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Author Topic: MM enemy classes V1a rerelase  (Read 65814 times)

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March 03, 2011, 04:37:03 PM
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Offline ice

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MM enemy classes V1a rerelase
« on: March 03, 2011, 04:37:03 PM »
this project is now for fun, if you're interested in creating a enemy class, create it and send it in, I'm also looking for testers when this comes out

1 rule, it has to be able to move, no turret enemies or anything that can't move, also no fortress bosses, sub bosses can be used though, so good news, moby is in

Quote
Sniper joe (allaround assault): +Done
Main: buster with a sheild pretty much like protobuster
altfire: Tosses a grenade
(might make it so he changes with interactions)

Mett: (Bum Rush) Korby Done
Attack: Mettaur spread, shoots 3 shots
special (no alt this time): when you stand still you will be invulnerable (also allows you to survive pitfalls and any instant death terrain, but useless as once you move or fire, you're dead)
Changes: Lowered the shot spawn height and player veiw height, now you'll feel more like a short guy, Ive also added custom shot sprites and added the mm1 fireing sound, and I fixed the walking animation, before it played the walking animation then went to idle and back (didnt change the speed yet, I'll do that once testing come around)

Bigeye:
Attack: jump, jumps straight forward crushing anything under you
alt: high jump, same as mainfire only higher

Watcher:
attack: shoots 2 beams
special: Can fly


V1a
http://www.4shared.com/file/zlkyf5yc/En ... esV1a.html
http://www.mediafire.com/?wo6jozq68ooqeix
YD
http://www.4shared.com/file/xy--SMYx/file.html
http://www.mediafire.com/?6z8vk7125kk4m66

March 03, 2011, 08:54:34 PM
Reply #1

Offline FCx

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Re: MM enemy classes
« Reply #1 on: March 03, 2011, 08:54:34 PM »
Whoa! The MM8 Sniper Joe.

When you post the download link, I'll create a Sniper Joe class bot. I have never try to make custom class bot...

March 03, 2011, 09:08:18 PM
Reply #2

Offline Korby

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Re: MM enemy classes
« Reply #2 on: March 03, 2011, 09:08:18 PM »
I'll do Met at some point.

March 03, 2011, 10:07:17 PM
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Offline Hallan Parva

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Re: MM enemy classes
« Reply #3 on: March 03, 2011, 10:07:17 PM »
Screw it, I'm posting here.

Code: [Select]
//Sniper Joe*

The boss of busters, the machine gun master! Normally I'd be all against having an enemy type be a playable class, but I think Joe could add some much-needed balance.

Weapon 1: Joe Buster
Weapon 2: Sniper Shield
Weapon 3: Vulcan Sniper

...Let me explain. Joe's main weapon is pretty much a restyled/recolored Mega Buster that says "Joe Buster" in the obituaries. The other two weapons are restyled/recolored versions of the Proto Buster and the Bass Buster, respectively. Joe will be able to switch between the three buster types on the fly at any time, but he will not be able to pick up weapon drops like Mega Man or Proto Man. This way, Joe has a weapon to fit every situation, without being incredibly overpowered (coughTOPMANcoughFIREMANcough).

One more note: I think Joe should have low health (slightly more than Top) like his in-game counterparts... buuuuuuut it should sloooooowly auto-regenerate when not taking damage. Like, he's Master Chief, dood!

*ONE MORE one more note: Since you already have a Sniper Joe (and the MM&B one to boot!), you could call my version "Classic Joe" or something.

Or just scrap yours and use mine anyway :p

OR BETTER YET, have the grenade be the alt-fire for all three busters. :cool:

March 03, 2011, 10:11:36 PM
Reply #4

Offline Korby

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Re: MM enemy classes
« Reply #4 on: March 03, 2011, 10:11:36 PM »
Quote from: "SmashBroPlusB"
have the grenade be the alt-fire for all three busters. :cool:
Well SOMEONE's never played GvH.

March 03, 2011, 10:13:45 PM
Reply #5

Offline Hallan Parva

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Re: MM enemy classes
« Reply #5 on: March 03, 2011, 10:13:45 PM »
howdidyouknow.wav

If it's possible, maybe have one "grand" ammo meter for Joe so he can't just switch guns and continue to spam grenades.

