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Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Darkseed on June 17, 2011, 05:23:05 PM

Title: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on June 17, 2011, 05:23:05 PM
"Assassin" isn't a working title. Just a project name :P


Megaman Mafia V1A-V4B
(click to show/hide)

Planning for V2:

Completely Fan Idea Based.

So far possible things to add:

I tank makes Assassin Invisible, not invincible + not able to attack

Recieve Same ammount of Health and Damage like others

More range on the knife

Possibility of all weapons LMS gives and Still haz knife // Only 1 Weapon (+ Knife for assassin)

Remove Dummy buster and bring back the dash

3-4 left trigger NOHOPE song and also making it thru the Console

Everyone looks like Sniper joe.

+Theres a Skin version of V4B...
Title: Re: MegaManMafia-V1A! Released!
Post by: BiscuitSlash on June 17, 2011, 05:24:29 PM
Looks good. I'm gonna try it!
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 17, 2011, 05:25:18 PM
a server is up! play there!
Title: Re: MegaManMafia-V1A! Released!
Post by: tsukiyomaru0 on June 17, 2011, 05:37:31 PM
In case anyone asks, I gave DS all permissions to use any resource within and outside it.
Title: Re: MegaManMafia-V1A! Released!
Post by: BiscuitSlash on June 17, 2011, 06:19:51 PM
Very fun mode, I like it :)

Here's what I suggest for the next version:
-Remove the color changing script in the weapon so that it isn't obvious who is the assassin. At the moment blue people are probably lethal
-Give the weapon slash claw range. Probably best the actual attack (not HUD) was like an OHKO slash claw
-Reduce their jumping height a bit. Once you see someone jump really high, you know that they are the assassin.
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 17, 2011, 06:28:58 PM
ok i change some stuff

but im gonna need some help with acs cuz i dont know much still...

i need to change

-longer range
-make all players the same color (blue)
-Murderer have more energy
-less gravity in his jump

all these came from assassin mode and tsuki still doesnt know a lot i need someone with a lot of ACS experience to help me. untill then i cant do anything...
Title: Re: MegaManMafia-V1A! Released!
Post by: Tails on June 17, 2011, 09:12:29 PM
This is pretty buggy. We were in a server and then the Mafia part just stopped working.
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 17, 2011, 09:14:31 PM
huh? how? anyway its back up...
Title: Re: MegaManMafia-V1A! Released!
Post by: OZX on June 17, 2011, 11:49:50 PM
when i saw the description i was like thinking "HOLY ****!This looks freaking awesome!!!"
Title: Re: MegaManMafia-V1A! Released!
Post by: Shade Guy on June 18, 2011, 03:04:43 AM
Okay, I agree with the Assassin's weapon being similar to Slash Claw. Can't go wrong with that weapon. Also, it might be a good idea to remove the sound effect for when the Assassin uses their weapon, because as soon as you hear the Leaf Shield sound effect, you know that the Assassin is close by.

From what I've seen, the smoke bomb is a bit useless and is really just another indication that the Assassin is near.

Also, keep everyone the same colour. And if you want to go further, make all skins the base and get rid of the thingamabobby that shows people's names when you look at them.

And make sure dead people/spectators can't talk to the players. I've seen a person killed by the Assassin reveal who it was (not that it wasn't obvious already) enough times.
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 18, 2011, 05:21:58 AM
i know im fixing and i need to find out about the no-hear-specs thing
Title: Re: MegaManMafia-V1A! Released!
Post by: SmashTheEchidna on June 18, 2011, 05:40:10 AM
Though I haven't played yet, I should suggest that in the beginning it shouldn't say who's become the assassin.
Title: Re: MegaManMafia-V1A! Released!
Post by: Celebi on June 18, 2011, 06:58:12 AM
Things not stated that need work...

The one becoming assassin shouldn't 'transform' as in like have the teleporting sprite on them.
 
Use a normal jump, make the alt a super jump if really necessary.  (In fact, I really encourage a super jump alt, due to Leaf Shield becoming rush coil.)  

A Flash Stopper could work instead of smoke balls, since the assassin keeps their Wtanks. (Though some people are immune to it so...)

Why does the Roboenza NoHope song play with two players left?

On the topic of last two players, seems pretty hard for the assassin, it needs something else, possibly Shadowman's alt from classes? A 3 use item that makes the assassin invisible for 4 seconds?

More can be done, but this is what I could think of when doing a quick test.

EDIT: Dive/Magnet Missiles do not home onto assassins, making Dive perfect for finding him in crowds.
Title: Re: MegaManMafia-V1A! Released!
Post by: tsukiyomaru0 on June 18, 2011, 03:57:51 PM
There are many problems I cannot solve. I'm really sad to give up, DS, but really: ACS is hating me HARD. Do you have anyone in mind to help you?

And, just to clear things up for Thatguy74. I'm NOT using DarkSeed. DS is free to choose who will help him and he picked me first because I was the one to make the concept. While it kind of rips off WhoDunIt, remember that WDI itself was too based on a social game, I think it was The Murderer or something.
Title: Re: MegaManMafia-V1A! Released!
Post by: ficarra1002 on June 18, 2011, 04:53:33 PM
Quote from: "Shade Guy"
Also, keep everyone the same colour. And if you want to go further, make all skins the base and get rid of the thingamabobby that shows people's names when you look at them.
I don't that can be changed (The name part)
And make sure dead people/spectators can't talk to the players. I've seen a person killed by the Assassin reveal who it was (not that it wasn't obvious already) enough times.
Thats editable in the server.
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 18, 2011, 05:39:05 PM
Look. i keep posting. i need someone to help me with ACS coding for the longer range for the assassin's blade. i found a way to make the colors blue thanks to Tsuki. im looking for a way for the assassin to have more energy.and i don't know how to change the assassins gravity. please if this wants to be more fun i need an ACS expert here for help.

I neither do not know how to make it so spectators cant talk to players just themselves like in whodunit if someone has an answer please tell me.

EDIT: Stuff is almost done thanks to King Yamato and Gummy. But another quiestion...instead of nohope what should the song be? the last 2 people is the assassin and the victim. the victim is the only hope to kill the assassin so in think they deserve a better song...
Title: Re: MegaManMafia-V1A! Released!
Post by: ficarra1002 on June 18, 2011, 06:43:26 PM
Quote from: "Darkseed"
Look. i keep posting. i need someone to help me with ACS coding for the longer range for the assassin's blade. i found a way to make the colors blue thanks to Tsuki. im looking for a way for the assassin to have more energy. and i don't know how to change the assassins gravity. please if this wants to be more fun i need an ACS expert here for help.
May I suggest trying the skulltag forums? They will probably be more knowledgeable.

Quote from: "Darkseed"
I neither do not know how to make it so spectators cant talk to players just themselves like in whodunit if someone has an answer please tell me.
I said earlier, it's a server flag or setting. I don't think it can be done with modding. At least, it isn't in whodunit, if you don't have the flag enabled, spectators can talk.
Ill try to find out what the command/flag is.
Title: Re: MegaManMafia-V1A! Released!
Post by: Darkseed on June 18, 2011, 07:04:22 PM
DONE
Title: Re: MegaManMafia-V2A! Released!
Post by: Jc494 on June 18, 2011, 07:43:06 PM
The spectator mute is pointless. If you use your head, you can easily find out who is the assassin, and heres how:

(click to show/hide)
Title: Re: MegaManMafia-V2A! Released!
Post by: MagnetMan497 on June 18, 2011, 07:48:22 PM
This mode is fun, but needs some changes.

On MM7DW4, the games bugs and says the assassin killed everyone, yet noone died. :/

Frags should not count towards the assassin, therefore backing up Jack's point. The spectator mute is also pointless. There must be some server control or code to not allow coopspy.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 07:53:57 PM
spec mute makes it easier to reveal murd.

and jack 2 you it might say who is murd but to someone else it only says "the assassin got (Player)"
Title: Re: MegaManMafia-V2A! Released!
Post by: Gummywormz on June 18, 2011, 07:55:04 PM
There is a dmflag that can be forced to disallow coop spy. As for frags, that may be tricky to make work properly.
Title: Re: MegaManMafia-V2A! Released!
Post by: Galaxy Sisbro on June 18, 2011, 07:55:46 PM
*Deactivate frag score.
*Do not mute spectators. Instead, make a black screen for them.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 07:58:22 PM
if its possible to deactivate frag scores then tell me how cuz its part of mm8bdm
Title: Re: MegaManMafia-V2A! Released!
Post by: Gummywormz on June 18, 2011, 08:00:49 PM
Here's an idea: when the assassin "kills" someone make it give an inventory item which acs checks for then kills the player with no trace.
Title: Re: MegaManMafia-V2A! Released!
Post by: Nightmare-Nue on June 18, 2011, 08:15:02 PM
And maybe the survivors could get a little more health? It would also help hide the fact who the assassin is, since the assassin can take more than one fully charged atomic fires and live...
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 08:15:36 PM
how am i going to do that??
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 08:16:25 PM
Post reccomendations and complaints here: http://cutstuff.net/forum/viewtopic.php?f=9&t=2829

not here
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 18, 2011, 08:17:59 PM
..Why?
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 08:19:29 PM
Its a lot more organized and not confusing. just complain there.
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 18, 2011, 08:37:43 PM
Just post here. You don't need another topic.
Anyways, it would be cool if there was a gun instead of this small needle-like object to kill with. Otherwise it doesn't seem that mafia-like :/
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 08:46:37 PM
ok post hear but i cant change the game more or it would ruin it.

what i would like to know is how to make it so frag limits dont let u know who murd is.

and ppl in Mafia use Blades to for close up kills. besides the textures already made if you want to contribute something cooler instead of a blade go ahead
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 18, 2011, 09:01:12 PM
I meant maybe like a gun-like weapon o:
Title: Re: MegaManMafia-V2A! Released!
Post by: ficarra1002 on June 18, 2011, 09:08:10 PM
Why is the v2a upload a .zip file? Not everyone is going to know to rename it to .pk3.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 09:26:35 PM
?its not zip u need winzip to open it.
Title: Re: MegaManMafia-V2A! Released!
Post by: OrangeMario on June 18, 2011, 10:28:54 PM
just thought of a couple of ideas...

1. when theres only 1 survivor and 1 assasin, the assasin should get a shooting/far-range weapon, because we would already know who the assasin is.

2. when the assasin is chosen, they could possibly have a "dummy-megabuster", or a dummy weapon that everyone has the real one of. a dummy-megabuster works exactly the same way as the megabuster, but it deals no damage what so ever, and its hud color is black. Why I think this should be in, is because alot of us are beginning to catch on that the assasin can only attack at close range. shooting a regular weapon, such as the megabuster shows that you are not the assasin, or in other words, that your "clean".
The dummy weapons will go away as soon as the assasin and 1 survivor is left.
Title: Re: MegaManMafia-V2A! Released!
Post by: ficarra1002 on June 18, 2011, 11:05:40 PM
Quote from: "Darkseed"
?its not zip u need winzip to open it.
It looks like you fixed it now, but a while ago it was a zip file instead of a pk3.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 18, 2011, 11:13:41 PM
i didnt fix anything.

and the dummy megabuster sounds like a good idea. but i dont know how to program it so ill need help making that and the hud,..

