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PostPosted: Sat Apr 23, 2011 5:48 pm 
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Joined: Thu Oct 14, 2010 7:26 pm
Posts: 1225
Location: TheBladeRoden's Stage
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MM8BDM Extender (1) Cutstuff Blacksmith (1) MM8BDM MM8 Contributor (1)
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Downloads:
http://www.mediafire.com/?p31qkdze772hroe
http://wadtemp.fathax.com/files/MMXClasses-v1d.pk3

11/7/11 - v1d changelog:
Spoiler:
-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.


9/6/11 - v1c changelog:
Spoiler:
-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.


7/18/11 - v1b changelog:
Spoiler:
-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.


7/13/11 - v1a
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.

*quietly creates thread in the dead of weekend*

Well I finally started developing this idea so I figure I should make a thread before somebody snatches it up. So here goes. One nice thing about MMX is that there's no shortage of ideas for alt weapons. Maybe too many in fact. Of course, the biggest thing that's holding this pack back is the lack of MMX skins. So the mod will just look like a bunch of recolored Megamen for a while.

Since this is prepreunreleasedalpha, everything's subject to change.

Class List
Image
Maverick: Armored Armadillo
Role: Tank
1st Weapon: Head Beam
Fires a basic projectile from his head. When charged, he shoots stronger shots in 8 directions. Arm shields are needed in order to charge though.
Alt Fire: Arm Shields
When held it creates a proto-like shield in front of him. Movement is slowed when deployed. It reflects most projectiles, but electric ones will stun him. When the shield is hit 4 times, he becomes charged up.
2nd Weapon: Rolling Shield
AA forms into a ball and bounces himself around the room. This lasts until he hits someone, runs out of ammo, or clicks again to cancel it.
Resistances: Air & Fire
Weaknesses: Electricity
Progress:
Coding - 95%
Skin - 0%
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image


---

Image
Maverick: Boomer Kuwanger
Role: Agility, Close Range
1st Weapon: Boomerang Cutter
Throws his horns that swing left in a circular motion and return to him. It can go through walls too. Hard to aim, but he can deploy 3 at a time
Alt Fire: Boomerang Cutter Right
Same as above except the Boomerang Cutter swings to the right.
2nd Weapon: Dead Lift
A melee weapon that launches victims into the air.
Alt Fire: Teleport
He creates a hologram where his cursor is pointed and teleports there a half second later. Range is limited, but can be used a few times before ammo runs out.
Resistances: None
Weaknesses: Homing Weapons
Progress:
Coding - 90%
Skin - 100%-LlamaHombre
HUD - 90%
Weapon sprites - 90%
Screenshots
Spoiler:
Image


---

Image
Maverick: Chill Penguin
Role: Crowd Control
1st Weapon: Shotgun Ice
Shoots a ball of ice that splits apart when it hits something, much like half of all MM ice weapons.
Alt Fire: Ice Sled
He gets on an icey version of himself and slides forward, bowling through people until he hits a wall (or falls into a pit)
2nd Weapon: Ice Breath
Creates penguin ice statues in front of him that freeze anyone who touches them.
Alt Fire: Blizzard
Pushes existing penguin statues in the direction he's facing.
Resistances: None
Weaknesses: Fire
Progress:
Coding -100%
Skin - 0%
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image


---

Image
Maverick: Flame Mammoth
Role: Traps, Pyro
1st Weapon: Fireball
Lobs a generic fireball.
Alt Fire: Oil
Creates a puddle of oil when it hits the ground. Harmless on its own, when hit with a fire weapon, it bursts into a pillar of flames. A patient Flame Mammoth can create large deathtraps with these.
2nd Weapon: Fire Wave
A short range flamethrower like X's acquired weapon.
Alt Fire: Jump Press
Stuns people when he lands near them
Taunt: Reeeaaawwrrr!
Resistances: None
Weaknesses: Air
Progress:
Coding - 100%
Skin - 0%
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image


