Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Zer0Gravt on May 11, 2011, 08:17:30 PM

Title: Re: Mega Man X1 Classes
Post by: Zer0Gravt on May 11, 2011, 08:17:30 PM
I CANT WAIT!!!
If you make the Z-Saber as a weapon I recommend that you make it the way that it was in MMX3
Title: Re: Mega Man X1 Classes
Post by: OZX on May 11, 2011, 09:56:42 PM
Quote from: "Zer0Gravt"
I CANT WAIT!!!
If you make the Z-Saber as a weapon I recommend that you make it the way that it was in MMX3


it has to be the way it is in X1.it wont be true to the game.but the saber is goin to be the toughest challenge if im not mistaken.
Title: Re: Mega Man X1 Classes
Post by: Zer0Gravt on May 12, 2011, 10:08:34 PM
Make the X class as well.
If I have these powers i might as well be able to charge every one.
Title: Re: Mega Man X1 Classes
Post by: MLDKF on May 14, 2011, 06:14:36 PM
If the regular classes pack had a Dr. Wily class, there should be a Sigma class as well.

Quote from: "Yellow Devil"
Classes mod is for Classic, 80-odd classes by the time MM7 through 10 is done is enough

Well, it could be like an add-on like what the enemy classes are for.

Also, what the heck is HUD? (I am a noob)
Title: Re: Mega Man X1 Classes
Post by: tsukiyomaru0 on May 14, 2011, 06:38:17 PM
Quote from: "MLDKF"
Also, what the heck is HUD? (I am a noob)
Heads-Up-Display. In our case, the weapon icon, health, ammo and the FPS weapon view.

If you need the X Buster Third Charge (Buster Upgrade) get it from my Weapons Tutorial.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on May 19, 2011, 05:54:21 PM
Good News: thanks to help at the zdoom forums, the Rolling Shield/Ice Sled mechanics are a lot less buggy now and i can actually move on to other weapons

Bad News: No respondo from the makers of Sting Chameleon and Launch Octopus skins. So there's two more things that will have to be built from scratch.
Title: Re: Mega Man X1 Classes
Post by: LlamaHombre on May 19, 2011, 07:46:03 PM
Megaman made Sting Chameleon, I'm sure he'd let you if you make it clear that you're asking.

I have no clue who made Launch Octopus.
Title: Re: Mega Man X1 Classes
Post by: tsukiyomaru0 on May 19, 2011, 09:35:11 PM
Quote from: "TheBladeRoden"
Good News: thanks to help at the zdoom forums, the Rolling Shield/Ice Sled mechanics are a lot less buggy now and i can actually move on to other weapons

Bad News: No respondo from the makers of Sting Chameleon and Launch Octopus skins. So there's two more things that will have to be built from scratch.

I kept trying to make the Sting Chameleon's weapon, but it didn't go as planned.
Title: Re: Mega Man X1 Classes
Post by: LlamaHombre on May 19, 2011, 09:43:29 PM
I could probably work on the Boomer Kuwanger skin for you, Roden.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on May 20, 2011, 06:21:32 PM
(http://img4.imageshack.us/img4/7671/bktea0.png)
Perhaps if you could base it on this sprite
Title: Re: Mega Man X1 Classes
Post by: LlamaHombre on May 20, 2011, 07:43:39 PM
PRAISE THE LORD!

I have been looking for just ONE 8-bit sprite of him, and I stuck at custom shit!

I'll get to work right away!
Title: Re: Mega Man X1 Classes
Post by: MLDKF on May 21, 2011, 09:40:38 PM
Quote from: "tsukiyomaru0"
Quote from: "MLDKF"
Also, what the heck is HUD? (I am a noob)
Heads-Up-Display. In our case, the weapon icon, health, ammo and the FPS weapon view.

If you need the X Buster Third Charge (Buster Upgrade) get it from my Weapons Tutorial.

So, does that include the ammo bar? I could probably make those.
Title: Re: Mega Man X1 Classes
Post by: tsukiyomaru0 on May 21, 2011, 10:24:36 PM
Quote from: "MLDKF"
Quote from: "tsukiyomaru0"
Quote from: "MLDKF"
Also, what the heck is HUD? (I am a noob)
Heads-Up-Display. In our case, the weapon icon, health, ammo and the FPS weapon view.

If you need the X Buster Third Charge (Buster Upgrade) get it from my Weapons Tutorial.

So, does that include the ammo bar? I could probably make those.
Yes, yes, HUD includes Ammo Bar.
Title: Re: Mega Man X1 Classes
Post by: darkmath on May 22, 2011, 05:00:41 AM
I think I'll try to make Spark Mandrill, though, I think the light thingy is not possible.
Title: Re: Mega Man X1 Classes
Post by: Gummywormz on May 22, 2011, 05:11:51 AM
I have 2 ideas on how to make the lights out thing work. I'll experiment and see what I can come up with.
Title: Re: Mega Man X1 Classes
Post by: SaviorSword on May 22, 2011, 07:26:28 PM
Here's my 2 cents of thoughts for ya.
Try to experiment with powercrystals, although I don't know ACS all that well I thought ya guys might want to play with it.
Title: Re: Mega Man X1 Classes
Post by: Magnet Dood on May 22, 2011, 08:27:34 PM
I found out the person who made Launch Octopus. His name is Wil, and I know he has been gone for a LONG time.

Perhaps he won't notice who took it? Heh Heh.  :lol:
Title: Re: Mega Man X1 Classes
Post by: Korby on May 23, 2011, 12:49:56 AM
He came back for a little while recently. If you do include it, fix the cyan on his feet.

Or was it blue? Whatever.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on May 23, 2011, 05:58:33 PM
Powercrystals, wha?

But yeah I sent PM's to Megaman and Wil a couple weeks ago
Title: Re: Mega Man X1 Classes
Post by: Gummywormz on May 23, 2011, 11:38:19 PM
Power crystal's method of turning off the lights doesn't work on custom objects. The only way I see so far is expanding brightman's ACS script.
Title: Re: Mega Man X1 Classes
Post by: LlamaHombre on May 24, 2011, 12:23:08 AM
Quote from: "Megaman"
Tell him he's allowed to.

Just got the word from Mega over skype.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on May 27, 2011, 08:00:20 PM
This can't end well...
(http://img96.imageshack.us/img96/9616/screenshotdoom201105270.png)
(http://img580.imageshack.us/img580/9616/screenshotdoom201105270.png)
Title: Re: Mega Man X1 Classes
Post by: Jc494 on May 27, 2011, 08:25:00 PM
Quote from: "TheBladeRoden"
This can't end well...
(http://img96.imageshack.us/img96/9616/screenshotdoom201105270.png)
(http://img580.imageshack.us/img580/9616/screenshotdoom201105270.png)

Flame Mammoth eh? Looks pretty nice.
Title: Re: Mega Man X1 Classes
Post by: -RanRan on May 28, 2011, 11:51:20 PM
Lovely spriting, guise. I think this project is going to be funner testing than playing with Screenies like this. :D
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on June 08, 2011, 04:56:44 PM
Working on Spark Mandrill's Lights Out weapon.

Can't use the Bright stage method since that relies on the map's textures, but a screen fade seems to work well enough. Now I'm just trying to decide if it should be like Brightman's weapon, but with each hit it makes the screen progressively darker, or make it more like Gravityman's class where it goes into full effect with one shot, but has a long recharge bar
Title: Re: Mega Man X1 Classes
Post by: Shade Guy on June 08, 2011, 11:49:33 PM
I think it would be better to make it progressive. It would force the user to keep using it against a foe for it to have a major impact on the opponent, instead of just hiding in a corner until the bar is full, then using it and scoring a cheap kill.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on June 20, 2011, 05:11:02 PM
So basic class coding is done for the 8 bosses, now the question remains for if I should finish the first-person hand sprites before the first release.
Title: Re: Mega Man X1 Classes
Post by: Ivory on June 20, 2011, 05:13:39 PM
I think it would look way more better if the HUD's looked correct.
Title: Re: Mega Man X1 Classes
Post by: Trollman on July 07, 2011, 10:37:02 PM
I'd suggest that Chill Penguin's taunt was "The generator X! Shoot the generator!" (quote from Sigma's day) or "Take this!" (also from Sigma's day). I wish you GL on this project, as I love the X series.


SHOOT THE GENERATOR!
Title: Re: Mega Man X1 Classes
Post by: LlamaHombre on July 07, 2011, 10:49:56 PM
You are allowed to use Boomer Kuwanger's skin.

That is, if you want to.  ;)
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden 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
Title: Re: Mega Man X1 Classes
Post by: Korby 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.
Title: Re: Mega Man X1 Classes
Post by: TheBladeRoden on July 12, 2011, 04:00:50 AM
Well he's supposed to be punching the ground like in his sprite sheet.
(http://www.spriters-resource.com/snes/mmx/sparkmandrill.png)
And the way he inhumanly readies his arm already resulted in a messed up elbow
(http://img851.imageshack.us/img851/9919/screenshotdoom201107112.png)
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.
Title: Re: Mega Man X1 Classes
Post by: Blaze Yeager 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.
Title: Re: Mega Man X1 Classes
Post by: Korby 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
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden on July 13, 2011, 05:31:18 PM
Release the Kraken!
http://www.mediafire.com/?ib2cex21kyvyh5u (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.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man 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:
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Jc494 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.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden on July 13, 2011, 06:54:17 PM
My team thanks you
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Isaac940 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.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Flashbang 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 (http://www.mediafire.com/?6pz5tmaj3ld4no6)  power-up sfx,
as is Kuwanger's teleport missing the "voom, voom" http://www.mediafire.com/?p3m4a9ra54wlkal (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.)
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Trollman 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)
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden 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
Title: Re: Mega Man X1 Classes (v1a release)
Post by: LlamaHombre on July 13, 2011, 10:12:40 PM
Launch Octopus does way too much damage.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Beed28 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.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Korby on July 13, 2011, 10:25:58 PM
I couldn't seem to hit anyone with Launch Octopus's missiles, but that's probably just me.

Sting Chameleon's tongue attack is REALLY strong.

Amazing work!
Title: Re: Mega Man X1 Classes (v1a release)
Post by: JaxOf7 on July 14, 2011, 12:29:39 AM
Working on Spark Mandrill's skin.
(http://i683.photobucket.com/albums/vv191/JaxOf7/sparkpreview.png)
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Korby on July 14, 2011, 01:34:19 AM
Yay! The more skins done for this, the more complete it becomes!
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden on July 14, 2011, 02:19:19 AM
Quote from: "Beed28"
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.

Bots are in, but admittedly just look like recolored megamen except BK.
Or maybe I should at least make them look like similar-themed robot masters until skins are done.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Korby on July 14, 2011, 02:23:26 AM
That'd probably be the best, because it's really confusing in team games.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man on July 14, 2011, 03:01:23 PM
I'm doing Storm Eagle's skin.

Expect it soon.  ;)
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Korby on July 14, 2011, 03:24:45 PM
Ooh, I just know that's gonna be high quality!
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Anonymous on July 14, 2011, 04:45:27 PM
I played in this release. Interesting. But it have some bugs:
1)Rolling Shield (Armored Armadillo) and Teleport (Boomer Kuwanger) can reach the unreachable places (like Yasnichi in Blizzard Man's stage).
2)Flame Mammoth weapons can't burn oil in Flame Man's stage.
3)All text messages wasn't printed.
4)Rolling Shield has a antigravity object?(this attack roll in same high as attack started)
5)When Flame Mammoth use his Jump Press, in his "item icons" appear Tango Roll icon.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man on July 14, 2011, 05:20:05 PM
Quote from: "Korby"
Ooh, I just know that's gonna be high quality!

I don't always check cutstuff forums...
______________________ ;)
...But when I do, I make an epic skin.


The sheet is done, I'll make the skin.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Blaze Yeager on July 14, 2011, 05:21:39 PM
I'm also doing Chill Penguin specifically for this expansion.

And i also have an idea for the Taunt on him
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man on July 15, 2011, 12:27:39 AM
Sorry for the long wait: Storm Eagle is done.

(http://i55.tinypic.com/2qixh.png)

I had fun!  :mrgreen:
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Atticus on July 15, 2011, 02:44:46 AM
O_O Wow, that Storm Eagle is impressive!

So, once the x1 classes are fine-tuned, skinned, and bugfixed, do you think there would be a possibility of an x2 and x3 classes expansion?
Title: Re: Mega Man X1 Classes (v1a release)
Post by: SaviorSword on July 15, 2011, 05:31:50 AM
One at a time! First set in stone classes for each game has before we start jumpin' to other games in a hurry. We don't want another repeat of YD's classes problems.

Also Blaze, Chill Penguin's taunt should be "SHOOT THE GENERATOR!!" or "HAAAAAAACK!" both of them are from the OVA from Maverick Hunter X. Just throwin' that out there.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Bikdark on July 15, 2011, 05:48:30 AM
Quote from: "SaviorSword"
One at a time! First set in stone classes for each game has before we start jumpin' to other games in a hurry. We don't want another repeat of YD's classes problems.
>Implying there was something wrong with his classes, and that he did more than one game at a time.
Kbro.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden on July 15, 2011, 05:03:30 PM
Well I would have to play X2 and X3 again to refamiliarize myself. But then again I do have other possible projects on my radar after this one, so maybe those might be better left to other people.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Korby on July 15, 2011, 07:28:42 PM
Bikdark, I think he was referring to how many of the classes are repeats of each other, though that does get somewhat unavoidable when you have over 40 classes.

