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Messages - Ehibika

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31
Anything Goes / Re: Anyone's art thread
« on: July 29, 2015, 11:52:58 PM »
This was a quickly done illustration of an idea for a sort of bubbler weapon type in splatoon, perhaps a defense oriented weapon class that shoots a spray of giant, slow moving bubbles that do little damage and don't cover well since they leave a ring of ink wherever they contact, but could cancel enemy ink fire, probably good for ranked modes mostly since the ability to spray walls of bubbles to inhibit fire a bit could help in some stages.

(click to show/hide)

32
W.I.P Forum / Re: The Idea(s) Topic
« on: June 25, 2015, 05:46:16 PM »
Quote from: "tsukiyomaru0"
You know, Kirby Triple Deluxe had a proper battle mode where you were locked to the ability of your choice (no different than classes) for the match... So... Why not take that route instead, at least for a first experience? And then consider using the inhale one...

I was going to give an idea around of Shin Touhou Musou, but I doubt anyone here heard of it D:

If by that you mean make nothing but a class mod with kirby abilities, then that would defeat the whole point of the game mod, and be largely redundant as it would just be yet another class mod.

On the other hand, if you mean having whoever becomes the kirby permanently retaining the ability that their original class was associated with, then I guess that could work to start off, but I am worried if it may be a deciding factor between what enemy class people choose to start with, like if cutter turns out to be the most viable at the start, will the majority of players end up using Sir Kibble and no one else?

Without a doubt, I won't be able to do it alone, I could definitely do all of the graphics and skins by myself, and I'm actively trying to learn how to develop maps (if only slade for OSX would stop crashing on me), but the programming side is where I'd need the most support on.

33
W.I.P Forum / Mod idea: Dreamworld Duel
« on: June 25, 2015, 06:54:34 AM »
Well, this is as good a place as any to share this, but this was my own idea of a mod I've been rolling in my head for a while, until I think of a better name, I am calling it Dreamworld Duel

What is dreamworld duel?
Dreamworld duel is a kirby’s adventure themed deathmatch mod that is designed as something of an inverted saxton hales.  All the classes consist of midbosses and regular enemies from the Kirby franchise, and when a game starts, one player in the map is selected to become the Kirby. The game is in a kinda-sorta death match style mode but where only one side can freely respawn as many times as they need.

Goal of the game
The Kirby and the bad guys have their own win conditions, the bad guys must see to the death of the Kirby to win, whereas the Kirby is tasked with surviving for 3 minutes while gathering as many points as possible by fragging enemies.

Playing the Kirby
As the Kirby, you are generally a lot more flexible than the other classes in terms of abilities, this is because everyone is out to get you, and while the bad guys will respawn after being fragged, the Kirby has to be fragged only once to lose. You move at a reasonable speed and you are capable of temporary flight  to better navigate the stage as well as get out of tight jams.

The Kirby starts with a count of 5 hits, and upon taking damage gains a brief period of invincibility, this is primarily so that the Kirby cannot be taken from full to zero health in less than a second due to being surrounded by enemies. The invincibility after being hit will give the Kirby a chance to try and fight off the crowd or escape if he/she is overwhelmed.

As the Kirby, your main and only attack is your signature inhale, a line of sight vacuum attack that instantly frags an opponent that comes in contact with the front of you, afterwards you will then acquire the copy ability associated with that enemy (which would serve as an alternate class).  With the copy ability, you gain a new main and alt fire as well as some changed physical attributes such as how fast you move or how high you jump and such, you cannot gain another ability till you lose your current one, either by taking enough damage or willingly dropping it.

Abilities have their own HP (usually 2-3 hits) that is lost when the Kirby takes damage and cannot be healed, and once depleted, removes the ability from the Kirby.  

Available abilities:
If this mod goes through, then I’d likely start with some of the more basic and fundamental abilities, but later on may add more, including abilities from later games in the franchise or even new ability ideas from the fandom. The mod would start with the abilities:
On thing to note is that abilities of the same element will be combined, such as fire and burning, Ice and freeze, and perhaps Throw and Suplex (though I highly doubt we could program that in smoothly). Some abilities in the future would also have to be adapted for the style of the game, Stone for example may not be too reliable in a multiplayer FPS, even as a means of invincibility.

