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Messages - Fyone

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1
Projects & Creative / Re: Justified Classes v4b Beta 14
« on: December 12, 2017, 03:54:59 AM »
Sorry, I accidentally missed adding horizontal bars to Fakeman. Please let me know if there are any more I missed!

New public beta download here!

Changelog:
(click to show/hide)

2
Projects & Creative / Re: Justified Classes v4b Beta 14
« on: December 08, 2017, 06:59:45 PM »
New Justified Classes Public Beta: Download here!

Changelog:
(click to show/hide)

Special Thanks to Ultimate Chimichanga for Fakeman sprites and Flame-ful Justice for various copy weapon sprites!

3
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: January 12, 2017, 04:08:02 PM »
Sorry for the late response guys, hotfix 3 now released to fix the bugs.

Download here!

4
Projects & Creative / Re: Justified Classes v4a
« on: December 31, 2016, 07:11:34 PM »
Sorry, I haven't kept up with this topic or the forums in general recently; the new version is finally done!

Download Justified v4a Here

Changelog:
(click to show/hide)

5
Projects & Creative / Re: Justified Classes v3ehhh
« on: July 16, 2016, 09:36:28 PM »
Thanks JaxOf7 for reporting this Iceman bug, I'll fix it for next version!

6
Projects & Creative / Re: Justified Classes v3ehh
« on: July 16, 2016, 06:13:16 PM »
New hotfix released, JustifiedClasses-v3ehhh. Fixes more bug and crash issues!

Changelog:
(click to show/hide)

7
Projects & Creative / Re: Justified Classes v3ehh
« on: July 09, 2016, 01:44:29 AM »
I'll fix those bugs you mentioned for Snakeman, Uranus, and Protoman for next version. Thanks for reporting them.


We will most likely just increase Crashman's jump height for next version, however I can't see us buffing his armour because that would be too big of a buff even if he is supposed to have higher armour.

Water Cannon may feel strong against bots, but in online play it's very easy to avoid so it needs to do good damage to catch people off guard/zone.

Turboman gains a speed boost when he has his Scorch Wheel up so we can't have him be able to hold it indefinitely.

For Centaurman's galloping I'm not 100% sure if you can mute it for the player using the class only but I personally feel the galloping noise isn't that annoying especially considering when you use your item use you won't hear it all. However if more people find that it's bothersome we can see about doing something to it.

EDIT: I forgot about Gyroman; when flying your Gyro Attacks don't consume any ammo so I don't feel like ammo should be an issue for him.

8
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 03:35:26 PM »
Pirateman's Remote Mines are done like that so that you can stop it in mid air easier (copywep Remote Mines cannot be stopped in midair), I've heard from a lot of people they preferred hold and release as opposed to double click when it comes to detonation in mid air (Dustman, Drillman, and Gyroman all follow this) but if more people presently prefer double click I have no problem with swapping it.

Quote from: "Promestein"
Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?
Here is a rough list:
(click to show/hide)

9
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 04:59:34 AM »
Sorry I did read JaxOf7's post but completely forgot to mention it in my post since I had to leave to do something when I was in the middle of writing, my mistake I'll fix those bugs thanks! (Not sure about the MM1FIR pillar one though.)

Also I prefer to just respond to any suggestions here rather than on a chat since it's personally much easier for me, I hope you understand.

All of your suggestions sound great though so I'll try my best to implement all of them, thanks for your suggestions SonicFam1102!

10
Projects & Creative / Re: i spent way too long on this
« on: July 07, 2016, 12:34:30 AM »
@Sonicfam1102

In response to a lot of classes stopping when using their attacks, we have seen some players complain about this issue and thus we have tried to cut down on some of these classes that stop when using their attacks in v3e. I assume you did not update your list to the most recent version but some examples of these include Crystalman, Starman, and Swordman where they no longer stop when using their class-specific aerial attacks. And for example you listed Springman under slows however he is no longer slowed when firing his Spring Punch but is instead stopped due to the recent improvements to the move as a whole.

