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PostPosted: Mon Jan 09, 2012 4:32 am 
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ice wrote:
[OMFG RAGE]
Settle down, Beavis.

These things take time to fine-tune. If you let every schmuck with an opinion (which, as they say, are like ass holes) get under your skin, maybe you should hand the project over to someone with more time and patience. Besides, as you've pointed out numerous times, you're trying to keep this thing fairly close to the source material -- Mega Man: Battle & Chase. Thus, there's bound to be some "imbalances" in the mix.
Game-breaking glitches, like telefrags and losing your lap-counter item, on the other hand... Well... That's what trial-and-error is for.

And now to add to your frustration! :D
- Roll and Toadman can hop over parts of certain baracades on top of the random crates in the Bass' course, but not every part. Thus, what seems like could be a shortcut for them turns out to be a complete waste of time.
- You can currently run courses backward if you really want to. I don't know if this is intentional, but it's certainly amusing! (Or would be, if my internet didn't suck so bad. I'd love to be the joker running the tracks backward. X3)
- Please fix the Hall of Mirrors effect in the waiting room of "Mario's Course". As well as the invisible lines in the various stands. (This may be an OpenGL-only thing. I'm not sure.)
- Make this a reality at some point:
ImageImageImage


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PostPosted: Mon Jan 09, 2012 5:19 am 
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Joseph Collins wrote:
Korby wrote:
My thoughts? Remove the "spectator" portions of the maps. If people want to spectate, they can use the built in spectator cam that works marvelously. You could just put things in the bleachers if you don't want to get rid of them.
"Works marvelously" is a bit of an overstatement. Since spectators can't teleport, if a spectator never joins the race, they're stuck in the entryway the entire race (unless using the chase cam function). I forget if there's a way to add spectator cam spots to maps, but that could be a viable solution. If not, well... It's either chase cam, join then go back to spectating, or don't spectate at all.


Really late response but if he removed the spectator parts, there wouldn't be a "waiting room," which is a bit silly to begin with. Plus there's always chasecam, but many people don't find that amusing.


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PostPosted: Mon Jan 09, 2012 6:23 am 
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Human Destroyer wrote:
You want a beta server host? I could do so.

I'll keep that in mind

anyway
the whole bass track issues exist mostly due to the whole map breaking when I tried to add the checkpoint system causing me to lose interest in even trying to fix it, so I may scrap it altogether for the B&C design, but if I can ever fix it I'll make it an extra map. Atm it's a filler map

Also I apologise for completely flipping out, and it takes ALOT to make me flip out, but yeah, all the negative outside sources, all the negetive posts, combined with other thing just pushed me over the edge

as for the whole remove the spec area, I'ts there due to the spectate cam being very slow, though you can steal other people's cameras, but wheres the fun in that? Basicly I just made it to create a "Fan being at the racetrack" feel

and the hall of mirror thing I've never noticed due to me rarely EVER using open GL

*=done
also heres my changelist:
*Removing RCman due to WAY too many negative comments
*nerfing the buster
*buffing quickman's speed (inb4 a big I told you so)
fixing the lap counter so it's kept on death
changing the screws so they give you an item on the 10th one
*fixing shadowman's attack
*makeing elecman's track bigger
fixing the teleporters to reduce telefragging
adding a indicator to tell you wich way to go so you won't end up going the wrong way (though you could still do it if you want)
TRY to fix bass's track 1 last time
fix the fireman fall trap
*and since people keep insisting that this has to be a mariokart clone, adding a Etank item


Last edited by ice on Wed Jan 11, 2012 6:22 pm, edited 1 time in total.

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PostPosted: Mon Jan 09, 2012 11:03 pm 
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Just a question: What's wrong with Cloud Man's car? I can't fix it, unfortunately- I already deleted the file of it.


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PostPosted: Mon Jan 09, 2012 11:05 pm 
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Star Dood wrote:
I can't fix it, unfortunately- I already deleted the file of it.

And this is why I never delete images unless I have a backup somewhere.


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PostPosted: Tue Jan 10, 2012 12:20 am 
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Manibogi wrote:
It would be even faster if I fixed it:

Image

Or just simply look back a few pages

but yeah, it's a tad too boxy


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PostPosted: Tue Jan 10, 2012 5:51 pm 
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ice wrote:
WELL EXCUSE ME FOR TRYING! How about I make quickman abnormaly fast and give him a forcebeam gun and make the buster absolutely useless, or better yet, how about I fix it so noone has attacks period, and make it so you automaticly gain an item when you hit an enemy, and remove megaman altogether and replace him with mario!


Lol, I meant having an AoE class that causes spinout is overly cheap.


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PostPosted: Tue Jan 10, 2012 6:06 pm 
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On page 48, SmashBroPlusB wrote:
Star Dood wrote:
Toad might not even make it in if a suitable attack isn't found.
SmashBroPlusB wrote:
It would be cool to give him ToadMan.exe's grounded Tadpole attack. :cool:
I'm just going to leave this here. :|



Basically, the Tadpole attack would be a grounded, fast-moving projectile that can make karts either stunned or spin out (but not both). The Tadpole would be unable to climb walls, but its speed would more than make up for it (assuming you have a clear shot at your rival). The recharge rate is moderate (comparable to Mega Man or Roll) but you only get 4 tadpoles in a full ammo bar.

Toad Man's "power" move could be Acid Rain. It simply hits all players around Toad Man for easy radius stunning. However, you'd have to "charge" the Acid Rain to use it. Usually the "power" moves are used automatically based on whether or not your ammo bar's full, but for Toad Man I think a charge attack would be better simply because the two attacks are so different (a fast distance shot versus a close-range radius blast).
Umm... yeah.

Just replace Acid Rain with Toad Jump and you're good.


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PostPosted: Thu Jan 12, 2012 11:16 pm 
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OK, I'd like to apologize for spazzing out the other day. I have a bad habit of blowing things out of proportion when I first see them.

Despite this mod's flaws, after taking a second look, it seems that it could become fairly solid if given some time. I wish you the best of luck on the future of this mod.

P.S.: Has Quickman's track been looked at/added yet? I added a link to it earlier in the topic, but I haven't seen it mentioned since. I'll go hunt down the link and repost it in case you don't feel like digging.

EDIT: Found it.


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PostPosted: Fri Jan 13, 2012 12:05 am 
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As long as it's playable online and dosent lagg from the lasers I guess it's in


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