EDIT: I have the huds i just need help coding it...

(http://s2.postimage.org/1c9jdy2xw/DBUS1.png?noCache=1308439441)
(http://s2.postimage.org/1c9q03gx0/DBUS2.png?noCache=1308439499)
(http://s2.postimage.org/1c9uypiec/DBUS3.png?noCache=1308439524)


Do i need one with the pellet shooting out?
Title: Re: MegaManMafia-V2A! Released!
Post by: Prosecutor Godot on June 19, 2011, 01:55:50 AM
Is there any way to counter-damage anyone who kills an innocent player?
Title: Re: MegaManMafia-V2A! Released!
Post by: Shade Guy on June 19, 2011, 02:01:31 AM
That might become a problem, though. In some cases, the person could actually think that that person was the assassin. Or it could just be that the person is just an ass and felt like team-killing for the lulz.

I guess the best punishment system would be other innocents killing the guy team-killing.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 02:08:09 AM
I just found out for people who want to make it so the frag Limit doesnt reveal the assassin cant be done. sorry.

and im gonna make the penalty for killing an innocent kill YOU
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 19, 2011, 02:11:32 AM
That's a little extreme. How about you get damaged? Like 25-50% of your health or something?
Title: Re: MegaManMafia-V2A! Released!
Post by: Asd967 on June 19, 2011, 02:18:36 AM
That's not so extreme.
sometimes, people go killing survivors intentionally. It kills the gamemode.
Title: Re: MegaManMafia-V2A! Released!
Post by: Ivory on June 19, 2011, 02:23:43 AM
I really think this mode would benefit more if it takes a look at how the doom mod "who dun it" works. Since this is virtually the same concept.
Title: Re: MegaManMafia-V2A! Released!
Post by: Bikdark on June 19, 2011, 02:25:20 AM
Quote from: "Ivory"
I really think this mode would benefit more if it takes a look at how the doom mod "who dun it" works. Since this is virtually the same concept.
Eh? How does that work?
Title: Re: MegaManMafia-V2A! Released!
Post by: tsukiyomaru0 on June 19, 2011, 02:28:28 AM
Quote from: "Bikdark"
Quote from: "Ivory"
I really think this mode would benefit more if it takes a look at how the doom mod "who dun it" works. Since this is virtually the same concept.
Eh? How does that work?
I have the same question. When I entered the ACS part, I went "FUUUUUUUUUUUUU"
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 03:00:21 AM
try looking at aow2's acs. makes wdi look like roboenza
Title: Re: MegaManMafia-V2A! Released!
Post by: Bikdark on June 19, 2011, 03:24:18 AM
Discussing has been going around on the server, and I guess we've come to a conclusion that if you kill an innocent, you die as well, whether it be intentional or not.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 03:26:04 AM
Yea me and yamato are researching that.
Title: Re: MegaManMafia-V2A! Released!
Post by: Shade Guy on June 19, 2011, 04:08:11 AM
Well I remember once in MM2DW1, all the people had found out who the assassin was and were chasing him down. In the pursuit, I fired a Crystal Eye at him. However, it missed and killed Dusty.

Would I deserve to die as a punishment then?

I'd suggest making the first kill a warning or something, then on the second team kill, kill them. Survivors dedicated to team killing don't only have 1 frag.
Title: Re: MegaManMafia-V2A! Released!
Post by: Gummywormz on June 19, 2011, 04:08:34 AM
It IS extreme.

Most of the time you have to shoot people to find out out if they are it. And if you accidently hit a player with low hp, then it's bad.

Why not make the person freeze for for a bit or something else?
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 04:51:25 AM
i dont know, we agreed wether intentional or not if they shoot without thinking its not my fault.
Title: Re: MegaManMafia-V2A! Released!
Post by: OrangeMario on June 19, 2011, 05:20:00 AM
IDK...
I kinda like the idea that you freeze for a certaint amount of time. If they accadently kill someone, they freeze up for mabe, 5 seconds + 3 seconds for every additional frag. Heck, if that doesn't sound punishing enough, think of the fact that the locked player can be stabbed by the assassin at any given time.
A player that frags for the fun of it could be vulnerable for 23 seconds!

probably throw in flashman's alt fire effect (from yd's classes mod) and have some visual effect notifing others that he's/she's locked for betrayal.
Title: Re: MegaManMafia-V2A! Released!
Post by: BiscuitSlash on June 19, 2011, 09:32:23 AM
I think it should stay the same but with one difference.
(click to show/hide)
Title: Re: MegaManMafia-V2A! Released!
Post by: LlamaHombre on June 19, 2011, 11:41:11 AM
In Who Dun It, killing others is a good way to tell them you're innocent!

It has a message that reads:
"LlamaHombre has killed an innocent!"
Title: Re: MegaManMafia-V2A! Released!
Post by: MagnetMan497 on June 19, 2011, 12:30:56 PM
Agree with Llama here. The whole point of this mod is kill everyone until you kill the assassin. If you kill an innocent you were suspicous of, whoops, too bad. Killing is too extreme.
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 01:32:16 PM
I've just finished playing. The range on the assassin's weapon is pretty hard to deal with. Especially when you're against someone with Junk Shield. Even moreso when that person is running with Junk Shield. I found it neigh impossible to kill that person.

Anyway, It was pretty fun, but it needs a bit of work.
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 19, 2011, 02:17:43 PM
I can't hit a thing with the weapon. That's why I would prefer a gun weapon; maybe a slow-shooting megabuster that instant-kills or something.
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 02:19:31 PM
I don't mind it being a melee weapon. Maybe if you make it just a little more like say, maybe Slash Claw, it would be better.

I mainly won as the assassin by being a ninja.
Title: Re: MegaManMafia-V2A! Released!
Post by: LlamaHombre on June 19, 2011, 02:22:00 PM
In Who Dun It, everyone gets Melee weapons, but the ass also gets a gun.
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 02:23:32 PM
Here, Everyone gets a gun, but the assassin gets none.

Wait...

EDIT: By the way. What's the name of the NOHOPE song?
Title: Re: MegaManMafia-V2A! Released!
Post by: LlamaHombre on June 19, 2011, 02:27:05 PM
It's MM8DW4, I think!
Title: Re: MegaManMafia-V2A! Released!
Post by: OZX on June 19, 2011, 03:01:46 PM
personally, the "random player killed an innocent!" is a pretty good idea!
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 03:06:41 PM
so no death penalty? aw. well if you guys agree on that i can't argue.

btw i want some new huds instead of that small hidden blade. maybe some thing longer, like a sword, machete, or maybe a BUtcher knife. i cant make one nor have the software , or the info on how to do it. sorry. im accepting right now (no megabusters i already have one) feel free to PM me or post them here.
Title: Re: MegaManMafia-V2A! Released!
Post by: BiscuitSlash on June 19, 2011, 03:08:52 PM
Quote from: "omegazerox12"
personally, the "random player killed an innocent!" is a pretty good idea!
I agree with this idea, no question. Although trolls would enjoy breaking the game it does not happen often and removing it would break the fun
Title: Re: MegaManMafia-V2A! Released!
Post by: LlamaHombre on June 19, 2011, 03:10:48 PM
Darkseed.

Give everyone melee weapons, like a weak slash claw (inf. ammo), and give the assassin something like yamato spear with infinite ammo.
Title: Re: MegaManMafia-V2A! Released!
Post by: BiscuitSlash on June 19, 2011, 03:11:51 PM
But then that would be too easy for the assassins
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 03:12:26 PM
It's LastManStanding so everyone gets random stronger weapons.
Title: Re: MegaManMafia-V2A! Released!
Post by: Tails on June 19, 2011, 03:40:57 PM
It isn't that assassin-like if he goes around with a little needle. Plus it's a bit tricky to hit anything. You can't give him a megabuster-like weapon?
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 04:02:53 PM
im giving him a weak megabuster. like i said, post some hubs here like a machete instead of that butter knife.
Title: Re: MegaManMafia-V2A! Released!
Post by: BiscuitSlash on June 19, 2011, 04:31:12 PM
Why not just give the assassin a variety or melee weapons that are really powerful like OHKO knife (the current one) and powered up versions of flame sword, slash claw and charge kick? Not the assassin going around shooting people, that wouldn't be so fun
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 05:51:16 PM
I dunno about giving him all that, but I still think he should have melee weapons instead of guns.
Though a weak megabuster may help him blend in... :ugeek:
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 06:17:52 PM
I cant add melee wepons or the knife to players. every game u get lms weps and a lot of them are strong. the assassin is getting a buster thats powerfull.

it will have a secondary weapon that shoots out yamato spears.
Title: Re: MegaManMafia-V2A! Released!
Post by: Gummywormz on June 19, 2011, 06:22:35 PM
You can give players melee weapons and stuff. Either alter the lms rotation for players, or completly null out the lms rotation and give it to them directly.
Title: Re: MegaManMafia-V2A! Released!
Post by: Asd967 on June 19, 2011, 06:25:35 PM
But why the hell give melee weapons to players?
On the LMS roulette, you already are guaranteed a shield and a strong weapon, maybe even one that is close range!
Plus you get 3 W tanks.
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 06:47:26 PM
Quote from: "Asd967"
But why the hell give melee weapons to players?
On the LMS roulette, you already are guaranteed a shield and a strong weapon, maybe even one that is close range!
Plus you get 3 W tanks.

^ This. The innocents/survivors/whatever the heck you wanna call em, they got all they need. Though I'd like to see some Item 1's, they don't need anything else. We're talking about the Assassin who needs something, not the survivors. I'm against giving the Assassin a powerful buster. They can just snipe out whoever the heck they want if they find a good camping spot. Or they could just run out in the open and mass murder occurs.
Title: Re: MegaManMafia-V2A! Released!
Post by: LlamaHombre on June 19, 2011, 06:55:49 PM
It should be like the Doom Shotgun where it's complete shit if used at a distance!
Title: Re: MegaManMafia-V2A! Released!
Post by: Galaxy Sisbro on June 19, 2011, 07:22:50 PM
Quote from: "Darkseed"
im giving him a weak megabuster. like i said, post some hubs here like a machete instead of that butter knife.

(click to show/hide)
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 07:58:23 PM
DAAAMN GALAXY I WOULD LOVE TO PUT THAT IN! if u could make it more realistic and fix the handle i would put it in (if there isnt a better one...).

the hand on the right is a bit too small if u can fix that too. and does it have moving frames that look awsome too? and make that little piece in the end of the blade transparent. the tetris looking one
Title: Re: MegaManMafia-V2A! Released!
Post by: Galaxy Sisbro on June 19, 2011, 08:00:17 PM
Fixed the handle (By 1 stupid bit). I think the handles are okay. The right one has almost the same size as the other weapons. And fixed the little hole at the end of the blade.

