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Frags' SHBCX (Thread ded. Pls lock.)
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Topic: Frags' SHBCX (Thread ded. Pls lock.) (Read 19894 times)
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November 05, 2014, 05:42:12 PM
Read 19894 times
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Frags' SHBCX (Thread ded. Pls lock.)
«
on:
November 05, 2014, 05:42:12 PM »
> My Skins/Music Pack Thread
> My Art/Sprite Edits Thread
> My Resources Thread
====================================================================
(Edit 9/29/2021: First post cleaned up for outdated version. See latest post for info about the revision.)
Small disclaimer: I'm not exceptionally experienced in modding and only dabble in what areas I've grown familiar with. Any pre-existing material used - or at least material significant enough to mention - are credited to the extent of my ability (at least at the time I wrote this outdated thing's credits list. Further info to be listed in later modding.)
Saxton Hale Boss Classes Remix
SHBCX or Hale Classes Remix for short, this cluttered, outdated variation was inspired by a younger/inexperienced Otaku Alex's long erased Saxton Hale Classes mod, which ripped and converted Hales into playable classes. Taking a step further, my aim was to create partially-to-mostly new takes on each Hale in class form, using info from their source material and existing traits from various 8BDM SH versions.
Old Classes List (Rewriting info for convenience. Unfinished ftm.)
(click to show/hide)
=Megaman (Core Class - Smash-Style Attempt)=
- Body Info -
All like core, except no skin change.
- Wep 1 -
Mainfire: Mega Buster - Chargeable with a ripping charge shot and limited distance. Also had knockback, for some reason.
Altfire (Ground): Slice Kick - Propels you forward with slightly different knockback and weird damage.
Altfire (Air): Crash Bomb - A nerfed version of core Crash Bomb. Has no ammo limit.
- Wep 2 -
Mainfire: Metal Blade - A buffed core Metal Blade that sticks to the ground or walls. No ammo limit.
Altfire (Ground): Slide Kick - See Wep 1.
Altfire (Air): Hard Knuckle - A faster, less damaging Hard Knuckle. No ammo limit.
=Saxton Hale=
- Body Info -
Damagefactor: 0.5
Speed: 1.0/1.0
- Wep -
Mainfire (Chargeable): Saxton's Fist - A chargeable punch with different knockbacks on weak and strong punches.
Altfire: Saxton Fireball - Charge to full ammo to release an explosive fireball with knockback. Edited from Silversin's SH v1 rage.
=Ra Thor=
- Body Info -
Jump: 11
Speed 0.9/0.9
- Wep -
Mainfire (Uncharged): Crimson Orbs - Tap to fire four orbs in the manner of old Ra Thor Rebirth.
Mainfire (Mid-Charge): Electric Orbs - Rename of "Dynamo Orbs" for some reason. Hold fire to mid-charge for the three-shot stunning orbs.
Mainfire (Charged): Psychic Orb - The simple, huge, gigantic ball of ripper damage.
Altfire: Ra Buster and Energy Field - Fires 12-damage shots that slide along the ground for some reason. A damage-reducing shield is raised as you fire that makes you take half damage from everything.
=Ra Thor Reborn=
- Body Info -
Jump: 11
Speed: 1.0/1.0
- Wep 1 -
Mainfire (Chargeable): Black Hole - Hold to maintain a explosive-ripping melee projectile as a red bar fills. Release mid-charge for a slow-moving, bouncing projectile or hold 'til full to automatically release a fast-moving projectile. Releasing melee before either charge makes the melee linger like Silversin-Balrog's Ra Thor.
Altfire (Chargeable): Hyper Dash - Tap for a basic (oddly-coded) dash, hold to mid-charge for a farther dash, hold to full charge for a triple dash with Comet Dash-style projectiles.
- Wep 2 -
Mainfire (Uncharged/Mid-Charge): Ra Sparks - Tap for a single stun projectile, hold to mid-charge for a triple shot.
Mainfire (Charged): Beam Surcharge - From Ra Thor ++, charge fully for an electric orb that releases side bolts as it travels. This may or may not lag the game heavily in wide maps, especially with multiple Ra Thor Reborns. (Note: This is fixed in the future revision.)
Altfire: Hyper Dash - See Wep 1.
=Captain Falcon=
- Wep 1 -
Mainfire (Ground): Smash Combo - Throws a jab, jab, knee combo when mainfire is held, followed by continuous jabs further after until released.
