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Author Topic: [EXPANSION] Rockman & Forte 2  (Read 77225 times)

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March 16, 2012, 01:20:59 AM
Reply #210

Offline fortegigasgospel

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Re: [EXPANSION] Rockman & Forte 2
« Reply #210 on: March 16, 2012, 01:20:59 AM »
Quote from: "Star Dood"
So, uh, guys...

I'd like to kind of get the last two skins done, and I'm a little busy. So who could help? Llama originally was working on Konro, but I don't know if wants to do it (I tried those rotations but couldn't get them right) and walking is pretty eihjihjiorhjiogji for my skills so Komuso is somewhat difficult for me to do.

And other than that, we're done. So... can anyone help?
What about maps?

March 16, 2012, 01:56:05 AM
Reply #211

Offline NemZ

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Re: [EXPANSION] Rockman & Forte 2
« Reply #211 on: March 16, 2012, 01:56:05 AM »
Maps for the dos expansion seems more pressing, dood.  you don't want to keep Lego waiting.

March 16, 2012, 03:17:42 AM
Reply #212

Offline Magnet Dood

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Re: [EXPANSION] Rockman & Forte 2
« Reply #212 on: March 16, 2012, 03:17:42 AM »
Right, right, but when or if that is finished it'd be nice if I had a good foundation here.

Plus, that freakin Bit Man map looks like shit every time I try to make it.

March 16, 2012, 04:55:48 AM
Reply #213

Offline NemZ

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Re: [EXPANSION] Rockman & Forte 2
« Reply #213 on: March 16, 2012, 04:55:48 AM »
Yeah, well I guess I shouldn't be saying shit anyway since I haven't done any work on it either ever since I lost a nearly finished Blademan set.  Still, it isn't going to go anywhere if you don't keep at it.

June 10, 2012, 12:08:43 PM
Reply #214

Offline NemZ

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Re: [EXPANSION] Rockman & Forte 2
« Reply #214 on: June 10, 2012, 12:08:43 PM »
So how is doppler attack going to work in this game?  In the actual game that thing looks ridiculously broken, the megaman version of SotN Alucard's acid mist form.  I mean "makes metal blade seem pointless" levels of broken, seriously.

June 10, 2012, 12:34:59 PM
Reply #215

Offline BiscuitSlash

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TBH isn't only broken if you have energy saver
« Reply #215 on: June 10, 2012, 12:34:59 PM »
Just as long as the ammo drain for when you start/stop using it and while using it is reasonably fast and you cannot collect any pickups during it, it should be okay. Even so you'll want to make it a rare weapon.

June 10, 2012, 01:32:24 PM
Reply #216

Offline Magnet Dood

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Re: [EXPANSION] Rockman & Forte 2
« Reply #216 on: June 10, 2012, 01:32:24 PM »
Err, Lego made it actually. I believe it's some sort of ripping weapon that drains your weapon really quickly.

Think of it as a fast depleting Top Spin that rips through you. (Even though I haven't tested it yet herp)

June 10, 2012, 04:27:19 PM
Reply #217

Offline NemZ

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Re: [EXPANSION] Rockman & Forte 2
« Reply #217 on: June 10, 2012, 04:27:19 PM »
That's actually exactly what I was thinking of when I watched a vid of the game...  It's a broken as hell Top Spin.  

In terms of skulltag, if this weapon was game-accurate it would be like turning on the fly, god, and noclip cheats while also giving you the ability to deal constant ripping damage by contact.

And what other weapons does Bass get in this game?  homing missiles that can go through walls, a wall-breaking projectile that can pierce through enemies and hits hard, a hugging shield (made pointless by the doppler attack), and an incremental timestopper that makes you able to just walk right through enemies and their attacks.  Holy crap, people.

June 10, 2012, 04:37:23 PM
Reply #218

Offline BiscuitSlash

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Re: [EXPANSION] Rockman & Forte 2
« Reply #218 on: June 10, 2012, 04:37:23 PM »
Best to make sure:
-It has reasonably fast ammo drain (while using it and when started/stopped)
-You don't travel faster than running speed
-You cannot collect anything (though best to find a way without noclip)
-No hitstun
-Hard to reach/find

Though this has all probably be done, right?

June 10, 2012, 06:27:10 PM
Reply #219

Offline fortegigasgospel

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Re: [EXPANSION] Rockman & Forte 2
« Reply #219 on: June 10, 2012, 06:27:10 PM »
Quote from: "NemZ"
That's actually exactly what I was thinking of when I watched a vid of the game...  It's a broken as hell Top Spin.  

In terms of skulltag, if this weapon was game-accurate it would be like turning on the fly, god, and noclip cheats while also giving you the ability to deal constant ripping damage by contact.