It is hard for me personally to pinpoint which classes you would like to see stopping removed on so it would really help if you could post what classes you would like to see the stop removed on rather than all classes that stop when attacking since this really only helps very little on actually fixing the problem. From what you named I like the idea of Burnerman no longer stopping when setting up his traps or Slashman and will definitely make this change for next version. I also could see us lowering how long Gutsman stops to ready his Super Arm.

In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement speed to a specific amount akin to YD. We felt this would help the classes as a whole in combat because instead of being easily kited by faster classes they can somewhat hold up rather than giving them a whole bunch of armour to compensate. However one thing we could do is maybe make the classes who have slows not slow as much if this really comes down to be a big issue. We could for example make Gutsman only slow down to the base movement speed value of YD Gutsman and maybe we could do this for all the classes with slows that work similar to Gutsman.

As for the 'ammo-lock' thing you mentioned, we felt that this wasn't very detrimental to gameplay at least in our point of view and therefore balanced a lot classes with it in the past. We have it so that some classes get their normal ammo regeneration rate when they attack, some at a decreased rate, and some with no gain at all. If you find that this really ruins the flow we could have it so that all attacks regain their ammo at a normal rate while holding fire however we compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

As for class diversity, I'm gonna assume based on your previous lists that you haven't played v3e to its entirety. Because right now every class is very diverse in how their moves are used and the type of different moves each class has. This is again where a generalization helps very little if at all. From the examples you gave me Drillman and Groundman's only similarity is that they both dig at least from what I can perceive. Shademan and Jupiter only share their swoop (which like you said work differently to begin with) and flight. Gutsman and Uranus only both share moves with start ups. I see that you like to compare YD and Justified Classes with a lot of these but if you look at YD they have many classes which have similar mechanics that are shared between classes like Drillman and Groundman as you said, Megaman and Protoman, Gyroman and Windman, and many more.

If you want classes made more unique or improved please post in this thread with the ideas and suggestions that you want to see happen so we can put them into fruition instead of just posting some generalized opinion because we can't make changes if we don't know what you want. Post the resolution that you want to see happen instead of just posting the problem!

In terms of canon we try to include all or close to all the moves that the class had in their original game and then build upon it to make the class fun and entertaining by a gameplay standpoint. If you had brought up for example Burnerman as a suggestion in the past I would have seen your complaint and fixed it accordingly but if you don't post we can only do what we see fit.

I really appreciate these suggestions guys and I hope more suggestions can be given so we can make this mod even better!

EDIT: @Zeroprime I'll look into that bug and try my best to fix it, thanks!

11
Projects & Creative / Re: Justified Classes v3ehh
« on: July 05, 2016, 09:48:20 PM »
Justified Classes v3ehh released! Hotfixed due to crashing problems found earlier.

Download here

Changelog:
(click to show/hide)

Bots still not updated with new attacks!

12
Projects & Creative / Re: Justified Classes v3dh
« on: June 30, 2016, 03:57:16 AM »
Quote from: "Promestein"
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.
Not to worry, this has already been fixed next version. Thanks for reporting the bug!

13
Projects & Creative / Re: Justified Classes v3dh
« on: June 17, 2016, 01:35:37 AM »
It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have?

That way I can point out where you went wrong and help you from there.

14
Projects & Creative / Re: Justified Classes v3dh
« on: June 16, 2016, 01:21:10 AM »
Quote from: "RageBurner"
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.
It's hard to give generic tips but most of it should be self-explanatory if you just edit it off the Justified Classes SBARINFO. It's fine if you show your work here I think, or you could show it to me by PM if you just want my help.

15
Projects & Creative / Re: Justified Classes v3dh
« on: June 09, 2016, 03:42:39 PM »
Ah thanks for finding these RageBurner, I simply forgot to update some of the bots when I updated the classes.

Let me know if you find any other bots I may have missed. I'll fix Gutsman and Cutman for next release!

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