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Author Topic: MM enemy classes V1a rerelase  (Read 65902 times)

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March 20, 2011, 02:33:42 AM
Reply #15

Offline Korby

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Re: MM enemy classes
« Reply #15 on: March 20, 2011, 02:33:42 AM »
Haven't started. Still have an idea for him. Been busy.

March 20, 2011, 06:47:53 AM
Reply #16

Offline ice

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Re: MM enemy classes
« Reply #16 on: March 20, 2011, 06:47:53 AM »
Looking back at the other post ideas

the joe having the 3 busters, actually he's pretty balanced atm, a main buster is similar to the normal megabuster wish the same fire rate, a grenade (napalm bomb copy) that reloads kinda quickly but not so fast its spamable, and a sheild to boot, although I might make it so if you pick up the power or jet adaptor (proto and bass buster) it'll switch to a machinegun joe.

hothead, thattle work

pipi, that would be a very awkward class as you'll need open gl to actually aim a direct hit, and those little buggers were very spammy (also the poor thing wont have a chance with gravityman and centaurman lurking around),

Apache Joe

a gyro clone? although it could be doable via rushjet pickup...then again I should fix it so the joe changes type depending on what he dose like pick up a wavebike will give a stronger bike buster.

met k1000...well I dont know what to think about that, on one hand, I do like trains, but on the other hand it would be just another chargeman clone depends on what everyone thinks

all we need is one more class and V1a will be good to go, maby colton?... that or the spear guy from yamatoman's stage, those are the best canidates i can think of. Also, this dosent have to be souly enemy characters, you could also try ones like auto or maby idk, duo *whathaveIdone.png* or even a animal like beat

March 20, 2011, 10:36:21 AM
Reply #17

Offline Max

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Re: MM enemy classes
« Reply #17 on: March 20, 2011, 10:36:21 AM »
BIGEYE

Mine!

March 20, 2011, 03:14:04 PM
Reply #18

Offline Blaze Yeager

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Re: MM enemy classes
« Reply #18 on: March 20, 2011, 03:14:04 PM »
Duo and Auto would be interesting to see as Classes

Duo would have his Punch and Ball

Auto would have his Buster and a Fan Smack

March 20, 2011, 04:51:46 PM
Reply #19

Offline ice

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Re: MM enemy classes
« Reply #19 on: March 20, 2011, 04:51:46 PM »
Quote from: "Yellow Devil"
BIGEYE

Mine!
The front page just said no bigeyes

March 20, 2011, 05:06:27 PM
Reply #20

Offline TheBladeRoden

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Re: MM enemy classes
« Reply #20 on: March 20, 2011, 05:06:27 PM »
Are you going to do hothead, or should I have a go at it?

March 20, 2011, 05:09:57 PM
Reply #21

Offline ice

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Re: MM enemy classes
« Reply #21 on: March 20, 2011, 05:09:57 PM »
sure go for it

March 20, 2011, 05:57:18 PM
Reply #22

Offline CHAOS_FANTAZY

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Re: MM enemy classes
« Reply #22 on: March 20, 2011, 05:57:18 PM »
I have an idea for a class.  It's not an enemy, but it's still something I think would be pretty cool.

I think a Beat class would be neat--if Wily's Alien isn't broken, then this wouldn't be, either.  Naturally, Beat would be entirely airborne, able to fly through the air like Gyroman and the Alien.
Beat's only real canonical attack is diving into people to hurt them--which is something that could be done.  It would have to be a one-time-hurt thing to work though, like Charge Kick, not a ripper like Star Crash.  By "firing" with Beat, one could simply make him move forward faster.
Another thing Beat's been able to do is pick up our robotic heroes, and save them from falling down bottomless pits.  A possible--yet broken--secondary attack would be the ability to pick up other players for a limited amount of time before dropping them, causing a bit of damage.  This is broken because it would allow Beat to drop other players into pits--hilariously, the exact opposite of its original function.

I wouldn't mind Beat being simple and only having the first weapon.  It's an idea I've had for a while, and it'd be really cool to have it implemented.

March 20, 2011, 08:48:18 PM
Reply #23

Offline ice

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Re: MM enemy classes
« Reply #23 on: March 20, 2011, 08:48:18 PM »
I finished darkman 1 and now on to 3 (then make some sprites)

March 20, 2011, 08:59:47 PM
Reply #24

Offline Disco

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Re: MM enemy classes
« Reply #24 on: March 20, 2011, 08:59:47 PM »
Requesting a Colton class

March 20, 2011, 09:11:26 PM
Reply #25

Offline ice

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Re: MM enemy classes
« Reply #25 on: March 20, 2011, 09:11:26 PM »
and colton makes 8, all we have to do is finish the 8 and the pack will be released to the public

March 20, 2011, 09:21:38 PM
Reply #26

Offline Max

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Re: MM enemy classes
« Reply #26 on: March 20, 2011, 09:21:38 PM »
W-w-what about Bigeye? Bigeye is AMAZING!

March 20, 2011, 09:22:57 PM
Reply #27

Offline -FiniteZero-

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Re: MM enemy classes
« Reply #27 on: March 20, 2011, 09:22:57 PM »
Quote from: "Yellow Devil"
W-w-what about Bigeye? Bigeye is AMAZING!

The problem is probably that Bigeyes are overpowered, and/or would be bizare to play as.

March 20, 2011, 09:24:27 PM
Reply #28

Offline arkman

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Re: MM enemy classes
« Reply #28 on: March 20, 2011, 09:24:27 PM »
people played as jitterskull in GVH.

I hardly think playing as bigeye would be nearly as disorienting, or difficult.

March 20, 2011, 09:26:03 PM
Reply #29

Offline -FiniteZero-

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Re: MM enemy classes
« Reply #29 on: March 20, 2011, 09:26:03 PM »
Well the way I see it, playing as a BigEye would mean you could only move by jumping, and you could only attack by stomping enemies. That would be rather akward.