And what other weapons does Bass get in this game?  homing missiles that can go through walls, a wall-breaking projectile that can pierce through enemies and hits hard, a hugging shield (made pointless by the doppler attack), and an incremental timestopper that makes you able to just walk right through enemies and their attacks.  Holy crap, people.

It was so powerful due to the lack of invincibility times for the bosses.
Forte Vulcan moved slow but homed. Flame Shower rotated around him and when released/ammo depleted it slowly raised off the screen. Doppler Attack drained ammo pretty quick but allowed him to fly around and unable to be hurt.

Rock Vulcan moved the same speed but slit into three shots, one arcing up, one arcing down and one continues straight. Flame Mixer was like Wave Burner without the waving and raised off the screen when ended. Doppler Crash was basicly the same thing as Break Dash without the normal shoot and can't move when charging, also the longer you charge the farther you go (note R-Shadow used this attack also).

As for Barrier Wind/Forte Cyclone (both were the exact same) it blocked shoots, did the most single hit damage of all the weapons, but was harder to aim at smaller moving targets due to the zigzag motion it did. (Near impossible to hit Compass with)

Time Switch/Time Bomb (again both the exact same) basicly acted like Time Stopper but in bursts instead of all at once and allowed you to pass through enemies and shoots.

As for these weapons being so powerful, think about it, robots from the future who are more powerful then ones in the present.

In DM, if they weren't already made I'd say:
Rock Vulcan work just like in R&F2 but the split is left and right, the split can be commanded like Gyro Attack's but doesn't force them to lose vertical movement so can't be aimed over terrain as easily.
Forte Vulcan like a cross of Dive and Magnet. Good tracking ability but VERY slow.
Flame Mixer just like in game, would end up balancing with Wave Burner due to the lack of waving so direct aim is needed and higher ammo drain.
Flame Shower could basically be Scorch Wheel but it has a hugging effect and the shot raises when released making it anti air instead of the rolling along the ground, also no speed up and maybe balance it so it doesn't out class Star Crash by upping its ammo drain.
Barrier Wind/Forte Cyclone maybe move in a figure 8 formation around the central spot of the shot as it moves, blocks shoots even ripper ones, uses a lot of ammo so it only has 4 shoots, +Ripper but INCREDIBLE slow moving.
Doppler Crash sorta like YD's Break Dash but a bit stronger to compensate the lack of moving and uncharged attack, longer charged the further you go to a limit.
Doppler Attack like 712 said. This would be a very rare weapon.
Time Switch/Time Bomb could temp freeze people within a certain range and can't have its ammo refilled as well as leaves your inventory when its out of ammo, making it a less trolly Time Stopper and situationally.

If you want to make Forte Cyclone and Time Bomb different maybe.
Forte Cyclone zigzag differently and some stat swapping for them.
Time Bomb does Time Men's time bomb which caused 4 lightning bolts to strike randomly nearby (but have all 4 come down at once) and stuns opponents just long enough for the bolts to strike before letting them move, making the stun allow the attack to hit more easily and be a minor annoyance to people hit.

June 10, 2012, 06:30:39 PM
Reply #220

Offline Magnet Dood

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Re: [EXPANSION] Rockman & Forte 2
« Reply #220 on: June 10, 2012, 06:30:39 PM »
I'd say Time Switch should work just Flash Man's classes Time Stopper. Because, you know, it's basically the same as what we're trying to do.

June 10, 2012, 07:27:01 PM
Reply #221

Offline BiscuitSlash

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FGG you got Flame Shower and Mixer the wrong way round
« Reply #221 on: June 10, 2012, 07:27:01 PM »
Only it has to stop projectiles too, which would probably need the projectiles to all be edited.

Meh, Lego's probably already done that though.

June 10, 2012, 07:39:34 PM
Reply #222

Offline Russel

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Re: [EXPANSION] Rockman & Forte 2
« Reply #222 on: June 10, 2012, 07:39:34 PM »
You think too highly of me, the weapon is JUST Flashman's Time Stopper, nothing more.

Unfortunately, I can't possibly stop all projectiles in game without doing exactly what the time stopper copywep does.

As for Time Bomb, it's reletivly the same, but with a shorter attack range and it turns the user invisible for a short period of time.

I'm incredibly temped to make them both ACS-based

June 10, 2012, 08:17:41 PM
Reply #223

Offline fortegigasgospel

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Re: FGG you got Flame Shower and Mixer the wrong way round
« Reply #223 on: June 10, 2012, 08:17:41 PM »
Oops, mixed them up, oh well, you know what I ment.
And the way Lego described works to.

June 12, 2012, 08:30:08 PM
Reply #224

Offline BiscuitSlash

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Re: [EXPANSION] Rockman & Forte 2
« Reply #224 on: June 12, 2012, 08:30:08 PM »
Question: What are the weapon colours going to be?