Advanced Search

Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1478237 times)

0 Members and 3 Guests are viewing this topic.

September 06, 2016, 01:30:04 AM
Reply #7125

Offline Beed28

  • MM8BDM Extender

  • Putting the 'bounce' into your world.
  • ***
  • Date Registered: June 20, 2011, 08:07:58 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7125 on: September 06, 2016, 01:30:04 AM »
Just chiming in to say, I love using Pirate Man. His weapons are pretty fun to use, and it's brought out the kleptomaniac in me.

Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.

September 06, 2016, 01:21:41 PM
Reply #7126

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7126 on: September 06, 2016, 01:21:41 PM »
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is

September 06, 2016, 02:11:36 PM
Reply #7127

Offline Celebi

  • MM8BDM MM&B Contributor
  • ****
  • Date Registered: November 06, 2010, 11:11:51 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7127 on: September 06, 2016, 02:11:36 PM »
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.
Pirateman can steal weapon pickups dropped by players, but not the map placed ones.

I'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).
Jax decided most of the Giga attack to weapon type, other than the bonus weapons which I did.  They're grouped to best match types (fire weapons = Flame Sword) while also following the system of every weapon from that 'game' is a different Megaman 8 like weapon.  (e.g. All the Megaman 3 weapons combined can use all eight different Giga attacks.)  Otherwise the weapons were matched with the general style of the MM8 weapon.  An example being Needle Cannon, its a rapid weapon similar to Water Balloon.

September 06, 2016, 03:13:26 PM
Reply #7128

Offline GameAndWatcher

  • Standard Member

  • Gosh!
  • Date Registered: April 03, 2011, 05:44:04 AM

    • View Profile
Re: Class based modification (v8c)
« Reply #7128 on: September 06, 2016, 03:13:26 PM »
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Why not give Trucker Joe Darkman1 physics to compensate?

September 06, 2016, 03:33:01 PM
Reply #7129

Offline Celebi

  • MM8BDM MM&B Contributor
  • ****
  • Date Registered: November 06, 2010, 11:11:51 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7129 on: September 06, 2016, 03:33:01 PM »
Why not give Trucker Joe Darkman1 physics to compensate?
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.

September 06, 2016, 03:43:19 PM
Reply #7130

Offline GameAndWatcher

  • Standard Member

  • Gosh!
  • Date Registered: April 03, 2011, 05:44:04 AM

    • View Profile
Re: Class based modification (v8c)
« Reply #7130 on: September 06, 2016, 03:43:19 PM »
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.
Huh, TIL.

September 06, 2016, 05:37:22 PM
Reply #7131

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7131 on: September 06, 2016, 05:37:22 PM »
considering the truck can be cancelled at any time with the item, you're literally immune to damage, and joe has a shield to begin with, I don't really see getting stuck as a big issue as it would now be more of a judgement thing

September 06, 2016, 06:50:19 PM
Reply #7132

Offline Orange juice :l

  • Warrior
  • ***
  • Date Registered: October 10, 2010, 08:41:18 PM

    • View Profile
    • http://cutstuff.net/forum/memberlist.php?mode=viewprofile&u=590
Re: Class based modification (v8c)
« Reply #7132 on: September 06, 2016, 06:50:19 PM »
Make a pseudo-stepheight effect by having the truck always have a metalman chainsaw/snake climb effect that moves him up if not too far off the ground? The truck lasts so long and provides total invincibility so some sort of maneuverability handicap should be considered.

September 12, 2016, 04:20:15 AM
Reply #7133

Offline MusashiAA

  • MM8BDM Contributor

  • Byeah
  • *****
  • Date Registered: February 16, 2010, 04:44:54 AM

    • View Profile
    • My Covers on YouTube
Re: Class based modification (v8c)
« Reply #7133 on: September 12, 2016, 04:20:15 AM »
A week has passed, we've deemed public testing had enough of a run. Next release could/should/would incorporate fixes and changes based on feedback given, which should happen shortly.

Please, if you have any feedback to give about this last public beta, post about it here, or you can go to the CBM Discord and we'll hopefully address it: https://discord.gg/9ND9DBE

September 12, 2016, 07:05:27 PM
Reply #7134

Offline Beed28

  • MM8BDM Extender

  • Putting the 'bounce' into your world.
  • ***
  • Date Registered: June 20, 2011, 08:07:58 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7134 on: September 12, 2016, 07:05:27 PM »
For some reason, Bass' Treble Boost upgrade has autoaiming disabled on it. The Treble Boost upgrade in the vanilla game does not, and the autoaim doesn't break it.

EDIT: Also, Quint's bot doesn't use Sakugarne. I think you should at least fix that.

September 14, 2016, 07:43:53 AM
Reply #7135

Offline Bikdark

  • Standard Member
  • Date Registered: December 26, 2010, 01:51:13 AM

    • View Profile
Re: Class based modification (v8c)
« Reply #7135 on: September 14, 2016, 07:43:53 AM »
New crashman does... not feel right. As of now, he's overcomplicated, clunky, and places a heavy burden of knowledge on the player. You simply have TOO many options on an already complicated and micro-heavy class. Placing detonate on itemuse was a VERY bad idea, as 99% of players put itemuse on mouse3 (scroll wheel press), and it forces your fingers (which are on m1/m2) away from their main function -- shooting.

I really appreciate the effort to give the player options, and not alienate them from doing on-the-fly damage, but I think these changes are overbearing. Groundman ended up an overconsolidated mess, but I think Crashman is the exact opposite -- too broad. He's currently the highest skillcap class in the game, but he's not enjoyable to play (or learn).

There needs to be middle ground made, he cannot exist as he does. If consistent damage is the concern while maintaining hitstun traps, I'd recommend scaling damage and hitstun relative to how long the trap has been out, then cap it once it reaches pre-beta levels. (And then remove his current altfire, of course, and replace it with detonate).

Finally, quint is of course in dire need of that fucking rework

September 14, 2016, 09:13:16 PM
Reply #7136

Offline RokVampireYoshi

  • Standard Member
  • Date Registered: March 01, 2013, 12:42:41 AM

    • View Profile
Re: Class based modification (v8c)
« Reply #7136 on: September 14, 2016, 09:13:16 PM »
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?

September 14, 2016, 09:22:50 PM
Reply #7137

Offline GameAndWatcher

  • Standard Member

  • Gosh!
  • Date Registered: April 03, 2011, 05:44:04 AM

    • View Profile
Re: Class based modification (v8c)
« Reply #7137 on: September 14, 2016, 09:22:50 PM »
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?
We already have Magma Man, Galaxy Man, and Hornet Man. They're working on the rest atm iirc.

September 14, 2016, 10:30:00 PM
Reply #7138

Offline MusashiAA

  • MM8BDM Contributor

  • Byeah
  • *****
  • Date Registered: February 16, 2010, 04:44:54 AM

    • View Profile
    • My Covers on YouTube
Re: Class based modification (v8c)
« Reply #7138 on: September 14, 2016, 10:30:00 PM »
After this compatibility update, as in v8d, we'll start working on the rest of the MM9 classes.

September 14, 2016, 10:52:20 PM
Reply #7139

Offline Beed28

  • MM8BDM Extender

  • Putting the 'bounce' into your world.
  • ***
  • Date Registered: June 20, 2011, 08:07:58 PM

    • View Profile
Re: Class based modification (v8c)
« Reply #7139 on: September 14, 2016, 10:52:20 PM »
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.