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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1478300 times)

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September 16, 2016, 07:32:30 PM
Reply #7155

Offline FoxBoy

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Re: Class based modification (v8c)
« Reply #7155 on: September 16, 2016, 07:32:30 PM »
Me and nik found a problem with v8c.

If you have Coldman summon an ice spike inside Hardman and have Hardman punch it, it causes a crash in 2.1.2 of Zandronum. This may be an inconvenience, though its worth mentioning.

http://puu.sh/rduAQ/eb6ac5beec.log

September 16, 2016, 11:20:50 PM
Reply #7156

Offline Gummywormz

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Re: Class based modification (v8c)
« Reply #7156 on: September 16, 2016, 11:20:50 PM »
Some last minute comments:

Apache Joe isn't overshadowed by the truck or useless imo. It's very good for maps with lots of height variation such as Fake Man or Concrete Man. Just give all vehicles armor and it should be good.

Suction from Dust and HSH is still horrible especially in team lms. Can we at least give characters with a dash / slide a way to invalidate the suction?

Freeze Man's freezing ability lasts longer than Frost Man's (I think). Lowering the time spent frozen would be great.

Finally, to this day, no one has made a good Enker class. My idea is this: low / normal health and high speed. The main fire with no ammo is a reliable, low damage, rapid fire melee. The alt should be able to be held and based on ammo, and not be a one time use. Projectile speed should be medium-slow speed to help with aiming.

September 17, 2016, 04:52:57 AM
Reply #7157

Offline MusashiAA

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Re: Class based modification (v8c)
« Reply #7157 on: September 17, 2016, 04:52:57 AM »
classes-v8d is out

http://allfearthesentinel.net/download?file=classes-v8d.pk3

CHANGELOG:

http://pastebin.com/raw/jD28Kirh

Changelog is pretty much v8d-beta's, but with extra stuff added based on public beta input and new stuff and whatever. Sorry for no differentiation between changes in v8d-beta and v8d :c

If nothing big happens, next update WILL BE v9a with MM9 classes. The current ones out in public, plus the really old internal class designs we had most likely will be looked at and changed. Please understand.

EDIT: Welp, if you have already downloaded this file, please redownload: we did a quick hotfix to change some things for Magnetman, Topman, Waveman, Woodman and Plantman. Sorry for the inconvenience, changelog contains the exact changes made for the hotfix.

September 18, 2016, 10:21:53 PM
Reply #7158

Offline GameAndWatcher

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Re: Class based modification (v8d)
« Reply #7158 on: September 18, 2016, 10:21:53 PM »
(click to show/hide)

September 30, 2016, 07:10:27 PM
Reply #7159

Offline Beed28

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Re: Class based modification (v8d)
« Reply #7159 on: September 30, 2016, 07:10:27 PM »
In this release, Pirate Man's Remote Mine is somewhat... inconsistent, compared to the previous beta or even the copy weapon version, which kinda sucks out some of the fun I had with the class the other week.

Unless it's a nerf of some kind.

October 07, 2016, 02:27:20 AM
Reply #7160

Offline GameAndWatcher

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Re: Class based modification (v8d)
« Reply #7160 on: October 07, 2016, 02:27:20 AM »
Apparently, you guys forgot to fix the "Protoman-Hair" skin for Proto Man's slide sprite change. He turns invisible when you slide with said skin. This should be simple to fix.

October 30, 2016, 11:10:22 PM
Reply #7161

Offline Mister_Y_675

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Re: Class based modification (v8d)
« Reply #7161 on: October 30, 2016, 11:10:22 PM »
What's pirateman's steal ability good for?
Why is the number of things stolen important?

October 31, 2016, 01:40:23 AM
Reply #7162

Offline MusashiAA

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Re: Class based modification (v8d)
« Reply #7162 on: October 31, 2016, 01:40:23 AM »
low priority Request time:



(click to show/hide)




oh btw we kinda got the other mm9 dudes' design mockups at least somewhat done and decided on, still none made yet, go and play jc mm9 when it updates in the meantime



and pirateman steals because he does what he wants, he's free

October 31, 2016, 03:51:00 AM
Reply #7163

Offline Magnet Dood

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Re: Class based modification (v8d)
« Reply #7163 on: October 31, 2016, 03:51:00 AM »
I have frames for Flame's alt fire and all of Charge's animations, and I got started on Burst's bubble frames and Shade's swoop (that thing's a bitch). I'm not sure if they're on this computer, though; if they aren't, the quickest I can get them to you is around Thanksgiving.

