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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 30522 times)

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April 20, 2012, 07:25:59 PM
Reply #30

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #30 on: April 20, 2012, 07:25:59 PM »
I can make the weapon if you want! It really shouldn't be difficult for me at all as long as I know what I doing (i have a good strategy, so yeah)

April 20, 2012, 08:43:06 PM
Reply #31

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #31 on: April 20, 2012, 08:43:06 PM »
Quote from: "TheDoc"
Also, couldn't you tweak Mr. X's snowball weapon? (with his permission, of course)

*CLEARS THROAT*

April 20, 2012, 09:24:23 PM
Reply #32

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #32 on: April 20, 2012, 09:24:23 PM »
But if you want it to do the drop the weapon and pick it up to use it again thing along with it maybe bouncing, tweaking the snowball might not make it work how you want it,

April 20, 2012, 09:35:27 PM
Reply #33

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #33 on: April 20, 2012, 09:35:27 PM »
At least it's a RESPONSE.

Anyways, here's my not-so-much progress on the Heatman stage.

(click to show/hide)

Might I also ask if the outer boundaries should be impassable or fall-off-and-die?
Should it be a bigger stage?
Concerns? Suggestions? You know the drill.

April 20, 2012, 10:45:04 PM
Reply #34

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #34 on: April 20, 2012, 10:45:04 PM »
The stage looks good. The linedefs should be impassible. And do those yoku blocks float there or do they actually appear and disappear?

Michael, YES YES YES FOR THE LOVE OF GOD YES do the weapon. One idea I had was not making the balls bounce and stop and stuff, but rather they dissapear when they hit something and have ammo spawns on the map that bring new balls back but can't be picked up till you throw yours. But if your idea is better, go for it.

April 20, 2012, 10:47:58 PM
Reply #35

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #35 on: April 20, 2012, 10:47:58 PM »
No. just like in MM2, those kind of blocks are always there. I could do yoku blocks, but I don't see where or why. Also, I was really pondering about this: does the stage need to be bigger?

April 20, 2012, 10:49:59 PM
Reply #36

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #36 on: April 20, 2012, 10:49:59 PM »
If anything, it's a little too wide. Shrink it just a bit horizontally.

April 20, 2012, 10:55:32 PM
Reply #37

Offline xColdxFusionx

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Re: [GAME MODE] Dodgeball mode
« Reply #37 on: April 20, 2012, 10:55:32 PM »
I think the weapon should be this:

Mainfire: If you're holding a ball, throw it. The ball bounces of floors and walls a few times before stopping and becoming an "ammo" ball. If it lands out-of-bounds, it disappears and respawns as an "ammo" ball on the side it went off on. If you're not holding a ball, hold up your hands to catch. If you successfully catch a ball, you gain the ball to throw.
Altfire: If you're holding a ball, drop it. If you're not, you dive in the direction you're moving (similar to FiniteZero's altfire in CSCC).

Thoughts?

April 20, 2012, 10:57:16 PM
Reply #38

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #38 on: April 20, 2012, 10:57:16 PM »
Old one

(click to show/hide)

New one

(click to show/hide)

Better?

April 20, 2012, 11:00:11 PM
Reply #39

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #39 on: April 20, 2012, 11:00:11 PM »
Doc, just a teeeeeeensy bit more. Just a little.

Cold, I wanna see what Michael does with it, but I do like the sound of what you're saying.

April 20, 2012, 11:03:45 PM
Reply #40

Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #40 on: April 20, 2012, 11:03:45 PM »
Why not use the Rebound Striker sprite? For the moment, at least. As for a court, I believe I can make one since it looks really easy and fun to make.

EDIT: HURRR, That was already decided on. My fault for not reading the entire thing.

April 20, 2012, 11:05:15 PM
Reply #41

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #41 on: April 20, 2012, 11:05:15 PM »
If you wanna take a go at it, go for it. The more maps, the better

April 20, 2012, 11:07:51 PM
Reply #42

Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #42 on: April 20, 2012, 11:07:51 PM »
One thing that hasn't been decided on though: the map codes. How about DBAL##?

April 20, 2012, 11:10:00 PM
Reply #43

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #43 on: April 20, 2012, 11:10:00 PM »
Quote from: "coolguy773"
Use the prefix MMDB### (stands for Mega Man Dodge Ball).

April 20, 2012, 11:12:55 PM
Reply #44

Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #44 on: April 20, 2012, 11:12:55 PM »
...Now I remember reading that. Sounds better, too.  :|