March 03, 2011, 10:36:39 PM
Reply #6

Offline arkman

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Re: MM enemy classes
« Reply #6 on: March 03, 2011, 10:36:39 PM »
Ehh spam grenades wouldn't be a problem if they are styled on the mm&b ones.

*Throw*
...
*Get's Fragged by freshly charged shot*
...
*Respawns*
...
*Sees grenade finnaly explode with almost no blast radius*

really they were useless.

March 03, 2011, 10:58:35 PM
Reply #7

Offline ice

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Re: MM enemy classes
« Reply #7 on: March 03, 2011, 10:58:35 PM »
I was thinking of doing seperate style joes, and on the grenade thing, I wasnt going to design it exactly like the mm8/mm&b one, I was going to give it more of a blast radius and maby take 50% health on direct hit like napalm bombs. also, in megaman games, joes dont really spam them much at all they usually use there buster most of the time then toss one every once in a while (way to skimp on the grenade budget wily)

also, hothead class anyone?

March 04, 2011, 04:21:44 AM
Reply #8

Offline ice

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Re: MM enemy classes
« Reply #8 on: March 04, 2011, 04:21:44 AM »
I finished sniper joe, his main fire is about the same as megabuster and his altfire tosses a grenade that has about the same strength as napalm bomb, the only downside is, somewhat weak to all weapons, and you can only toss one grenade at a time and it takes a while to recharge.

basicly its just a makover to the protobuster (new 1st person view, new sheild sprite and the original mm1 buster shot sprite) minus the charge.

after the 1st 8 classes are done I will release this pack

March 09, 2011, 11:09:41 PM
Reply #9

Offline TheBladeRoden

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Re: MM enemy classes
« Reply #9 on: March 09, 2011, 11:09:41 PM »
Couple of MM2 ideas

Hothead
Main Fire: Tosses Tacklefires
Alt Fire: Tacklefire Shower; works similar to the Rain Flush. He launches a bunch of tacklefires upward, and then they float down, damaging an area.

Pipi
Can fly  but HP is low
Main Fire: Egg; Drops an egg that explodes into a bunch of child pipis which make a single attempt at tracking the enemy.
Alt Fire: Duluegg; Drops a giant egg that does more damage with a direct hit, but the child pipis just fly out in straight lines.
other Alt Fire idea: Hoohoo Rock; Drops a rock that does more damage with a direct hit, or splits into smaller rocks if it hits the ground.

March 13, 2011, 07:36:31 PM
Reply #10

Offline Muzaru

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Re: MM enemy classes
« Reply #10 on: March 13, 2011, 07:36:31 PM »
Quote
Sniper joe: Done
Main: buster with a sheild pretty much like protobuster
altfire: Tosses a grenade

Why not just have him shoot 5 quick shots when he charges?

March 19, 2011, 11:22:09 PM
Reply #11

Offline ice

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Re: MM enemy classes
« Reply #11 on: March 19, 2011, 11:22:09 PM »
good news, the darkman 1 and 3 are going in this pack (not doing 2 or 4 cause pointlessness #2 and broken darkman #4)

also reggae is going in too the pack too

any other classes anyone wants to add? (remember, the character has to be able to function in a deathmatch environment)

March 19, 2011, 11:55:01 PM
Reply #12

Offline Blaze Yeager

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Re: MM enemy classes
« Reply #12 on: March 19, 2011, 11:55:01 PM »
Add Apache Joe...he'd be useful

Main:Flight - Fly around enough as he pleases until you stop using the main fire
Alt:Flame Shot - Fires a Small Fireball

March 20, 2011, 12:51:11 AM
Reply #13

Offline -FiniteZero-

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Re: MM enemy classes
« Reply #13 on: March 20, 2011, 12:51:11 AM »
Maybe a Metall K1000?

Main: Ram into target
Alt: Fire off spreadshot

Should be heavy, but be able to move quickly.

March 20, 2011, 02:00:25 AM
Reply #14

Offline ice

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Re: MM enemy classes
« Reply #14 on: March 20, 2011, 02:00:25 AM »
korby did say he was doing the met class, but I havent herd from him in a while, I'll have to PM him to see his progress