Also, X2/X3 classes would be cool, but take your time. Remember, you're not getting payed, there's no rush!
Title: Re: Mega Man X1 Classes (v1a release)
Post by: MasterXman on July 15, 2011, 10:44:43 PM
I really don't understand why launch octopus doesn't have a skin. There is a skin for it. Ask the maker, first. Then paste the skin with the class. Protip: I'm sure that the X class will be very easy to do. ( If you use the skin that was released. )
Title: Re: Mega Man X1 Classes (v1a release)
Post by: LlamaHombre on July 15, 2011, 11:19:12 PM
Uh, Wil's been inactive for the biggest time.

I already told Roden that Mega said that he can use his skin.

The X skin is fugly imo, don't use it.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Atticus on July 15, 2011, 11:49:28 PM
There is a pretty good Sting Chameleon skin you could use. I forgot who did it, but you'll find it if you dig enough.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: LlamaHombre on July 15, 2011, 11:54:06 PM
Quote from: "coolguy773"
There is a pretty good Sting Chameleon skin you could use. I forgot who did it, but you'll find it if you dig enough.

Quote from: "LlamaHombre"
I already told Roden that Mega said that he can use his skin.

 :geek:
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man on July 15, 2011, 11:59:56 PM
Here: http://cutstuff.net/forum/viewtopic.php?f=30&t=981 (http://cutstuff.net/forum/viewtopic.php?f=30&t=981)
Title: Re: Mega Man X1 Classes (v1a release)
Post by: TheBladeRoden on July 16, 2011, 12:08:57 AM
Quote from: "LlamaHombre"
Quote from: "coolguy773"
There is a pretty good Sting Chameleon skin you could use. I forgot who did it, but you'll find it if you dig enough.

Quote from: "LlamaHombre"
I already told Roden that Mega said that he can use his skin.

 :geek:

oh yeah i should probably do that
Title: Re: Mega Man X1 Classes (v1a release)
Post by: MasterXman on July 16, 2011, 05:41:12 AM
Quote from: "LlamaHombre"
Uh, Wil's been inactive for the biggest time.

I already told Roden that Mega said that he can use his skin.

The X skin is fugly imo, don't use it.

I don't beleave you. ( The X skin is fugly imo, don't use it. ) I don't beleave You for even a second.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: LlamaHombre on July 16, 2011, 01:55:47 PM
I hate it, Ken hates it, Mess hates it,

He looks derpy on most frames and he uses the wrong shade of Black for Roboenza and Charge Weapons.
Title: Re: Mega Man X1 Classes (v1a release)
Post by: ice on July 16, 2011, 10:02:28 PM
Chill penguin is now my new favorite class, my only urk is that he uses X's sled attack and not his rocket belly slide
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Blaze Yeager on July 18, 2011, 01:26:28 PM
Quote from: "xxkirbysonicxx1"
Quote from: "LlamaHombre"
Uh, Wil's been inactive for the biggest time.

I already told Roden that Mega said that he can use his skin.

The X skin is fugly imo, don't use it.

I don't beleave you. ( The X skin is fugly imo, don't use it. ) I don't beleave You for even a second.


Wil has been Inactive since V1B.

Last time i ever saw him online was before V1C was released

And yes that X skin is HORRIBLE...
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Chimera Man on July 18, 2011, 04:11:52 PM
Meh. If the X skin is a problem, I can do it easily.  :|
Title: Re: Mega Man X1 Classes (v1a release)
Post by: Blaze Yeager on July 18, 2011, 04:57:12 PM
Quote from: "Chimera Man"
Meh. If the X skin is a problem, I can do it easily.  :|
Please do Chimera...I really dislike that skin as it is now!

And i ougta go start Launch Octopardo's new skin version
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 18, 2011, 05:50:36 PM
v1b release!
7/18/11 - v1b
http://www.mediafire.com/?z9x2bn799o3q5pr (http://www.mediafire.com/?z9x2bn799o3q5pr)
http://wadhost.fathax.com/files/MMXClasses-v1b.zip (http://wadhost.fathax.com/files/MMXClasses-v1b.zip)

changelog:
-Fixed Armored Armadillo being able to change weapons when rolling.
-Gave Flame Mammoth's Fireball weapon the NOAUTOAIM flag.
-Jump Press changes.
   *Plays a new jumping sound.
   *Increased ammo usage to 8 from 6.
   *No longer uses Tango icon.
-Added Storm Eagle skin.
-Added Sting Chameleon skin.
-Adjusted colors on Sting Chameleon HUD.
-Unskinned classes given temporary stock skins.
-Lowered Storm Tornado damage to 3 from 5.
-Increased Ice Breath damage to 1 from 0.
-Increased blinding factor of Lights Out to 2.5 from 2.
-Dead Lift changes.
   *Gives a thrust forward when fired.
   *Only plays lifting animation when it hits someone.
   *Slower firing rate.
-Dash Punch changes.
   *Now has an obituary.
   *Thrusts people backwards when it hits.
-Homing Torpedo changes.
   *Improved tracking.
   *Slower refire time.
-Gave bots infinite ammo.   
-Added Flame Mammoth taunt.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: ice on July 18, 2011, 06:03:31 PM
downloading it now, btw, if they're going to be the maverick classes, shouldn't some of them be the same color as the maverick, like launch octopus being red and light red instead of X's colors?

Edit: Am I the only one who think's storm eagle's HUD looks like it would be perfect for a beat class?
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 18, 2011, 07:06:52 PM
they do when they get their skin.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Korby on July 18, 2011, 07:35:25 PM
Sting Chameleon's tail only changes to the new color when firing. Mistake?
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 18, 2011, 07:42:37 PM
Quote from: "Korby"
Sting Chameleon's tail only changes to the new color when firing. Mistake?
Yup
Title: Re: Mega Man X1 Classes (v1b release)
Post by: WheelieCarbonate on July 19, 2011, 03:06:15 PM
FOUND A BUG!!!
With Armored Armadillo,you can actually pass through some Impassable Linedefs (ex.MM1FIR windows) by rolling through them.
I'll try to upload screenshots later.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: LlamaHombre on July 19, 2011, 03:08:48 PM
That's been there since v1a.

Get to fixing that, Roden!
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 19, 2011, 05:06:52 PM
This bug has been known for a while, but I have yet to discover how to fix it.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: mike858 on July 24, 2011, 01:59:31 AM
nvm
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Bacon on July 28, 2011, 08:46:45 PM
this looks awesome! id like to try it with other people but no servers are up for it  :|
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Knux on July 29, 2011, 03:38:41 AM
There's something I don't get. If many of the classes have no skins, how do you know who is using what? o_o
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 29, 2011, 05:11:39 AM
Quote from: "Knux"
There's something I don't get. If many of the classes have no skins, how do you know who is using what? o_o
Currently
Armored Armadillo = Proto Man
Chill Penguin = Freeze Man
Flame Mammoth = Flame Man
Launch Octopus = Dive Man
Spark Mandrill = Spark Man

also I hath put my server upand remembered to turn off cheats this time
Title: Re: Mega Man X1 Classes (v1b release)
Post by: JaxOf7 on July 29, 2011, 09:07:04 AM
Armored Armadillo is one-hit-killed by spark mandrill's punch. Not cool.

He also cannot block homing missiles, which is unfortunate as they seemed like the perfect tool to take Launchy out.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Jc494 on July 29, 2011, 10:35:03 AM
Quote from: "JaxOf7"
He also cannot block homing missiles, which is unfortunate as they seemed like the perfect tool to take Launchy out.

Actaully Jax...

Quote from: "TheBladeRoden"
(http://images2.wikia.nocookie.net/__cb20060819171708/megaman/images/e/e0/Mmxloctopusmugshot.png)   
Maverick:   Launch Octopus
Weaknesses:   Shields

Uh huh. Thats not so true.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Shade Guy on July 30, 2011, 02:38:40 AM
One thing that's been bothering me, why can't Storm Eagleed always be able to get a boost? It seems a bit awkward having to change to the Pipi Egg weapon just to get up that one ledge.
That's right I used the Japanese translation of Storm Eagle
Title: Re: Mega Man X1 Classes (v1b release)
Post by: ice on July 30, 2011, 12:55:20 PM
Quote from: "Shade Guy"
One thing that's been bothering me, why can't Storm Eagleed always be able to get a boost? It seems a bit awkward having to change to the Pipi Egg weapon just to get up that one ledge.
^This^

also has anyone ever been able to hit anything with his dive attack?
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on July 30, 2011, 05:37:28 PM
Because in game he used one pair of attacks only when standing, and he used the other two attacks only when flying.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: Beed28 on July 31, 2011, 01:00:22 PM
Finally got round to playing this, and I must say the Mavericks are well designed. I only fought the Boomer Kuwanger, Sting Chameleon and Storm Eagle bots, and it's promising so far!

However, there are a few problems. Armoured Armadillo's rolling attack is buggy to kindom come (I kept going through "windows" linedefs), plus the Super Adaptor thrusters are visible on Storm Eagle.

Also, Storm Eagle's botchat misspells $player_killedby as $player_killdby, therefore the tag shows up ingame. Also, several botchats has $player_random, which I think should be changed to $player_random_notself so the bots don't refer to themselves.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: -RanRan on August 14, 2011, 06:45:59 AM
Quote from: "ice"
Quote from: "Shade Guy"
One thing that's been bothering me, why can't Storm Eagleed always be able to get a boost? It seems a bit awkward having to change to the Pipi Egg weapon just to get up that one ledge.
^This^

also has anyone ever been able to hit anything with his dive attack?

YES.
Title: Re: Mega Man X1 Classes (v1b release)
Post by: TheBladeRoden on September 06, 2011, 06:03:53 PM
This project is not dead! A long time ago Chimera Man gave me a spritesheet for X, so guess what the new class is (more details on front page).

9/6/11 - v1c
http://www.mediafire.com/?y98e6qosk3osa9h (http://www.mediafire.com/?y98e6qosk3osa9h)
http://wadhost.fathax.com/files/MMXClasses-v1c.pk3 (http://wadhost.fathax.com/files/MMXClasses-v1c.pk3)

Changelog:
-Got rid of Storm Eagle's super adaptor effects.
-Fixed errors in the bots' chats.
-Rolling Shield and Ice Sled now stop instead of going through fences and the like.
-Added X class, skin, bot, and weapons.
-Decresed Iron Tongue damage to 4 from 5.
-Armored Armadillo damage factor from Dash Punch lowered to 1.45 from 1.93.
-Fixed horizontal ammo bars for Ice Breath and Whirlpool.
-Fixed Deadlift's teleport ammo usage.
-Various weapon sound channel fixes.
-Changed Homing Torpedo's altfire spread to 2, 4, and 6, from 1, 4, and 8.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: MasterXman on September 06, 2011, 08:37:03 PM
There is an error with the x class. Every random time I dash, I get stuck, randomly. randomly appearing glitch
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 06, 2011, 08:46:28 PM
That didn't happen to me so far. BTW, the new improvements are awsum, I swear that for some reason X looks like a rugby player when running in front and back frames.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Isaac940 on September 06, 2011, 08:52:21 PM
Well after a few games and some offline testing, here's my observations:

-Launch is still OP, the homing missiles need their damage toned down or something.
-Kuwanger can still go out of stages with his teleport.
-Kuwanger can fly if you time his teleport right; if you teleport exactly onto somebody, you suddenly will be able to fly and use your weapons in the air as long as you don't teleport again.
-Chill can fly also, though in a different manner. If you deplete your ammo and then hold jump and altfire with the Shotgun Ice/Ice Sled weapon, you will keep summoning and then jumping off the sled, gaining height each time.
-Like Kirbysonic said, some people using X were claiming to be rooted to the ground occasionally.
-Personally, I'd like an icon for X's dash in the item menu.

Despite all of this, it's still a really fun mod.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Chimera Man on September 06, 2011, 10:06:52 PM
I am glad that you are still updating this mod.  ;)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: ice on September 06, 2011, 10:20:43 PM
It feels like X's altfire and secondary fire should be switched around, especailly scince alot of us has never even used secondary fire before making his dash seem like a hidden ability that noone would figure out (I accidently found out about it when I accidently hit secondary fire key that I didnt even know about)

Edit: I just realised it wasnt a 2ndery attack but a item for the dash, but yeah it seems like it would make more sense to have his dash as his alt though
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: DarkAura on September 06, 2011, 10:47:13 PM
We had a server up and running with the recent version. We left for about a half-hour, came back, and found some people fooling around with Mammoth's oil traps, attemping to kill the server. Can I make a suggestion to make the oil puddles go away after a set amount of time for the next update? I don't want to be a total kill-joy but...it makes things better.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 06, 2011, 11:42:48 PM
I suggest a nerf to the refilling speed of X's hadoken, as people spam it in TLMS untill they get "disarmed".
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: OZX on September 07, 2011, 12:08:39 AM
No zero class?But an X class, which i approve.

