Hi,Im new.How do I suppose using best-ever.org to download
I keep click in link but it cant download
WHY?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Korby on August 26, 2017, 05:35:04 PM
Best-Ever as a website went down a few months ago.
The website that people use now is TSPG, or The sentinel's playground.

That being said, I don't believe this mod is compatible with v5b.
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Kayden on December 14, 2017, 02:01:59 AM
Name: Kayden
Armor: Normal damage. (Weakness: Stuff like metal blade and rolling cutter.)
Speed: 0.5/1.00/2.00 (format: walking/running/dashing)
Jump: Normal.
1st Weapon: Flame Sword
1st Weapon Alt: Oil Burn (summons oil sliders, then uses flame sword. long, but not too long cooldown)
2nd Weapon: Reflect Buster (basically mirror buster, but reflects the projectile itself. medium cooldown)
Damage Type 1: Fire
Damage Type 2: ??? (Depends on Projectile reflected)
Weapon Dropped: Knight Crusher (cus knightman is awesome)
Skin: Megaman? (the one with the scarf)

Hope this gets in!
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: HELP!! on March 24, 2018, 12:26:04 AM
Hi, I had a bit of errors with ice's repost of the cutstuff classes. For example "Script error, "CSCC-Prism-v1b_V5_compat.pk3:actors/inventory/items/misc.txt" line 29:
Parent type 'WilyHitBox' not found in WilyHitBoxNew
Script error, "CSCC-Prism-v1b_V5_compat.pk3:actors/inventory/items/misc.txt" line 29:
Replaced type 'WilyHitBox' not found for WilyHitBoxNew
"
Along with 1 error with the decorate script.
Could anyone lend a hand
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Dramymon on June 07, 2018, 08:35:52 AM
Name: cmDramUmbreon
Armor: 2.0x (Weakness: Not Known)
Speed: Pretty Quick
Jump: Normal
Weapon 1: Arrow Buster
Alt Weapon 1: Z-Saber
Weapon 2: 8 Ring Boomerangs (Going 8 Different Dirrections)
Alt Weapon 2: Black Hole Bomb (With the addition of 3 Astro Crushes)
Weapon 3: Slash Claw
Alt Weapon 3: Flash Bomb
Weapon Dropped: Flash Bomb
Skin: Umbreon
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: Laggy Blazko on June 08, 2018, 09:40:38 PM
This version of CSCC is dead. You might want to join the discord community. There is a new one being developed (althought it's been inactive, lately)
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: UBEROMEGAMAN on June 09, 2018, 10:57:02 PM
anyone mind dropping a link to the discord for this mod?
Title: Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: bob3664 on June 21, 2018, 01:10:53 AM
Can't seem to get the download link to work. The link just directs me to an unrelated website.