Items and powerups

Abilities aren’t the only means of survival for the Kirby, when enemies are killed they are likely to drop an assortment of goodies that can help the Kirby out, these include
    Food: restores various increments of health
    Mic: grants the player an emergency AOE attack that decimates weak enemies and hurts midbosses a good deal
    Spicy curry: temporarily boosts speed and causes the Kirby to radiate fire all around him
    Mint leaf: temporarily grants infinite flight.
    Vitality Heart: Fully heals and grants an additional hit point to the Kirby, going up to 8 hits at max. (activates on pickup)

Playing as the Enemies
As mentioned before, the default classes are all various midbosses and enemies from the Kirby franchise, most being from Kirby’s adventure. All available enemy classes will be ones that offer copy ability, that way players can’t Blackball Kirby out of a weapon by collectively choosing ability-less enemies.

Each ability will usually be represented by both a midboss and normal enemies, fire being represented by Fire Lion and Hot Head for example. Some exceptions will exist however; such as they’re being only a midboss for the hammer ability.

Each enemy has it’s own strengths and traits but also clear cut weaknesses or flaws that can be covered by other enemy classes or exploited by the Kirby, for example, Fire lion could be very fast and jump high, but his main fire is a melee attack and his alt fire a flame charge with a punishable after delay, and if he were to miss, then he may throw himself off track as well. No Enemy has a perfectly reliable method of attack. On the other hand, hothead could spew a short ranged but wide flamethrower, or hark fireballs, but at the cost of being rather slow in movement. While intricate Teamwork shouldn’t be required, the idea is that presenting a variety of threats to the Kirby is what would make the mod challenging and interesting.

Something to also consider is that while midbosses are usually stronger than their normal enemy equivalent, they are also worth more points and tend to drop helpful items more often, thus can inadvertently be more of a benefit to the Kirby if the player isn’t that good.

About points
At this point, I haven’t really though much about how points can influence gameplay beyond the game keeping a players highest score on the corner for bragging rights, the main intent was to give the Kirby an incentive to actually try and fight enemies as oppose to being outright avoidant, since if fragging doesn’t exactly further your chances of winning, than there would be no real point to it. thus camping would ensue.

Perhaps points could also be a win condition, or alternatively, earn the Kirby an “extra life”, thus they can be fragged one more time before losing the round.

Stages
While talking about custom stages would be getting ahead of myself, stage selection should be something of great consideration, since the Kirby can fly, it should be important consider that any map should have no place that Kirby can go where no one else can reach, in fact this concern made me almost consider having Missile as a starting ability for the mod, just as an excuse to have Bombar and Shooty/Bang-bang as enemy choices since they can fly (yes I know Shooty doesn’t give missile)



And that's my mod idea, hope it interests someone.

34
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: June 20, 2015, 10:04:16 AM »
But is the act of carrying a charge shot everywhere that upsetting to gameplay balance? it feels like we are trying to nullify a common strategy for the sake of it being a common strategy.

what would this add to the multiplayer environment? I don't know but I honestly thought that charging your weapon in preparation for a confrontation was a reasonable strategy, as opposed to trying to charge it while the opponent is steadily firing at you. if the goal is to keep charge weapons from becoming the most optimal choice in comparison to every other weapon and encourage the use of other weapons, then I feel we ought to be careful with this. nerf it just a little too hard and they'd be deemed too inefficient compared to non charge weapons.

35
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: June 19, 2015, 08:17:31 PM »
Quote from: "Messatsu"
Here's my question.  Why is this even suggested in the first place? Are charge weapons on a whole unbalanced in such a way where this suggestion is necessary? Seems to me that most charge weapons have some sort of drawback (Low RoF, Charge noise, etc) where changes to damage or ammo consumption is a far more practical way to alter the weapons if they are deemed too powerful.


I may be in no position to add whatsoever, but I second this notion, it feels like this would just add a nerf to something that didn't really need a nerf in the first place. I've always felt that most of them gave enough of a warning that a savy player could get around it.

And in the case of noise crush and wild coil, make them less desirable to use as a result.