Mainfire (Air): Knee of Justice - A melee attack with knockback and stun. Can trigger during the ground combo when jumping/falling during, only to return to the multi-jab on landing.
Altfire: Falcon Punch - Holding alt charges a red/orange bar, auto-firing when full. Somewhat like Silversin-Balrog and old R++'s Falcon Punch, but with less distance and added knockback.
- Wep 2 -
Mainfire (Ground/Air): Smash Combo/Knee of Justice - See Wep 1.
Altfire: Falcon Kick - Use on ground to propel forward with an oddly-coded kick that knocks back. Use in-air to fling yourself downward, releasing a stunning, knock-around shockwave if you hit the floor.
Christian Brutal Sniper
Gentlespy
Ninja Spy
Cave Johnson
Morshu
Scrooge McDuck
Downloads (V1B - For 8BDM V5B and below.):
>
TSPG Download
>
Dropbox
For something better and up-to-date, see Jax's 8BDMPlus thread for BasicBosses/MoreBosses.
Logged
November 05, 2014, 07:00:52 PM
Reply #1
Hallan Parva
MM8BDM MM8 Contributor
drifting absently across an endless sea
Date Registered: September 23, 2010, 10:32:40 PM
Re: MHGamma's new Experimental Class Thread
«
Reply #1 on:
November 05, 2014, 07:00:52 PM »
This is... actually rather impressive. Everything works at first glance, and the introduction post is well organized and clear to read. Props for keeping such accurate credits (I completely forgot Squidgy made the Ra Thor skin).
I'm going to have to give this a closer look later on.
Logged
November 06, 2014, 09:36:52 PM
Reply #2
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Re: MHGamma's Experimental Class Thread - Subject 1 fixed.
«
Reply #2 on:
November 06, 2014, 09:36:52 PM »
Sorry for bumping so soon, but I wanted to go ahead and take care of an issue with the Super Adaptor where the doublejump wouldn't work. Links have been updated, plus I added a bit to the end of the credits.
Edit:
Added credit for the SH maps also, which I forgot to do earlier.
Logged
December 16, 2014, 09:25:45 PM
Reply #3
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Re: [Class Pack] DoritoWarfare's Redesigned Hales.
«
Reply #3 on:
December 16, 2014, 09:25:45 PM »
Double-posting to mention this is updated to Pb2 (because it's likely in need of more work.) Here's a changelog:
(click to show/hide)
General Fixes/Changes:
Core Weapons
- Fixed Super Adaptor's double jump.
Audio
- Changed all audio files to .OGG (I fixed an audio issue with Ninja Spy, then figured I'd just cut down the size of everything else.)
Class Changes:
Ra Thor
- Changed the orb weapons back to Ra Thor Rebirth's orb system. Changed Ra Buster to Altfire and gave it a new HUD. Gave slight attackresistance.
Ra Thor Reborn
- Changed the Mainfire to work more like the minion's (see Class info) Changed the Altfire to an ammocharge system (see Class Info.) Disabled Hypno Item (AKA no more minions for you.) Gave slight attack resistance. Slightly buffed his melee, fast-ranged Black Holes and Hyper Dash.
Christian Brutal Sniper
- Fixed bugs related to a wrong HUD showing up and stuff that would cause potential crashing. Nerfed Huntsman Arrows. Buffed knife throws, changed their obits and removed the dissapear timers from the
knife pickups.
Ninja Spy
- Fixed and adjusted Ringer bars, changed the Dead Ringer to worklike the life-loss system (also takes all ammo when Standby Ringer is cancelled) and replaced the chat sound that was used to confirm the alt was pressed with Spy voice clips. Nerfed Big Kill and slightly increased fire-rate. Slightly decreased firerate on grenades.
Saxton Hale
- Edited his HUD to remove most of the "boxing glove hands." Gave him an animated "HOLD" bar for when rage is full (may remove later.)
Cave Johnson
- Removed the three-shot middle-charged fire and replaced it with the alt. Changed the alt to a weak gatling gun. Gave him a new HUD and slightly increased the fire rate on the Lemon Storm. Gave slight attack
resistance.
Morshu
- Oh, wait. He's new to this version. Let's see how this goes.
Of course, any feedback, suggestions, or means of how to adjust the classes is appreciated.
EDIT:
Added images back to the class list and added the info for Morshu (which I forgot to do at first.)
