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Messages - Messatsu

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61
Quote from: "Isaac940"
There was also a small bug when I was playing as Korby; occasionally the "none" graphic in the blue magic box wouldn't go away when I got an ablility so the two names would both be there forming a mostly unreadable blob.

Yea, HUD desync.  Really not sure why this occurs at the moment.  I'm up for suggestions on this particular item.

62
Actually I kinda posed that same question to Rozark.  Honestly, given everything about MM8BDM, I think having robots bleed is probably not the craziest thing around.  Besides, it's not like Mega Man can't bleed oil .......that's red. .........oh just go with it!

EDIT: RELEASED!

63
Since Prism is a reboot so to speak, those are the only classes at this time.  Each new version going forward will add new classes, both brand new and from previous versions.  10 Classes was what I felt was a good spread for an initial reboot.  In general the goal was to make each class more unique than just Primary Fire / Alt Fire and that's it.  Each class has something unique to itself and I hope it's something everyone can enjoy, but we certainly welcome constructive criticism and positive feedback.

64
Here we are!



v1a of CSCC PRISM! (Mirror)

Big thanks to ColdFusion, Ice, Megaman, Celebi, Tsuki, Jax for helping this come together. (If I missed anyone, please let me know)

Here's a complete listing of all class abilities etc:
(click to show/hide)

Q&A:

Q: Wait, where is XYZ class? He/She/It was my favorite!
A: CSCC Prism is a reboot of CSCC.  The idea was to restart from close to scratch and try to bring up the overall quality of each class.

Q: OK, but I really want to play that class, can you re-add it?
A: Very likely.  To some degree demand will determine which classes are added first (aside from all new classes).  Ex. Something like Gizmo has a much better chance of being added sooner than something like Finitezero due to the former having more variety than hold fire to shoot laser quickly.

Q: I have a class I would like to / have submitted, will that get in?
A: Depends.  A class that is mostly together already and only requires tweaks / fixes has a much higher chance than a text description of a moveset.  I will post some rules at some point in the future outlying rules for classes to adhere to.  

Known bugs:

- When Copy is killed in LMS while morphed he leaves behind a dummy that can be shot.  - This is an engine bug when morphed actors are killed and don't unmorph.  [link]https://www.youtube.com/watch?v=gnDm6LflToY[/link] I hope this will be resolved on the engine level at some point.

- Tengu Blade dash does not pass through classes - At some point I will rewrite this weapon to account for this problem.  For v1a though I have not gotten around to it, so the bug persists.

- Weapon Energy icons don't flash when transparent in an online game - Considering the class cannot use the item, I let this pass.  If you switch to a class that can use it, it flashes normally.

65
Projects & Creative / Re: [MINI EXPANSION] Mega Man 8-bit Halloween - 2015
« on: November 09, 2015, 02:48:33 PM »
Popped up a vanilla server with pack.  I included all normal maps too since map votes are a thing.

Also, This is a bit premature I'd say.
(click to show/hide)

66
Actually the entire weakness system was scrapped.  Since the weapon layout greatly influenced each classes viability, I felt it would be better left on the cutting room floor.  Instead each class drops it's own unique weapon.

67
Closed / Re: Ammo array condense
« on: November 02, 2015, 02:42:48 PM »
I would love to condense the arrays.  One hesitation I have with the suggestion, however, is using strings to store integers.  While this might work, it is not a good coding practice and the potential for unexpected problems to arise concerns me.  I think it SHOULD be possible to remove the 2nd array (and maybe even the buster array) by using GetAmmoCapacity and some expansion on the main array.  I will look into this and see if this can be done.  Thanks for the heads up!

Moved to pending.

68
Help & Editing / Re: Cannot get new version of MM8BDM to start
« on: October 22, 2015, 05:07:36 PM »
You're welcome!  As a note you only have to do this once.  It forces the game to set the software renderer on launch rather than having to use the in game menu.

+Vid_Renderer 0 = Software
+Vid_Renderer 1 = OpenGL

If your computer doesn't support OpenGL I would suggest looking into a video card to add that capability.

69
Help & Editing / Re: Cannot get new version of MM8BDM to start
« on: October 22, 2015, 01:42:23 AM »
Try putting +vid_renderer 0 in the extra command line parameters section.

70
Just to show some progress has been made, here's two videos that show a simple botmatch:

(click to show/hide)
(click to show/hide)

71
In particular to Beed's question, yes, we will definitely re-include your class as well as Gizmo.  I just decided to cut the classes for initial release at 10 and felt this was a fairly diverse set of play styles to start.
Really hoping the it quality holds up.  One thing to note is since we have a very small testing pool, balance is going to be something that will likely require adjustment in the future so I look forward to constructive feedback. (Ex. ColdFusions Fusion Bomb has too much stunlock on hit VS ColdFusion's Fusion Bomb is OP! NERF PLZ!)

72
Quote from: "Emmanuelf06"
I suppose You removed definitly ma class "stonefunk" but anyway, you can and i can't program my own class "stonefunk" since it was an other guy who made it in the past, also because i dont play this fangame anymore.

I wouldn't say removed.  I literally started from scratch and then manually re-added each class spending time to tweak each one so that there would be something interesting and varied that each class brings to the table.  For example Ice / Sparky has a new risk/reward system in place which should change how the class is played compared to previous versions. It halso has new animations for his attacks as well as a unique visual for weapon switching.

Quote from: "Trimagus1"
Do We need to Re-Create Class Ideas if that update is released or not?
Eh, I'm not one for 'ideas' myself.  There's a lot of those being tossed around.  I'd much rather see something more concrete, like a basic structure of a class itself with an outline on a more complete version of that.

73
The more interesting the class the greater chance of it being included.  Community interest will also play a role.  If there's enough people wanting a particular class back then yea, sure, it's something that can be looked at.

74
CSCC Prism v1a has functionally been completed.  Needs a bit more testing and I actually need to have time to release it (life has been quite busy) but it should show up in the near future.  In the meantime, here's the logo (Thanks to Tsukiyomaru Zero)

(click to show/hide)

The class list included is as follows:

ColdFusion, Copy Robot, Ice/Sparky, Messatsu, Ukiyama, Knux, Rozark, Mutant Yoshi, Adara Mozes, and Korby.

Yes this axes a lot of classes from 5b but this is merely a starting point as most of the classes have been tweaked, rebalanced, or changed entirely. Just because a class you liked isn't in the list currently doesn't mean it's not going to be added in the future.

75
Rejected / Re: [Suggestion] CTF Map Codes
« on: August 18, 2015, 03:42:22 PM »
I can't say I support this.  The two main reasons:

1.) The names do no correlate to anything in the MM universe.  Sure, it's possible to guess MM1CUT is Cutman's stage from Mega Man 1....so ok, Centaur man should be ...MM6CEN....However there's no way to know that MMCTFSAC is MMCTF20 or even what the map names are without resorting to a list.  At least with numbers it's pretty easy to know there are currently 20 maps and which one is your favorite.  The names are purely for flavor anyway.

2.) With only 3 characters it's entirely possible to have conflicts with future maps.  MMCTFUND would be Underwater Base X right? So if someone makes a map named Under The Bridge it would have the same abbreviation.  Of course they could change their map name or do MMCTFBRI but then it's more confusing than before.  

What's there now works, and I see no reason to change it for what amounts to something that is completely superfluous.

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