But either.... what do you mean by "realistic"?
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 08:01:30 PM
nah forget that it looked kinda wierd alone but in game it looks better.
Title: Re: MegaManMafia-V2A! Released!
Post by: SmashTheEchidna on June 19, 2011, 08:05:40 PM
Well, I'm hoping these updates will make the game a lot more enjoyable. Looking forward to then next release.
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 08:07:26 PM
Great cuz me and yamato are having some problems and cant include everything u guys want. (mainly the buster and the penalty thing are what we have problems with)
Title: Re: MegaManMafia-V2A! Released!
Post by: Galaxy Sisbro on June 19, 2011, 08:11:15 PM
Well, i suck at making the movement of the blade. Maybe chimera man can help me there
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 19, 2011, 08:12:07 PM
post some screenshots so i can see please
Title: Re: MegaManMafia-V2A! Released!
Post by: Sora on June 20, 2011, 05:02:08 PM
I can see another problem this new release might have.  If you give the assassin a dummy buster, the survivors will use their other weapons to show they're innocent and weed the assassin out, thus making the buster useless for blending in.  You could let the assassin keep all his weapons, but not make them do any damage, or something like that.

Anyway, I can't wait to see the new release of this mode!  :mrgreen:
Title: Re: MegaManMafia-V2A! Released!
Post by: Atticus on June 20, 2011, 05:35:11 PM
This mode is pretty fun. I have a few suggestions about it.

1. That dummy buster idea suggested earlier is actually a good idea. I say keep it, as the assassin could blend in easier.

2. The machete HUD is a good idea in theory, but it doesn't seem realistic. Remember, you area an assassin, not a crazed knifeman. If you were going to kill someone in a crowd, would you A. run in with a machete and pray no one will notice and run or B. Sneak in with a hidden blade and stab him when he doesn't expect it?

3. The smoke bombs and dash serve their purpose well. Don't touch them.

4. One idea is give the assassin the ability to summon clones of himself. You could just make the summon Megaman command an item. It would work in conjunction with the smoke bombs. Lay a few and summon a clone to serve as a distraction so the assassin can get away. I think it would work.

5. There needs needs NEEDS NEEDS a penalty for killing innocents. Nuff said.

6. Last of all, I think the assassin could get a brief invisibility period, only about 4 seconds long. This would discourage camping.
Title: Re: MegaManMafia-V2A! Released!
Post by: MagnetMan497 on June 20, 2011, 06:58:34 PM
Why do you people want a killing innocents penalty? If you're trying to find out who the assassin is, you might just have to kill an innocent while looking!
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 20, 2011, 07:30:48 PM
1. Were including the penalty.
2. were including the dummy buster that does 5 energy (very, very low)
3. I dont know about assassin cloning it will add to much to the assassin and will probably win every gae like this.
4. Hmmm. invisibility for a short time sounds good. you could have 3 pills that give you 5 seconds of invisible invulnerability.
5. the machete will be included if Galaxy can make it.
Title: Re: MegaManMafia-V2A! Released!
Post by: BiscuitSlash on June 20, 2011, 07:38:33 PM
All I can say is that I hope this penalty won't ruin the fun. Like Magnet said, this mode is really fun even without it!
Title: Re: MegaManMafia-V2A! Released!
Post by: Darkseed on June 20, 2011, 07:56:09 PM
Sorry but the dummy buster just can't be added. im sorry. its with the Scipts that won't allow any more weapons.

This is the point where i ask CutmanMike or Ivory's Help.
Title: Re: MegaManMafia-V3A! Released!
Post by: Darkseed on June 20, 2011, 09:19:17 PM
V3A Released!
Title: Re: MegaManMafia-V3A! Released!
Post by: Laggy Blazko on June 21, 2011, 01:20:06 AM
No skins?
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFffffff.....
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 03:35:36 AM
V3B OUT!
Title: Re: MegaManMafia-V3B! Released!
Post by: Gummywormz on June 21, 2011, 04:10:38 AM
For the dummy buster, can't you brute force it with ACS or A_Giveinventory? If you can give him smoke bombs surely you can give him an extra weapon.
Title: Re: MegaManMafia-V3B! Released!
Post by: Bikdark on June 21, 2011, 04:16:59 AM
Hell, just scrap the smoke and give him an item he can use that gives him a buster, like the proto or bass buster.
Title: Re: MegaManMafia-V3B! Released!
Post by: BiscuitSlash on June 21, 2011, 03:57:20 PM
You....removed all skins? So now EVERYONE will be megaman? Yeeeaaahhh, I found it more intense when people I knew where getting poked and killed but if we're all megaman....I hope this is more fun when I get round to trying it...
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 04:00:04 PM
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 21, 2011, 04:56:30 PM
As far as I know while playing with bots, Only the assassin appears as Megaman. Everyone else's skins are normal.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 04:58:44 PM
NOSKIN wont work with bots.
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 21, 2011, 05:10:51 PM
I see.

I'm still opposed to NOSKIN either way. It takes a bit of the fun out of it. It says in the beginning of a match that if you know someone is innocent, buddy up. How can you know if everyone looks the same?

I mean I know it's to make the assassin blend in better, but still. Putting NOSKIN on overdoes it.
Title: Re: MegaManMafia-V3B! Released!
Post by: Asd967 on June 21, 2011, 05:22:38 PM
@Darkseed
It does, actually.
I think that he means that the assassin will only be megaman, while survivors can change their skins.
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 21, 2011, 05:26:44 PM
Yeah, I was using my personal skin just fine. And there were several other bots around who were just normal. Only when they became the assassin did they revert to Megaman. So I believe you've set the NOSKIN onto the assassin himself rather than every player.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 05:31:34 PM
im playing right now and it works fine its probably a bug
Title: Re: MegaManMafia-V3B! Released!
Post by: Asd967 on June 21, 2011, 05:41:32 PM
Just remove the +NOSKIN flag from the TheAssassin class >_>
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 05:50:59 PM
It works.
 if assassin has no skin its easy to know who it is
Title: Re: MegaManMafia-V3B! Released!
Post by: Korby on June 21, 2011, 06:21:10 PM
It's just like in Whodunit, and, you know, real mafia, where you have no idea who could be guilty and who could be innocent.
Title: Re: MegaManMafia-V3B! Released!
Post by: Captain Barlowe on June 21, 2011, 07:05:07 PM
At least ONE E tank would be much appreciated. It's annoying to have you, an innocent get shot and later die due to low health and friendly fire. It would also be helpful to get health if in the middle of a crossfire. This is just an idea, though.
Title: Re: MegaManMafia-V3B! Released!
Post by: Asd967 on June 21, 2011, 07:31:59 PM
Quote from: "Korby"
It's just like in Whodunit, and, you know, real mafia, where you have no idea who could be guilty and who could be innocent.

Yeah, we had it that way, until, you know. Darkseed removed the +NOSKIN from the players.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 08:10:02 PM
I didn't remove +NOSKIN. Everyone looks the same for more suspense.
Title: Re: MegaManMafia-V3B! Released!
Post by: Asd967 on June 21, 2011, 08:10:53 PM
I can't believe how much weight this has now.
Darkseed, why put up a bunch of musics on the game wad?
Title: Re: MegaManMafia-V3B! Released!
Post by: Gummywormz on June 21, 2011, 08:15:16 PM
At least they loop. :/ I think
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 08:50:10 PM
it's fineeeeeeee
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 21, 2011, 08:59:36 PM
but it seems that the ipack and xpack would mess up the wcolors...
Title: Re: MegaManMafia-V3B! Released!
Post by: arkman on June 21, 2011, 10:47:24 PM
Quote from: "Darkseed"
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
I could be wrong about this, but if you start him with an autoactivating item that give him more items, does that bypass the normal no pickups on morphed classes?
Title: Re: MegaManMafia-V3B! Released!
Post by: tsukiyomaru0 on June 21, 2011, 11:13:28 PM
Quote from: "arkman"
Quote from: "Darkseed"
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
I could be wrong about this, but if you start him with an autoactivating item that give him more items, does that bypass the normal no pickups on morphed classes?
Player.MorphWeapon FORCES a certain weapon. an Item, however, may force the game to set another weapon and then revert, but it is a theory to be proven true or false.
Title: Re: MegaManMafia-V3B! Released!
Post by: Asd967 on June 22, 2011, 12:38:24 AM
Using an item to change the weapon doesn't work, by the way.
Maybe ACS, as that forces the game to do stuff.
Title: Re: MegaManMafia-V3B! Released!
Post by: Tesseractal on June 22, 2011, 03:21:46 AM
-Smoke Bombs used in the pre-game (countdown to the match) still remain in the actual game. They also don't seem to dissipate on their own (or not in a reasonable time frame anyway).
-Killing the assassin has the same HP penalty that you get when killing an innocent. This results in lots of "draw games" (as the last person frequently dies as soon as he defeats the assassin).

-Is this the "roboenza"/LMS weapon set? If so, a few things. Junk Shield raises some questions - I'd like it removed because it's fully incapable of protecting you from the assassin (unless you count the HP penalty you get from killing him) and so all it really does (given the survivors don't attack you) is just give a signal that you're not a zombie. I'd like to ask the people who've played it thoroughly - is it useful even as a "dead" weapon that won't help you against the assassin at all?
--The other problem is Wind Storm. When used on the assassin it doesn't throw them up; this has two consequences. One, the damage is now stacked (it's basically a ripper weapon at this point) but it also identifies who the assassin is (because innocents get thrown into the air). If you can't remove the "doesn't throw assassin into the air" aspect I'd just remove it entirely.

-The "penalty" damage for killing an innocent seems to be random. I got 3 frags in one round when I was an innocent before dying, which should be impossible (130% should be a guaranteed suicide). Is it possible to change the obituary from "killed himself" to "was punished for killing an innocent!" or something like that? (I highly doubt this but it'd be nice) I also dislike the e-tank idea - it would allow you slough off penalty damage. Instead, do innocents have raised HP? You could raise the HP of an innocent (wouldn't affect the assassin if he has a true OHKO) to say 140%. That means you could kill two innocents (but would likely get killed off then) or three if you're really pro and manage to survive with your 10%. (if they already DO have raised HP, then giving an etank is probably a better option).

-The music added was only four songs. I didn't download any version prior to this so I didn't see the file size change, but since you don't seem to use the music for significant events I would discourage it. Instead, you would be better off making a separate music .wad and encourage people to download it for your servers (see the CSCMR pack and how it split the unused songs). The music certainly doesn't warrant a new version.

-Can the blood from roboenza return for Assassin kills? Not only would it be badass, it also makes sense for a machete/knife weapon to leave a blood trail.

