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PostPosted: Fri Oct 28, 2011 7:17 pm 
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Sora wrote:
I think the Proto/Bass/item system would werk best for the following reasons:

1: It would keep the player from having multiple powers. - By having the main wep be replaced with each upgrade, you can effectively keep one power at a time. Also, discarded wep could turn into a bouncing item someone else could pick up, if someone like to code nightmares.

2: It would be (mostly) easier to program using this system then majorly altering another system/creating one from scratch. - This comes from my lazy side, but it seems like it would be simpler and easier to use the current item system.

3: It would be a homage/reference to the actual games. - Pick up a power (Inhaling it) > Activating a power (Swallowing it) > ??? > PROFIT (PROFIT)

I must agree with this.


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PostPosted: Fri Oct 28, 2011 8:52 pm 
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I really like the idea of using the altfire to discard your weapon, and of having a star be dropped that someone else could pick up; that sounds pretty cool! Maybe the star should only come out when people discard it on purpose with the altfire, though (if that's possible), instead of any time you change powers.

For Hyper, would there be a way to make it work simultaneously with the player's previous weapon, or would it work better to just have it be a separate weapon entirely? Also, it might be neat to have it so that when you run through people with it, they fly off in Wind Storm/Old Gravity Hold fashion.

Also also, I think that having a visible sword/hammer/star rod for the weapons where that would be applicable would be a really good idea as well, if people could make it work without inducing a whole lot of lag.

Manibogi, I do think the green frames look cool, but I would probably support your using the blue ones, since not having blue on the hurt frames might bother some players...

And, Sora, I'll put you down for Bomber then. Looks... uh... good so far! Thanks! :cool:

Also also also, I was thinking about it, and I realized that there's a clearer, less ambiguous way to lay out the whole weapons thing into three separate questions (though some options kind of preclude the others):

1) Should the powers be implemented as weapons, or morphing classes?
2) Should the player have multiple weapons usable simultaneously, or just one?
3) If just one, should the player equip the power immediately upon pickup, or be able to hold on to multiple powers in reserve, as Proto/Bass Buster items?

Immediate pickup seems a little restrictive, but it might also allow for cool stuff, like those Sleep-filled trap rooms from the games, as well. :geek: Anyways, I think the consensus so far seems to be pretty universal for weapons, rather than classes, for having one weapon at a time, and for the ability holding weapons in reserve I think... So unless there is a lot of disagreement suddenly, we may not need a poll after all.

If someone could make up a Kirby hand and some weapon/health meters for the HUD (since we'll probably have those any way we go), I can add them to the first post for weapon designers to use. Does anyone have ideas about the weapons icons? I don't know how flexible the Skulltag HUDs can be.


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PostPosted: Fri Oct 28, 2011 9:05 pm 
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I don't think it was altfire, he said when you activate a new power, the old one bounces out of you.


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PostPosted: Fri Oct 28, 2011 9:59 pm 
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DarkAura wrote:
For the weapons I'm trying to work on, I'm suggesting we put in an alt-fi-*shot fired* Wait! *bullet stops* Hear me out first. We should make the weapons have an alt-fire that dispels the ability back to Normal and spawns a star, in a random direction, that another person can pick-up and obtain that power. *bullet disappears*

For Hyper, I was planning on replacing the current weapon with a "marker," give the player Hyper, and automatically activate it. Then, when Hyper is over, it takes the marker, replaces it with the appropriate weapon, and take Hyper away. It's the way I'd do it, but I bet there's a simpler way of doing it.


Nope. It was altfire.


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PostPosted: Fri Oct 28, 2011 10:14 pm 
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For DarkAura's, yes, but I was referring to Sora's suggestion.


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PostPosted: Sat Oct 29, 2011 12:48 am 
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And... it's finally done! Thanks for all the feedback Bondman. All that needs to be done now is to make it into a .pk3, however I don't have any experience with SlumpED, so it'll suck if I make it, because of that, I'll need someone else to do it.


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PostPosted: Sun Oct 30, 2011 2:47 am 
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Super Bondman 64 wrote:
For Hyper, would there be a way to make it work simultaneously with the player's previous weapon, or would it work better to just have it be a separate weapon entirely? Also, it might be neat to have it so that when you run through people with it, they fly off in Wind Storm/Old Gravity Hold fashion.


From 3DS:

Fortunately, I have a bad habit of whatever way I am trying to make something, I am actually making a different way. Hyper is going to be given in a separate acor, similar to Skull. It give the player Hyper, instantly switches to it like activating a buster upgrade, and immediately activates it. But, do ya really think that the enemies should be tossed around when hit by Hyper? Now that I think of it, I might consider it since my current version is a bit similar to KY's Starman, but it would have to do heavy damage as a fragging capability.

Also suggesting, if putting in classes for the weapons, giving specific groups of characters a unique death animation. Kirby has his, DeDeDe and Meta Knight as theirs, lesser enemies, mid-bosses, bosses, and possibly both Nightmares.

Korby wrote:
Well then we get a hilarious obituary.


A power-star deemed Korby not worthy and takes his last health. DarkAura magically gains a frag.

Meh, not good at obituaries. We should ask CF for that.

Oh, and Meta Knight for an Eddie replacement.


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PostPosted: Sun Oct 30, 2011 9:06 pm 
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Ok, it feels like I've passed this on to about 3 people and nobody has ever said anything about finishing it so here's what I've done of the Pengi skin.

Spoiler:
Image


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PostPosted: Thu Nov 03, 2011 8:56 pm 
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The skin looks great, Manibogi; I can put it in a pk3 for you. I'll also send you a copy of the finished file as well, if you want; just don't distribute separately it before the expansion is finished. :geek:

Mr. X, thanks for bringing that up again-- Pengi looks great so far, and I can feature it on the front page for a while to see if someone will take it on.

Does anyone know whether Smash the Echidna is still working on/has finished the music for the expansion? If he's not still around, I guess I could find the OST on the Internets someplace...


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PostPosted: Thu Nov 03, 2011 9:24 pm 
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If he hasn't, I could get the songs and loop them for you.


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