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Messages - Messatsu

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Help & Editing / Re: Skipping to Evil Energy Robot Boss
« on: May 04, 2016, 12:46:03 AM »
The composer of that song is RushJet1 so that would be a good place to start.  However, he already has a normal length version of the song on Youtube.
(click to show/hide)

He also has a VRC6 version with him fighting the boss.
(click to show/hide)

MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: May 03, 2016, 03:20:37 PM »
I've always found Search Snake to be one of those weapons you just spam in the hopes of getting a lucky frag (See also: Screw Crusher).  From a tactical standpoint I just found it to be a bit annoying to use and annoying to fight against.  From an offense standpoint it moves too slowly to hit anyone reliably and from a defense standpoint they CAN be kinda hard to see and deal quite a bit of damage.  The question I propose is what 'role' should Search Snake play?  As I mentioned in my previous post, I think giving it a role closer to say, Needle Cannon or Water Wave fits the weapon better and matches how it worked in MM3 (It was as fast as the Mega Buster RoF wise) moreso than keeping it in the field of say, Thunder Bolt or Silver Tomahawk.

MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: April 25, 2016, 02:28:42 AM »
Personally I'd like to see the role of Search Snake change a little bit.  It currently hits pretty hard (28 damage) and has a moderately fast RoF.  The problem I personally have with it is that I find the Rof and damage to create a weapon that generally hits opponents out of luck rather than proper aiming.  While I'm sure it's possible to lure someone into a shot, I've just not had success myself with it.  So my proposal is to swap it to a faster but weaker shot.  At this point we have Bubble Lead as the power for the ground and Water Wave for speed.  For the wall climbers, we have Ice Wave which can deal heavy damage and it's also quite good at forcing a player to move, but we don't have a speed equivalent.  The high ammo capacity also lends itself well to this style of change.

That's just my thought on it.

Not that it matters in the grand scheme of things, but the violation on Arrow Buster is consistent with how it looked in regard to MM8.  Mega Man was blue but the shot was yellow.  Granted this does go against the limitations of the NES, but .....this isn't the NES.  Would folks rather be consistent to the source (Mega Man 8 PSX/Saturn) or the NES itself? I think for SOME of these, that's worth considering.  This is not necessarily limited to Arrow Buster, but it's the most obvious example.  What do you all think?


Your post is just disgusting.  I've explained many times why the classes were cut down.  If you cannot read then that's not my problem.  Don't go making assumptions on your own. If you're upset that your class wasn't included, that's fine, but this is absolutely a way to ensure it never is.

Show some respect for people who put their hard work into projects such as these.

MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Atomic Fire)
« on: April 15, 2016, 08:01:27 PM »
Those are some good points.  I definitely agree with most of your thoughts there.  However, I can't say I'm a huge fan of reducing the charge level.  It's certainly much better than losing the charge completely but I think the inconsistency between charge weapons would be a problem.  It'd be weird to have one charge weapon behave differently than the others imo.

MM8BDM Discussion / Re: Mods are murder
« on: April 15, 2016, 06:54:11 PM »
Quote from: "Bikdark"
Oh sorry allow me to reiterate my point for you

Due to dm's unpopularity, volatility, and bad reputation, it would be best to only factor in ease of acquisition for it, and leave numbers-based changes to TDM, TLMS, CTF, and duel. While acquisition in these game modes is just as important, dm should not be given much representation.
In other words: Cmon nobody gives a shit about dm (in relation to Atomic Fire of course, because apparently that wasnt obvious enough the first time I said it for you ;) )
DM is a part of the game and is supported.  Your opinion on this matter is irrelevant to the conversation.  The topic is currently about Atomic Fire, so if you wish to comment upon thoughts for the weapon, (Which I see you have not done) then please, by all means.

MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Atomic Fire)
« on: April 15, 2016, 04:48:03 PM »
All these talks of nerfs and ways to make the weapon worse just seem misguided.  I think what needs to be analyzed is how the weapon is broken in various modes.  I can certainly in LMS a weapon that can straight up kill you outright is broken since you can round a corner an BAM-Dead.  It also doesn't help that it's handed out to every player so I can clearly see how it would be favored.  However other modes like DM require the player to obtain the weapon.  Placement is critical here.  A weapon such as the BFG would be broken as hell in DOOM if it was out in the middle of a level.