-Final Suggestion: Consider a "player to assassin ratio" that would determine the number of assassins. I really like 1:8, which would mean:
2-15 players: 1 assassin
16-23 players: 2 assassins
24-31 players: 3 assassins
32 players: 4 assassins (better hope to be on MM6CENX or some other ridiculously oversized map)

This would make it truer to the name "Mafia" and you said you picked it and didn't intend for the mode to be like the game, yes; why not try and be like the game anyway? It seems that after 16 players you have people mostly killing each other off anyway when looking for the assassin; this idea would work if you gave innocents e-tanks (but take it away from the assassin). like in roboenza, the more assassins there are the less health they would have. Like the Junk Shield issue, I'm curious to see what the players think of this idea in general.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 22, 2011, 05:33:49 AM
1. i wanna keep the smoke bombs
2. I'll look into that
3. I'll ask yamato how to remove wind storm and junk shield from rotation
4. i'll  ask yamato about the penalty thing and i dont think i can raise the players health, if it is ill ask yamato
5. i want to keep the music (besides people don't want me to remove it) and V3b just has some fixes i did some people were complaining about.
6. i don't think more assassin's will work because there are small maps and i dont think the ACS or Scripts would accept this...if it is i would add another assassin every other 15 people.
Title: Re: MegaManMafia-V3B! Released!
Post by: tsukiyomaru0 on June 22, 2011, 05:54:22 AM
Quote from: "Ice-IX"
-Smoke Bombs used in the pre-game (countdown to the match) still remain in the actual game. They also don't seem to dissipate on their own (or not in a reasonable time frame anyway).
Let me explain you how they work: After X tics, they enter in a state where they have a veeeeeeery low chance of entering death state in every tic. Less than 1% of chance per tic. Once they enter the death state, there's no going back.
Increasing the total stay time for a certain fram and increasing the percentage after a certain point, however, would make them fade out fairly sooner.

And its staying after countdown? +NOINTERACTION
Title: Re: MegaManMafia-V3B! Released!
Post by: BiscuitSlash on June 22, 2011, 05:05:07 PM
Keep the smoke bombs. Don't remove them. Keep them

(Because you have no true reason to remove them, and I'm thankful that you don't want to)
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 25, 2011, 04:15:40 AM
I AM gonna keep them. why do people ask me to keep them? they are usefull and awsome!
Title: Re: MegaManMafia-V3B! Released!
Post by: Duora Super Gyro on June 25, 2011, 10:18:06 AM
This sounds alot like an idea i was gonna put in the "Ideas that came to your mind" thread.
Actually my idea went like this:

Hunter: One player plays sniper joe while the other players play whoever they want. Sniper joe is transparent and has to snipe as many players as possible for 1 minute or until he is killed. The other players cant use weapons and have to melee attack there opponents to death or kill sniper joe, this is a game for DM. if sniper joe is killed then the player who killed him becomes sniper joe.
Title: Re: MegaManMafia-V3B! Released!
Post by: Demixe on June 27, 2011, 10:21:53 PM
i got a problem.....   :?
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 28, 2011, 12:02:16 AM
problem?

btw are there any probs with megamanmafia cuz v4a could be out but not if there are problems..
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 28, 2011, 02:45:48 AM
I dunno. I still don't like the whole skins deal.  :|
Title: Re: MegaManMafia-V3B! Released!
Post by: BiscuitSlash on June 28, 2011, 05:54:53 PM
Why no skins? Isn't there a server option that can do that? I haven't actually tried v3b yet because of the thought of EVERYONE being megaman. A few running around due to custom skins is enough, but where's the fun of knowing your friends are dead if you can't see them?
Title: Re: MegaManMafia-V3B! Released!
Post by: Myroc on June 28, 2011, 05:55:42 PM
Quote from: "Michael712"
Why no skins? Isn't there a server option that can do that? I haven't actually tried v3b yet because of the thought of EVERYONE being megaman.
Hey, now you know how I feel every time I join a server. >_>
Title: Re: MegaManMafia-V3B! Released!
Post by: LlamaHombre on June 28, 2011, 06:40:20 PM
Make it more like Who Dun It!

Skins are enabled, but viewing other's names by looking at them is not!
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 28, 2011, 07:26:12 PM
but that still makes it easier to identify assassin.
if i take it out everyone will have skins but the assassin wont be able to have one...remember?
btw whodunit doesnt have skins but you can change its color.
Title: Make this Who Dun It for Mega Man. The only way this'll be g
Post by: Kenkoru on June 28, 2011, 07:39:12 PM
Colors still easily identify the players, if not easier than skins would.

If you see a pink guy stabbing you, and everyone else is blue and green, who would you think the assassin is?
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 30, 2011, 01:34:45 AM
Quote from: "Darkseed"
but that still makes it easier to identify assassin.
if i take it out everyone will have skins but the assassin wont be able to have one...remember?
btw whodunit doesnt have skins but you can change its color.

Do you HAVE to make it so that the assassin doesn't have a skin? I can swear that one of the older versions had the Assassin with a skin. Can't you go back to that?
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 30, 2011, 02:38:00 AM
All of the people don't have a skin. i will not add skins, and thats final.
Title: Re: MegaManMafia-V3B! Released!
Post by: SmashTheEchidna on June 30, 2011, 06:43:06 AM
I fail to see how that is relevant to what I'm saying. If you don't have somebody's custom skin, they'll turn up as Megaman, or whatever they have their base skin set to.

Besides, The assassin can still make it work if you can see his skin. I remember someone repeatedly changed skins to blend in, which was very clever. Besides, it's not like you can automatically tell who's who just from their skin alone. That's why that person changed skins like so. And you don't even have to do that. You can just be crafty and find your own way to win. If I won several times with skins on, Other people can too.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on June 30, 2011, 09:14:36 PM
OK i removed the music from the pack but i will release them in a music pack in case people would like to listen to them.
the music pack has creepy, eery, mafia-assassin like songs to set the mood, but i only have 4, so i am taking requests in this forum.

BTW galaxy how is it going with the machete?
Title: Re: MegaManMafia-V3B! Released!
Post by: Hallan Parva on July 01, 2011, 05:26:20 PM
Quote from: "Darkseed"
V3B
-Nothin just some stuff...
The dummy buster was not able to make it. due to the Assassin being a Morphed Class.

Why can't you set a buster attack to the Assassin's alt-fire, like RageRobo gave you a super jump?
Title: Re: MegaManMafia-V3B! Released!
Post by: Galaxy Sisbro on July 01, 2011, 07:52:49 PM
I hate to say this, but i'm rather busy now. If someone else can work with the machete, do it.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 02, 2011, 12:05:36 AM
WHHHHHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

btw i still need teh music...
Title: No, I'd call Yama, because he's manly
Post by: Bikdark on July 02, 2011, 02:25:46 AM
Quote from: "Kenkoru"
Colors still easily identify the players, if not easier than skins would.

If you see a pink guy stabbing you, and everyone else is blue and green, who would you think the assassin is?
If I saw a pink guy stabbing me, I'd call the police.
But yeah, colors are better.
Title: Re: No, I'd call Yama, because he's manly
Post by: SmashTheEchidna on July 02, 2011, 02:39:46 AM
Quote from: "Bikdark"
Quote from: "Kenkoru"
Colors still easily identify the players, if not easier than skins would.

If you see a pink guy stabbing you, and everyone else is blue and green, who would you think the assassin is?
If I saw a pink guy stabbing me, I'd call the police.

I'm sorry if this is off topic but that made me laugh a little too hard. XD
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 02, 2011, 05:13:16 PM
Quote from: "SmashBroPlusB"
Quote from: "Darkseed"
V3B
-Nothin just some stuff...
The dummy buster was not able to make it. due to the Assassin being a Morphed Class.

Why can't you set a buster attack to the Assassin's alt-fire, like RageRobo gave you a super jump?

Yea but the dash will be gone...dash or dummy buster?
Title: Re: MegaManMafia-V3B! Released!
Post by: OZX on July 03, 2011, 01:49:03 AM
Well, the dash could be useful, i mean, u could get close very easily and kill, but for some (like me) are not good with the dash, but the dummy buster has a long range attack and a chance of hitting, so to sum it all up, i go with buster
Title: Re: MegaManMafia-V3B! Released!
Post by: lol on July 03, 2011, 05:29:02 AM
Dash is good for like a hit-and-run sort of thing, but it kinda gives it away for the assassin. The dummy buster is great for disguise and long range, but people will find out soon that this person has no weapons, but I'd go with the buster for disguise. Also, it increases the intensity of the match and may cause paranoia.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 03, 2011, 05:00:50 PM
Buster: 2
Dash: 0

Ok Buster is in the lead if buster gets 6 Votes then its in!

BTW No requests for the music wad? come on! only 3 secret songs and 4 regular songs, i need MORE!
Title: Re: MegaManMafia-V3B! Released!
Post by: 2D man on July 03, 2011, 05:11:43 PM
I think that (if possible) make it so that the player that turns into the asasin turns into 1 of two variations:

Variation 1: More Hit-and-Run like (the hidden knife/machete/whateer the heck that thing is, the dash, and the smoke bombs).

Variation : More stealthy like (A machete (probably have it so that it has more range but is a 2 hit kill), the dummy buster, and 5 invisibility tanks).

And if that isnt posible then probably change to Smoke bombs to Flash bombs (only 4-5, they turn the everyone screen around you completly white for about 2-3 seconds).

And if THAT isnt possible then change the Dash for the dummy buster :P
Title: Re: MegaManMafia-V3B! Released!
Post by: BiscuitSlash on July 03, 2011, 06:33:14 PM
Dash is good! *votes dash*
Title: Re: MegaManMafia-V3B! Released!
Post by: Atticus on July 03, 2011, 09:25:43 PM
Well thinking about it, the assassin should blend in, and the dash kinda ruins it. I like both, but I'm gonna say the buster.

Another idea, the assassin needs a speed nerf. With the I-tank, he can just rush people without a care, so either make him move a little slower, or remove the invincibility on the I-tank.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 03, 2011, 09:55:11 PM
Quote from: "Axe"
Well thinking about it, the assassin should blend in, and the dash kinda ruins it. I like both, but I'm gonna say the buster.

Another idea, the assassin needs a speed nerf. With the I-tank, he can just rush people without a care, so either make him move a little slower, or remove the invincibility on the I-tank.
Nope sorry...

Quote from: "Unknown Dude"
I think that (if possible) make it so that the player that turns into the asasin turns into 1 of two variations:

Variation 1: More Hit-and-Run like (the hidden knife/machete/whateer the heck that thing is, the dash, and the smoke bombs).

Variation : More stealthy like (A machete (probably have it so that it has more range but is a 2 hit kill), the dummy buster, and 5 invisibility tanks).

And if that isnt posible then probably change to Smoke bombs to Flash bombs (only 4-5, they turn the everyone screen around you completly white for about 2-3 seconds).
Flash bombs sounds cool but i really dont know i think we should stick with the smoke bombs...

