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Author Topic: Re: Mega Man X1 Classes  (Read 149791 times)

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July 12, 2011, 02:06:20 AM
Reply #30

Offline TheBladeRoden

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Re: Mega Man X1 Classes
« Reply #30 on: July 12, 2011, 02:06:20 AM »
Quote from: "LlamaHombre"
You are allowed to use Boomer Kuwanger's skin.

That is, if you want to.  ;)
Yup thanks

Updated first post with HUD screenshots

July 12, 2011, 02:59:52 AM
Reply #31

Offline Korby

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Re: Mega Man X1 Classes
« Reply #31 on: July 12, 2011, 02:59:52 AM »
looks really good, mr. roden, though I do have to ask what's wrong with spark mandrill's arm.

July 12, 2011, 04:00:50 AM
Reply #32

Offline TheBladeRoden

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Re: Mega Man X1 Classes
« Reply #32 on: July 12, 2011, 04:00:50 AM »
Well he's supposed to be punching the ground like in his sprite sheet.

And the way he inhumanly readies his arm already resulted in a messed up elbow
(click to show/hide)
and I got lazy and just copy and pasted it as it moved down, which made it look even weirder. So I should probably not be lazy and fix that.

July 12, 2011, 03:40:04 PM
Reply #33

Offline Blaze Yeager

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Re: Mega Man X1 Classes
« Reply #33 on: July 12, 2011, 03:40:04 PM »
I'll be doing Chill Penguin's skin...

And i may do Storm Eagle's skin while at it.

July 12, 2011, 11:22:33 PM
Reply #34

Offline Korby

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Re: Mega Man X1 Classes
« Reply #34 on: July 12, 2011, 11:22:33 PM »
There's also cyan on the bottom of his arm, Mr. Roden, so don't forget that  :p

July 13, 2011, 05:31:18 PM
Reply #35

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1a release)
« Reply #35 on: July 13, 2011, 05:31:18 PM »
Release the Kraken!
http://www.mediafire.com/?ib2cex21kyvyh5u
Wadhost coming soon because apparently updating a file on there is not as simple as uploading it again, so I have to wait for them to delete the old file first.

July 13, 2011, 06:34:01 PM
Reply #36

Offline Chimera Man

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Re: Mega Man X1 Classes (v1a release)
« Reply #36 on: July 13, 2011, 06:34:01 PM »
It was a good time since I was this amused!  :mrgreen:

This is so well done, it's a real good work of your team, Roden!
Congratulations...  :geek:

July 13, 2011, 06:37:34 PM
Reply #37

Offline Jc494

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Re: Mega Man X1 Classes (v1a release)
« Reply #37 on: July 13, 2011, 06:37:34 PM »
Quote from: "Chimera Man"
This is so well done, it's a real good work of your team, Roden!
Congratulations...  :geek:

This. I love everything.

July 13, 2011, 06:54:17 PM
Reply #38

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1a release)
« Reply #38 on: July 13, 2011, 06:54:17 PM »
My team thanks you

July 13, 2011, 08:09:49 PM
Reply #39

Offline Isaac940

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Re: Mega Man X1 Classes (v1a release)
« Reply #39 on: July 13, 2011, 08:09:49 PM »
Let me start off by saying this is a really fun mod but here’s some things I noticed:

-Lots of obituaries seemed to be screwed up or placeholders like Spark Mandrill’s (uses megabuster obit)
-Armored Armadillo is the big offender, you can switch out of the rolling attack and it will still pull you around so you basically can both crash into people and use your shield and head cannon. Speaking of the rolling attack, you can use it to get to areas that you normally shouldn’t be able to go to, like over the fence or through the window in MM6TOM. And when you hit the boundary of the stage and it isn’t an actual wall, you can fly around without the ability to fire your weapon until you switch weapons.
-Personally I think Launch Octopus’s mainfire missiles (the ones you can charge to release more at once) do a little too much damage, but it may just be me
-There were skins for Launch Octopus and Sting Chameleon made so you might be able to use them.

There may be other things but these were the ones I noticed. Good luck finishing up and tweaking this.

July 13, 2011, 08:15:20 PM
Reply #40

Offline Flashbang

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Re: Mega Man X1 Classes (v1a release)
« Reply #40 on: July 13, 2011, 08:15:20 PM »
These are absolutely lovely.

However, I have some suggestions(Listen or ignore, YC.)

Armored Armadillo and Spark Mandrill both feel a little too light...
Especially Armadillo.

Also, Flame Mammoth's jump press is missing the little "reeeooour" http://www.mediafire.com/?6pz5tmaj3ld4no6  power-up sfx,
as is Kuwanger's teleport missing the "voom, voom" http://www.mediafire.com/?p3m4a9ra54wlkal
 and these things help make the
difference between...
1-I am playing as this character.
or
2-I AM this character.

And Kuwanger's teleport feels a little off in some other way I can't describe...
Too fast?
Not enough control?

Chill Penguin's blizzard needs to do at least 1 AOE damage...
Feels weird otherwise.
Great Sfx tho.

Also, when using a secondary weapon, alt fire should still do something(Melee?),
simply because it seems a bit bare for some chars.

Other than that everything is perfect.
This is even better than classes!
(Or it will be, once the skins are done.)

July 13, 2011, 09:11:11 PM
Reply #41

Offline Trollman

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Re: Mega Man X1 Classes (v1a release)
« Reply #41 on: July 13, 2011, 09:11:11 PM »
This is incredibly broken, only Boomer Kuwanger has a skin, and with armadillo's tackle you can barely hit people. Also, Boomer Kuwanger charges at you then he grabs you for doing the alt attack that you say, he doesn't grab you directly.

[EDIT]: For the Sigma class, I suggest to make him a light class and have as a normal attack firing lasers from the crystal on his head, and his sigma saber where you charge to your enemy (I'm dead serious, that's what he does with the saber) while holding it as a normal fire (recharges at punk tackle speed) and it's alt being blocking (wich can be broken with knight crush, yamato spear, bass, mega and proto buster, the alt consumes energy so much that it dures 5 seconds, you cant move while blocking)

July 13, 2011, 09:49:39 PM
Reply #42

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1a release)
« Reply #42 on: July 13, 2011, 09:49:39 PM »
Quote from: "Isaac940"
-Armored Armadillo is the big offender, you can switch out of the rolling attack and it will still pull you around so you basically can both crash into people and use your shield and head cannon. Speaking of the rolling attack, you can use it to get to areas that you normally shouldn’t be able to go to, like over the fence or through the window in MM6TOM. And when you hit the boundary of the stage and it isn’t an actual wall, you can fly around without the ability to fire your weapon until you switch weapons.

Yeah I'm still stumped on how to keep it from going through fences

July 13, 2011, 10:12:40 PM
Reply #43

Offline LlamaHombre

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Re: Mega Man X1 Classes (v1a release)
« Reply #43 on: July 13, 2011, 10:12:40 PM »
Launch Octopus does way too much damage.

July 13, 2011, 10:15:22 PM
Reply #44

Offline Beed28

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Re: Mega Man X1 Classes (v1a release)
« Reply #44 on: July 13, 2011, 10:15:22 PM »
Looks good, but I guess I'll wait until I try it at a later date (until bots make it in and everyone has a skin).

Also, when Sigma is fragged, make him come back in a gigantic body.