I sad that there is no zero class.D:
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Red on September 07, 2011, 12:19:00 AM
Zero would be the same as X, just with a different buster.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 07, 2011, 12:20:37 AM
Zero is faster, he has dash and his buster is different. Just look at the one he gives you in Maverick Hunter X.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheBladeRoden on September 07, 2011, 12:31:35 AM
Quote from: "ice"
It feels like X's altfire and secondary fire should be switched around, especailly scince alot of us has never even used secondary fire before making his dash seem like a hidden ability that noone would figure out (I accidently found out about it when I accidently hit secondary fire key that I didnt even know about)

Edit: I just realised it wasnt a 2ndery attack but a item for the dash, but yeah it seems like it would make more sense to have his dash as his alt though

It used to be that way but you couldnt charge and dash at the same time
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: ice on September 07, 2011, 12:35:03 AM
the hadoken isnt that much of a problem, you can't use it unless you're at full HP so all you need to do is pop off 1 shot to damage him and there you go
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: MusashiAA on September 07, 2011, 01:22:21 AM
Please, please, OH PLEASE.

Replace the X sprite design with this one:

(http://img684.imageshack.us/img684/7403/13869100.png)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 07, 2011, 02:30:42 PM
The Mega Man X skin is OK, it doesn't need replacement.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: MusashiAA on September 07, 2011, 07:36:14 PM
Oh, but it does.

It's butt ugly, to say the least.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Chimera Man on September 07, 2011, 09:56:12 PM
Quote from: "Musashi-COM"
Oh, but it does.

It's butt ugly, to say the least.

Sorry for actually motivating Roden to go on, then.  :geek:
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 07, 2011, 09:58:20 PM
It isn't, the only thing that it has is that X looks like a rugby player when running in front frames. And that isn't bad.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: JaxOf7 on September 09, 2011, 08:35:18 AM
Spark Mandrill is done.
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110909_012754.png)
http://www.mediafire.com/?gvpt7knh22a29ud

And please +CLIENTSIDEONLY the X buster's cosmetic effects.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Shade Guy on September 09, 2011, 09:42:25 AM
I noticed that this mod has messed up the Fire Traps in Fire Man's stage. It seems like you used the same sprite name as one of Flame Mammoth's fire projectiles as the Fire Trap sprite name, so yeah.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: ice on September 09, 2011, 05:39:48 PM
Is anyone still doing chill penguin?
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Blaze Yeager on September 09, 2011, 07:05:21 PM
Quote from: "ice"
Is anyone still doing chill penguin?
I was...i can send you what i have if you'd like to finish him.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: ice on September 09, 2011, 07:55:25 PM
Sure that would be great   :D
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Max on September 10, 2011, 11:53:42 AM
- Boomer Kuwanger can fire his cutters without ammo.
- Boomer Kuwanger can teleport past impassable linedefs.
- The altfire on Armoured Armadillo's second weapon doesn't work properly, unlike the alt on his first weapon.
- Armoured Armadillo can also go through impassable linedefs, but only in the first few seconds of his charge.
- If Armoured Armadillo hits a skybox while charging, he'll be able to fly.
- Chill Penguin can fly with his altfire if he has no ammo.
- Launch Octopus is really overpowered.
- Spark Mandrill's fist spark attack seems odd, sometimes it just dissappears. Is it meant to only go downwards?
- Sting Chameleon is pretty ok, but his tongue is a little on the strong side and he should be able to cancel his cloak.
- Storm Eagle is also fine, maybe his double jump fly could use the wing wind FX instead of Super Adaptor boosters.
- X will be frozen in place if he uses dash with an upgrade. Maybe he shouldn't be able to use items, because of his dash.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: xColdxFusionx on September 10, 2011, 12:42:12 PM
Quote from: "Yellow Devil"
- Boomer Kuwanger can fire his cutters without ammo.
Haven't seen this, mainly because I never run out of ammo with him... XD
- Boomer Kuwanger can teleport past impassable linedefs.
This could be a problem.
- The altfire on Armoured Armadillo's second weapon doesn't work properly, unlike the alt on his first weapon.
It's been like that since v1a...
- Armoured Armadillo can also go through impassable linedefs, but only in the first few seconds of his charge.
Apparently they only partially fixed this, then...
- If Armoured Armadillo hits a skybox while charging, he'll be able to fly.
Most likely something to do with the projectile disappearing. Definitely worth fixing.
- Chill Penguin can fly with his altfire if he has no ammo.
Idea: Chill should not be able to slide if he isn't on the ground.
- Launch Octopus is really overpowered.
It's been like this since v1a. Fix please.
- Spark Mandrill's fist spark attack seems odd, sometimes it just dissappears. Is it meant to only go downwards?
It goes in whichever direction you're not moving (i.e. if you're moving forward, it goes back.)
- Sting Chameleon is pretty ok, but his tongue is a little on the strong side and he should be able to cancel his cloak.
He IS an ambush class, but yeah, the tongue is a bit strong for its firing speed. Also, cloak cancel is a very good idea.
- Storm Eagle is also fine, maybe his double jump fly could use the wing wind FX instead of Super Adaptor boosters.
IMO, Pipis are a bit cheap; they should have a slower firing rate at least.
- X will be frozen in place if he uses dash with an upgrade. Maybe he shouldn't be able to use items, because of his dash.
This seems to be a common problem. I suggest a fix.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheBladeRoden on September 11, 2011, 04:05:22 AM
Ideally Spark Mandrill is supposed to create one spark in front and one behind. Since that doesn't seem to be happening realiably I'll throw that along with everything else into the bug bin.

btw, does anyone know why you get ammo twice as quickly in multiplayer as compared to singleplayer?

btw btw thanks for the spark mandrill skin, hope you don't mind if I mess with the colors some.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Gummywormz on September 11, 2011, 04:24:11 AM
Quote from: "TheBladeRoden"
btw, does anyone know why you get ammo twice as quickly in multiplayer as compared to singleplayer?.

Servers are hosted using nightmare difficulty, which doubles ammo (and health pickups too I think). During single player it starts you on difficulty 3, which doesn't double ammo.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheBladeRoden on September 11, 2011, 05:44:43 AM
How strange, you'd think pickups would be less filling on the hardest difficulty.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: xColdxFusionx on September 11, 2011, 06:23:48 PM
More stuff that hasn't been mentioned (or possibly has, I have no idea)

-When pointed directly at someone and dashing, X causes the other person to dash and freezes himself in place until he dies. Not only does this mess up X, but it could possibly be used to launch people into pits.
-Occasionally the fully-charged shot effect messes up. It looks rather silly.
-HADOKEN!!
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheBladeRoden on September 13, 2011, 12:39:40 AM
Looking for ideas for Armored Armadillo and Zero (besides the usual bugfixing). I was thinking of giving AA a second charge stage when he blocks 8 shots, for an even more damaging countershot.

And for Zero, well he doesn't do a whole lot onscreen action in X1 so I could just give him a few stat increases from X, but make him unable to pickup weapons, and replace the hadouken with his suicidal overload explosion. Or skip the whole timeline thing and make him how he plays in X3.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Gummywormz on September 13, 2011, 12:41:31 AM
For sure go for x3 style. It'd be more interesting.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheDoc on September 13, 2011, 12:43:11 AM
Well.....if there's going to be classes for the whole series, I'd think we should have different X and Zero classes for each game. That way you could pick and choose which X/Zero you feel more comfortable with and there's bound to be different favs. You could just leave Zero out of this one.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Trollman on September 13, 2011, 12:45:38 AM
Even if I like his character in X3, it's X1 classes so I think it should be X1. Just saying.
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Tesseractal on September 13, 2011, 01:24:05 AM
Quote from: "Gummywormz"
Quote from: "TheBladeRoden"
btw, does anyone know why you get ammo twice as quickly in multiplayer as compared to singleplayer?.

Servers are hosted using nightmare difficulty, which doubles ammo (and health pickups too I think). During single player it starts you on difficulty 3, which doesn't double ammo.
Are you sure? I've heard this before as well but on the server options it's under "Co-Op", and not deathmatch. I've been seeking a definitive answer to this. (whether Nightmare difficulty affects DM games)

Quote from: "Trollman"
Even if I like his character in X3, it's X1 classes so I think it should be X1. Just saying.
He's also an X clone in effectively every way until X3, when he gets upgraded to Falco status.

RM Classes are made for mm1-7, but Bass plays like he does in R&F, not Mega Man 7 (where he shoots purple lasers). For a similar reason: It'd be boring.  
Sure, Mega and Proto are just as much clones of each other, but x1 Zero can't use weapons. Now it's not a huge deal as there are no weapon drops for these classes, but Zero can still be summed up as: X with another charge shot, higher HP but less armor. Including that is almost superfluous.

I'm going to suggest going with X3 Zero here. I'd actually even suggest X6 Zero if he didn't stretch so far from the "shooting game" setup. (after all, ceiling attack would be hilarious or interesting)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Blaze Yeager on September 13, 2011, 01:31:31 AM
For some reason X loses his Hadouken at random after the ammo bar fills.

Also,hoping we get X2 onwards,i hope for other classes (like a Serges or Violen Class)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Gummywormz on September 13, 2011, 01:33:40 AM
Quote from: "Blaze"
For some reason X loses his Hadouken at random after the ammo bar fills.

You have to be at full health to use it.

And yes, skill levels affect all modes (http://cutstuff.net/forum/viewtopic.php?p=72340#p72340)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Skye.EXE on October 21, 2011, 01:53:19 AM
I find this project interesting, I wish you luck. I will download.  :)
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: Ivory on October 21, 2011, 01:55:56 AM
Please do not bump old topics. This thread hasn't been posted in since early September
Title: Re: Mega Man X1 Classes (v1c get it now!)
Post by: TheBladeRoden on November 07, 2011, 07:45:16 PM
It's...



MMX Classes update v1d! (sorry no Zero yet just a buttload of fixes :()

Downloads:
http://www.mediafire.com/?p31qkdze772hroe (http://www.mediafire.com/?p31qkdze772hroe)
http://wadhost.fathax.com/files/MMXClasses-v1d.zip (http://wadhost.fathax.com/files/MMXClasses-v1d.zip)

11/7/11 - v1d changelog:
-Lowered Homing Torpedo damage from 25 to 20 and loosened its tracking.
-Teleport no longer passes through fences and the like.
-Ice Sled now has a 15 tic recovery period after crashing before it can be used again.
-Oil Puddles now only last for 20 seconds.
-Fixed sprite name conflict with Fireball and Firetraps.
-Changed base damage factors to reflect weight data rather than sprite size.
   *Armored Armadillo decrease from 0.97 to 0.8.
   *Boomer Kuwanger increase from 1.28 to 1.24.
   *Chill Penguin decrease from 1.39 to 1.14.
   *Flame Mammoth increase from 0.68 to 0.71.
   *Launch Octopus increase from 0.85 to 0.94.
   *Spark Mandrill increase from 0.7 to 0.73.
   *Sting Chameleon increase from 1.21 to 1.4.
   *Storm Eagle increase from 0.88 to 1.05.
-Hadouken moved to the Item slot.
   *Required ammo increased from 100 to 200.
-Dash moved to XBuster altfire.
   *A picture of X dashing is now displayed when dashing.
   *Fixed bug where dashing while aiming at someone locks you in place and dashes them instead.
   *Deacreased total thrust from 40 to 36.
-Fixed Boomerang Cutter altfire being able to fire without ammo.   
-Rolling Shield fixes.
   *Roll cancel is now disabled unless rolling.
   *Fixed bug where using roll cancel will make the following roll stop prematurely.
   *Fixed bug where you are left floating if you hit a skybox.
-Fireball now does 10 base damamge and 15 explosive damage, instead of 20 base damage.
-HeadBeam changes.
   *Counter Charge capacity increased from 8 to 16.
   *Old Head Beam counter shots fire at half charge, more powerful counter shots fire at full charge.
   *Added ammo meter for Counter Charge.
-Boomerange Cutter changes.
   *Slowed firing rate from 12 tics to 15 tics.
   *Lowered damage from 4 to 3.
-Iron Tongue changes.
   *Damage comes from the projectiles themselves instead of damagers spawns.
   *Tip does 8 damage while midsections do 1 each.
-Added Spark Mandrill skin.   
-Added Dash Punch altfire to Lights Out.
-Added decloaking item to Sting Chameleon.
-Slowed Pipi firing rate from 43 to 53.
-Replaced BoosterFX on Storm Eagle with dust clouds.
-Added proper MMX font to splash screen.
-Added +CLIENTSIDEONLY flags to X's weapon effects.
-Added chat strings for X.
-Players blinded by the Lights Out have a dim bulb showing over their heads.
-Flame Mammoth's max deployed Oil Puddles lowered from infinity to 10.
-Jump Press now creates an earthquake effect.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Ukiyama on November 09, 2011, 02:50:25 AM
When playing on the server I have noticed a few odd things with a couple classes.

As Spark Mandrill simply fire the Electric Spark on a long flat floor and notice that it disappears then will still create the 3 way spark when collides on the wall. (Some reason my Air Hockey has a weird invisible glitch similar to yours, where it happens on servers but not on single player.)