Logged
December 18, 2014, 12:09:06 AM
Reply #4
LeotheMage
Standard Member
Date Registered: July 07, 2014, 01:46:40 AM
Re: [Class Pack] DoritoWarfare's Redesigned Hales (PublicBet
«
Reply #4 on:
December 18, 2014, 12:09:06 AM »
Captain Falcon desperately needs a buff. Compared to the other classes, he's the rock bottom of the tier list. Poor Falcon needs quite some buffs.
-Remove Captain Falcon's slowdown with his primary combo attack, it is understandable with the Falcon punch, but it's got to go for the primary. I can only make the primary work if my enemy is cornered.
-Speaking of the Falcon Punch, can you fix the bug when Captain Falcon constantly says "Faaaaalcon...." at the speed of sound but does not do the punch? Could you make it more powerful as well?
-Make Captain Falcon faster, it's kinda hard for a melee class to contend against all these ranged classes who have deadly projectiles at their disposal, especially MegaMan.
-Could you lessen the cooldown for the Falcon Kick? It's difficult to continue a combo whilst using it as an attack or catching up with the enemy.
-Falcon's knee needs to stun so enemy's can't get away from punch flurry wrath/Falcon Punch.
-C. Falcon needs to double jump.
Also, I had a question, with the C. Falcon bot it could use the Falcon Punch as a projectile. Is there any way I can do this?
Logged
May 12, 2015, 05:34:52 AM
Reply #5
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Re: J-71Gamma's Class Facility < Project: DLN - PublicBeta >
«
Reply #5 on:
May 12, 2015, 05:34:52 AM »
Something something late night bump.
So for those who pay attention to this thread, I mentioned something a while back about a new class mod. Well, a beta's out now and I've given it a decent name:
Project: DLN
. Downloads and details on the first post.
*PARAGRAPH REMOVED. Read the latest update on next post.*
With that out of the way, good night!
Logged
September 06, 2015, 06:21:01 PM
Reply #6
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Hunter's Class Facility - Boss Classes Update coming soon.
«
Reply #6 on:
September 06, 2015, 06:21:01 PM »
*Double bump*
Due to some helpful info from other players, I decided to go ahead and whip up a patch to fix/change some things I thought were worth fixing/changing as soon as possible (plus some other stuff while I was at it.) Links added to first post.
Patch Changelog:
(click to show/hide)
Fixes:
- Fixed where a classes death frame would remain after an instagib or pit-related death and disappear after respawning.
- Fixed Megaman's Star Crash sliding HUD and Protoman and Roll's Yamato Spear HUD.
- Fixed where Roll couldn't pick up Yamato Spear.
- Fixed a mistake where Megaman would get Protoman's Arrow Buster upgrade instead of his own.
- Quakewoman was originally gonna use the Eddie item, but instead I removed that stuff.
- Fixed the bug where Protoman's shield would end up blocking his own Arrow Shot.
--------
Changes:
- Slowed down the Giga Drill Break to make it more controllable (also lasts a shorter duration.) Also buffed it and slowed down the charge.
- Changed the Giga Drill alt to slow down instead of stop you. You also no longer have to be on the ground to use it.
- Roll's Mop-Up now lasts a bit longer.
- Changed Megaman's Double Megabuster to shoot rapid-fire charge shots instead of a laser (AKA Blast Barrage.)
- Changed Megaman's regular charge shot to a lower-damage ripper and put it as the Double Buster shot instead (lowered the damage for it also.)
- Made classes compatible with taunt packs (except Quakewoman, since she doesn't have a taunt yet.)
- Changed Quakewoman's main so that it would spawn smaller rocks when attacking the ground or wall (alt and Giga Drill have been kept the same.)
=================
<<< Edit (9/6/15) >>>
=================
A little update on "Bossmode Classes." Here's some stuff to expect next update:
(click to show/hide)
* Zandronum 2.0 compatability (obviously.)
* Another filename change to make room for possibly other boss-related stuff (which may not include Unholy, which I never asked about anyway.)
* An appropriately set classbase.
* Some well-needed changes to Captain Falcon.
* TF2 classes are staying (contrary to what I originally said,) and will be worked on some more.
* Some changes to the Ra Thors.
* Some alterations to Megaman (since alt. skins can't be used without him.)
* Other stuff I haven't mentioned.
With that out of the way, see you next time.
