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Author Topic: [Classes]Mega Man Unlimited Classes v1a  (Read 36779 times)

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August 10, 2013, 02:39:01 AM
Reply #30

Offline Gummywormz

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #30 on: August 10, 2013, 02:39:01 AM »
Quote from: "Zerokk"
What do you mean Shampoo has a melee attack?

Also, Mystery Robot is not just dodging a spoiler bullet, but he's hardly usable. What is he even doing, anyway?!
Erm...

Quote from: "Gummywormz"
Shampoo - Weapon 1 Fire: Dumpling Bomb, AltFire: Delivery Box Blowout (stuns enemies) Weapon 2 Fire: Spade / Dagger, Weapon 2 Altfire: switches firing modes
MysteriousCharacter - Fire: Dash (Hold to extend reach), AltFire: Shield, Altfire + Main Fire: Shoryuken

Yeah...It's kind of explained in the first post...

August 11, 2013, 12:11:10 AM
Reply #31

Offline Spec

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #31 on: August 11, 2013, 12:11:10 AM »
There was also an odd bug that only happened once where one player got around 800 health involving the block somehow....
I'm so new here so sorry if its a mistake here. I did encounter that many times before but it had to do with either The shoryuken or the block. Its an odd bug considering I got to 10001 Hp like this before. Trinitro Man can easily Cause this bug for Mysterious robot to occur.

August 13, 2013, 07:24:54 PM
Reply #32

Offline Gummywormz

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #32 on: August 13, 2013, 07:24:54 PM »
The update is going along well. I'm waiting on a few more skins to be finished. Also, 3B didn't fix the underwater issue so I'll have to fix that myself. I need some feedback on some ideas, though.

Glue Man - I have no idea what to do for the dash. I obviously don't want to copy Comet or Tank. I was thinking of making it long distance, and no damage.
TriNitro Man - The problem with changing the alt to a self-destruct sort of counter attack is that TriNitro Man will no longer have a decent ranged attack. Party Cracker may not have reached that far, but at least it had a longer range than the main attack.
Shampoo - No, she's not getting removed this version. I had an idea that ammo for the bombs would be obtained by hurting / killing enemies with the melee, with a very slow regen rate otherwise. Another option would be giving her some sort of temporary buff (speed or armor probably) when killing an enemy with the melee.

August 13, 2013, 07:27:27 PM
Reply #33

Offline ZeStopper

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #33 on: August 13, 2013, 07:27:27 PM »
I'll have Hammer done by this weekend if I get some help with the back, side back, and the standing side rotations.

August 13, 2013, 07:36:13 PM
Reply #34

Offline FTX6004

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #34 on: August 13, 2013, 07:36:13 PM »
Will Mysterious Robot's Health bug be fixed and my Mysterious robot skin very soon so can it be in that class if you want to.

August 14, 2013, 02:08:13 PM
Reply #35

Offline JaxOf7

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #35 on: August 14, 2013, 02:08:13 PM »
Quote from: "Gummywormz"
The update is going along well. I'm waiting on a few more skins to be finished. Also, 3B didn't fix the underwater issue so I'll have to fix that myself. I need some feedback on some ideas, though.

Glue Man - I have no idea what to do for the dash. I obviously don't want to copy Comet or Tank. I was thinking of making it long distance, and no damage.
TriNitro Man - The problem with changing the alt to a self-destruct sort of counter attack is that TriNitro Man will no longer have a decent ranged attack. Party Cracker may not have reached that far, but at least it had a longer range than the main attack.
Shampoo - No, she's not getting removed this version. I had an idea that ammo for the bombs would be obtained by hurting / killing enemies with the melee, with a very slow regen rate otherwise. Another option would be giving her some sort of temporary buff (speed or armor probably) when killing an enemy with the melee.
Trinitro Man's Nitro blast was WAY longer range in his boss fight. You should really use an invisible +NOINTERACTION projectile that spawns explosions as it goes so the attack would be up and down amiable and so the range of the attack would be easier to manage.
Had an idea for Glue alt: sticking to and being able to run along walls and ceiling by using flight and a walljump-esque actor.