As Boomer Kuwanger, the teleport is breaking a bit, I can say that safely. Every once in awhile when I spawn and try to teleport, it won't work period. But there is something even stranger! While I'm not sure what the exact cause of it was, when playing on the server, I was trying to teleport, but it was warping a enemy Kuwanger instead of me! Was hilarious for me to watch as they move somewhere and all the sudden they just pop back in front of me. :lol:

I wasn't Armadillo but there is some way that the ball can still break and allow for flying because it happened on Stone Man's stage with someone and Crystal Man's stage with someone.

Flame Mammoth's oil flames have a tendency of not completely sticking to the ground when lit on fire and sometimes moves around a bit, and the flames do damage to yourself. Don't think that should happen lol.

I don't know this is a bug or not, but when Sting Chameleon is hit with lights out, the bulb still shows over his head, making it simple to find him if he his hit with it.

Not a bug but I do suggest that X's Hadouken meter fill back up the way it was... It's hard enough to keep your health full and get that gauge full, and while instant death, its small and moves slow (plus the fact that the dash lowers the bar making the wait longer). Would be better off just simply fighting and ignoring it all together.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on November 09, 2011, 05:56:55 AM
I have a suggestion: since Launch Octopus's alt fire does nothing when using the Whirlpool attack, how about making him do a super jump like he did in the game? Then whirlpool spam in mid-air! He's alright, but it's just a thought that came to mind while playing.  :lol:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: xColdxFusionx on November 11, 2011, 09:32:22 PM
Quote from: "Ukiyama"
As Boomer Kuwanger, the teleport is breaking a bit, I can say that safely. Every once in awhile when I spawn and try to teleport, it won't work period. But there is something even stranger! While I'm not sure what the exact cause of it was, when playing on the server, I was trying to teleport, but it was warping a enemy Kuwanger instead of me! Was hilarious for me to watch as they move somewhere and all the sudden they just pop back in front of me. :lol:
Sounds like someone's using GiveToTarget in their code again...


Flame Mammoth's oil flames have a tendency of not completely sticking to the ground when lit on fire and sometimes moves around a bit,
wut
and the flames do damage to yourself. Don't think that should happen lol.
That's normal. It's to prevent Flame Mammoth from making huge traps that he can stand in.

I don't know this is a bug or not, but when Sting Chameleon is hit with lights out, the bulb still shows over his head, making it simple to find him if he his hit with it.
Probably intentional.

Not a bug but I do suggest that X's Hadouken meter fill back up the way it was... It's hard enough to keep your health full and get that gauge full, and while instant death, its small and moves slow (plus the fact that the dash lowers the bar making the wait longer). Would be better off just simply fighting and ignoring it all together.
It was a secret in MMX. Also, it's an OHK. I'm not surprised it's so hard to use.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Hilman170499 on March 20, 2012, 02:19:43 PM
Quote from: "TheBladeRoden"
   
Maverick:   Storm Eagle
Role:    Aerial Assault
1st Weapon:    Storm Tornado
Creates a long shaft of spiraling air that does ripping damage.
Alt Fire:    Wing Flap
Also pushes people back. It has a wider area of effect, but it does little damage.
2nd Weapon:    Pipi Egg
Lobs an egg that hatches four homing birds when it hits the ground. He can also fly when the 2nd weapon is equipped.
Alt Fire:   Dive
Dive bombs at 45 degrees downward. Hitting anything in the way.
Resistances:   None
Weaknesses:   Sting

It's actually a laser
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ? Manibogi ? on March 20, 2012, 03:05:01 PM
Why does every newcomer do this?
Go here (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=3748), post, present yourself, check the date on posts, and don't bump old topics.
He's probably not gonna read this anyway.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: NemZ on March 20, 2012, 04:25:47 PM
Quote from: "Manibogi"
Why does every newcomer do this?

Probably because most forums prefer to have old threads bumped rather than constantly starting new ones for the same old thing, and for the newbie to the forums every thread is equally new and worthy of comment.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ? Manibogi ? on March 20, 2012, 04:50:40 PM
Is this project still alive anyway?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on March 20, 2012, 08:59:28 PM
It's alive but in a deep coma of lack of motivation
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on March 20, 2012, 09:33:36 PM
If someone gives me Vile huds and there's a skin for Vile then I'll be more than happy to make the class for him.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Davregis on June 07, 2012, 02:43:51 PM
So this is dead, then?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on June 07, 2012, 07:19:39 PM
Tinkerbell needs people to clap and say they believe in fairies!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Atticus on June 07, 2012, 10:35:45 PM
*clapclapclapclapclapclapclapclapclapclap

I'd love to see this project being worked on.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Gumballtoid on June 09, 2012, 12:42:21 AM
I'll give some criticism. To be honest, I really want this project to succeed.

Sting Chameleon is OP. The invisibility lasts too long, and with the damage he can do, he's basically Bikdark from CSCC, but with more weapons.

I feel like X should spawn with the eight Mavericks' weapons that can't be refilled, but not be able to pick up other weapons, making him different than just a stronger version of Mega Man.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Jakeinator on August 04, 2012, 12:37:15 PM
Sorry for the bump, but whenever i try clicking the mediafire link i get and error and same thing happens with the wadhost link :( Damn whatever is causing this damn them or it!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 04, 2012, 12:40:54 PM
Welp, scince this is bumped, might as well ask. Can I make some x weapons that the mavericks give you? *is also supposed to finish chill penguin's skin but my job takes up 90% of my life now @_@*
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Davregis on August 04, 2012, 01:14:37 PM
This mod feels unbalanced with StingCham and CPeng (X?) being the only viable choices. Peng essentially OHKOs ad close range while Sting does medium.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 04, 2012, 01:42:03 PM
Quote from: "Daveris"
This mod feels unbalanced with StingCham and CPeng (X?) being the only viable choices. Peng essentially OHKOs ad close range while Sting does medium.
And dont forget, before launch octopus at long range with a homing 4 hit kill (now nerfed to 5 hit kill) that fires 4 shots at once, also in a sense, flame mammoth with his oil combo, storm eagle with his mainfire if the opponent dosent move... the mod is filled with 1 hit kills
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: xColdxFusionx on August 04, 2012, 02:55:13 PM
1.) Play Random
2.) Use Rolling Shield
2a.) Get shot to death ~halfway through using it
3.) ???
4.) PROFIT
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on August 05, 2012, 02:02:37 PM
If everybody gets a one hit kill, then it's essentially balanced :lol:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Davregis on August 05, 2012, 02:17:22 PM
Not really, as some classes can OHKO far easier than others. FM's OHKO is very hard to pull off, for example.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: HD_ on August 05, 2012, 02:22:53 PM
Quote from: "TheBladeRoden"
If everybody gets a one hit kill, then it's essentially balanced :lol:

POKEMON TCG LOGIC RIGHT HERE

Okay, in all seriousness, this mod needs to come out of its slumber. It's a lot of fun.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on August 16, 2012, 07:16:54 PM
I was wondering if Roden is interested in making maps for this mod. Nemz already has a Storm Eagle tileset ready from which I could make the map, though I'd have to ask for permission first. Still, it would be interesting to have a map or two.

Three maps and it might as well turn into a full expansion. :ugeek:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on August 19, 2012, 04:12:29 AM
Cool! I always love me some Megaman X. Now can someone send me a good tutorial on how to install these?
'CAUSE I DON'T KNOW HOW TO.   :mad:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Emmanuelf06 on August 19, 2012, 10:56:21 AM
X classes looks not so popular...maybe when classic classes will be finished?

Anyways Im interested by X1 classes, i hope for some maverick....specially in X2,X3, and x6 !!!!

I RE played MMX1 classe.....Storm eagle is really fun to play with !!! <3 My fav for mmx1.

X2....i wait for Flame Stag and Magna Centipede  :D
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on August 19, 2012, 01:16:17 PM
Quote from: "Super64ds"
Cool! I always love me some Megaman X. Now can someone send me a good tutorial on how to install these?
'CAUSE I DON'T KNOW HOW TO.   :mad:

When you open up the launcher, hit the "Add File" button, which will open up a window. Find the file you want to add and double-click it. Then you're done.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on August 19, 2012, 04:55:10 PM
Quote from: "TheDoc"
Quote from: "Super64ds"
Cool! I always love me some Megaman X. Now can someone send me a good tutorial on how to install these?
'CAUSE I DON'T KNOW HOW TO.   :mad:

When you open up the launcher, hit the "Add File" button, which will open up a window. Find the file you want to add and double-click it. Then you're done.
Can you do it with multiple mods?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on August 19, 2012, 05:00:20 PM
Quote from: "Super64ds"
Quote from: "TheDoc"
Quote from: "Super64ds"
Cool! I always love me some Megaman X. Now can someone send me a good tutorial on how to install these?
'CAUSE I DON'T KNOW HOW TO.   :mad:

When you open up the launcher, hit the "Add File" button, which will open up a window. Find the file you want to add and double-click it. Then you're done.
Can you do it with multiple mods?
Yes but not if it's more than one classes and/or weapon mods. The way their coding is done will either crash the game or cause problems if two of them are added. Multiple map packs are usually fine.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on August 19, 2012, 05:04:27 PM
I just found out you can hit the ceiling with Sting Chameleon's tongue and drop spikes from it. That's freakin' awesome. It would be even cooler if you could use it like Hornet Sting and pick up Heath capsules and Etanks, and swing from certain areas. But it's already finished, so I won't be a bother.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on August 19, 2012, 11:14:45 PM
I feel like there should be a Megaman X Expansion, but I can't do anything for it, so never mind.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on August 21, 2012, 07:19:39 AM
Quote from: "Knux"
I was wondering if Roden is interested in making maps for this mod. Nemz already has a Storm Eagle tileset ready from which I could make the map, though I'd have to ask for permission first. Still, it would be interesting to have a map or two.

Three maps and it might as well turn into a full expansion. :ugeek:

Go for it, trying to rip the tiles myself hurt my head
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Gumballtoid on August 21, 2012, 08:55:12 AM
As things are right now, X is basically a better Mega Man. I suggest X have a copyweapon system similar to Gizmo in CSCC; he picks up a certain weapon (let's say, Thunder Beam) and that would be translated to Electric Spark. X would be able to copy all eight of the Mavericks' weapons this way, but cannot use weapons copied from Robot Masters. Likewise, Mega Man would not be able to use weapons copied from Mavericks.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on August 21, 2012, 11:44:38 PM
Quote from: "TheBladeRoden"
Go for it, trying to rip the tiles myself hurt my head
I'm not doing any tile ripping, mind you. I did get permission from Nemz to use the Storm Eagle tiles though, so I'm ready to design the map on paper. Being it for this mod, you can tell me how you want it done, of course. Just PM me things you'd like to see on it, and when it's done, you can tell me what changes you'd like to it.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on August 24, 2012, 09:58:18 AM
I feel like the Death Rogumer must make it in somehow...
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on August 24, 2012, 08:54:02 PM
Derp, I can't sprite nor code actors, but maybe someone else can help with that.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Korby on August 25, 2012, 12:46:14 AM
There's a tile for it on NemZ's sheet. Just chuck that in there.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on August 25, 2012, 01:00:06 AM
...Uhh, I'm kinda confused. You mean the small airship? If so, that can be put in the skybox.

EDIT: Derp, I just saw this article. Yeah, it was the airship: http://megaman.wikia.com/wiki/Storm_Eagle

EDIT 2: Just finished ripping the tiles and naming them. Now to make the wad, place them in SLumpeD, and getting to work.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: D25 on August 26, 2012, 07:07:18 PM
Looking good! I would definitely use this :) I look forward to it's completion.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on August 26, 2012, 08:41:07 PM
First off, welcome to the forums!

Secondly,
Quote from: "Knux"
Now to make the wad, place them in SLumpeD, and getting to work.
so, uh......is this becoming a reality?
Quote from: "TheDoc"
Megaman X Expansion! WOOT WOOT
If so, you should make a W.I.P for it.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on August 26, 2012, 11:31:04 PM
Well, judging from this, I'd say it is.

viewtopic.php?f=29&t=2703&start=210#p188267 (http://cutstuff.net/forum/viewtopic.php?f=29&t=2703&start=210#p188267)

Resuming work next Saturday (hopefully), when I'll get rid of the Magnet Man tiles.  :ugeek:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 27, 2012, 02:48:36 AM
Welp,seeing as this is comeing back to life, guess it's time to get back to work on chill penguin. Btw, if I make his sliding sprites, can it be used for a dashing attack that could replace the current glitchy sled attack? (rocket forward dealing damage and slowing to a stop)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on August 28, 2012, 01:51:54 AM
Quote from: "ice"
Welp,seeing as this is comeing back to life, guess it's time to get back to work on chill penguin. Btw, if I make his sliding sprites, can it be used for a dashing attack that could replace the current glitchy sled attack? (rocket forward dealing damage and slowing to a stop)
very well, penguin sled may yet still live in a copy wep!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Colonel ServBot on August 30, 2012, 06:19:51 PM
DUDE!!!! THIS EXPANSION PACK LOOKS AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 31, 2012, 01:07:37 AM
btw, crazy question, will there ever be a chance there would be a sigma class? (based on his X appearance with his saber)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 31, 2012, 05:17:30 PM
Double post to show proof that I havent forgotten and the fact the forums never notify when someone edited a post

(http://i573.photobucket.com/albums/ss180/iceblade10/Chillprogress.png)

How's it look so far?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on August 31, 2012, 08:29:53 PM
In his walking sprite (second row) forward-right, his backpack? looks quite a bit different then his standing (first row) forward-right sprite.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 31, 2012, 09:15:14 PM
the 2nd row next to the running sprite where the original sprites Blaze sent me, main edits I made where giving hi 2 tanks, attaching the hose to the tanks, and fixing his side pose
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on September 01, 2012, 05:53:35 AM
Quote from: "ice"
btw, crazy question, will there ever be a chance there would be a sigma class? (based on his X appearance with his saber)
I was thinking it would be cool if he had a summonable Velguarder too.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on September 01, 2012, 10:16:13 AM
I'd say no to a Sigma class, mostly because he was insanely op in MMX and toning him down might take away his novelty a bit.