Logged
October 04, 2015, 05:58:15 PM
Reply #7
RifleGod
Standard Member
Date Registered: April 30, 2015, 04:47:38 PM
Re: Hunter's Class Facility - Boss Classes Update coming soo
«
Reply #7 on:
October 04, 2015, 05:58:15 PM »
I cant wait too see the new SaxtonClasses version
Logged
December 08, 2015, 08:56:08 PM
Reply #8
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
12/8/15 Bump
«
Reply #8 on:
December 08, 2015, 08:56:08 PM »
Screenshots because I can. I've already put these first few in the screenshots thread.
Do note, though, this is still WIP. Some things may have been changed.
(click to show/hide)
(Credit to Ukiyama for the Bonus Soda.)
Now for a couple newcomers.
(click to show/hide)
Considering how FNAF's been doing the past year, you shouldn't even care that what's below is being added.
==============
Edit (12/8/15)
==============
V1 of BMCX, Hale Classes Remix, or whatever you wanna call it has been released and a server's up right now. Do tell me what you think and let me know what may need changes.
Changelog:
(click to show/hide)
<<< General Changes >>>
- Removed copyweps and upgrades.
- Replaced all Tanks with E-Tanks.
- Replaced Eddie Summons with a Yashichi pickup.
- Added Ukiyama's Soda which replaces the E-Tank for human-type classes (added instant throwing alt.)
- Added taunts to most of the classes (taunts change if an active alt. skin has it's own.)
======================================================================
<< Megaman >>
- See ClassDetails.
--
<< Saxton Hale >>
- Increased his speed slightly.
- Completely changed his attackset (more info in the class details):
* MainFire changed to a chargeable knockback punch.
* AltFire changed to a "Left Hook" stun attack.
* Attacks no longer give you rage ammo based on damage. Rage now autofills and requires more ammo (you still gain minor ammo when attacked.)
* Rage changed to the big fireball thing from Silversin's V1 SH.
* Super jump now causes a shockwave when you land (also shortened the obit and gave each class with one a different color.)
- Removed most of Saxton's voice clips. Changed landing sound.
- Changed death to teleport out.
--
<< Ra Thor >>
- Increased speed slightly.
- Recolored the skin for alt. skin compatibility.
- Changed the mainfire to charge between orbs instead of cycle through.
- Nerfed Crimson Orb.
- Dynamo Orb's name changed to "Electric."
- HUD moves less before firing the Psychic Orb (also, nerfed Psychic Orb and changed A_Explode distance to what it was in R++ V2f.)
- Changed altfire to an ammo-chargeable "barrier." (Gives half-damage protection.)
- Moved Ra Buster to main for when half-damage is active. Replaced the HUD, removed chargeability, nerfed down the shot, and added slower refire.
- Changed JumpHeight to 11 and slightly increased movement speed.
----
<< Ra Thor Reborn >>
- Changed skin to IAmAMedalHunter's (eyes recolored.)
- Nerfed Melee Black Hole and made it translucent to help aiming (you no longer auto-fire it when ammo is full. Also, you take half damage while holding.)
- Changed ammobar positions.
- Slow-Ranged Black Hole now inherits from Fast-Ranged. Also, nerfed both.
- Decreased ammo to 114.
- Hyper Dashing no longer auto-fires when ammo is full (ammo loads slower.)
- Added pre-refire time to the Hyper Dash (all charges) and fixed the projectile spawning. Also, buffed all dashes.
- Added Comet Dash-Type Projectiles to the Triple Hyper Dash, increased the thrust and sped up the execution of each dash.
- As with Ra Thor, changed JumpHeight and increased movement speed.
----
<< Captain Falcon >>
- Changed main skin to the octo-directional version.
- Added minor damage resistance.
- Replaced weapon icons with the style TheMod uses for their Cpt. Falcon.
- Increased movement speed, decreased JumpHeight back to 10, and added double jump.
- Removed alt-switch item and split the alts into separate weapons.
- Removed slowdown on main combo, buffed everything in it, and changed the Knee projectile to Charge Kick.
- Air knee and Shockwave both now knock back and cause stun.
- Buffed Falcon Punch, changed it to a Ripper, increased it's distance, and decreased required ammo to charge it.
- Buffed Falcon Kick, added THRUACTOR, added slight translucence and separated the projectile into parts (to keep up with the kick speed and also acts sorta like a ripper. Also, removed upward kicking.)
- Shockwave no longer activates in-air and only does a downward kick unless you touch the ground during.
