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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 3:31 am 
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One question: What about Swallown or Mummira? (I am also kind of hoping for a Proptop class)


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 3:39 am 
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Well, if you recall, Reggae was originally going to be a support item, that summoned enemies. It may be difficult to recognize that Enemy's Frags = Reggae's Frags, but a possible idea is something like:

WEAPON ONE:
Main Fire: Summon Enemies
Alt Fire: Flying
WEAPON TWO:
Main Fire: Summon Fake Items
Alt Fire: Flying

Now, you're probably thinking "Hoo, boy, Metool paradise!" That is not correct, however.
Invasion.
That is all.


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 3:47 am 
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CHAOS_FANTAZY wrote:
WEAPON TWO:
Main Fire: Summon Fake Items
Alt Fire: Flying

thats his current moveset only reversed atm XD
as for summoning enemies, I'm trying to make him like how he was in rockboard, the bomb tanks use the same sprite too, I was thinking of maby a ramming attack or ranged but I rarely EVER see him attack


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 3:54 am 
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Why must they have alt weapons?! WHY?! One primary and one alt is good enough!

(Psst. Invastion enemies are OP.)


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 3:58 am 
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oh trust me, I know how OP they are (if I had a dollar for every time I was killed), as for reggae having alt, I'm not saying its mandatory, I was just asking for a new attack idea cause he's pretty defenseless as he is now, and I'm not asking for a alt weapon, just a new main fire, I'm going to fix it so if you hold altfire you'll fly, or if you just click, he'll drop a fake item, as long as you have ammo ofcorse,


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 4:01 am 
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Korby wrote:
Why must they have alt weapons?! WHY?! One primary and one alt is good enough!


Because I actually really like the Fake Items concept, yet Reggae needs an offensive attack. They're a bird, hence, flying seems obligatory, soooo...
Also, *insert rant about Snakeman nerf here*

Korby wrote:
(Psst. Invastion enemies are OP.)


That's half the fun! ;ugeek;
I was only attempting to let him know that there's more than plain ol' Mets. As I know, from fighting Met Daddy SO MANY TIMES, they get boring real quick-like.


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 9:26 pm 
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I can help test them out!

And an Mummira Class would be hilarious
His main would be him throwing his head at you


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 10:25 pm 
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I'll try to think about what else to add after I finish the 1st few classes, dose anyone want to work on coltom and darkman 3? I'm working on the 1st person sprites of picketman


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 10:29 pm 
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By the way, Ice, I had(have?) the Met go faster than Mega Man for a little while. This proved to be kind of bad. He could also jump higher, for some reason. That was pretty bad as well.


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 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 08, 2011 10:40 pm 
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I havent really changed anything with the mett except lowering the veiw height and lowering the shot spawn point, and I added the classes bullet sprites


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