Though a Velguarder class could work. He was just as powerful as the other mavericks and the fight was actually a bit more interesting.

We do need a Vile class though. I'm still up for making it if someone makes skin and huds.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Beed28 on September 01, 2012, 10:54:53 AM
How about making it so that in Terminator, if a player grabs a terminator sphere they transform into Sigma?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on September 01, 2012, 12:32:04 PM
I'm with Beed. KYClasses did something similar, except that you would sure into Wily (not the same as YD Wily, mind you) when you picked up the terminator.

Quote from: "KY Classes Thread"
Grab the terminator to turn into Wily Skull Suit! Main fire is a stream of energy blasts and alt fire is a shotgun that stuns. Wily is protected from AoE/Paralysis attacks.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 01, 2012, 07:37:26 PM
Ugh, I didn't go home this weekend, so I can't keep working on the map. I will resume work ASAP, though. Until then...

EDIT: OH HEY LOOK, PLOT TWIST.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on September 02, 2012, 12:38:23 AM
For the Z-Saber, You just need to give the Slash Claws a longer range.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on September 02, 2012, 09:43:55 AM
Terminator needs either (http://images3.wikia.nocookie.net/__cb20061112205711/megaman/images/d/dc/Redgreenride.PNG) or (http://images2.wikia.nocookie.net/__cb20100731164552/megaman/images/1/18/Mmx1WolfSigma.gif)!

Of course one being about 10x easier to sprite
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: MasterXman on September 02, 2012, 06:28:47 PM
Found a bug. If you kill X while he's still charging then the charging sound still plays.
Also is anyone doing a Zero Class atm because I already have one and I was wondering if you want it.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 03, 2012, 06:49:36 AM
The map is all ready! It's too bad that I could not include the gas tanks yet, but I probably will in the future. Here's a pic:
Seems like I had to leave one Magnetman texture after all! I also used a dark Bubbleman one for interiors.
(http://img69.imageshack.us/img69/4538/screenshotdoom201209030.png)
Notice the weapons placed somewhat resemble the ones from X. I triiied!  :p
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any, which is a real shame. I'm not using the one from the GB Xtreme game because it sounds terrible. MM6BOSS in the meantime...

Oh and, get the map HERE! (http://www.mediafire.com/?532kukzixyioxh4)

I had fun making this one. And a great change of pace too, since it's small compared to my other maps.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: SmashBroPlusB on September 03, 2012, 08:09:40 AM
not a huge game-breaker but

well

if you look in the skybox there's a hall of mirrors waiting to devour your soul

so yeah just double-check for that stuff

besides that, very solid map, I personally enjoyed it
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 03, 2012, 08:44:00 AM
Yeah, I'm aware of the hall of mirrors, but I have no idea how to fix it. It was there since the beginning...  :?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Shade Guy on September 03, 2012, 09:48:59 AM
Hall of mirrors in the skybox? There's a simple fix for that. Raise the Skybox Viewpoint by at least 6 units.

That's it, really.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on September 03, 2012, 11:51:23 AM
aaaaand make the side walls line horizons

Also, who's handling the copy weps? And can I make a suggestion of changing the x skin to the ultimate armor? He already have all the abilities of it and then some (dash, full power charge shot, 1 hit kill hadoken

Edit: I still think alot of the attacks need nerfs badly @_@

Armored armadillo
Headbeam/shield: A 4 hit kill mainfire is fine, but the alt, my god, 9/10 if someone hits that shield they end up getting a suicide
Rolling attack: Sorta powerful and launches opponents, but it's flat out useless in stages with pits since you can't cancel it

Bommer Kuwanger
Cutters: deals decent damage and a potential 5 hit kill
Dead lift/teleport: 3 hit kill attack that's awkward to use in a big open area, but deadly in areas with a low ceiling. Kindof a mixed bag on that one

Chill penguin
Shotgun ice/sled: Shotgun ice feels balanced, takes quite a few shots to get a frag, as for the sled, the attack only deals damage when it wants to, and alot of times it just outright breaks

Breath/wind: The breath attack deals massive damage, is spammable, and freezes the opponent, not to mention the penguin statues can kill X in 2 hits(the snow rain also seem to have a glitch where it will appear after someone uses it, even if noones using chill penguin log after that

Flamemammoth
Flame shot/oil shot: The flame shots themselves are a 6 hit kill, though kind of awkward to aim, but the oil shots on the other hand, just one is enough to 1 shot someone, and it doesn't help that they can be spammed everywhere

Flamethrower/stomp: The flamethrower is, well, a flamethrower, as for the stomp, it is underwhelmingly weak, it barely deals any damage

Launch Octagonapus
Homing shots/shoulder missiles: the missiles, again, still over powered, I'd say nerf the damage and loosen the homing ability slightly considering he fires 4 at once, as for the shoulder missles, kind of a mixed bag, up close they are a deadly 3 hit kill, but at a distance, they are unreliable, though that's what homing shots are for

Tornado: ....not sure what to say about this, I guess it's fine as is

Spark mandril:
Spark shot/dash punch: a 3 hit kill main and a 2 hit kill dash alt....good lord
lights out/dash punch: the lights out thing is a good touch, can be useful in team games, as for the alt, see spark shot

Sting chameleon
Chameleon sting: the attack is fine I guess, though with perfect aim it's a 2 hit kill, I guess it can be left
Tongue lash: well, the damage has been nerfed, and it's still pretty darn powerful and rapid, not sure what to think combined with his item

DUTY Storm eagle:
Storm tornado/wing wind: ....I know x's storm tornado in mmx was over powered but.... good lord, that thing is massive with a potential one hit kill, as for the flap, no idea

pipi egg/dive: Still feels a tad weird that he can fly with this weapon but not with the other, the pipi egg, on a a direct hit that thing is a 2 hit kill, it's a good thing the pipi's homing is awkward, as for the dive.... I have no idea how to aim that thing

X: Still kindof confused that he has all the ultamate armor's abilities plus the 1 hit kill hadoken. I'd say make him more like all the following games regular X, charge shot and dash, and maby add a wall jump
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on September 03, 2012, 12:28:45 PM
Quote from: "Knux"
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any.
*AHEM*
-Casually video-

It isn't bad, but to be honest, there could be a better remix.
Title: you only need the part after the '=' in the code thing
Post by: BiscuitSlash on September 03, 2012, 12:32:53 PM
Quote from: "Super64ds"
Quote from: "Knux"
It would be nice to have an 8-bit X1 boss music, but I searched for one and didn't find any.
*AHEM*
-Casually video-

It isn't bad, but to be honest, there could be a better remix.
Fixed.

I prefer this version:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: LlamaHombre on September 03, 2012, 01:25:25 PM
All of Iris's tracks are made in GXSCC, which is not the same form of 8bit every song in the game uses.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 03, 2012, 06:38:36 PM
Quote from: "ice"
aaaaand make the side walls line horizons
If only you opened the map in Doom Builder, you'd realize that they are action 9 already. Also, the problem with the oil barrels wasn't the mass, it was about asking Myroc whether or not I could use the code. I thought that was very clear. I'm pretty sure it wasn't your intention, but you're making me look like an idiot. :/

And yeah Michael, they're GXSCC. Not using those. Had stumbled upon them already, too.
Quote from: "Shade Guy"
Hall of mirrors in the skybox? There's a simple fix for that. Raise the Skybox Viewpoint by at least 6 units.

That's it, really.
Whoa... never knew. Thanks.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on September 03, 2012, 06:59:04 PM
Quote from: "Knux"
Quote from: "ice"
aaaaand make the side walls line horizons
If only you opened the map in Doom Builder, you'd realize that they are action 9 already. Also, the problem with the oil barrels wasn't the mass, it was about asking Myroc whether or not I could use the code. I thought that was very clear. I'm pretty sure it wasn't your intention, but you're making me look like an idiot. :/
:( well excuse me for trying to help... *sits in a corner and starts cutting my wrist*

and yes, I did open it in doom builder, that's why I made the post about line horizens to begin with >_<
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 03, 2012, 08:28:54 PM
Action 9 IS Line Horizons.  :ugeek:

Well, better go update with the platform textures Nemz made and fix the problems...
Title: calm down yeeesh
Post by: ice on September 03, 2012, 08:53:17 PM
*facepalms* And here you are complaining about me trying to make you look like an idiot

Anywho, I have an idea for a vile class

Main1: Shoulder cannon: weak machine gun like weapon
alt1: stun shot, pretty much works like spark shock
main2: Knee bomb that vile drops
alt2: jet pack that lets him fly momentarily
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on September 03, 2012, 09:01:52 PM
Weapon 1: Hand Vulcan. Shoots bullets with his hand, like in Maverick Hunter X. Very fast, mid range, low damage.
Weapon 2: Shoulder Cannon: Shoots sparks that trap the enemies, longer stun time than spark shock though.
Weapon 3: Drops bombs which split into 4 shots in a + format when hitting the ground.

Altfire for all weapons is a dash, like in MMX. It does damage but cannot be done in air. All weapons share the ammo, like in Maverick Hunter X.

I'm still up for making it.
Title: Re: calm down yeeesh
Post by: Knux on September 03, 2012, 09:04:39 PM
Quote from: "ice"
*facepalms* And here you are complaining about me trying to make you look like an idiot
Not really. It's just that I know the basics of mapping.

Also, incoming map update:

- Added the platform textures.
- Fixed the hall of mirrors effect. (Thanks Shade)
- Placed oil barrel sectors to not leave the texture unused for now.

Get it in here (http://www.mediafire.com/?5115o9v9dj39d9e).

I took down the previous link, by the way.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on September 04, 2012, 03:05:12 AM
Quote from: "Michael712"
Weapon 1: Hand Vulcan. Shoots bullets with his hand, like in Maverick Hunter X. Very fast, mid range, low damage.
Weapon 2: Shoulder Cannon: Shoots sparks that trap the enemies, longer stun time than spark shock though.
Weapon 3: Drops bombs which split into 4 shots in a + format when hitting the ground.

Altfire for all weapons is a dash, like in MMX. It does damage but cannot be done in air. All weapons share the ammo, like in Maverick Hunter X.

I'm still up for making it.

Would you be willing to incorporate a couple of ice's ideas? Like the weapon/alt layout and meshing the jetpack/dash?

And thanks Knux for the Storm Eagle's level, it's spiffy!

And thanks ice and those before him I may have missed for balance/bug fix suggestions.

Quote from: "Gumballtoid"
As things are right now, X is basically a better Mega Man. I suggest X have a copyweapon system similar to Gizmo in CSCC; he picks up a certain weapon (let's say, Thunder Beam) and that would be translated to Electric Spark. X would be able to copy all eight of the Mavericks' weapons this way, but cannot use weapons copied from Robot Masters. Likewise, Mega Man would not be able to use weapons copied from Mavericks.

Maybe.. *sniff* maybe..
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 04, 2012, 03:22:52 PM
Quote from: "TheBladeRoden"
And thanks Knux for the Storm Eagle's level, it's spiffy!
No problem, glad you liked it. The ocean stage (Launch Octopus) also looks like something I'd like to make if you wanted me to, but I don't think I'll have time soon. And the textures don't exist yet. Derp.

I might do changes to the Storm Eagle map sometime, when I have an oil barrel actor up and working. Of course, tell me if you didn't like something and I'll change it. It's your mod, after all. :ugeek:

EDIT: Also, remember to thank Nemz for the textures. I couldn't have done anything if he didn't make them!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on September 04, 2012, 04:57:21 PM
Quote from: "TheBladeRoden"
Would you be willing to incorporate a couple of ice's ideas? Like the weapon/alt layout and meshing the jetpack/dash?
I might see what I can do. My idea makes it easy to use the dash and switch between different weapons (the weapon being used displays as a similar icon to the once in MHX) compared to the usual 2 weapon mainfire+alt system. Maybe the jetpack could be the altfire done in the air or an item?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on September 05, 2012, 07:25:00 AM
Quote from: "Michael712"
Quote from: "TheBladeRoden"
Would you be willing to incorporate a couple of ice's ideas? Like the weapon/alt layout and meshing the jetpack/dash?
I might see what I can do. My idea makes it easy to use the dash and switch between different weapons (the weapon being used displays as a similar icon to the once in MHX) compared to the usual 2 weapon mainfire+alt system. Maybe the jetpack could be the altfire done in the air or an item?

Well do what you think will play well for the initial build and we can make changed later if needed.