- Changed death to teleport out.
----
<< Christian Brutal Sniper >>
- Changed side movement speed to match forward movement.
- Edited the arrow sprites to make them easier to see and so they'd align correctly.
- Arrows now refill on their own instead of requiring weapon energy.
- Removed knife-switch item and put the knife attacks in separate weapons.
- Changed the Kukri to a ripper and decreased refire time.
- Knife Throws nerfed, changed to rippers and moved to their respective mainfires as charge attacks. Also, changed the knife sprites to straight throws instead of spinning ones.
- Altfire for knife weapons changed to a Jab... for some reason. To fill space?
- Removed Range-Switch item and put the Arrow Bazooka as the Huntsman's altfire.
- Re-buffed Huntsman, increased speed of arrows and added a charge shot.
- Changed Arrow Bazooka's firing to shoot the arrows one at a time with slight spread and gave it a slow refire.
- Changed death to teleport out.
----
<< Ninja Spy >>
- Changed movement speed and JumpHeight to match Ra Thor Reborn's.
- Removed Cloaking Item and moved Cloaking to Weapon1's AltFire.
- Sped up the Dual Shahanshah a bit and nerfed it due to inheriting from CBS's Kukri (low-health slashes do Kukri damage.)
- Nerfed the Big Kill, changed it to hitscan and added a trail (HUD has been changed.)
- Changed grenade-throwing animation and slowed down refire a little more. Also, nerfed explosive damage and added outward-spreading explosions (however you word it.)
- Moved the Dead Ringer to a one-use item, removed it's healing ability and increased invulnerability time.
- Changed death to teleport out.
----
<< Cave Johnson >>
- Changed the HUDs.
- Lemons now refill on their own.
- Added Super Adaptor's double jump.
- Removed charging and increased firerate on Lemon Launcher.
- Added a second weapon that fires straight shots. (Also added icons.)
- Buffed the Gatling Gun.
--
<< Morshu >>
- Added outline translations to make the color scheme look better.
- Decreased how long it takes to pick up and throw a bomb (also decreased holding time.)
- "Shortened the fuse" on the low-throw bomb. Also, bombs have been slightly buffed.
- Giant Bomb is thrown immediately on AltFire instead of having to hold it until you press again.
- Grapple was reverted to a Wire Adaptor copy (may still do damage, though.)
- Changed death to teleport out.
--
<< New Classes >>
- GentleSpy added.
- Scrooge McDuck added.
- Slenderman added.
Logged
January 11, 2016, 07:38:29 PM
Reply #9
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Re: Firebird's Class Place (SHBCX V1b's out, Thread update W
«
Reply #9 on:
January 11, 2016, 07:38:29 PM »
V1b of SHBCX is out now. Changelog below.
(First post will be updated later.)
(click to show/hide)
-----------------------------------
<<<<<<<< V1a to V1b >>>>>>>>
-----------------------------------
<<< General Changes >>>
- Changed the mod name so players can better tell what this thing is.
- Fixed an error with the E-Tank/soda pickup. Removed the E-Tanks that originally replaced the W-Tanks.
- Removed all weapon energy.
- Removed Slenderman.
================================================
<< Megaman >>
- Fixed so that he's no longer given copyweps in lms modes.
- Nerfed buster shots (10 to 9, plus added a short-range Charge Shot.)
- Nerfed Metal Blade (14 to 12.)
- Nerfed Slide Kick (12 to 8.)
- Buffed Hard Knuckle (40 to 60.)
--
<< Saxton Hale >>
- Removed the struggle/slowdown from when hit by any non-special damagetypes (not counting the effects of special damagetypes like ones that stun or knockback/launch.)
- Removed mid-charge punch and decreased ammo required for charge punch.
- Nerfed Fireball attack, shortened the pre-fire animation, removed invincibility and changed it into the alt charge attack (removed hook attack and rage ammo.)
- Removed the Super Jump Item and made it a double jump instead (removed shockwave and jump ammo.)
- Fixed projectile/HUD sync.
--
<< Ra Thor >>
- Realigned the orb sprites.
- Slightly increased HUD movement speed when firing the Crimson Orbs.
- Nerfed Ra Buster, changed the damagetype to "Flinch" removed pointless explosive damage and replaced Barrier Charge with said buster (barrier's instead active while you're shooting the buster.)