September 11, 2013, 04:48:55 AM
Reply #36

Offline Spec

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #36 on: September 11, 2013, 04:48:55 AM »
Nothing has happened since August 14th. Where has this project gone?

September 11, 2013, 11:55:59 PM
Reply #37

Offline Gummywormz

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Out of all the projects to ask a progress report on...
« Reply #37 on: September 11, 2013, 11:55:59 PM »
This is very very low on my priority list for several reasons:

1. Interest in the source game has dropped. Appearently more robot masters are being added (for some silly reason) so that'll probably be an excuse to update this eventually.
2. Again, no real feedback has been offered. I still have no idea what to do for Glue Man (and no wall clinging because that's useless and probably a pain to code).
3. I have other projects I'd prefer working on. I'm doing more shenanigans for 4MI, maybe something for that halloween expansion, DIRP v3b, and either a 2ndcoop spinoff or revival.

So yeah, don't expect anything soon.

September 16, 2013, 02:07:58 AM
Reply #38

Offline ZeStopper

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #38 on: September 16, 2013, 02:07:58 AM »
Just a question, but if the "Clearplayerclasses" thing at the beginning of KEYCONF-whatever- is removed, will that make this compatible with Classes?

September 16, 2013, 09:45:54 PM
Reply #39

Offline Badz

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #39 on: September 16, 2013, 09:45:54 PM »
Personally, I'd see Glue Man as a high-speed class that could use a version of glue shot that's not affected by gravity. Maybe the alt could be some way to hit players frozen by a direct hit from glue shots?

Also,

Quote from: "ThePlayer"
Just a question, but if the "Clearplayerclasses" thing at the beginning of KEYCONF-whatever- is removed, will that make this compatible with Classes?
They'd work for the most part, but attacks that cause special effects wouldn't work on classes of the other mod.

September 21, 2013, 04:52:52 PM
Reply #40

Offline Jdude330

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #40 on: September 21, 2013, 04:52:52 PM »
i want invincible zero. (:D)

September 21, 2013, 05:48:10 PM
Reply #41

Offline ZeStopper

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #41 on: September 21, 2013, 05:48:10 PM »
Quote from: "Jdude330"
i want invincible zero. (:D)
That would mess up the whole game.
 :?

But I did change up some stuff, like adding new skins for Tank, Zero, and Bond and adding classes compatibility so that glue shot does work.
I might put it up here too.

September 21, 2013, 05:56:28 PM
Reply #42

Offline FTX6004

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #42 on: September 21, 2013, 05:56:28 PM »
Quote from: "ThePlayer"
Quote from: "Jdude330"
i want invincible zero. (:D)
That would mess up the whole game.
 :?

But I did change up some stuff, like adding new skins for Tank, Zero, and Bond and adding classes compatibility so that glue shot does work.
Theplayer: You mean adding my update tank and my zero?

dude330: You know hes not invincible sometimes, hes just changing health.

September 21, 2013, 10:46:50 PM
Reply #43

Offline ZeStopper

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #43 on: September 21, 2013, 10:46:50 PM »
Quote from: "FTX6004"
Theplayer: You mean adding my update tank and my zero?
Yep they're all in this baby!

September 21, 2013, 10:50:53 PM
Reply #44

Offline FTX6004

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Re: [Classes]Mega Man Unlimited Classes v1a
« Reply #44 on: September 21, 2013, 10:50:53 PM »
Quote from: "ThePlayer"
Quote from: "FTX6004"
Theplayer: You mean adding my update tank and my zero?
Yep they're all in this baby!

Heh you could just remove the skuntank sprites from the newtank file and add the real new tankman in there.

Wait you din't even added the update tankman skin on. you could just move all the update tankman to Tankskin plus remove those other two files.