Edit: Also have Bright's Flash Stopper frames somewhere, just wish I knew about this over the weekend while I was actually home, haha

October 31, 2016, 04:43:34 AM
Reply #7164

Offline MusashiAA

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Re: Class based modification (v8d)
« Reply #7164 on: October 31, 2016, 04:43:34 AM »
I have frames for Flame's alt fire and all of Charge's animations, and I got started on Burst's bubble frames and Shade's swoop (that thing's a bitch). I'm not sure if they're on this computer, though; if they aren't, the quickest I can get them to you is around Thanksgiving.

Edit: Also have Bright's Flash Stopper frames somewhere, just wish I knew about this over the weekend while I was actually home, haha

Wow, that was fast.

BTW for graphical reference, these are SOME of the frames I had in mind that we could use rotations of:



We already have Shade Swoop rotations thanks to DarkAura/Cutmanmike, since we're adding that attack next release. Speaking of next release, it's gonna be v8e: given that we had too much fun adding new things and fixing others, v9a is still prolly some ways ahead. We have some partial design mockups for the rest of the MM9 bunch:

Max made a basic Concreteman not long ago so there's something to work over, we've discussed and set on some design mockups for Plugman, Tornadoman and Splashwoman (theory only for now, can change in the future), while we've had the design mockup of Jewelman set long ago.

December 10, 2016, 05:08:50 PM
Reply #7165

Offline Davregis

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I hope we can still post here? I know there's a discord now but
« Reply #7165 on: December 10, 2016, 05:08:50 PM »
Hello! I don't know if we can still post here on the forums for simple stuff like this, but please tolerate this being a slightly longer post  :mrgreen:
So I think Gravityman should be reworked a little. In his current state, he's all of bland, ineffectual, and a bit broken too aside from his S-tier taunt.
Here's the case for that:

(click to show/hide)
So Gravityman wants a few changes to make him less annoying to fight against and a little better at stopping flight. His buster,  hold, and flip could maybe use a few tweaks.


GRAVITY HOLD

(click to show/hide)
GRAVITY BUSTER

(click to show/hide)
FLIP

(click to show/hide)
Put together, these should make him a decent buster class while expanding his AA but preventing his instakills. I don't know if this is good, or even better than current gravity, but thanks for reading!

January 20, 2017, 03:00:57 AM
Reply #7166

Offline Max

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Re: Class based modification (v8d)
« Reply #7166 on: January 20, 2017, 03:00:57 AM »
The discord has MOVED to a new server for organisation of discussion and transparency of development.

https://discord.gg/395EPXP

Please continue to support CBM over there, and look forward to its upcoming revival!

February 23, 2017, 12:58:57 AM
Reply #7167

Offline Celebi

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Re: Class based modification (v8d)
« Reply #7167 on: February 23, 2017, 12:58:57 AM »
http://allfearthesentinel.net/download?file=classes-v8e-beta1.pk3

Hey everyone, its time for another public beta for the next version.  The patch notes can be found here.

http://pastebin.com/raw/K8W6Fu8Y

There are quite the number of changes for this version. Be sure to try them all out!

February 28, 2017, 08:47:25 PM
Reply #7168

Offline Endymion

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Re: Class based modification (v8d)
« Reply #7168 on: February 28, 2017, 08:47:25 PM »
Awesome, I start liking this mod more and more.

I have a suggestion or request if it is possible. Duo should have his signature ground punching move. It could be the secondary attack's charged version and would cost around 2-3 or more from the gauge (the gauge that depletes as you dash with Duo).

Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.

February 28, 2017, 10:34:14 PM
Reply #7169

Offline GameAndWatcher

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Re: Class based modification (v8d)
« Reply #7169 on: February 28, 2017, 10:34:14 PM »

Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
The "Dash Ammo" bar is more like a stamina meter than a true ammo bar.