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Messages - ice

Pages: [1] 2 3 ... 165
1
Projects & Creative / Re: Special Classes Add-on (Version 3.2)
« on: September 18, 2017, 04:27:41 AM »
dude the last post here was from 4 years ago >.>

2
Projects & Creative / Re: Re: Mega Man X1 Classes
« 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

3
Graphic Alterations/Submissions / Re: [Improved sprites] StarMan
« on: May 26, 2017, 03:17:33 PM »
the legs on the front, back, and back angled rotations of his idle and firing frames still bother me a bit, it looks like his leg is bent at an unnatural angle. Front and back looks like it's bent from the side, and the back rotation looks like it's bent backwards


Still not quite happy with the back angle but I tried my hand at fixing his legs

4
for the party balls, they where never in an NES game being in super famicom, playstation and sega saturn

5
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: April 17, 2017, 03:27:46 AM »
Just a suggestion for Sniper Joe, would it be possible to give the swinging for the hammer joe weapon a close range damaging effect? Right now it's probobly the least useful weapon as all it does is stun targets for someone else to get a kill steal from you and by the time you CAN fire any weapons while they're stuned, they've already broken free and ran off.

Right now how the weapons are
Starting buster: Hard to get kills with the low RoF you mostly have to pray you get a kill or get a full bar before somebody kills you. I'd suggest removing the 3rd shot pause altogether

Crystal Joe: Sortof okayish, the crystal sadly blocks your entire view making aiming it difficult, it also makes the shield redundant. I'd suggest making the crystal more of a "wireframe" outline so you can see what you're doing

Grenades: Holy crap these things take forever to explode, you mostly have to hit the target dead on or hope the explosion hits somebody, I'd suggest making them somewhat more like napalm bomb in terms of detonation timing

Skeleton Joe: The bones are actually pretty okay for what they do, no real changes other than maby make the bounce height set instead of having them bounce insanely high completely over your target

Hammer Joe: As stated above, largely useless if you're hoping to get a kill in a group, add some sort of close range AoE to it

Electric Joe: Pretty much god teir, high powered ground hugging spreading ripper AND a close range AoE. I... can't really think of any changes to be honest, the weapon's fun to use and has no real drawbacks to it which I think is what makes it outshine everything else

Machinegun Joe: The other god teir weapon. A large energy capsule fills this thing instantly AND has a crapload of ammo, add the stunlock and hoooo boy. I'd say probobly nerf the ammo you get from capsules slightly and probobly remove the stunlock

6
Projects & Creative / Re: Class based modification (v8d)
« on: March 08, 2017, 03:24:43 PM »
I always found all the copy classes that isn't megaman in general to be bland sadly, they all just seem like clones with minor stat changes. Yet the characters in general had so much stuff in all the different games they did, a lot of them making it into the boss fights in vanilla

7
Anything Goes / Re: Anyone's art thread
« on: March 04, 2017, 04:44:54 PM »
Spoiler for Hiden:
Oh boy! It'sa Mega Me!-

8
Projects & Creative / Re: [GAME MODE] March of the Metools - Version 2!
« on: February 17, 2017, 03:47:09 PM »
considering the last post here was 3 years ago, it's not surprising that it wouldent (my GOD I feel old)

9
Projects & Creative / Re: Unholy Classes/Bosses (V7a-beta)
« on: November 01, 2016, 08:13:07 PM »
*sees Amber is now a selectable class, makes big happy face*

10
Anything Goes / Re: General Offtopic Discussion
« on: October 16, 2016, 12:22:13 AM »
Welp, tree fell on my house and busted a hole in the ceiling, thankfully nobody was hurt.

11
Didnt wan't to bother with a whole new thread just for 1 pic sooo here's something I made when I had no net. It's a mid transition of transforming from the buster to the hand and vice versa



12
Projects & Creative / Re: Class based modification (v8c)
« on: September 15, 2016, 02:33:23 PM »
Not really a major bug, but might want to change the name of Protoman's sliding sprite, well, unless you like seeing him doing the Cancan dance after defeating him in single player

13
https://www.mediafire.com/?osbj6hi3cr1tsas

*edit from Ice

THIS DOES NOT WORK WITH THE CURRENT BUILD OF MM8BDM


welp, since mods are back and rolling around, may as well post this. No real changes other than the homing method of Korby's attacks being changed from MageStaffTrack SeekerMissile

14
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 05:37:22 PM »
considering the truck can be cancelled at any time with the item, you're literally immune to damage, and joe has a shield to begin with, I don't really see getting stuck as a big issue as it would now be more of a judgement thing

15
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 01:21:41 PM »
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is

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