On that note I wonder if I should group SM's Light's Out and LO's Whirlpool into items instead of 2nd weapons.

Also, to make the X copyweps drop from dead mavericks, or to have them replace their counterpart classic weapons on maps, or both?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 05, 2012, 03:52:31 PM
On that note I wonder if I should group SM's Light's Out and LO's Whirlpool into items instead of 2nd weapons.

You should only do that if organization is needed. For instance, if there is too much assigned to one key. Also consider if it would feel comfortable for most the most common key configurations, if you can.

Also, to make the X copyweps drop from dead mavericks, or to have them replace their counterpart classic weapons on maps, or both?

I think it's better if they only came from dead mavericks. I can't quite put my finger on it, but that strikes me as the best option.

...

Oh yes, I believe it's because of that argument earlier that X is already a better Megaman. Megaman shouldn't be able to use Maverick weapons anyway. That would include every other, too! I'm serious, no sarcasm.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on September 05, 2012, 07:58:42 PM
Quote from: "Knux"
That would include every other, too! I'm serious, no sarcasm.

I think Knux is saying what I was about to say (I'm not sure). The classes shouldn't be able to pick up the maverick weapons; currently, they can.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 05, 2012, 09:55:32 PM
Oh, I wasn't aware they could do that. However, what I was trying to say was that it would be pointless to have Maverick weapons replace map weapons as only X would pick them up, and he's already a better Megaman. The old fashioned blue bomber shouldn't be able to use them either, if by some bug he's able to at the moment. >_>
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on September 06, 2012, 09:06:17 PM
more progress

(http://i573.photobucket.com/albums/ss180/iceblade10/Chillprogress2.png)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on September 06, 2012, 09:49:02 PM
Looks excellent from what I can tell! :)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on September 07, 2012, 12:13:08 PM
How do I make skins? It looks kinda simple, but I'm not too sure if it is. I'd probably just throw something together in MS Paint and be like "DURHUR WUT NAO"
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: OrangeMario on September 07, 2012, 05:40:42 PM
Quote from: "Super64ds"
How do I make skins? It looks kinda simple, but I'm not too sure if it is. I'd probably just throw something together in MS Paint and be like "DURHUR WUT NAO"


Mind if I redirect your question to this skins tutorial?
viewtopic.php?f=30&t=475 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=475)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 12, 2012, 01:01:42 AM
I was wondering how Storm Eagle's Wing Flap works exactly. Is it like Dustman's inhaling alt in Classes but in reverse? I haven't played this mod in a while now, so I might have to before I can make a suggestion: make the white clouds damage but make the pushing a separate invisible projectile, if possible. I mean, if that works. And if it isn't done yet. (durrr)

Also, I just realized all of the textures of the map's skybox are scrolling. That not right... yeah.

By the way, mind putting the map on the first page so more people can get it?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Gumballtoid on September 26, 2012, 08:19:34 PM
Seeing as this has partially turned into a Mega Man X Expansion thread, I thought I'd leave this here.

coatlesscarl (http://www.youtube.com/user/coatlesscarl/videos?query=Mega+Man+X) of YouTube has covered quite a few songs from Mega Man X, including about five or six Maverick stages and two Sigma stages. It doesn't clash with the rest of the music used in MM8BDM as Iris' did, so perhaps he could be persuaded to let you guys use his tracks, and maybe complete the rest of the soundtrack.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 26, 2012, 08:21:31 PM
Storm Eagle's stage already uses one of his tracks. The credits are given on a message when the map begins. I already told him about it, but I haven't received a response yet.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on September 27, 2012, 10:05:13 AM
It's better than nothing, though using more than 4 instrument channels makes me rage a little on the inside.

also 5 copyweps to go!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on September 28, 2012, 07:46:25 PM
Hey Roden, Nemz made some Launch Octopus tiles. I can make the map with those, if you're alright with it.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Colonel ServBot on September 30, 2012, 05:56:49 PM
no offence to any body, is the zero class in? i havent been paying attention to this.
if it is. is the z-saber weapon in?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on October 02, 2012, 02:26:46 AM
It's not in yet, nor has it been announced.

On a side note, I was watching the roles of the classes, which was very interesting. I was thinking these:

Other possible classes:

Zero
Close combat, chaser.

Vile
Versatile warrior.

Sigma
Seek and destroy. Slows down after speeding up.

Armor Soldier
Is this the robot that pilots the ride armors? If so, no idea.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Colonel ServBot on October 16, 2012, 10:01:13 PM
i dont like how megaman x looks. but other wise, its pretty good
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Proto Man on October 16, 2012, 11:39:02 PM
Well Zero didn't get his Z-Saber until X2, this is X1.  So i'm pretty sure he'll be using his Z buster.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Davregis on October 17, 2012, 11:15:56 PM
Zero isn't pictured with a buster.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: SaviorSword on October 18, 2012, 01:20:13 AM
Zero would be best suited with just the saber since in later games they really made it his weapon of choice. Wouldn't be odd to have someone like Mario without his Fire Flower or Mega Man without his buster? That's how I see it though.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on October 18, 2012, 08:51:47 AM
Either way, we're either going to have 2 characters with a buster, or two characters with a saber, or a little of both.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on October 19, 2012, 04:47:03 PM
Truth is, Zero didn't actually have his sabre in X1. Although you hardly ever see him fight in X1, you DO get to see him fight in Maverick Hunter X as Vile. Nope, he didn't have his sabre. He used a lot of buster shots and other stuff. From what I've also heard, Albert Serges actually gave him the sabre during the events of X2.

If it's going to be X1 Zero (might as well, it's X1 classes after all), then it's best to not give him the sabre.

Also in order for me to make good progress with Vile's class, I'll need someone to make me the HUDs. I need Vile's hand vulcan thing that he had in MHX, his shoulder cannon, aaaanndd....not sure if I need any for his leg cannon. They'll need to have animation when switching between weapons, similar to the Proto Shield. For the skin, I'll use Bass as a placeholder for now.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on November 06, 2012, 05:05:23 AM
So I found this:

Expect a Storm Eagle update somewhat soon.  :ugeek:

I don't know why I'm posting this here, but whatever:
For whoever makes the Highway stage:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: tsukiyomaru0 on November 06, 2012, 05:11:50 AM
Quote from: "Knux"
So I found this:

Expect a Storm Eagle update somewhat soon.  :ugeek:
A brief search gave me this sexy theme:

 :mrgreen:
(both are actually wonderful, IMO.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on November 06, 2012, 05:13:05 AM
No Tsuki. That sounds horrible and you should feel bad.  :ugeek:  :ugeek:  :ugeek:
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: xColdxFusionx on November 06, 2012, 06:21:36 PM
Quote from: "tsukiyomaru0"
Quote from: "Knux"
So I found this:

Expect a Storm Eagle update somewhat soon.  :ugeek:
A brief search gave me this sexy theme:

 :mrgreen:
(both are actually wonderful, IMO.

I approve of both. It's up to the dev team which one they're going to use, though.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on November 06, 2012, 09:34:49 PM
Quote from: "Knux"
So I found this:

I VOT 4 DIS
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: BiscuitSlash on November 06, 2012, 09:39:37 PM
I remember suggesting that one too. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2470&start=200#p189406)

Anyone want to do HUDs for Vile's class?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Colonel ServBot on November 06, 2012, 10:01:36 PM
actually a vile skin would be awesome!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on November 07, 2012, 04:49:13 AM
I've noticed that there have been quite a few downloads of the Storm Eagle map, but very little feedback. In fact, nothing at all! I'd especially like to hear Mr. Roden's opinion before releasing an update, if it's not a bother.

Or if it would be better to have the maps as a separate thing. That would be good to know as well as I don't want to intrude where I'm not wanted or something.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on November 10, 2012, 01:26:06 AM
Hmm can you make the Death Rogumer fly around the skybox?
Oh and maybe lower the floor of the skybox relative to the camera some so it looks a little more pit-y
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on November 11, 2012, 07:40:24 AM
I can raise the camera so it looks more like a pit. For the airship flying around, I'd need to make it into a thing instead of a texture, and code it to fly around randomly. No idea how to do that, but I'll look into it.

EDIT: I also have Launch Octopus in my mapping schedule. Soon as I redo a map, I'll start it.
Title: Re: Mega Man X1 Classes
Post by: Igorthecrafter on January 04, 2013, 09:00:19 PM
Quote from: "LlamaHombre"
I would so be Boomer Kuwanger constantly.

A good sweeper class that can teleport faster than Chuck Norris.
Who is chuck norris!?
Title: Re: Mega Man X1 Classes
Post by: fortegigasgospel on January 04, 2013, 09:43:06 PM
Quote from: "Igorthecrafter"
Quote from: "LlamaHombre"
I would so be Boomer Kuwanger constantly.

A good sweeper class that can teleport faster than Chuck Norris.
Who is chuck norris!?
You do realize you quoted a post from April of 2011?
He was probably making a joke about Chuck Norris and god help me if you are seriously asking who that is.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on January 09, 2013, 03:54:19 PM
You can pick up the new weapons and items, that should probably be fixed. Also, X's weapon meter looks odd when you have it set at the bottom of the HUD.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheDoc on January 10, 2013, 12:13:37 AM
Quote from: "Super64ds"
You can pick up the new weapons and items, that should probably be fixed. Also, X's weapon meter looks odd when you have it set at the bottom of the HUD.

These are all already known issues because this mod has been, well, "asleep" for quite a while. Honestly I dont think this is going to go anywhere, but we'll see what Roden says.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on January 11, 2013, 09:09:29 AM
Here's the changelog so sar
-Added Storm Eagle map by Knux.
-Launch Octopus changes
   *Edited and added Wil's Launch Octopus skin.
   *Homing Torpedo
      **Projectile is now based on Jax's Homing Sniper instead of the Mage Staff thingy.
      **Torpedoes make a rocket-ish sound when homing.
      **Damage reduced from 20 to 15.
   *Whirlpool
      **Added a big jump altfire to better get the drop on foes.
      **Added a cloud effect to show the weapon's range.
-Boomer Kuwanger changes
   *Teleport so that it doesn't teleport other players using the same weapon.
   *Fixed Boomerang Cutter's altfire so that it needs ammo to fire.
-Fixed most custom pain types so that they go to A_Stop properly.
-Changed Armored Armadillo's temp skin from Proto Man to Hard Man.
-Storm Eagle changes
   *Now only the front of the Storm Tornado stuns players instead of the whole thing.
   *Wing Wind given a larger area of effect and pushes enemies in a more predictable direction.
   *Pipi Egg
      **Egg damage lowered from 25 to 20.
      **Pipis now use Homing Sniper coding.
-X Changes
   *Can't collect classic weapons now.
   *Hadouken
      **Raised Hadouken firing height to normal level.
      **Lowered Hadouken required ammo from 200 to 150.
   *X Buster
      **Fixed bug where charge sound would keep playing after death.
      **Lowered the maximum damage from final charge shots from 90 to 60.
-Added copyweps that are only visible and collectable by X.
   *Storm Tornado
   *Boomerang Cutter
   *Rolling Shield
   *Chameleon Sting
   *Homing Torpedo
   *more to come!
-Armored Armadillo Changes
   *Total rewrite of Rolling Shield code. Hopefully eliminating skybox stranding.
   *Projectile now bounces off players instead of trying to go through them.
   *Player skin now does the Rolling Shield animation instead of the projectile.
-Sting Chameleon Changes
   *Cloak now takes time to decloak instead of instantly.
   *Chameleon Sting
      **Now uses smaller spike-based projectiles.
      **Firing rate slowed.
      **Damage lowered from 20 to 16.
      **SHrunk radius from 15 to 5.
   *Iron Tongue now only the tip stuns players.
-Spark Mandrill Changes
   *Reorganized weapon layout
      **1st Weapon: Electric Spark, Alt:Lights Out
      **2nd Weapon: Dash Punch, Alt: Lights Out
   *Electric Spark Damage lowered from 40 to 25.
   *Dash Punch changes
      **Damage lowered from 60 to 40
      **Takes 4 tics longer to fire.

I guess the question is would the people rather have balance + 3a compatibility sooner, or balance + 3a compatibility + new classes later?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on January 11, 2013, 09:15:31 AM
Damn, good thing I decided to take a look at this before leaving.

I'm gonna make some Gas Tank actors that use the oil barrel coding from the core, and changing some of the weapons around. I'll probably add some of the tiles that Nemz updated, too. Give me until Sunday and I'll get it done.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on January 11, 2013, 01:56:37 PM
Can i try make Launch Octopus skin please.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on January 11, 2013, 02:43:12 PM
Quote from: "TheBladeRoden"
-Launch Octopus changes
   *Edited and added Wil's Launch Octopus skin.

Speaking of skins, I really have to get to finishing that chill penguin skin
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on January 11, 2013, 02:46:07 PM
Oh! i didn't know there was a skin of it but can you tell what skin that is not done
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on January 11, 2013, 03:04:50 PM
so far that I know of, Armored armadillo and flame mammoth
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on January 11, 2013, 03:09:10 PM
:I edited again: if you guys are starting Vile Sigma or Armor Soldier class i might try make some skins.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on January 12, 2013, 05:42:53 AM
Okay, so here's the deal. I couldn't make the pit surrounding the map bigger because then getting back up with Beat would be even more difficult. I tried with the skybox, and it ended up looking ass ugly. I can't make the Death Rogumer  an actor because it needs rotations, which Nemz already said he wouldn't do because it was too much work.