36
General Gaming Discussion / Re: Federation farce?
« on: June 18, 2015, 08:16:54 PM »
I'm clinging to hope that Nintendo will have greater plans for the Metroid franchise as well, they've shown time and time again that they do indeed listen to their fans. Who knows? they may even try a super metroid style game again if there's interest in non linear action platformers.

I also hope that Federation Force does some interesting stuff with the co-op aspect, like maybe have a boss monster with impenetrable hide but a weakness that has to be peeled open with the grapple beam, thus one player has to expose it for the rest of the team to open fire while the opportunity is present.

Also, there wasn't a general Metroid thread on the first page so I just made a new thread to avoid Necrobumping.

37
General Gaming Discussion / Federation farce?
« on: June 18, 2015, 07:00:04 AM »
So, while I missed E3, I got myself up to speed on things and learned about how kinda "meh" the nintendo event largely was, especially in comparison to it's event before E3, but there was one title that has brought it's own Fanbase to a raging boil, Metroid prime: Federation force.

As far as I know, it is a co-op FPS in style of the Metroid prime games with the aim of characterizing the galactic federation, a plot element in the Metroid games that has remained largely out of focus due to the focus naturally being on Samus and her exploits. it also has a sort of gun soccer game mode with seemed...*Eh* to me, probably because it feels like it would lack depth, and also that it felt like something we could easily mod in doom itself if we wanted. But the key problem with this title is the clear absence of Samus within it, which makes it feel somewhat less like a Metroid game. that combined with the fact that we haven't had a core Metroid game, let alone a universally loved one; in years has enraged the fanbase to the point of actually starting a petition to cancel the game. and as of posting, is already at 12k signatures!

What do you all make of this? Admitingly I'm not much of a Metroid fan so my feelings towards the game are largely indifferent, but the fact that a petition is being made against it is disgusting to me. rather than communicating their disdain by just not buying it, they are actively trying to stop it's production altogether. it's an attempt at strong arming the company in order to bend them to the people's will. It just comes off as uncivilized, and if made a habit of, could be destructive to the field of gaming or entertainment at large.

...Thought I might be acting a bit extreme in that regard, I mean it's only a list of signatures, albeit a massive one. and there's no global law that states that if over a thousand people want you to do something then you must comply. Still, I worry that this may give an inaccurate impression that there would be no audience for the product, and thus no money to be made from it.

38
Mega Man Discussion / Re: A "new" Megaman game is coming.....
« on: June 17, 2015, 07:45:19 PM »
Quote from: "tsukiyomaru0"
People need to be patient, it's very likely Capcom can't find anyone willing to hold a magma-hot-potato such as Mega Man. You know, Mega Man fandom has been quite aggressive since Legends 3 cancelation, so... Yeah, gonna be rough

While I doubt we are as unappeasable as the sonic fandom, the cancelation of 3 games including legends 3 more than likely has the community a bit irritable. still, I kinda wish we had something new, anything new. just to show that they are going to do something with the IP other than let it rot.

Now I say that but they could always do what nintendo did with their latest Metroid game, there would always be that risk of them doing something completely unfamiliar with the franchise to the point of it being alienating. but it still seems depressing to think that megaman will just be cryogenically frozen in his past, releasing nothing but rereleases of his previous games and never embarking on new adventures.

I'd be cool with a megaman 11, especially if they went past 8-bit that time.

39
Anything Goes / Re: Anyone's art thread
« on: June 17, 2015, 07:34:55 PM »
some digital sketches for a skin I am currently working on:
(click to show/hide)

There are more but they were done in pen and pencil.

40
Anything Goes / Re: New to Cutstuff? Post here.
« on: June 15, 2015, 06:55:09 PM »
Um, Hello! I've finally gathered the courage to try and join the community.

I'm Ehibika, most of you probably know me as that rubbish player that can't seem to score a hit to save his life. and often backwalks himself into a corner or off the stage in an attempt to strafe. I've joined mostly out of an interest in getting active again as an illustrator and graphic designer by doing sprite work in some mods, and maybe one day leading the development of a mod of my own.

For now, I'll mostly just start by doing some skins.

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