--
<< Ra Thor Reborn >>
- Changed the mainfire back to autofire-when-charged (also, slightly buffed melee Black Hole and increased explosive range.)
- Reduced Black Hole ammo to 22.
- Removed Mid-Charge Hyper Dash, halved the ammo, increased explosive range, and changed the Triple Dash into a single, longer dash (still has the spark-things.)
- Also about the Hyper Dash, changed the projectile form using A_SpawnItemEX to A_FireCustomMissile to make sure it actually hits something (also nerfed it.)
- Added a second weapon that includes electric-themed attacks.
--
<< Captain Falcon >>
- Increased firerate on Falcon Kick.
- Fixed projectile/HUD sync.
--
<< Christian Brutal Sniper >>
- Buffed speed (0.8 to 0.9.)
- Increased jump (10 to 11.)
- Buffed melee attacks.
- Knife Throws moved back to AltFire. Buffed them and their mainfires and increased main firerate.
- Nerfed Charged huntsman and made it a ripper. Also, shortened the time the "loading" HUD takes before firing.
- Fixed projectile/HUD sync.
--
<< Ninja Spy >>
- Increased Shahanshah firerate and removed the "hold-for-second-slash" thing (you slash twice when you tap fire.)
- Buffed Shahanshah and added an in-air double slash.
- Replaced altfire's cloaking with a double knife throw.
- Changed the Big Kill's reloading state to use HUD frames instead of changing the first frame's offset in-actor (originally, the HUD's offsets would be off through firing if you hold through the reloading state.)
- Grenades now throw straighter and farther.
- Fixed projectile/HUD sync.
--
<< GentleSpy >>
- Changed the Ambassador's reloading state the same way as Ninja Spy's Big Kill.
- Fixed projectile/HUD sync. Changed projectile to use A_Explode and slightly increased firerate.
--
<< Morshu >>
- Fixed a bug with the Giant Bomb's ammobar where if you use the rope item, it goes down and increases with the rope ammo (without really affecting it's ammo.)
- Added an appropriately-colored "Alt" bar.
- Reduced the amount of Oil blobs thrown to 3.
- Oil Bottle now throws straighter and farther. Changed damagetype to "FlashStopper," increased the hold time required before throwing and gave it it's own ammobar.
- Lantern fire now inherits from Wave Burner instead of Flame Sword (Wave Burner distance included. Also, adjusted the HUD and increased fire ammo.)
--
<< Cave Johnson (Still no Lemon Storm. Sorry.) >>
- Removed second weapon and weapon icons (they're still in the file, but thy're not being used.)
- Buffed and increased range on the lemons (decreased ammo also.)
- Changed Gatling Gun's damagetype (originally CrashBomb, changed to "Flinch", which lasts longer.)
--
<< Scrooge McDuck >>
- Changed skin colors to Megaman's (now you can tell what team it's on in Team modes.)
- Increased firerate on Golf Swing.
- Pogo now adds a speed boost in-air. Also decreased firerate on pogo.
- Removed shockwave.
- You can now use the Whale Summon Item through the Soda weapon.
--
<< Slenderman >>
- Removed for this version.
Logged
January 12, 2016, 04:21:15 PM
Reply #10
RifleGod
Standard Member
Date Registered: April 30, 2015, 04:47:38 PM
Re: Firebird's Class Facility - SHBCX V1b Released
«
Reply #10 on:
January 12, 2016, 04:21:15 PM »
Pretty good update. Balance is alot better. Also, RATHOR REBORN AS GOT AN ELETRIC WEAPON!
Logged
June 25, 2016, 05:15:42 PM
Reply #11
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
I have no clue what I'm doing.
«
Reply #11 on:
June 25, 2016, 05:15:42 PM »
Just posting to mention that I've updated all of the SHBCX info for V1b and added screenshots.
Next, I'll probably see what I can do about P:DLN to *blank*.
EDIT (5/19/16): *Snip*
EDIT (6/25/16):
Messing with the thread atm, so stuff will be missing and/or gone altogether. Also, the current SHBCX version has a working TSPG download if you care about that.
On another subject, still don't know for sure what my current project attempt's gonna be, but I'm still "experimenting" or whatever with stuff. In the meantime, here's a couple of uninteresting, recolored HUD sprites because reasons:
Logged
June 29, 2016, 09:41:45 AM
Reply #12
RifleGod
Standard Member
Date Registered: April 30, 2015, 04:47:38 PM
Re: HunterFrags' Mod Stuff (Under Construction)
«
Reply #12 on:
June 29, 2016, 09:41:45 AM »
Are you going to add DIO to the Saxton Hale Classes?
