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PostPosted: Thu Mar 03, 2011 4:37 pm 
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this project is now for fun, if you're interested in creating a enemy class, create it and send it in, I'm also looking for testers when this comes out

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

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

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

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

Watcher:
attack: shoots 2 beams
special: Can fly



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


Last edited by ice on Tue Mar 27, 2012 11:06 pm, edited 29 times in total.

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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 8:54 pm 
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Whoa! The MM8 Sniper Joe.

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


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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 9:08 pm 
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I'll do Met at some point.


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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 10:07 pm 
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Screw it, I'm posting here.

Code:
//Sniper Joe*

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

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

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

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


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

Or just scrap yours and use mine anyway :p

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


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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 10:11 pm 
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SmashBroPlusB wrote:
have the grenade be the alt-fire for all three busters. :cool:

Well SOMEONE's never played GvH.


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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 10:13 pm 
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howdidyouknow.wav

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


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 Post subject: Re: MM enemy classes
PostPosted: Thu Mar 03, 2011 10:36 pm 
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Ehh spam grenades wouldn't be a problem if they are styled on the mm&b ones.

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

really they were useless.


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

also, hothead class anyone?


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 Post subject: Re: MM enemy classes
PostPosted: Fri Mar 04, 2011 4:21 am 
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I finished sniper joe, his main fire is about the same as megabuster and his altfire tosses a grenade that has about the same strength as napalm bomb, the only downside is, somewhat weak to all weapons, and you can only toss one grenade at a time and it takes a while to recharge.

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

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


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 Post subject: Re: MM enemy classes
PostPosted: Wed Mar 09, 2011 11:09 pm 
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Couple of MM2 ideas

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

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


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