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Messages - Trillster

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256
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: January 25, 2015, 02:02:07 AM »
Quote from: "Shadow Blade"
I keep trying to join the current server and I have all the Wads but it keeps saying Protected Lump authentication failed. Any idea how to fix this. Im pretty sure I have all the wads, this is actually REALLY annoying.

I believe this is happening due to Asha not hosting the correct files but instead hosting the beta ones.

EDIT : Yeah, this is the cause, I probably should have looked in the original post but it says this as well.

257
Events / Re: JUSTIFIED CLASSES TOURNAMENT 2015 (january)
« on: January 02, 2015, 10:48:43 PM »
Eh, in most cases you MIGHT be able to get to some health but against Slashman who's agile and has rather hefty armor, you're screwed. Centaurman is just a completely different problem though as he just stalls matches with his item, which makes him invincible. (Also as I watched in the server earlier today, I'm pretty sure no one was fond of Jax stalling with Slashman)

EDIT : Forgot to bring this up, but Slashman doesn't really have that many counters, even using Frostman, I wasn't able to do much against him.

258
Events / Re: JUSTIFIED CLASSES TOURNAMENT 2015 (january)
« on: January 02, 2015, 10:12:54 PM »
I'd suggest making a list of banned classes eventually because some of them are just downright broken. The ones that immediately come to mind are most time-stopping classes (except Saturn because he actually takes effort), Slashman, and Centaurman (just for stalling purposes).

259
Events / Re: JUSTIFIED CLASSES TOURNAMENT 2015 (january)
« on: January 01, 2015, 08:28:19 PM »
Name: Sonicfam1102 in Cutstuff, Sonicfam1102 in game. (such original, very creative)
Availability: Rather often.
Contact: Skype: Sonicfam1102

EDIT : So I'd suggest banning time-stopping classes, but that's just my two cents as I personally wouldn't want to get pestered by a Flashman or Brightman just constantly time-stopping.

260
Projects & Creative / Re: Stardust's Workshop
« on: December 20, 2014, 04:12:38 PM »
I've been sort of "bleh" on the idea of secret bosses. I feel like if you have a fun boss, it shouldn't be hidden. Especially considering the fact that perfects are already difficult enough to get. I could imagine Akuma/Gouki being a secret boss because well, OP. However the rest should just be nerfed somewhat and be added as normal bosses (but at a rarer chance maybe).

261
Quote from: "BookofDobson"
Here is a small idea for an easter egg: hit a hidden actor for a song from a random Rockman hack for that stage to play. Since there are no plans for Rom hack SPs and we are never going to get to them we can at least put a nice easter egg like that

Actually, I'd want to try to avoid using any ROM hack material. There's a reasonable explanation for this though. MMWorld is going to be able to be used as a base for all coop mods so I wouldn't want to discourage people who want to make expansions of the ROM hacks such as RNC or 4MI. I might occasionally pull a few references to them for my bosses, but I wouldn't go so far as to take music directly from one.

262
Quote from: "PotatoStrike"
Er... It's Flash Man's battle room? The items are going wrong. That's all.

Actually, I was referring to the thing right above Flashman's head. Also, that's just MM2FLA not his battle room.

263
ALL ABOARD THE HYPE TRAIN! Anyway, a bit of back story here. We finished the MM1 bosses so I went ahead and started the MM2 ones. Here's Flashman in MM2FLA along with something else. Feel free to speculate on what it is. (BTW, this DOES NOT mean that we're doing both MM1 and MM2 in the same release)
(click to show/hide)

264
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 28, 2014, 07:11:56 PM »
So, I would hope that someone has noticed Stoneman's desync issues except I'm going to just point it out here. Stoneman seems to immediately desync as he starts his first jump and lands. I know what causes this though, whenever he lands, he slides a bit. This could easily be fixed by putting A_Stop right as he lands. It's a simple fix except if this doesn't get fixed, it could really annoy tons of people (if it hasn't already).

265
Nice ideas Knux, you should make some for the MM2 weapons once we get to that point. I'd love to see some of your time and oil ideas.

266
Alright, so I went ahead and made some Crash Bomb weapons. I used coolcat7022's idea for Clash Clinger, a shotgun-like Crash Scatter, and a spinning Crash Bomb Nuke. The Crash Scatter is basically just a shotgun + crash bombs. The Crash Nuke sets down a marker and after a few seconds, it starts firing a spiral of crash bombs. However, I'm not sure if Tails will use these weapons.

267
W.I.P Forum / Re: Fortress Boss Classes.
« on: August 23, 2014, 01:38:13 AM »
I will be quitting MM8BDM for now due to the horrendous community, HOWEVER this mod is not dead. I will give complete control of the mod to Jdude330, hopefully he'll make a new topic or something. I'm not quite sure how it'll work out but he'll figure out something.

268
W.I.P Forum / Re: Fortress Boss Classes.
« on: August 09, 2014, 08:00:37 PM »
Alright, CWU-01P will be made a bit floatier, I noticed that he's a bit heavy yet I completely forgot that you could change the class's gravity. His altfire is actually a lot more powerful than you think. It was a 1-shot, but I'm changing it to a constant-firing laser. I'll fix the bug where you can charge the altfires faster. The main reason the primary fire was slow is because it does 20 damage per shot. Except the slowness doesn't mean much whenever YD has a projectile which does 15 damage and is way faster. So it'll get sped up some. Gutsman G will get his primary fire fixed completely, it'll show the slash claw graphic so that it's easier to tell where it hits. Also I fixed the bug where you couldnt hit party balls. The altfire cooldown will be sped up as well. Also Gutsman G is going to get nerfed with his abilities of strafing. It makes sense since he has treads as feet so he can't exactly strafe like that. I was sort of worried about changing the gravity of classes to make them heavier than the default because I didn't want MM8FRO to be that one map where all of the low gravity classes camp on the snowboards. Also this is still a W.I.P. so things will be a lot better. Though we're still looking for beta-testers if you would like to help.

269
W.I.P Forum / Re: Fortress Boss Classes.
« on: August 05, 2014, 02:04:16 AM »
V1B has finally released! Go ahead, try it out and report any bugs you find!

270
Skins & Bots etc / Re: Megaman's Custom Skins
« on: August 03, 2014, 11:56:19 PM »
Thanks!

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