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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1477709 times)

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January 25, 2011, 07:13:38 PM
Reply #30

Offline Hallan Parva

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Re: Class based modification
« Reply #30 on: January 25, 2011, 07:13:38 PM »
How about making robot master categories instead of actual robot masters?

Say, like a Fire class that was weak to Water and got Fire Storm/Atomic Fire/Flame Blast. Or, a Sky class that could fly around but was slower than other classes, and got Air Shooter/Gyro Attack.

Of course, you'd need a HUGE chart to keep track of all the weaknesses of classes to each other... It's like robotic Pokemon :ugeek:

EDIT: Ice Man should be Water because he beat Fire Man in MM1. Maybe Blizzard Man could be in a "Nature" class with Wood Man/Plant Man since they're weak to Fire?

January 29, 2011, 02:58:27 AM
Reply #31

Offline arkman

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Re: Class based modification
« Reply #31 on: January 29, 2011, 02:58:27 AM »
@Yellow Devil (Requests and Stuff)
Something you can do is make it so that the robot master drops their weapons (the megaman version) when they die.

Also will you make an upgrade to the megaman class so that it can hold it's own against the robot masters?

@SmashBroPlusB (Question)
I think your idea has some merit, but where would centaurman fit in, or wind man?

January 29, 2011, 03:45:49 AM
Reply #32

Offline Hallan Parva

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Re: Class based modification
« Reply #32 on: January 29, 2011, 03:45:49 AM »
Wind Man. Wind. Duh. Just like Air Man, Tornado Man, Tengu Man...

Centaur Man's a whole different story, though. Probably, he'd fit in SpaceTime with Flash Man, Time Man, Astro Man, that sort of thing... due to his space-warping Centaur Flash. Plus, in his boss form, he could stop time with C-Flash.

January 29, 2011, 09:04:59 AM
Reply #33

Offline Max

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Re: Class based modification
« Reply #33 on: January 29, 2011, 09:04:59 AM »
I'm not quite sure.

Maybe, but I still haven't got the class itself working. So you're saying if I used your idea, the "air" class would start with all their "air" weapons? Because maybe like the water class, for example would be UP, as they only have things like Bubble Lead and the Space/Time class only has radius attacks.

January 29, 2011, 07:54:09 PM
Reply #34

Offline arkman

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Re: Class based modification
« Reply #34 on: January 29, 2011, 07:54:09 PM »
Still? did my screen shots help any?


I umm... well... used the gouls Pk3 as a base and then cut out all the goul related content.
Don't worry megaman, I really did Cut out everything but the folder names, DECORATE, and KEYCONF and i emptied those of all goul related stuff. I never delibrately plagerize.

this left 2 files which (I assume) control entering the classes.

DECORATE.txt (the text language should read ZDoom Decorate)
Which contains
Include "Pathname/pathname/classname.txt"
and
KEYCONF.txt (the text language shold read ZDoom KeyConf)
which has addplayerclass ClassName

I use SLADE, so this might not be what you have to do, SlumpED is pretty similar though.
(but it never stops crashing so I switched)

also KEYCONF adds the class to be selectable in single player, it isn't neccesary.

February 14, 2011, 07:40:07 AM
Reply #35

Offline Max

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Re: Class based modification
« Reply #35 on: February 14, 2011, 07:40:07 AM »
We are back in business! Arkman has donated his Snakeman, and I have finished Hardman (finally).

February 14, 2011, 08:32:46 AM
Reply #36

Offline ice

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Re: Class based modification
« Reply #36 on: February 14, 2011, 08:32:46 AM »
When your done with this, may I use some of the scripts to fix my robot master bots for my 3d megaman project? (still no idea how to create a quake)

February 14, 2011, 06:15:00 PM
Reply #37

Offline Max

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Re: Class based modification
« Reply #37 on: February 14, 2011, 06:15:00 PM »
SparkMan's done. Will update front page with classes.

I AM RECRUITING SPRITE ARTISTS FOR FIRST PERSON VIEWS.

Cheers.

February 15, 2011, 08:23:07 PM
Reply #38

Offline Max

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Re: Class based modification
« Reply #38 on: February 15, 2011, 08:23:07 PM »
Only 2 classes remain! I reccomend you check out the front page, see what you think. Shadow Man is done, easily my best work.

February 18, 2011, 01:31:12 AM
Reply #39

Offline arkman

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Re: Class based modification
« Reply #39 on: February 18, 2011, 01:31:12 AM »
ha ha 2 classes right, I knew you would sneak Breakman in their somehow.
Is doc Robot getting in too? He only has 12 or so different abilities :lol:

how is progress on Gemini?

February 18, 2011, 07:55:01 AM
Reply #40

Offline Max

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Re: Class based modification
« Reply #40 on: February 18, 2011, 07:55:01 AM »
Meh. Alright. I might do Docco, but he'd have a random MM2 weapon, but I don't know if it's really worth the effort, he'd just be like Megaman but without a buster.

February 20, 2011, 04:39:37 PM
Reply #41

Offline arkman

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Re: Class based modification
« Reply #41 on: February 20, 2011, 04:39:37 PM »
Random I know but shouldn't this be in projects? I suppose it doesn't matter at this point though.

February 20, 2011, 04:48:20 PM
Reply #42

Offline Max

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Re: Class based modification
« Reply #42 on: February 20, 2011, 04:48:20 PM »
Because Projects are for projects with all areas covered, mine are only actors with a few sprites which I didn't even make.

February 21, 2011, 08:09:58 PM
Reply #43

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #43 on: February 21, 2011, 08:09:58 PM »
RELEASE DAY!

February 21, 2011, 08:24:15 PM
Reply #44

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #44 on: February 21, 2011, 08:24:15 PM »
:mrgreen:

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