Buster: 4
Dash: 1

Quote from: "some angry asshole"
OK COME ON NO MUSIC REQUESTS? im just gonna start addin ones I think are scary (and trust me, they are not so scary! R.I.P Headphone users)
Title: Re: MegaManMafia-V3B! Released!
Post by: LlamaHombre on July 03, 2011, 11:48:13 PM
Hi

Give the assassin fake weapon drops.
Title: Re: MegaManMafia-V3B! Released!
Post by: Korby on July 04, 2011, 12:53:50 AM
What exactly do you mean? As in weapons that change his color? If so, that's (probably) impossible, as you can only give out one weapon with a transforming class.
Title: Re: MegaManMafia-V3B! Released!
Post by: LlamaHombre on July 04, 2011, 01:10:34 AM
If drop weapons is on, it makes you believe someone died.

But you can also use it to get more ammo for that weapon, right?


Only this could be used as a trap for the ass to trick them.
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 04, 2011, 04:56:51 AM
It's LMS, you can't drop weapons in a server but offline skirmish you can
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 05, 2011, 03:23:54 PM
Well i guess Dummy Buster Wins 4 - 1.
But keep in mind it only does 5 damage so its meant to blend in and not to kill people.
I'll get workin to it!
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 07, 2011, 12:31:43 AM
Anything else before i finish this?
Title: Re: MegaManMafia-V3B! Released!
Post by: BiscuitSlash on July 07, 2011, 03:18:51 PM
4-0? I thought I voted dash....

*checks*
Quote from: "Michael712"
Dash is good! *votes dash*
Yep, I did!
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 07, 2011, 03:25:49 PM
..Opps O.O

anyway im still looking for problems to fix and music to add to the mafia music pack...
Title: Re: MegaManMafia-V3B! Released!
Post by: Darkseed on July 08, 2011, 05:21:42 PM
OK So i guess machete is out since no one wants to help. will post link to v4A soon...
Title: Re: MegaManMafia-V3A! Released!
Post by: Darkseed on July 08, 2011, 07:28:09 PM
V4A RELEASED

Server is being hosted RIGHT NOW!
Title: Re: MegaManMafia-V3A! Released!
Post by: BiscuitSlash on July 08, 2011, 08:05:52 PM
I just can't understand....why can't we use our skins? I find it bad enough seeing a few megamans running around all the time but why must we have EVERYONE being megaman?
Title: Re: MegaManMafia-V3A! Released!
Post by: Jc494 on July 08, 2011, 09:28:20 PM
Quote from: "Michael712"
I just can't understand....why can't we use our skins? I find it bad enough seeing a few megamans running around all the time but why must we have EVERYONE being megaman?

Because it's Darkseed's mod. It's either his way, or the highway.
Title: Re: MegaManMafia-V3A! Released!
Post by: Darkseed on July 08, 2011, 09:42:04 PM
Quote from: "Michael712"
I just can't understand....why can't we use our skins? I find it bad enough seeing a few megamans running around all the time but why must we have EVERYONE being megaman?

EVERYONE WILL NO WHO EACH OTHER IS! if u see super megaman knifing a firemen who is the assassin huh?
Title: Re: MegaManMafia-V3A! Released!
Post by: LlamaHombre on July 08, 2011, 09:42:29 PM
Highway please.
Title: Re: MegaManMafia-V3A! Released!
Post by: Atticus on July 08, 2011, 10:09:48 PM
What songs are in the pack?
Title: Re: MegaManMafia-V3A! Released!
Post by: SmashTheEchidna on July 09, 2011, 12:00:39 AM
Quote from: "Darkseed"
Quote from: "Michael712"
I just can't understand....why can't we use our skins? I find it bad enough seeing a few megamans running around all the time but why must we have EVERYONE being megaman?

EVERYONE WILL NO WHO EACH OTHER IS! if u see super megaman knifing a firemen who is the assassin huh?

I already told you it's possible to make it so that the assassin is NOT Megaman.
Title: Re: MegaManMafia-V3A! Released!
Post by: Darkseed on July 09, 2011, 12:31:00 AM
I dont want skins. thats finale. im sorry, please stop sending me messages.
Title: Re: MegaManMafia-V3A! Released!
Post by: LlamaHombre on July 09, 2011, 12:34:14 AM
If 100% of people want skins, and you're the only one who doesn't, what do you think is the better option.

A smart player adjusts his player settings upon killing people incase a person noticed him.
Title: Re: MegaManMafia-V3A! Released!
Post by: SmashTheEchidna on July 09, 2011, 01:33:43 AM
Quote from: "LlamaHombre"
If 100% of people want skins, and you're the only one who doesn't, what do you think is the better option.

A smart player adjusts his player settings upon killing people incase a person noticed him.

^ This. I've already told you how people have gotten around that, First of all. Second of all, Who are you making this mod for? The community, or yourself? You're supposed to listen to the words of the fans and people who would generally want to play this mod, and take in their advice and whatnot. If the only reason there aren't any skins is because you and ONLY you don't want any, That's kind of selfish. Tsuki gave this mod out for ANYONE to adjust and release to their likings, Not just YOU. You may have taken up where he left off, but I don't think you should shut the people up about something they all want. It's just not right.
Title: Re: MegaManMafia-V3A! Released!
Post by: Shade Guy on July 09, 2011, 01:35:37 AM
That's why whenever I play MMM, I have at least 4 skin binds. It's also fun to mess with people, even if you aren't the assassin.
Title: Re: MegaManMafia-V3A! Released!
Post by: Darkseed on July 09, 2011, 02:59:09 AM
Fine but if you want them tell me how to add skins to THE ASSASSIN then...

HAHA JK, Smash it seems u and some 3 people the only ones complaining...so stfu
Title: Re: MegaManMafia-V3A! Released!
Post by: Tesseractal on July 09, 2011, 02:59:22 AM
Quote from: "SmashTheEchidna"
Quote from: "LlamaHombre"
If 100% of people want skins, and you're the only one who doesn't, what do you think is the better option.

A smart player adjusts his player settings upon killing people incase a person noticed him.

^ This. I've already told you how people have gotten around that, First of all. Second of all, Who are you making this mod for? The community, or yourself? You're supposed to listen to the words of the fans and people who would generally want to play this mod, and take in their advice and whatnot. If the only reason there aren't any skins is because you and ONLY you don't want any, That's kind of selfish. Tsuki gave this mod out for ANYONE to adjust and release to their likings, Not just YOU. You may have taken up where he left off, but I don't think you should shut the people up about something they all want. It's just not right.

He is making it for himself, but the majority of the things he wants to implement are impossible without the superior guidance of Asd or Tsuki (both who do not appear in this community any more). He says it himself:

Quote from: "darkseed"
OK So i guess machete is out since no one wants to help. will post link to v4A soon...

But like you said. Tsuki said anyone can adjust the mod. Then you can probably do it yourself, easily, and release the mod as your own. That's not any more selfish than what he's doing, right? After all, I'll play the devil's advocate simply because darkseed doesn't appear to be interested: I would reason that you, Gizmo, want skins on solely so that you can use YOUR skin. And having +NOSKIN is unfair to you because you can't have your skin, but you'll state any other reason as to why you oppose +NOSKIN to appear righteous while doing something for personal gain. But enough semantics, I'll explain how changing skins does NOT effectively evade being recognized.

The assassin kills someone, but he's surrounded by 3 innocents. As it is now, if the assassin moves out of sight for a SECOND - such as using a smoke bomb - the innocents won't be able to trace him - all you have to identify the assassin are his movements; if you lose track of where the assassin is going, now you know he's there but knowing which of the 4 Mega Men is the assassin is impossible for that instant (BECAUSE none of them have skins enabled). Now, let's try the same scenario with skins: The assassin (Gemini Man) kills someone, and is surrounded by Yamato Man, Skull Man, and Bomb Man. The assassin can change his skin with a skin bind, but Yam/Skull/Bomb Man will still recognize those three skins as "innocents". The fact that the assassin has changed his skin does not help him, unless by some odd chance be binded Yamato, Skull, or Bomb Man. In which case the person he decided to mimic will still know who the assassin is. For example: say be skin binds to Yamato. The "original" Yamato man still knows who the assassin is, and begins firing at the assassin. Now everyone else still knows who the assassin is, and the skin bind failed to provide anything (assuming the innocent Yamato fired and doesn't run away).

Point: Skin binds do not REALLY help because you can still recognize all of the OTHER players, who aren't going to skin bind. The exception to this is: If the assassin skin binds to Mega Man after killing someone, he'll blend in with all the custom-skin users (who appear as Mega Man to probably 80% of the people playing this game), which could possibly allow the original scenario (in +NOSKIN) to be repeated. Like Roboenza, everyone playing might just appear as Mega Man anyway, due to the custom skins - which would turn, actually help the assassin. And I'd hate to have a game mode like this become more difficult because of custom skins serving as camouflage for the killer. The above scenario is only one of many examples of how recognition of innocents would prove fatal to the killer. Any such scenario is much more likely than the majority of people playing this mode downloading a skin for a fancharacter, which you are attempting to force on *darkseed*'s game mode. That's a little selfish to me. I don't think skins are necessary in this mode at all; I think they'd be highly detrimental. (I have only played v3B)

And darkseed, your current topic title says "V3A" instead "V4A". Might want to fix that.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 09, 2011, 03:03:37 AM
Thanks Ice :D

NO MOAR SKINS NOW!

(please don't make me repeat what Ice said because it was too clever that you can easily find out my reasons)
Title: Re: MegaManMafia-V4A! Released!
Post by: SmashTheEchidna on July 09, 2011, 03:17:39 AM
Whether I use custom skins or not, I still don't like seeing absolutely everyone as Megaman, not even seeing the regular skins implemented into the game. My reasons for wanting skins isn't solely about what skin I'm using.
Title: Re: MegaManMafia-V4A! Released!
Post by: Myroc on July 09, 2011, 09:18:58 AM
So he could just use a uniform skin that isn't the basic Megaman. Hell, even Sniper Joe or something would be a tad more bearable.
Title: Re: MegaManMafia-V4A! Released!
Post by: BiscuitSlash on July 09, 2011, 10:37:09 AM
Isn't there some kind of server option for skins? I know there is an option in the Multiplayer menu, but what about the server?
Title: Re: MegaManMafia-V4A! Released!
Post by: SmashTheEchidna on July 09, 2011, 11:37:34 AM
It's possible. I don't host servers so I wouldn't really know for sure. But I think it might be.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 09, 2011, 09:23:41 PM
REDALERT Song wont play.
It's fucked up, it won't play. idk why. sorry.
i really can't do anything about it it's probably the ACS...
Title: Re: MegaManMafia-V4A! Released!
Post by: LlamaHombre on July 10, 2011, 01:16:27 AM
The reason I WANT skins is because if everyone's MegaMan, and the EXACT SAME COLOR, it's going to be no different from normal LMS, only you add a fucking maniac with a sword in.