Here's the changes:

- Added Gas Tanks (courtesy of Messatsu)
- Mirror Buster replaced with Time Slow.
- Wind Storm moved to between the item platforms because Tornado Hold took it's spot.
- Charge Kick removed, Air Shooter is there now.
- Replaced Dive Missile with Homing Sniper.
- Treble replaced with a second Tango.
- Added a new area containing a Silver Tomahawk, an Exit Unit, some gas tanks and a lift.
- Added rails.
- Added the broken window textures made by Nemz. I tried to make a script that would make the windows "break", but it turned out terrible so I scrapped the idea for now.
- Changed the skybox look. It should make more sense now.
- Added some scant ammo.
- Changed the location of the Yashichi. Clearly the best change.

Here it is:

http://www.mediafire.com/?35yrux2k05i0v4v (http://www.mediafire.com/?35yrux2k05i0v4v)

I hope to make another map for you sometime.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: xColdxFusionx on January 12, 2013, 03:39:17 PM
This map is actually pretty cool. The oil tanks could have been handled a little better and the platforms that use their textures should be changed, but overall I like it. Good job!

One random note: I was messing around with v1d just now, and I noticed that there's a bot called "Dumbman" Who is.... Megaman. Quite literally just Megaman with a different name. Any particular reason behind this?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on January 12, 2013, 10:47:37 PM
Quote from: "xColdxFusionx"
The oil tanks could have been handled a little better and the platforms that use their textures should be changed
The lifts are using their proper textures. What about the gas tanks, though? Bug or something? See, when people say there's a problem and don't specify, things don't go anywhere.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: xColdxFusionx on January 12, 2013, 11:10:00 PM
The gas tanks, while an interesting gimmick, don't really have a purpose other than sitting around and making life slightly harder for whoever grabbed the Fire Storm. Try putting them in front of things (like in Oilman's stage) and generally making them more than just a "let me score some random collateral damage." Also if you could make the hitbox the same height as the sprite that would be great.

Also, my complaint about the textures is that Time Slow and the E-Tank next to it are on platforms that use the oil tanks as a texture, yet can't be blown to smithereens. If you could use some different textures there that would be great.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on January 12, 2013, 11:24:15 PM
The gas tanks are there just for that. I agree it would be interesting to give them some actual purpose in the map, but I couldn't find an appropriate way to do it on a small layout like that. Also, the hitbox is the size of the sprite (or at least it looks that way in Open GL for me.)

...Oh, THOSE platforms. I thought you were talking about the lifts. I wanted to have some as textures. Though I could replace them with other textures, the only seemingly viable one is the pipes, which look boring. I see your point, though, and I agree. I'll see what can be done.
Title: Re: Mega Man X1 Classes
Post by: Igorthecrafter on January 14, 2013, 11:31:12 PM
Quote from: "Korby"
There's a skin for Sting Chameleon.
I'd love to try Chill Penguin, but I have a lot to do.
That's your development of game
First of all,if MM8BDM din't existed,the world din't had fun
But thanks to Korby,Ivory,and the Development Team,the world was saved
THAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANKKKKKSSSSSS
OH and P.S
LEROOOOOOOOOOOOOOOOOY JENKINS!!!!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on January 14, 2013, 11:49:56 PM
...umm... what?


...anyway, in other news, finally killed my procrastination and almost finished chill penguin, just have to finish the 2nd firing rotation and it's done
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on January 15, 2013, 12:39:34 AM
I would say it's against the rules to not be sane, but it's also against the rules to backseat moderate, so... yeah
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Igorthecrafter on January 15, 2013, 07:58:23 PM
Quote from: "TheBladeRoden"
I would say it's against the rules to not be sane, but it's also against the rules to backseat moderate, so... yeah

Don't report me for nothing!
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on January 15, 2013, 09:34:21 PM
Sorry for the long procrastination, just have 3 sprites left to do and it's done

(http://i573.photobucket.com/albums/ss180/iceblade10/ChilProgress2_zps26f8e3b6.png)

Anything that might need to be fixed before I call it done?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Korby on January 15, 2013, 09:54:48 PM
isn't that four sprites (hit poses)?

also I might be wrong but it doesn't look like he's swinging his body in the back/r walking frames like he is in his front/r ones
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on January 15, 2013, 10:16:57 PM
the front hit sprite was already done a long ago, as for the swinging, I'll fix that right away
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ZeStopper on January 23, 2013, 04:38:03 AM
If the result ends well, then you should try your luck with the rest of the MMX games.
Break a sprite  :mrgreen:
You could make an Axel class or even Red Alert.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: TheBladeRoden on January 25, 2013, 08:02:19 AM
Quote from: "xColdxFusionx"
This map is actually pretty cool. The oil tanks could have been handled a little better and the platforms that use their textures should be changed, but overall I like it. Good job!

One random note: I was messing around with v1d just now, and I noticed that there's a bot called "Dumbman" Who is.... Megaman. Quite literally just Megaman with a different name. Any particular reason behind this?

I made him as a test dummy bot to try out weapons on.  He's more advanced now though. He doesn't shoot back at you, and prints how much health he has after taking damage.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on February 27, 2013, 03:27:19 PM
Hey i got idea replace bass buster or proto buster with light armor or parts.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: UltimateChimichanga on February 27, 2013, 10:33:55 PM
Quote from: "ThePlayer"
If the result ends well, then you should try your luck with the rest of the MMX games.
Break a sprite  :mrgreen:
You could make an Axel class or even Red Alert.
SHADOW DEVIL OHOHO
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on February 28, 2013, 02:20:03 AM
Quote from: "FTX"
Hey i got idea replace bass buster or proto buster with light armor or parts.
You want to give a versatile class with a OHKO attack even more power? Oh, hell no.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Emmanuelf06 on April 22, 2013, 06:55:52 AM
Damn, The X Classes is awesome and more complex than  Classic classes.
But it's MMX so...the maverick are more attacks ^^

Armored Armadillo is really awesome (dat rollinnnng ball!)....but some things are broken in this mode.... (Classic classes wasnt balanced v2 anyways =P

Need the v2 !  :D
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Muzaru on April 22, 2013, 07:00:38 AM
I miss playing this.
What about mmx2 with all of our pals?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: leoalex50 on April 22, 2013, 07:53:05 AM
Quote from: "Knux"
Quote from: "FTX"
Hey i got idea replace bass buster or proto buster with light armor or parts.
You want to give a versatile class with a OHKO attack even more power? Oh, hell no.
i think FTX means that light armor and parts are for x, zero and maybe axl
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on April 23, 2013, 02:16:55 AM
You think I don't know? That's exactly why it's a bad idea. I mean, gee, I thought I made it painfully obvious.

I'm thinking of making a Flame Mammoth map, but it might be a little while before I can start it. Because... stuff.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on June 26, 2013, 04:36:11 PM
Welp, after being without the internet for a few months, I've gotten really bored and decided to play around with the MMX classes and decided to edit it, now I feel like reviving this with TBR's ok

I've been working on skins

(http://i573.photobucket.com/albums/ss180/iceblade10/mmXSkins_zps93c1b6da.png)

Ive started working on a flame mammoth skin and decided to make a new Zero skin due to all the current ones not doing the character any justice, and I also started on sigma.

as for stuff I changed in the wad

Changelog

Added new weapons for X
Fixed it so the megaman X copy weapons have the border around them (will lack them if you're using classic ones)
Fixed Armored Armadollo not using his bot chat
Slightly buffed boomerkuwanger's speed
Changed chill penguins attack from X's shotgun ice to his ice chunk attack
(Main shoots strait alt shoots a rolling one)
in the process of giving chill penguin his rocket sled attack as an Item
Added Chill penguin skin
Replaced flame mammoth's flame thrower with another fireball attack and heavily buffed the fireballs
removed the ability to hurt yourself with the fireballs (burning oil still damages the user however)
Buffed flame mammoth's defense while nerfing his speed
Also changed his stomp attack so it stuns multiple people instead of just 1 person per stomp (and bufped damage near the center)
nerfed the attack power of Launch Octopus's quad torpedos
Tried to edit the whirlpool attack so it acts similar to ingame (slowly pulls you towards it and pulls you up damaging you on contack with Launch)
Failed that, so for now, he just floats up and the whirlpool sucks in anyone and directly damages them (it's very difficult to escape from but you could dash out of it or simply fight your way out)
HEAVILY nerfed spark mandrill's dash punch (60 damage dashing melee, what were you thinking!?)
slightly nerfed Sparkmandrill's electric spark
for no reason whatsoever I gave sting chameleon the ability to swing on the thunder claw pegs
tried to nerf storm eagle's tornado, not sure how well it works but it's nolonger a 1 hit kill
changed the names of the maveriks weapons that used the same names as X's weapons from Wep to Boss
removed the weapon removing script and instead fixed it to simply force you to select the other weapon (broke the freezing painstate in the process but I'm rewriting it)
updated the damage factors to the new damage types (Thunder to ThunderBeam damage)
removed the resistances and just left the weaknesses (armored armadillo was essentially hardman to wind and fire weapons and launch octopus had a very high fire defence making flame mammoth borderline useless)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Korby on June 29, 2013, 05:59:33 AM
Glad someone's working on this again. Sigma's walk looks cool, too.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Colonel ServBot on June 29, 2013, 06:06:56 AM
I like Sigmas Walk. he looks like that ultimate Badass who doesn't need to run.  Also, Zero Class? My  body is ready. love the running frames by the way.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ZeStopper on June 29, 2013, 11:52:39 PM
Interesting 'nuff, when do you plan on releasing it and can we see any other dudes added in?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Oliver on July 01, 2013, 03:03:15 PM
There is something you guys should know.

1) Boomer Kuwanger can't teleport if you try.

And 2) Armored Armadillo can pass trough invisible walls if you use his spin attack.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Ceridran on July 01, 2013, 03:10:08 PM
Armored Armadillo probably turns into a projectile himself.

.. Oh, right, make sure classes aren't copywep classes. You can't play Boomer Kuwanger properly with that. Or anybody, infact.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on July 01, 2013, 07:37:12 PM
(I HATE TYPEING ON AN ANDROID!!! )

I'm stomping bugs also zero might be too agile with wall climbing, wall kicking, and air dashing. He's now some kind of bright red bottom heavy ninja
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on July 02, 2013, 07:15:03 PM
I need help with the sigma class to not make it a zero clone. Atm he's just a slower moving zero minus the 3hit combo. Kinda hard to put together dashing,  saber, blocking and head crystal shots in 2 weapons
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: tsukiyomaru0 on July 02, 2013, 07:23:45 PM
Quote from: "ice"
I need help with the sigma class to not make it a zero clone. Atm he's just a slower moving zero minus the 3hit combo. Kinda hard to put together dashing,  saber, blocking and head crystal shots in 2 weapons
Weapon 1: Saber
Weapon 1 alt: Blocking
Weapon 2: Crystal Shot
Weapon 2 alt: Dash or nothing

If there's no Weapon 2 alt, the dash could be performed through item use or by using a script to check for double-tapping of BT_Forward
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on July 02, 2013, 07:48:36 PM
I was trying to avoid item dashing
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: tsukiyomaru0 on July 02, 2013, 09:12:30 PM
Quote from: "ice"
I was trying to avoid item dashing
Then there are the alternatives of double-tap BT_Forward, single-press BT_Crouch or BT_Reload (Though would need people to manually define a key for Reload AND to add said key to Customize Keys options). I'd suggest 2x BT_Forward for it is the most obvious one or BT_Crouch for it is a default key that is pretty commonly set by players.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Intermission on July 09, 2013, 07:40:21 PM
So, okay, I know this is my first post and all, but I used to frequent the forums a long time ago, back when MM8BDM was first released. I recently got back into playing it big time, and I really wanted to play as Zero. So I've been working on a skin for him. Using the MMXtreme2 GBC sprites, I've gotten almost everything done, actually the only things I'm missing are the forward walk, which you've completed already, and a couple attacking frames. Also, diagonally back running frames. Pretty much, I've almost gotten the skin done. And we've been using the same method, and similar colors. I would like to go ahead and just merge what you've got with what I've got, and I'll just post it back up here in a spritesheet format for you so if you want to change anything that I've got, you're more than welcome to. I haven't exactly been busting my ass for the skin, but I really wanted to play as Zero, so.. Yeah. Hope you don't get upset or anything, I'm just trying to help. And besides, I'm not going to post it anywhere on the internet. Don't worry. I'm just trying to finish this skin before I have to work all week and not have much time to finish it.

I certainly wouldn't mind helping in whatever way I can, it's helping me get back into doing what I love. Spriting is kind of one of my biggest passions so it's been really refreshing just to be making all these things for something I really enjoy.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ZeStopper on July 09, 2013, 08:28:01 PM
Sorry to rain on your parade, but someone already made one.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Max on July 09, 2013, 08:29:32 PM
It was quite bad, though.