My thoughts on Atomic Fire are to go a slightly different direction.

1.) Increase the radius of the largest projectile to match the sprite size.  This will make it less than ideal to use in cramped quarters since the probability of hitting a wall is greater.  Sure it's harder to dodge, but this also means that the players aim must be a bit more precise with their aim.
2.) Decrease damage from 100 to 35.  This projectile is a ripper and thus likely will hit 3 times to still kill the player, but glancing blows will no longer instantly OHKO on touching it.

One thing to keep in mind is that changes to weapons can easily bring a weapon from OP to garbage and visa versa VERY easily.  The key is that the weapon must be FUN to use and fight against in all modes as much as possible.

Quote from: "MusashiAA"
If there's one thing everybody should understand about vanilla DM balance, is that you want to keep its weapons as easily understandable as possible: the more side effects and gimmicks you add into it, the more it deviates from this philosophy of keeping things simple.
Very well said!

Help & Editing / Re: Computer freezes after Cutstuff logo
« on: April 03, 2016, 06:10:08 PM »
It's a core 2 duo era CPU with a 500+GB HDD and 2gb of RAM it sounds like. Also 32bit Windows 7 is not at all uncommon for  a 10 year old PC with 2gb RAM. If I had to guess I'd say the GPU is the problem, either drivers or something similar. The only question I have is when the game freezes, does Ctrl-alt-del do anything? It would clarify if it's a system driver/hardware issue or something else.

Projects & Creative / Re: Mega Man 8-Bit Death....SMASH! v2a
« on: March 29, 2016, 04:41:09 PM »
Scale in what way? The short answer is yes, there's definitely a way to scale damage (Hell, all attacks are currently scaled back anyway), but I'm curious if you mean like a server option or just in general.

Quote from: "Lego"
Personally, I think CSCM was blacklisted from BE because of the ACS it's loaded with. It has a script that kicks players who use SR50. Said script has no warning to the player using it and can be regarded as abusive of the function used to put it together.
As I'm sure you can tell from the script, the SR50 kick is NOT automatic but rather must be toggled on by the server admin.  There's also a warning function in case the admin does not wish to kick players, but would rather know when it was occuring.  I put this in back in the Roboenza days when SR50 really could break that mode by giving some players a speed advantage.  I'm fairly certain that kick function doesn't work now anyway since there's a native ACS function for it.  Actually, that's stupid when you think about it.  Said function is 'abusive' so they put an ACS command to do exactly that,   /eyeroll.

Projects & Creative / Re: Mega Man 8-Bit Death....SMASH! v2a
« on: March 26, 2016, 10:02:11 PM »
Of course.  The more maps the better.  There are no particular rules so to speak though I would suggest a hook on the level to make it interesting.  Otherwise just have a boundary (look at the existing maps to see how that works) and you're good.  Oh right, for sky KO's to work you need to use F_SKY1 as the texture.

As always feedback is appreciated.

Projects & Creative / Re: Mega Man 8-Bit Death....SMASH! v2a
« on: March 23, 2016, 10:39:42 PM »
Bump for new version.

Help & Editing / Re: Please Help me with starting the game
« on: March 07, 2016, 02:26:50 PM »
Wow, that's......KILL IT WITH FIRE!

The only thing I can think of is to try to change the video renderer and see if it helps.  You can change it either via the startup args or in game.
On startup add +vid_renderer # (Where # is either 0 for software or 1 for OpenGL)
In game pull up the console (PC Default `) and type vid_renderer # with # being the same as above.

I'm not super familiar with the Mac port of ZDR so it's entirely possible that OpenGL doesn't even exist in that version rendering this post moot.  Figured it's worth mentioning though.

Agreed.  There's no hard limit, but keep it sensible.  A single flexible weapon can be very powerful.  My class only uses a single weapon, but through inventory and altfires I have a wide array of attacks available.  Korby has 3 weapons, but the altfire is shared between all of them and it appears as one weapon with 3 different attacks.  My advice? Create a single weapon that represents you.  If you need to expand on it, then consider a second one.  In other words, Keep it Simple.

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