If Top Spin is put in the rotation, everyone's going to go on killing sprees of paranoia kills because you can't tell each other apart.

There are two solutions to this.

-Add skins.
-Make it so that each player gets assigned a random wcolor set each round.
Title: Re: MegaManMafia-V4A! Released!
Post by: Shade Guy on July 10, 2011, 02:45:47 AM
With weapons, you may have done this before, but I'd reccomend removing the following weapons:
-Junk Shield (Every innocent can put it up and tell who the assassin is merely due to his/her inability to use it)
-Leaf Shield (Same reason as above)
-Super Arm (Same reason as above)
-Top Spin (Because innocents like to kill other other innocents for the lulz)

Atomic Fire and Pharaoh Shot may prove to be a source of identification too, so you may want to remove them too. Also, when everyone starts charging Pharaoh Shot or Atomic Fire or has a shield out, it proves to be a source of lag.

Also, if you haven't done so yet, I'd also reccomend extending the range of the Assassin's weapon to something like Slash Claw. Can't go wrong with Slash Claw.

Perhaps if it was possible, you could let people use stock skins but deny them access to custom skins? No idea how that would work, though.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 10, 2011, 04:54:20 PM
Quote from: "Shade Guy"
With weapons, you may have done this before, but I'd reccomend removing the following weapons:
-Junk Shield (Every innocent can put it up and tell who the assassin is merely due to his/her inability to use it)
-Leaf Shield (Same reason as above)
-Super Arm (Same reason as above)
-Top Spin (Because innocents like to kill other other innocents for the lulz)

Atomic Fire and Pharaoh Shot may prove to be a source of identification too, so you may want to remove them too. Also, when everyone starts charging Pharaoh Shot or Atomic Fire or has a shield out, it proves to be a source of lag.

Also, if you haven't done so yet, I'd also reccomend extending the range of the Assassin's weapon to something like Slash Claw. Can't go wrong with Slash Claw.

Perhaps if it was possible, you could let people use stock skins but deny them access to custom skins? No idea how that would work, though.

Removing these weapons would make it more difficult to kill the assassin but pharaoh shot is always "above my head" so i think ill remove that one in the V4B Update, Same as Super Arm. But Top spin and Atomic Fire get to stay as they are rare in the rotation. Junk shield and leaf shield and wind storm are already removed.
Title: Re: MegaManMafia-V4A! Released!
Post by: SaviorSword on July 10, 2011, 05:16:47 PM
Why don't ya let the assassin get all the weapons like the rest? Maybe except for Junk Shield. That way the assassin can blend in rather easily.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 10, 2011, 05:26:54 PM
Removing these weapons would make it more difficult to kill the assassin but pharaoh shot is always "above my head" so i think ill remove that one in the V4B Update, Same as Super Arm. But Top spin and Atomic Fire get to stay as they are rare in the rotation. Junk shield and leaf shield and wind storm are already removed.

Sorry just finished removing PS and SA
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 10, 2011, 09:50:39 PM
For some reason i cant make a vote so i will have to write this

POLL: Do you want skins or not?

Say Yeswewantskinsdammit for Skins

And STFUPPLWHOWANTSKINS for No Skins

first to get to 10 votes wins.
Title: Re: MegaManMafia-V4A! Released!
Post by: Orange juice :l on July 10, 2011, 10:03:31 PM
STFUPPLWHOWANTSKINS, because you need to make sure to keep an eye on the assassin instead of him sticking out. Makes it more "Who is it" rather than "shoot him shoot him oh god my face"
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 10, 2011, 10:14:16 PM
OK

Skins : 0
No skins : 2

Cuz i vote STFUPPLWHOWANTSKINS

eckeckeckeckeck
Title: Re: MegaManMafia-V4A! Released!
Post by: OZX on July 10, 2011, 11:31:16 PM
i say no skins.
Title: Re: MegaManMafia-V4A! Released!
Post by: Sora on July 10, 2011, 11:54:28 PM
I vote skins....like Smash said earlier, people who cleverly play with their skins can still have an edge...
One time on an older version of Mafia, I changed skins so much the innocents all killed each other  :lol:
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 03:52:40 AM
Skins : 1
No skins : 3
Title: Re: MegaManMafia-V4A! Released!
Post by: Laggy Blazko on July 11, 2011, 04:47:02 AM
I'm with the skins.
/me writes Yeswewantskinsdammit
Title: Re: MegaManMafia-V4A! Released!
Post by: CHAOS_FANTAZY on July 11, 2011, 05:04:33 AM
Quote from: "Laggy Blazko"
I'm with the skins.
/me writes Yeswewantskinsdammit

Quoted for truth.
Title: Just make this a carbon copy of Who Dun It and call it a day
Post by: Kenkoru on July 11, 2011, 05:59:38 AM
I say go with the skins. It's still really easy to differentiate the assassin from everyone else just by his methods of play and how he approaches other players. So why not make it have some kind of visual diversity?

An idea deriving from what this mod seems very similar to, Who Dun It, is how the players actually get their weapons. In Who Dun It, all everyone has at the start is the simple fist to punch people. At the start of the round, players have a few seconds to go around, find a spot to hide, team up with other players, and/or find a weapon to fend off whoever the psycho may be. Anyone who doesn't find a weapon will have to defend themselves with the fist. I feel this could work in this mod well by making everyone refrain from killing each other, seeing as it won't be worth the trouble, and won't make the assassin stand out due to lack of a weapon besides the dummy buster. Perhaps you could have one or two weapons lying around and disappear when picked up by a player, so that players who go searching for better defense will have an advantage, and not everyone will be able to pick up the weapon. I don't know if this is possible, but it would help make the assassin more stealthy and not make finding out who he is so painfully obvious. However, if this is implemented, I would vote against skins.


Quote from: "Celebi"
The one becoming assassin shouldn't 'transform' as in like have the teleporting sprite on them.
This still appears to be a problem, and should be fixed if it can be.
Title: Re: Just make this a carbon copy of Who Dun It and call it a
Post by: Tesseractal on July 11, 2011, 07:03:34 AM
Quote from: "Kenkoru"
I say go with the skins. It's still really easy to differentiate the assassin from everyone else just by his methods of play and how he approaches other players. So why not make it have some kind of visual diversity?

This still appears to be a problem, and should be fixed if it can be.

It's easiER to locate him by recognition of players. OJ's post is a condensed version of my point earlier. Also note that if the idea you're suggesting was implemented, it would become harder to differentiate him by play style (after all, if the assassin's not the only one with a single melee attack, it's not as obvious who it is). And if that part became more difficult, then turning skins back to force people to rely on skin recognition doesn't make sense. (why make the effort to make one aspect of recognition more difficult, but you want skins/easy mode?)

I vote no skins/STFUPPLWHOWANTSKINS, and quote OJ for *actual* truth; not some belief that caters to simplicity.

Making the game more like Who Dunnit makes sense, however.

edit: +NOSKIN wins, marking a great triumph over the masses of custom skins. Hoorah! Also I'd support Sniper Joe replacing the base, for some variety. If Ken's "melee base" weapon is implemented, though, I think it'd make sense to use a skin that has a "punch" animation. (Power mega man adaptor skin would be easy to use; Duo's would be difficult to animate but hilarious)
Title: Re: MegaManMafia-V4A! Released!
Post by: Shade Guy on July 11, 2011, 07:43:37 AM
It is true, if this mode is based off WDI, it should follow in it's footsteps and remove skins.

STFUPPLWHOWANTSKINS. Honestly, I don't care. I once played a few rounds while I turned skins off and it seemed fine. One thing I would like is that instead of making everyone Mega Man, make them Sniper Joe. The base skin just bugs me.

Also, Sniper Joes are probably the closest things to the Doom Marine, so why not follow in it's footsteps more?
Title: Re: MegaManMafia-V4A! Released!
Post by: BiscuitSlash on July 11, 2011, 03:13:54 PM
Wait so everyone wants skins back at first and now we still want everyone looking like megaman? But sneaking up on others by using an innocents skin was fun!

Yeswewantskinsdammit

I'l still only play if I can see skins! Not making a big deal of it but half the people playing as megaman is bad enough
Title: Re: MegaManMafia-V4A! Released!
Post by: lol on July 11, 2011, 04:32:17 PM
IDEA: We should all be Springman instead.

Horrible idea is horrible.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 04:33:35 PM
Skins: 5(DAMMIT)
No SKins: 5 (YES)

WAIT WHA A TIE???!!!

The next person who votes either wins...god damit
Title: Re: MegaManMafia-V4A! Released!
Post by: TheMetalManu on July 11, 2011, 04:38:00 PM
Skins : 6 (i won)
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 04:47:13 PM
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 04:51:18 PM
well now its hard for no skins to win 4 more...maybe theres a slim chance...
Quote from: "Darkseed"
For some reason i cant make a vote so i will have to write this

POLL: Do you want skins or not?

Say Yeswewantskinsdammit for Skins

And STFUPPLWHOWANTSKINS for No Skins

first to get to 10 votes wins.

COME ON NO SKINS
Title: Re: MegaManMafia-V4A! Released!
Post by: Myroc on July 11, 2011, 04:53:18 PM
If you don't want skins, don't put in skins. I have so far not seen any good reasons as to why skins should be enabled contrast to why they should be disabled. Catering to an incompetent public is only likely to end in tears.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 05:01:21 PM
OKAY

6 and 6! WHO WILL WIN?

ya see myroc if i just choose to NOT put skins then the people will not stop bothering me about it and keep telling me to "listen to suggestions of the people" and not be selfish, when all they want is skins to make the game smaller, so i must do this so they will leave me alone about the skins.
Some people who want skins just say they want skins
ALL People who DONT want skins actually say WHY and HOW this improves the game. well except omegazerox
Title: Re: MegaManMafia-V4A! Released!
Post by: Orange juice :l on July 11, 2011, 05:05:00 PM
Easy, even if you change your skin to an innocent's the innocent guy is going to be sticking near his springman buddy.

Also, try changing skins mid combat. "EVERYONE SHOOT MM7 BASS"
Title: Re: MegaManMafia-V4A! Released!
Post by: Myroc on July 11, 2011, 05:05:11 PM
And this is why you shouldn't include skins. All you have to do is simply put your foot down and say "Screw you, no skins." If they bother you beyond that point then it's not your fault for not listening, it's their fault for not getting a point. Skins will not improve the game, therefore you're keeping them disabled. Making the gameplay worse on purpose just so people can entertain themselves with their oh so precious skins is a horrible idea, and you should have realized this by this point.
Title: Re: MegaManMafia-V4A! Released!
Post by: Darkseed on July 11, 2011, 05:07:25 PM
Quote from: "Myroc"
And this is why you shouldn't include skins. All you have to do is simply put your foot down and say "Screw you, no skins." If they bother you beyond that point then it's not your fault for not listening, it's their fault for not getting a point. Skins will not improve the game, therefore you're keeping them disabled. Making the gameplay worse on purpose just so people can entertain themselves with their oh so precious skins is a horrible idea, and you should have realized this by this point.

