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Author Topic: Robot Master Class Adaption  (Read 15442 times)

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February 28, 2011, 05:26:19 AM
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Offline Korby

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Robot Master Class Adaption
« on: February 28, 2011, 05:26:19 AM »
All right. Due to complications and racism and murder and arson and jaywalking and dragons, I've decided to separate MM5- and anything else we do- from Yellow Devil's versions, especially considering MM5 was never his to start with. Now, Yellow Devil, if you wish, you may still do the MM5 classes you signed up for.

However, anything else we do is invitation only, so do NOT ask to do anything, a'ight?

So far, we've done pretty much everyone in MM5 other than Wave and Charge. We are unsure if Yellow Devil will still wish to do them now that we've separated.

February 28, 2011, 05:30:02 AM
Reply #1

Offline Chimera Man

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Re: Robot Master Class Adaption
« Reply #1 on: February 28, 2011, 05:30:02 AM »
Sorry, boss, but I find this pointless. Why would two great guys do the same thing separated if they can do together?  :?

February 28, 2011, 05:31:49 AM
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Offline Kapus

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Re: Robot Master Class Adaption
« Reply #2 on: February 28, 2011, 05:31:49 AM »
Quote from: "Chimera Man"
Sorry, boss, but I find this pointless. Why would two great guys do the same thing separated if they can do together?  :?
^ This.

February 28, 2011, 05:33:58 AM
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Offline Mr. X

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Re: Robot Master Class Adaption
« Reply #3 on: February 28, 2011, 05:33:58 AM »
After the HUD incident, we realized we had no idea who was doing what with which projects and which games.  Yellow Devil was apparently telling people to do stuff in Mega Man 5 when that was entirely Korby's project.  So, we separated to set ourselves away from the confusion.

February 28, 2011, 05:38:35 AM
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Offline Korby

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Re: Robot Master Class Adaption
« Reply #4 on: February 28, 2011, 05:38:35 AM »
Quote from: "Kapus"
^ This.
This sums it up.

It's mostly to avoid confusion, yes. Besides, I figured if Ashley can have fifty different Invasion threads....

February 28, 2011, 05:39:07 AM
Reply #5

Offline Chimera Man

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Re: Robot Master Class Adaption
« Reply #5 on: February 28, 2011, 05:39:07 AM »
So... that means there will be two "classes" projects?

Okay then... sorry if I did something I shouldn't, anyway. Y'know, being helpful. :roll:

February 28, 2011, 05:40:47 AM
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Offline Mr. X

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Re: Robot Master Class Adaption
« Reply #6 on: February 28, 2011, 05:40:47 AM »
Actually, Yellow Devil telling you to do it was what was wrong.  You didn't know, and heck, I really didn't know until today, hence why this topic was made to avoid such confusion as that.

February 28, 2011, 05:44:22 AM
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Offline Lio

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Re: Robot Master Class Adaption
« Reply #7 on: February 28, 2011, 05:44:22 AM »
I just hope this is more balanced than YD's. I just gave them a try this morning and I pretty much scored 80% of the frags on my team spamming tops. Sure, it's fun, but I'd like to see something more organized. I know Korby can produce some good quality work, so I totally support this.

February 28, 2011, 05:46:56 AM
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Offline Chimera Man

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Re: Robot Master Class Adaption
« Reply #8 on: February 28, 2011, 05:46:56 AM »
Sir, I am sad about this outcome... I made the MM2, MM4 and MM6 HUDs because I was bored, then YD asked me to do the MM5 anyways to help and finish it.

I'm sorry about the misunderstanding...  :(

February 28, 2011, 05:51:26 AM
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Offline Korby

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Re: Robot Master Class Adaption
« Reply #9 on: February 28, 2011, 05:51:26 AM »
That's alright, Chimera. I, myself, quite liked a few of the ones you did.

February 28, 2011, 05:53:58 AM
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Offline Chimera Man

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Re: Robot Master Class Adaption
« Reply #10 on: February 28, 2011, 05:53:58 AM »
Thanks, boss. But... what can I do for you now?

February 28, 2011, 05:54:24 AM
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Offline tsukiyomaru0

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Re: Robot Master Class Adaption
« Reply #11 on: February 28, 2011, 05:54:24 AM »
I put faith on Korby. While YD's concept was interesting, it can be easily a broken mode, because there is no ammo limit or anything to control spammers. Also some classes could easily overpower most of others (Magnetman on a high place, Gemini Spam, Hard Tank, etc)

Mind if I throw in my 5 cents? It is possible to make a cooldown system by having the "NoAmmo" state refill your ammo and only allow you to attack again if you have full ammo. That would put spammers to think twice.

Code: [Select]
NoAmmo:
BUST B 1 A_GiveInventory("SomethingAmmo",1)
BUST B 0 A_JumpIfInventory("SomethingAmmo",28,"Ready2") //Ready 2 in this case is a ready state that takes place after the color script gets executed.
Loop

February 28, 2011, 05:55:13 AM
Reply #12

Offline Ivory

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Re: Robot Master Class Adaption
« Reply #12 on: February 28, 2011, 05:55:13 AM »
Though I am curious to know how many people actually realized MM5 was Korby's project. Exactly why I was in favor of splitting. I was helping Korby with MM5, not YD.

February 28, 2011, 05:59:43 AM
Reply #13

Offline Korby

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Re: Robot Master Class Adaption
« Reply #13 on: February 28, 2011, 05:59:43 AM »
I wonder if y'all realize that pretty much every class in MM5 that uses ammo(And now some in MM3) recharges ammo.

February 28, 2011, 06:06:23 AM
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Offline Mr. X

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Re: Robot Master Class Adaption
« Reply #14 on: February 28, 2011, 06:06:23 AM »
Stone Man lacks refillable ammo because it's hard to hit with his Power Stone.  However, its damage and firing rate have been buffed, but the radius weakened (since that's how it looked like it was in MM5).  His alt is a powerful jump/ground pound that does great damage.  However, he leaves himself open for attack for a split second after doing it.  I'm still working on making the ground pound better because it's a bit wonky (doesn't damage players if you land directly on them, for example.  All solutions for this I've tried have failed so far).

Gravity Man's main is a buster that has a slow rate of fire but does good damage.  He can fire Gravity Hold only when his meter is full.  The meter takes about a second and a half (or maybe longer to refill) but only refills when you're not shooting.  It is also insanely weak damage-wise.

This is of course subject to change.