If you and ice merge then I'd like to use it for XSP! The one I was making only has a few frames at the moment so I'll just get rid of it I guess
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Intermission on July 10, 2013, 01:33:12 AM
Quote from: "ThePlayer"
Sorry to rain on your parade, but someone already made one.
Yeah. I found it, the mediafire link is down. I scoured the internet as best I could to find it, but nothing else was active, unfortunately.

I'll see what I can do about finishing this stuff up this week. Just keep an eye on the thread, I'll post it up when I get everything done and to my liking. I'm still learning how to set offsets correctly and such.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: OtakuAlex on July 16, 2013, 05:22:20 AM
Pretty good,but you should probably consider adding Zero since he's one of the most loved Mega Man characters out there
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on July 25, 2013, 07:20:03 PM
I already made a zero skin and finished the class ages ago but due to the universe being a butt I haven't been able to access the internet for 6 weeks, I'm still working on the flame mammoth skin atm
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Max on August 01, 2013, 11:17:15 AM
Would it be possible for me to use the Zero skin for the X Single player classes? I sent you a PM about it ages ago but evidently you either don't or can't check them.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on August 01, 2013, 07:16:43 PM
I'll send it if I can ever go to the library @_@
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: DiegoGamer1820 on August 18, 2013, 11:24:25 PM
Launch Octopus Sprite made by me

(http://fc04.deviantart.net/fs71/f/2013/221/5/2/launch_octagonapus_mmx1_classes_sprite_by_dg1820_by_diegogamer1820-d6hflez.png)
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on August 18, 2013, 11:29:40 PM
Quote from: "DiegoGamer1820"
Launch Octopus Sprite made by me

(http://fc04.deviantart.net/fs71/f/2013/221/5/2/launch_octagonapus_mmx1_classes_sprite_by_dg1820_by_diegogamer1820-d6hflez.png)

They look great but they will add Launch Octopus skin made by someguy.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: DiegoGamer1820 on August 18, 2013, 11:35:20 PM
not matter at least did something if you you want to use it very well.

maybe I should work on the armor of X
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: FTX6004 on August 18, 2013, 11:42:28 PM
Quote from: "DiegoGamer1820"
not matter at least did something if you you want to use it very well.

maybe I should work on the armor of X

YD already made x armor skins.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: fortegigasgospel on August 19, 2013, 12:32:52 AM
Diego, you should probably see what is already made and/or needed for expansions and mods. You are doing great jobs but I'd hate to see your work go to waste.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Korby on August 19, 2013, 01:09:34 AM
Definitely continue your launch octopus skin. It's better than Wil's.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: DiegoGamer1820 on August 19, 2013, 01:16:47 AM
mm? skins are actually lists all mavericks?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Ceridran on August 19, 2013, 01:18:14 AM
Quote from: "DiegoGamer1820"
Launch Octopus Sprite made by me

(http://fc04.deviantart.net/fs71/f/2013/221/5/2/launch_octagonapus_mmx1_classes_sprite_by_dg1820_by_diegogamer1820-d6hflez.png)

I have this odd feeling that I've seen this elsewhere, I don't know why.

Still, though, good job.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: DiegoGamer1820 on August 19, 2013, 01:22:04 AM
lately my sprites are spreading elsewhere as deviantart
(http://fc05.deviantart.net/fs71/f/2013/230/7/2/launch_octagonapus_dead_by_diegogamer1820-d6ir2bu.png)
such as these
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Dark_Chaos on September 08, 2013, 11:16:01 PM
is this project dead? i hope not. i would love to see this finished :D
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Loppyq on September 13, 2013, 04:36:36 AM
I'm Watching this Project like a hawk. I cant wait till this is done. Even if it takes a year..or years.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on September 15, 2013, 07:46:24 PM
Sorry I'm taking so long. Still having trouble with flamemammoth and A. Armadillo atm >_<
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: cooldude8 on October 05, 2014, 10:27:51 PM
Can you please make X2 classes?
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Knux on October 08, 2014, 08:58:16 AM
The creator of this thread hasn't posted on it in over a year now. I don't think that's going to change anytime soon, though I'd like to see this make a return.

Also, bumping threads over a year old like that is frowned upon unless you have something to contribute to said thread.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: Korby on October 08, 2014, 08:03:16 PM
I, personally, was considering making X2 classes a long time ago, but I never really got around to it. I have other stuff I want to do first anyway.
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: ice on October 08, 2014, 08:05:08 PM
I was working on it, but then that was put on hold to make all of the mmx weapons, and then RL got in the way of that
Title: Re: Mega Man X1 Classes (v1d how really do you want it!)
Post by: MetalMasher on July 18, 2016, 08:55:20 PM
Quote from: "ice"
I was working on it, but then that was put on hold to make all of the mmx weapons, and then RL got in the way of that
sorry to bump here, but, fou finished the flame mammoth and the other skins?
Title: Re: Mega Man X1 Classes
Post by: MegaVile on May 07, 2017, 05:10:04 PM
It's a shame this is dead. I was really looking forward to this :cry:
Title: Re: Re: Mega Man X1 Classes
Post by: TheBladeRoden on May 07, 2017, 07:16:54 PM
hmm did the opening post get deleted?
Title: Re: Mega Man X1 Classes
Post by: MegaVile on May 08, 2017, 12:46:54 PM
I believe so
Title: Re: Mega Man X1 Classes
Post by: jfranz on September 01, 2017, 01:18:16 AM
Has this class pack been realeased yet?
Title: Re: Re: Mega Man X1 Classes
Post by: TheBladeRoden on September 06, 2017, 09:47:16 AM
After all this time...

This turned into vaporware many years ago when I got stuck on the pickup system I was trying to implement. But since the base game got the V2b update, I was inspired to take another crack at it, plus fixing compatibility, and fixing the now rebroken teleportation skills, and trying to polish other buggy skills, and adding new weapons I forgot to six years ago. So that alone took a few months, but here you go.

https://allfearthesentinel.net/zandronum/download.php?file=mmxclasses-v2a.pk3

Changelog.txt
Code: [Select]
v2:
-Updated for MM8BDMv5b compatability.
-New Weapon/Pickup/Drop system for different classes.
*Classic Megaman
**Can pick up Classic copyweps.
**Can't pick up X copyweps.
*X
**Can pick up X copyweps.
**Can't pick up Classic copyweps.
*Mavericks
**Can't pick up any weapons.
**Can't pick up any weapon energy (ammo autorefills).
**Drop X copyweps when killed.
-Added Storm Eagle map by Knux.
-Launch Octopus changes
*Edited and added Wil's Launch Octopus skin.
*Homing Torpedo
**Projectile is now based on Jax's Homing Sniper instead of the Mage Staff thingy.
**Torpedoes make a rocket-ish sound when homing.
**Damage reduced from 20 to 15.
*Whirlpool
**Added a big jump altfire to better get the drop on foes.
**Added a cloud effect to show the weapon's range.
*Speed decreased from 0.8 to 0.67.
*Health increased from from 107 to 119.
-Boomer Kuwanger changes
*Teleport so that it doesn't teleport other players using the same weapon.
*Fixed Boomerang Cutter's altfire so that it needs ammo to fire.
*Speed decreased from 1.0 to 0.93.
*Health increased from 81 to 86.
-Fixed most custom pain types so that they go to A_Stop properly.
-Storm Eagle changes
*Now only the front of the Storm Tornado stuns players instead of the whole thing.
*Wing Wind given a larger area of effect and pushes enemies in a more predictable direction.
*Pipi Egg
**Egg damage lowered from 25 to 20.
**Pipis now use Homing Sniper coding.
**Fixed Ammo recharge rate.
*Speed decreased from 0.8 to 0.77.
*Health increased from 95 to 104.
-X Changes
*Hadouken
**Raised Hadouken firing height to normal level.
**Lowered Hadouken required ammo from 200 to 150.
*X Buster
**Fixed bug where charge sound would keep playing after death.
**Lowered the maximum damage from final charge shots from 90 to 60.
*Added 8 copyweps from the game (with charge shots too!).
**BoomerangCutterX
**ChameleonStingX
**FireWaveX
**ElectricSParkX
**HomingTorpedoX
**RollingShieldX
**ShotgunIceX
**StormTornadoX
-Armored Armadillo Changes
*Changed Armored Armadillo's temp skin from Proto Man to Hard Man.
*Head Beam / Arm Shields
*When the arm shields are fully charged, they will be unable to deploy until
after you fire the charged shot, plus a 2 second cooldown (visualized by
AA's HUD having spread hands instead of fists)
*Getting hit with electric weapons when arm shields are deployed will instead stun and damage you 20 HP
*Rolling Shield
*Total rewrite of Rolling Shield code. Hopefully eliminating skybox stranding.
*Projectile now bounces off players instead of trying to go through them.
*Player skin now does the Rolling Shield animation instead of the projectile.
*Damage increased from 30 to 35.
*Speed decreased from 25 to 20.
*Speed decreased from 0.8 to 0.61.
*Health increased from 126 to 130.
-Sting Chameleon Changes
*Cloak now takes time to decloak instead of instantly.
*Chameleon Sting
**Now uses smaller spike-based projectiles.
**Firing rate slowed.
**Damage lowered from 20 to 16.
**Shrunk radius from 15 to 5.
*Iron Tongue
**Now only the end stuns players.
**Ammo used increased from 1 to 2.
**Lowered Ceiling Spike damage from 30 to 10.
*Speed increased from 0.8 to 1.05
*Health increased from 72 to 76.
-Spark Mandrill Changes
*Reorganized weapon layout
**1st Weapon: Electric Spark, Alt:Lights Out
**2nd Weapon: Dash Punch, Alt: Lights Out
*Electric Spark Damage lowered from 40 to 25.
*Dash Punch changes
**Damage lowered from 60 to 40
**Takes 4 tics longer to fire.
*Speed decreased from 0.8 to 0.57.
*Health increased from 136 to 140.
*Gave him FATLAND sounds.
-Flame Mammoth Changes
*Lowered Oil Puddle Count from 10 to 8
*Gave Oil Puddle fancy voxel model.
*Speed decreased from 0.8 to 0.55
*Health increased from 141 to 144.
*Fiddled with Jump Press to make it more like the Power Muscler.
-Removed LMS invincibility if sv_maxlives are greater than 1.
-Chill Penguin Changes
*Speed changed from 0.8 to 0.86
*Fixed crazy damage variations for Ice Statues, should now be 20.
*Bug Fixed Ice Breath's freezing ability.
Title: Re: Mega Man X1 Classes
Post by: Morps on September 06, 2017, 11:51:42 AM
Is this mod going to make a full comeback into development, and if it does will it go beyond X1? Someone made a Wheel Gator skin that can be useful.
Title: Re: Mega Man X1 Classes
Post by: MegaVile on September 06, 2017, 01:16:21 PM
Why does Sting chameleon drop electric spark upon death?
Title: Re: Re: Mega Man X1 Classes
Post by: FTX6004 on September 06, 2017, 02:36:22 PM
(https://i.imgur.com/otE4E6f.png)
Flame Mammoth can't ignite the oil and can't oneshot the oil pillars.

And i should mention that you can't use storm eagle's flight mode when you have storm tornado selected
Title: Re: Re: Mega Man X1 Classes
Post by: ice on September 17, 2017, 09:47:26 PM
welp, since this is getting attention again, mind if I send over what I have so far?
In the version I was working it I was adding X's armor buster upgrade and did a few extra sprites that might be useful
Title: Re: Mega Man X1 Classes
Post by: RetroGamerAndre on October 24, 2017, 05:39:52 PM
I've noticed that there was a v2b of this mod, and I had a bit of a problem when using this version and the previous on a server. Whenever X gets the Hadouken charge completely filled, if on a server the hadouken item glitches and should any other items get picked up, the hadouken item disappears and becomes hard to use as it flashes in and out of existence. I don't know if that's because of the new update that just got released (I don't really see major gameplay changes IIRC). There is an error anytime i teleport but i don't see that as something troublesome just annoying. but the main problem i have is the hadouken glitching out if i pick up say item 2 and then get the hadouken charged, the hadouken disappears and becomes unusable without timing perfectly scrolling to the disappearing item and pressing the button to use it. it might be because i have infinite inventory enabled on my server i wander around on, not entirely sure about that. anyways, thanks for listening to me ramble sorry i did that. Thanks again for any help given.

RetroGamerAndre
Title: Re: Re: Mega Man X1 Classes
Post by: TheBladeRoden on October 30, 2017, 12:03:26 PM
Alright, hopefully I've addressed most of the bugs!

https://allfearthesentinel.net/zandronum/download.php?file=mmxclasses-v2c.pk3

Code: [Select]
v2c:
-made compatible with MM8BDM v5c.
-Added more sound effects to Hadouken and hopefully made it more reliable.

v2b :
-Sting Chameleon
*Now correctly drops Chameleon Sting X instead of Electric Spark X.
-Flame Mammoth
*Fixed oil sprites overwriting default MM8BDM ones.
*Weapons can now light up oil pits.
*Oil puddles can now be lit on fire by more weapons.
-Fire Wave X
*Can now light up oil pits.
*Starts out as a lobbed projectile before it hits the ground and starts the chain reaction.
-Storm Eagle
*Can now fly with his first weapon equipped.
*Ammo drains constantly while flying instead fo just when boosting, now with icon indicator.

Also there should be a server up and running at 149.56.242.162:10853