Thats beautiful Myroc!

*Puts foot down*

I vote 4 more times STFUPPLWHOWANTSKINS. so no skins win, and if you dont like this, then dont play it!
Title: Re: MegaManMafia-V4A! Released!
Post by: BiscuitSlash on July 11, 2011, 05:10:14 PM
Or I'l just make a patch thing to enable skins

Fine then! I wont! (Unless you have springman instead of megaman)
Title: Re: MegaManMafia-V4A! Released!
Post by: Laggy Blazko on July 11, 2011, 05:26:48 PM
Someone should create a gamemode which is exactly the same thing but with skins and then say he created it.
Ok, maybe I play it anyway.
Title: Re: MegaManMafia-V4A! Released!
Post by: BiscuitSlash on July 11, 2011, 05:40:09 PM
I think I will
Well I guess we could always just change the base skin ourselves. Meh, I'l play it still!
Title: Re: MegaManMafia-V4A! Released!
Post by: Tesseractal on July 11, 2011, 05:45:28 PM
Quote from: "Darkseed"
POLL: Do you want skins or not?
first to get to 5 votes wins.
OJ, darkseed, ozx: No (+3 NOSKIN)
Sora, Blazko, CF, Ken: Yes (+4 USE SKIN)
Ice, Shade: No (+2 NOSKIN)

"STFUPPLWHOWANTSKINS" got to five first. If you want to use an archaic method, at least adhere to it. If you can't count to five and use timetables, raptor jesus help your programming (or anything). However, the vote itself is arbitrary. Your actions reveal "I don't want skins, but I can't defend that statement without holding a vote so people agree with me!" People won't always agree with you; people don't have to agree with you even if you're right. Asd and Tsuki won't tell you what's right anymore, but since NOSKINS won the poll anyway, you should be fine. I'd prefer you have a backbone stronger than gelatin though, so you can implement +NOSKIN and not cave to whiners.

Remember, if you agree with people simply because of numbers, you'll end up like V5A Hard Man: mediocre (and I could extend the analogy but don't feel like it.) Even though Myroc has served this time as your "revelation" of knowledge, don't always count on that happening.
Title: Re: MegaManMafia-V4A! Released!
Post by: BiscuitSlash on July 11, 2011, 06:36:57 PM
Please tell me it's possible to change everybody into sniper joe or something. I'm thinking that the no skin thing would be really good if we were all sniper joe and not the base skin that we see all the time.
Title: Re: MegaManMafia-V4A! Released!
Post by: Korby on July 11, 2011, 06:38:49 PM
Create a pk3 similar to Joseph Collins' Anonyman.
Title: Re: MegaManMafia-V4A! Released!
Post by: Mrguy891 on July 11, 2011, 07:05:12 PM
It'll be cool if there was something that could make everyone the skin you are in your view and vice-versa to all others. I doubt that's possible.
Title: Re: MegaManMafia-V4A©! Released!
Post by: Darkseed on July 11, 2011, 08:45:18 PM
Im making everyone Shadow man in V4B Okay.

And im Filing Patents on this Micheal712! >.> :P

EDIT: P.S The title!
Title: Re: MegaManMafia-V4A©! Released!
Post by: LlamaHombre on July 11, 2011, 09:45:49 PM
Remove the C now.

I'd honestly rather see everyone run around as Sniper Joe, a Met, Flame Man, but if you'd rather have Shadow Man, I'm fine with that.
Title: Re: MegaManMafia-V4A©! Released!
Post by: Atticus on July 12, 2011, 12:45:00 AM
I, for one, support no skins. It'll help keep the assassin's identity secret, and it keeps everyone on their toes. I don't mind seeing tons of megamen.
Title: Re: MegaManMafia-V4A©! Released!
Post by: BiscuitSlash on July 12, 2011, 03:06:35 PM
I'l be more okay if it were sniper joe. I think I might try that patch thing that Korby said about. darnit darkseed, get my name right >:/ Ok I done that. Much better now, it doesn't refer to everyone usi-, eh whatever....

Also, I request that you revert back to the other music. Y'know, MM8DW4 music, because that's a lot better than the current one. (Possible) idiot question....does the music pack fix that?
Title: Re: MegaManMafia-V4A©! Released!
Post by: Darkseed on July 12, 2011, 05:18:37 PM
Patch Thing?

(Remember The © Above!!!)
Title: Re: MegaManMafia-V4A©! Released!
Post by: BiscuitSlash on July 12, 2011, 05:21:11 PM
I'm not going to do that. I made a thing that makes everyone using the base skin look like Sniper Joe instead.

Also, what's with the new music?
Title: Re: MegaManMafia-V4A©! Released!
Post by: Darkseed on July 12, 2011, 06:58:59 PM
Quote from: "Michael712"
I'm not going to do that. I made a thing that makes everyone using the base skin look like Sniper Joe instead.

Also, what's with the new music?

Nah i already made everyone Shadow men.

The new music? oh. the 1 vs 1 music wont play for a reason idk. its a new song from Metal Gear but i guess it wont work now...
Title: Re: MegaManMafia-V4B©! Released!
Post by: Darkseed on July 13, 2011, 04:25:35 PM
V4B is released.

Hopefully THE last Update.
Title: Re: MegaManMafia-V4B©! Released!
Post by: BiscuitSlash on July 13, 2011, 04:47:25 PM
/me misses that MM8DW4 music because it was awesome and really suited the game mode well.
/me will see how well shadowman skins for everyone works and hopefully wont have to go back to V3B to use sniper joe skins
Title: Re: MegaManMafia-V4B©! Released!
Post by: superMario123311 on July 13, 2011, 08:24:31 PM
Simmaler to wdi
Title: Re: MegaManMafia-V4B©! Released!
Post by: Darkseed on July 14, 2011, 02:10:37 AM
Um ya?
Title: Re: MegaManMafia-V4B©! Released!
Post by: Darkseed on July 16, 2011, 04:09:35 PM
Ok, just tested again and found out Ipack-V3 Works Fine with megamanmafia. well i hope this works in a server, remember, Xpack wont work or everyone would be a different color then the assassin!
Title: Not worth copyrighting/10
Post by: Tesseractal on July 27, 2011, 02:02:02 AM
The new version is inferior to V3B.

Now that WCOLORS have been turned on, the assassin is the only player with the default cyan colors. Even though he has a buster, anyone with sense will switch to a different weapon as weapon colors prove you're not the assassin. The assassin now loses his dash and is harder to use. Players still receive an HP penalty for killing the assassin.

Those problems need to be fixed if you want to release it again.
Title: Re: MegaManMafia-V4B©! Released WITH SKINS!!!
Post by: Darkseed on August 15, 2011, 08:49:31 PM
http://www.mediafire.com/?03q1jm6mdofd1c5

This is the final update. Enjoy.

Sorry Ice-IX but those changes are all in the acs. Hopefully someday ill find a way...
Title: Re: MegaManMafia-V4B! Released With one last update...
Post by: Darkseed on April 02, 2012, 11:01:54 PM
Kinda feel sad this project didn't go as well as i thought it would. But now i feel Dickish and want to open a year old post to hear what YOU guys have to ask/say. I'll make it happen, because it's so much fun =-D

to troll
Title: Re: MegaManMafia-V4B©! Released With one last update...
Post by: Atticus on April 02, 2012, 11:37:59 PM
Oh man, this mode used to be so much fun. Why did everyone stop playing it?

I'd love to see it make a comeback.
Title: Re: MegaManMafia-V4B©! Released With one last update...
Post by: Darkseed on April 03, 2012, 01:30:05 AM
Thank you!

V2 will be fan based with what they want  (if its even Possible with ACS). So start pouring ideas !
Title: Re: MegaManMafia...
Post by: Orange juice :l on April 03, 2012, 02:13:19 AM
Make it so everyone only has one gamemode specific weapon, plus the assassin's blade. Gameplay consists of shooting each other with a non-buster weapon until you either find the assassin or are killed by repeated spy-checks.
Title: Re: MegaManMafia...
Post by: Atticus on April 03, 2012, 04:32:54 AM
*The I-tanks were really OP. I suggest you make them like Spy's cloak: Make you invisible but can't attack. NOT invincible. If not then just remove them completely.
*If the I-tank is nerfed then keep the dummy buster. Anything else, put the dash back in.

Aaaand that's about all my suggestions.
Title: Re: MegaManMafia...
Post by: TheDoc on April 03, 2012, 04:50:50 PM
When I first saw this thread, it sounded so fun I expected tons of servers hosting this. I looked and found.....0. I'd love to play this.
Title: Re: MegaManMafia...
Post by: BiscuitSlash on April 03, 2012, 06:58:39 PM
I was making work on V5, but progress has been slow because it's real hard. Not used to ACS.

Here's what I want to see:
-The Mafia gets their dash back. Dummy buster simply isn't useful
-If possible make the Mafia receive the same pain state from things such as wind.
-Clean up the range on the knife
-IDEA: Give the Mafia the special weapons to use as well. Why? Because then they can actually hide much better and not be easily spotted.
-Make everyone look like Sniper Joe (or provide a base skin replacement. I made one if you need it). Everyone being Megaman is really annoying, and shadowman wouldn't be much better.
-Make it so that there has to be at least 3 or 4 players to trigger the NOHOPE music. Also best make this be changeable through the console.
-IDEA: Make it compatible with classes and stuff, like what Mess did with Roboenza.

That's what I think. I'd love to see this mode played more, because it's so much fun!

Maybe if we go with the special weapons, the base skin thing might not be necessary....
Title: Re: MegaManMafia...
Post by: Darkseed on April 03, 2012, 11:18:59 PM
Quote from: "Michael712"
I was making work on V5, but progress has been slow because it's real hard. Not used to ACS.

Here's what I want to see:
-The Mafia gets their dash back. Dummy buster simply isn't useful
-If possible make the Mafia receive the same pain state from things such as wind.
-Clean up the range on the knife
-IDEA: Give the Mafia the special weapons to use as well. Why? Because then they can actually hide much better and not be easily spotted.
-Make everyone look like Sniper Joe (or provide a base skin replacement. I made one if you need it). Everyone being Megaman is really annoying, and shadowman wouldn't be much better.
-Make it so that there has to be at least 3 or 4 players to trigger the NOHOPE music. Also best make this be changeable through the console.
-IDEA: Make it compatible with classes and stuff, like what Mess did with Roboenza.

That's what I think. I'd love to see this mode played more, because it's so much fun!

Maybe if we go with the special weapons, the base skin thing might not be necessary....