Logged
July 19, 2020, 06:39:55 PM
Reply #13
Hunter Frags
MM8BDM Extender
Avatar art by IAmAMedalHunter.
>
Date Registered: December 21, 2013, 10:45:35 PM
Re: Frags' Saxton Hale Boss Classes Remix (V2 in the works, possibly.)
«
Reply #13 on:
July 19, 2020, 06:39:55 PM »
After four years of inactivity, I'mma give this thread a shot again and see how long it takes for me to discontinue this again, or maybe I won't idk. XD
Having been out of the 8BDM and modding mood for a while, I only recently decided to work on SHBCX/Insert Shorter Name Here again, and there's gonna be plenty of changes from the last, cluttered version, if I see this through. I'mma show a little peak at some things I got so far (some of which I already shared in the 8BDM Discord) and may make follow-up updates as time progresses.
Some General Info
(click to show/hide)
> The mod's been set up for V5D compat (tags and such added, class colors moved to another file, updated class base using JaxOf7's, etc.)
> Unnecessary shtick like the B-B-Bonus Soda have been removed for human-esque classes, or perhaps it was changed?
> Almost EVERY class is getting changed or tweaked in some ways. Coding stuff related to them (such as damagetypes) has been changed, renamed, removed, all depending on things. Less messy, basically.
> Most classes will now be fitted with a proper rage fill system, which fills based on the damage you take and allows you to use a "rage item" when full. May be modified in later updates, but eh. This is sorta like a nod to Lego's VSH, among other little things I'll get to.
> Megaman/Core Class was reverted to core and given new HUDS with detailed color schemes. Not feeling like creating a new Smash-style weaponset atm, sorry.
Note: Classes below are still WIPs and subject to further changes. Suggestions based on what you see are welcome.
Class Preview 1: Saxton Hale
(click to show/hide)
Starting off is nothing too too special, Saxton himself. 0.8 speed for forward and side, takes 0.5/half damage from all attacks and has 13 jump height with no double jump, at least for now. Sax's main and altfire (for basics and also lack of ideas for now, unless chargeable) has a basic strong punch in the manner of his R++ counterpart with the addition of knockback. The rage item is where things differ, because instead of extra resistance or invincibility, it's inspired by the slowdown rage from Lego's VSH, only it uses Time Slow range and lasts a very short duration.
Class Preview 2: Ra Thor
(click to show/hide)
Next is the class based on his SAR-themed Ra Thor Rebirth counterpart. Has core speed for now and a 13 jump height like Saxton, but no damage resistance for now. Last time, I had his orbs as a buster-charge-style thing in place of the R++ ammobar cycling, and the charge felt weird when I went back and messed with it. Instead, the whole weapon takes minor inspiration from Justified's Ra Thor Terminator class with R++'s projectiles and other touches: Tap fire for a single Crimson Orb (which yes, uses out-of-place SAR sprites now) and hold to fill red ammo and fire the normal four, all of which no longer do burn damage. Holding fire beyond that fills a purple outline, which in turn fires a nerfed Psychic Orb. Altfire charges ammo briefly for low-damage Dynamo Orbs, which use Spark Shock stun. Rage item is still WIP/undecided for now.
The other classes from V1B have been worked on/are being worked still, and I will send more info when I feel up for it. There may be a new class or two added in addition, but these will be kept to me until later. Meanwhile,
don't wanna take attention away from Jax's neat boss classes and such,
so do give those attention if interested and haven't already.
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July 20, 2020, 04:32:16 PM
Reply #14
MegaVile
Standard Member
[Necromancer of Saxton Hale]
Date Registered: August 06, 2016, 06:25:54 PM
Re: Frags' Saxton Hale Boss Classes Remix (V2 in the works, possibly.)
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Reply #14 on:
July 20, 2020, 04:32:16 PM »
Hey.. seeing as how I'm working with the revival of Saxton Hale (I've already revived it with a few updates mostly by myself.)
Do you think it would be nice if I can borrow some of these future huds and ideas while exchanging mine perhaps for a few classes?
I definitely have ideas related to Quote and Curly and such.
It would be fun to collaborate on both the Boss Mod itself and the Class file too, as I've also got experience in class coding.
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