---

Image
Maverick: Launch Octopus
Role: Long Range Spammer
1st Weapon: Homing Torpedoes
A chargeable weapon, at each charge level it shoots more torpedoes simultaneously, up to a maximum of 4.
Alt Fire: Missiles
launches 3 dumb-fire missiles in a shotgun-like spread.
2nd Weapon: Whirlpool
Draws enemies in and drains their health, the closer they are, the harder it is to escape and the faster health is drained, but it can't be used while running.
Resistances: Fire
Weaknesses: Shields
Progress:
Coding - 100%
Skin - 0%
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image


---

Image
Maverick: Spark Mandrill
Role: Heavy Hitter, Disorientation
1st Weapon: Electric Spark
Creates two large sparks, one in front and one behind. These travel along the ground and up walls.
Alt Fire: Dash Punch
A slower more powerful Charge Kick
2nd Weapon: Lights Out
People within range get their screens darkened for a few seconds
Resistances: None
Weaknesses: Ice
Progress:
Coding - [color=02fe00]100%[/color]
Skin - 100%by JaxOf7 edited by TheBladeRoden
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image


---

Image
Maverick: Sting Chameleon
Role: Stealth
1st Weapon: Chameleon Sting
Fires a green laser or something that splits into three angles.
Alt Fire: Wall Climb
Similar to the infect wall climb.
2nd Weapon: Iron Tongue
A short range tongue lash. It you hit the ceiling, it will drop a bunch of spikes
Alt Fire: Wall Climb
Item: Camouflage
Turns him invisible except while firing. It drains ammo and can't be used again until ammo is refilled, in order to avoid Shadowman rage.
Resistances: None
Weaknesses: Cutting
Progress:
Coding - 100%
Skin - 100%Megaman
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image
Image


---

Image
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
Progress:
Coding - 100%
Skin - 100%Chimera Man
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image
Image


Image
Reploid: X
Role: Hit and Run
1st Weapon: X-Buster
Has 4 stages of charge that shoot larger and more damaging shots. The last stage fires three spiraling projectiles. Can pick up other weapons.
Altfire: Hadouken
Throws a ball of blue flame that deals a OHKO. Takes a while to recharge. Must be at full health to use.
Item: Dash
Speeds X forward, uses some Hadouken charge.
Resistances: None
Weaknesses: None
Progress:
Coding - 90%
Skin - 100%Chimera Man
HUD - 100%
Weapon sprites - 100%
Screenshots
Spoiler:
Image
Image


Other possible classes:
Zero
Vile
Sigma
Armor Soldier


Last edited by TheBladeRoden on Thu Oct 25, 2012 10:58 am, edited 19 times in total.

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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 5:51 pm 
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Joined: Tue Aug 25, 2009 8:17 am
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Looking interesting, I wish you luck with your project.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 5:55 pm 
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Joined: Mon Nov 15, 2010 9:19 pm
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I would so be Boomer Kuwanger constantly.

A good sweeper class that can teleport faster than Chuck Norris.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 5:59 pm 
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Joined: Sat Nov 13, 2010 4:48 pm
Posts: 1077
I can code altfires if you need.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 6:08 pm 
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Joined: Thu Mar 03, 2011 11:26 pm
Posts: 884
Location: Chaotic realm
YES!!i am glad someone is making an MMX classes.:D.

Can i ask you a favor....

Spoiler:
MAKE THE ZERO CLASS.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 7:02 pm 
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Joined: Thu Mar 04, 2010 3:36 am
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There's a skin for Sting Chameleon.
I'd love to try Chill Penguin, but I have a lot to do.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 7:22 pm 
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I never exactly liked the X series, I just played a few games (X4, X5, X3 and X1) and I'm interested to see how these classes will turn out.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 7:50 pm 
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Launch octopus, mega man x, and zero have skins already made too.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 7:57 pm 
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Joined: Wed Jan 26, 2011 1:36 am
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Location: Nothing to see here. Just Satan.
Gummywormz wrote:
Launch octopus, mega man x, and zero have skins already made too.

The only Mega Man X skin I've seen has no eyes. It's in no condition to be used in a project.


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 Post subject: Re: Mega Man X1 Classes
PostPosted: Sat Apr 23, 2011 11:27 pm 
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Joined: Thu Nov 04, 2010 3:08 pm
Posts: 320
This should be very interesting. Maybe if you work with Korby, you can have this added into another version of the classes and be credited for it.

Not to mention, I loved the original Mega Man X game.


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