I think classes would ruin the flow of the game (like flying and ya know)

+ can you give me that base skin replacement? and tell me what you HAVE worked on so far by PM
Title: Re: MegaManMafia...
Post by: Darkseed on April 03, 2012, 11:20:36 PM
Quote from: "Orange juice :l"
Make it so everyone only has one gamemode specific weapon, plus the assassin's blade. Gameplay consists of shooting each other with a non-buster weapon until you either find the assassin or are killed by repeated spy-checks.


Hmmm...im considering the Assassin have all weps + plus knife.
Title: Re: MegaManMafia...
Post by: Orange juice :l on April 03, 2012, 11:25:24 PM
If the mafia had all the weapons, why bother with the knife with an iffy range? The knife would have to somehow give the assassin a way to escape unsuspected.
Title: Re: MegaManMafia...
Post by: Darkseed on April 03, 2012, 11:28:58 PM
Quote from: "Orange juice :l"
If the mafia had all the weapons, why bother with the knife with an iffy range? The knife would have to somehow give the assassin a way to escape unsuspected.

It may seem WhoDunIT-ish but if it helps blend in. escaping unsuspected is a big part in the game, so you can keep killing with the possibility of not dying.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 03, 2012, 11:49:49 PM
"Assassin" isn't a working title guys. Got any ideas for a good name?
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Atticus on April 04, 2012, 04:02:19 AM
Don't add tons of unnecassary crap. Keep it like how it used to be in v2, just with some changes.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 04, 2012, 04:06:28 AM
Quote from: "coolguy773"
Don't add tons of unnecassary crap. Keep it like how it used to be in v2, just with some changes.


Meh I really screwed up on the version names and stuff so this will be a 2bNamed sequal
Other then that this is up to the you guys
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Atticus on April 04, 2012, 04:23:42 AM
Oh I was talking about the mode itself

But assassin could work.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: BiscuitSlash on April 04, 2012, 09:52:38 AM
Yeah maybe not classes, but I honestly support the idea of Knife+Weapons. Maybe the weapons could do half the damage if you're the assassin?

The base skin replacement is on my skin page. It works by replacing the PLAY sprites in the game. This does however make the Megaman skin and bot look like sniper joe, but eh
viewtopic.php?f=30&t=2026 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2026)

And I think MegamanMafia V5A is good. Maybe MegamanMafia2?
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 04, 2012, 10:06:02 PM
Quote from: "Michael712"
Yeah maybe not classes, but I honestly support the idea of Knife+Weapons. Maybe the weapons could do half the damage if you're the assassin?

The base skin replacement is on my skin page. It works by replacing the PLAY sprites in the game. This does however make the Megaman skin and bot look like sniper joe, but eh
viewtopic.php?f=30&t=2026 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2026)

And I think MegamanMafia V5A is good. Maybe MegamanMafia2?

You said you were working on V5, can you send me some of the Code over pm? Such as Sniper Joe skin and such what you want to see. Just in case. Ill have the Server Vote Later.

I have a list. If anyone has anymore ideas post them here. This'll end tomorrow so post NAOW!

BTW HOW COME WHEN I PUT ON SERVER NO ONE COMES??? I HAVE SKINs!
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: BiscuitSlash on April 05, 2012, 08:22:32 AM
Sorry. Making this was harder than I thought, so I've hardly managed to do anything yet. I could send you what I've done, but it wouldn't be worth it.

The chaos generator upgraded does however have a random weapon thing in it that gives everyone the same weapon. If you made different groups of this for each weapon type (long range, rapid, short range, power, special/AoE, shield), then everyone could have the same weapons which might be a good idea.

Also make sure junk shield doesn't appear in the rotation. Everyone using that causes lots of lag.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 05, 2012, 09:13:34 PM
Quote from: "Michael712"
Sorry. Making this was harder than I thought, so I've hardly managed to do anything yet. I could send you what I've done, but it wouldn't be worth it.

The chaos generator upgraded does however have a random weapon thing in it that gives everyone the same weapon. If you made different groups of this for each weapon type (long range, rapid, short range, power, special/AoE, shield), then everyone could have the same weapons which might be a good idea.

Also make sure junk shield doesn't appear in the rotation. Everyone using that causes lots of lag.

Im sure everyone has the same weapon in Lms. And junk shield has since been out of the rotation along with others. I'll add this only 1 weapon(+knife) idea to the list. Then we shall vote tomorrow.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Hallan Parva on April 05, 2012, 10:21:59 PM
... I just got an idea of how to make this work like Doom mafia but still keep it in a Mega Man theme.


The "townies" would start with the Scatter Buster, a weak weapon that's designed to distract any mafia players who are chasing you while you make your escape. Main fire would shoot a four-shot spread with bullets dealing 3 damage each, and is good for hitting an evasive foe. It also shoots at a decent enough firing rate so if you team up with another townie or two you could take down a mafia player with good cooperation. Alt-fire shoots three 2-damage bullets and a larger 6-damage stunning shot in succession one after another (similar to Needle Cannon and Yamato Spear firing in groups of three even if you only press Fire once), but the attack has a delay after firing similar to Spark Shock. This not only means that the target will recover from Shock before you can shoot again, but it also means that this attack is only really suitable if you have a good "lead" on your target as the shots shoot in a relatively straight line.

Townies also start with two Exit Units (make a duplicate Red Exit Unit to get around the "one only" limit; it also helps to tell the two apart while scrolling through items) and three Item-1's to help them evade the mafia as well as to find a good hiding spot or make a quick escape.

The "mafia" would have two weapons, the Scatter Copy and the Assasin's Cloak. The first weapon, the Scatter Copy, is for the most part a duplicate of the Scatter Buster used to help the mafia blend in to their surroundings, though it should be noted that the alt-fire's fourth projectile has the appearance of the Wily Capsule thunder ball instead of Spark Shock. Observant players can pick up on this difference to spot the mafia players. The other weapon, Assasin's Cloak, is a short-range melee punch capable of killing a player in a single hit. Now I know what you're thinking, "How do I land a hit when everyone has spread shots?" Unfortunately there is no ONE answer to that question. You'll just have to figure out how to fool the townies and catch them off-guard! The alt-fire is a cloaking device that enables the user to become near-invisible for a decent period of time, and the ammo regenerates whenever the weapon is not in use. Notice how I said near-invisible; the player is mostly hidden, though their general form can still be easily spotted at close to medium range (think of old YD Shadow Man's "stealth" during movement). If it's possible, the cloak will create the teleporting "blee-blee-blee-blee" effect when it's activated, to make it appear like an Exit Unit from a far range.

Mafia players, like the townies, begin the game with three Item-1's (this is, again, to help them blend in better). They don't receive any Exit Units, but will instead receive three Trap Mines and a Smoke Bomb. Trap Mines drop to the ground and linger for about two seconds before flickering away and becoming invisible. The mines have a VERY small hit radius (I'm thinking 3 x 3 would be ideal) but are instantly triggered when touched and deal heavy (but not OHKO) damage to those affected, even if the player who triggered it was the one who set the mine in the first place. Note that the mines won't detonate until they "flicker away" and turn invisible, giving the user time to move away from the bomb. The invisibility delay also makes this item only truly effective as a trap, because other players will notice if you set any mines while they are watching you. The Smoke Bomb should, for the most part, be pretty self-explanatory. It simply scatters smoke graphics in all directions to allow the user to make a hurried escape via Assasin's Cloak.


So, what do you think?
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 06, 2012, 03:11:25 AM
Quote from: "SmashBroPlusB"
... I just got an idea of how to make this work like Doom mafia but still keep it in a Mega Man theme.


The "townies" would start with the Scatter Buster, a weak weapon that's designed to distract any mafia players who are chasing you while you make your escape. Main fire would shoot a four-shot spread with bullets dealing 3 damage each, and is good for hitting an evasive foe. It also shoots at a decent enough firing rate so if you team up with another townie or two you could take down a mafia player with good cooperation. Alt-fire shoots three 2-damage bullets and a larger 6-damage stunning shot in succession one after another (similar to Needle Cannon and Yamato Spear firing in groups of three even if you only press Fire once), but the attack has a delay after firing similar to Spark Shock. This not only means that the target will recover from Shock before you can shoot again, but it also means that this attack is only really suitable if you have a good "lead" on your target as the shots shoot in a relatively straight line.

Townies also start with two Exit Units (make a duplicate Red Exit Unit to get around the "one only" limit; it also helps to tell the two apart while scrolling through items) and three Item-1's to help them evade the mafia as well as to find a good hiding spot or make a quick escape.

The "mafia" would have two weapons, the Scatter Copy and the Assasin's Cloak. The first weapon, the Scatter Copy, is for the most part a duplicate of the Scatter Buster used to help the mafia blend in to their surroundings, though it should be noted that the alt-fire's fourth projectile has the appearance of the Wily Capsule thunder ball instead of Spark Shock. Observant players can pick up on this difference to spot the mafia players. The other weapon, Assasin's Cloak, is a short-range melee punch capable of killing a player in a single hit. Now I know what you're thinking, "How do I land a hit when everyone has spread shots?" Unfortunately there is no ONE answer to that question. You'll just have to figure out how to fool the townies and catch them off-guard! The alt-fire is a cloaking device that enables the user to become near-invisible for a decent period of time, and the ammo regenerates whenever the weapon is not in use. Notice how I said near-invisible; the player is mostly hidden, though their general form can still be easily spotted at close to medium range (think of old YD Shadow Man's "stealth" during movement). If it's possible, the cloak will create the teleporting "blee-blee-blee-blee" effect when it's activated, to make it appear like an Exit Unit from a far range.

Mafia players, like the townies, begin the game with three Item-1's (this is, again, to help them blend in better). They don't receive any Exit Units, but will instead receive three Trap Mines and a Smoke Bomb. Trap Mines drop to the ground and linger for about two seconds before flickering away and becoming invisible. The mines have a VERY small hit radius (I'm thinking 3 x 3 would be ideal) but are instantly triggered when touched and deal heavy (but not OHKO) damage to those affected, even if the player who triggered it was the one who set the mine in the first place. Note that the mines won't detonate until they "flicker away" and turn invisible, giving the user time to move away from the bomb. The invisibility delay also makes this item only truly effective as a trap, because other players will notice if you set any mines while they are watching you. The Smoke Bomb should, for the most part, be pretty self-explanatory. It simply scatters smoke graphics in all directions to allow the user to make a hurried escape via Assasin's Cloak.


So, what do you think?




Well uhh.....I'll uh... Let the others think about that.
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 23, 2012, 10:44:53 PM
Umm....anyone know how to make a vote thing on here?


BTW FIXED THE FILE NAME THING! SERVERS ARE NEW ACCESSABLE!
Title: Re: Project "Assassin"(Mafia mode) thrilling name...i know..
Post by: Darkseed on April 23, 2012, 11:04:02 PM
New thread made in WIP Forum.

http://www.cutstuff.net/forum/viewtopic.php?f=37&t=4294

post anthing related to that there please.