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Messages - Shmeckie

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1
W.I.P Forum / Re: V-Classes Public Beta v1.0
« on: July 27, 2020, 02:47:39 AM »
We've uploaded a second balance patch to address some recent issues rather than waiting for the next release. This current release featured a lot of characters, and this being a public beta and all, we'd like to get more info on the new roster as a whole, which we feel won't be possible if everyone just picks a couple broken characters over and over again. So this should temper things and help us see how the rest of the new and updated characters fare before the next full version.

Thanks again to everyone for helping us out! There's some things you're only going to discover when the public at large gets their hands on a mod, which is why we went with public betas in the first place.

2
W.I.P Forum / Re: V-Classes Public Beta v1.0
« on: July 26, 2020, 02:55:56 AM »
Will be adding a hotfix patch, there was an issue with Gyro Man that fell between the cracks during testing. We thought we fixed it, turns out we didn't, so we're taking care of that now.

3
W.I.P Forum / Re: V-Classes Public Beta v1.0
« on: May 24, 2020, 11:05:28 AM »
I should point out the statement about Mega Man being 90% done is no longer true. After getting some feedback on him, Mega Man is getting a massive overhaul.

I think you'll like what we have planned.


4
W.I.P Forum / V-Classes Public Beta v1.0
« on: May 22, 2020, 11:39:56 PM »
Hey everyone! Been a long time, eh? Well I'm excited to finally bring this to you guys to try out! The first public beta of our new classes mod:


What makes this classes mod different than the others?
V-Classes brings a whole new mechanic to the table: Ultimates!



You'll notice the unique ammo meter to the right. That's your Ultimate ammo. As you land your attacks, the bar will fill based on the damage you do. You'll also receive some bonus ammo for scoring frags! When your Ultimate ammo is full, you can activate your class' Ultimate using the unique item each class spawns with, unleashing a devastating attack likely to utterly demolish your enemies! Some class' Ultimates are stronger than others, with stronger Ultimates requiring more ammo to fill the meter. Characters with weaker Ultimates are able to fill their meter more consistently, making their Ultimate a reliable part of their kit, while characters with more powerful Ultimates will have to work harder to get theirs. Since the Ultimate meter resets if you're killed, a player using a class with a more powerful Ultimate may not even get it at all if they're not skilled enough to score frags and stay alive!



Aside from the Ultimates, classes in this mod operate on a design philosophy that combines the ethos of CBM and Justified Classes. Keeping character abilities rooted in the actual games in which they appeared, while giving each class unique gameplay mechanics, gimmicks, and playstyles. While the moves that the characters use all come from actual games they appeared in, what those moves do is where the classes' diverse gameplay styles come in. Also, classes in VC derive their moveset from all of a characters' appearances in official media. Not just the game in which they debuted, but games like Power Battle/Fighters, the Gameboy Mega Man games, even Super Adventure Rockman and Mega Man's Soccer! If a character lacks enough moves in all their appearances to make for a complete moveset, elements from their stages were used, as well. We're also striving to balance each class so no class is completely useless in certain gameplay modes, or completely dominates all the others. They may not excel in EVERY map, but a skilled player can win matches with whatever class they enjoy using! We're also working on giving classes extra abilities in team-based game modes (i.e. an attack working one way in Deathmatch, while functioning in a more support-based role when used in Team Deathmatch).

This mod also makes use of User keys (i.e. User1), so the first time you play, you'll need to map the Thirdfire button in your control settings. Thirdfire abilities are generally movement-based, or an extra ability that is particularly unique compared to main and altfire.



What classes are available?
We've assembled a group of the classes we have that we feel are 100% done and ready for primetime (with the exception of Mega Man, who is about 90% finished, but has everything he needs for the beta and we wanted a copywep represented). With each update to the beta, at least one new class will be added to the public version. A full v1 will be released when we have all the characters in all the games covered in the core MM8BDM represented. Here's a brief overview of the classes included in the beta:

(click to show/hide)



Why the name V-Classes?
It's wordplay. The V stands for "variation," while resembling the greek letter "nu". Making this a New (nu) Variation of classes mods.

Special thanks to the V-Classes team for all their hard work!
(click to show/hide)

5
Projects & Creative / Re: Justified Classes v4a
« on: December 31, 2016, 10:18:56 PM »
Heads up; we're aware of the glitches. Hotfix in the works.

6
Projects & Creative / Re: Justified Classes v3ehhh
« on: October 08, 2016, 08:50:24 AM »
While I'm not at liberty to reveal too much about Galaxy Man, I can say he's very fun, he'll be deadly in the hands of people who can mix up his main and alt, and he has a feature people are gonna have a lot of fun just screwing around with...

7
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 08, 2016, 04:53:59 AM »
To answer your other question, we're almost finished with the new update (adding MM9 classes and v5 compatability). We're scheduled to test it this week, and as soon as it's done the testing phase it should be ready for you guys!

Bit of a heads up: The initial release will not include Fake Man, but he will be added later.

8
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 05, 2016, 08:15:38 AM »
If you can, I'm unaware of which ones because I kept moving the whole time. Had a blast fighting him! Kudos to you on that one!

Also I noticed the musics loop properly now instead of starting all over after one loop like a basic music file. I really appreciate that touch. The music sounds right, now.

9
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 04, 2016, 08:08:12 AM »
I know it's not from this update, but I really wanted to say the Evil Robot fight was flawlessly designed and I have nothing but endless praise for everyone responsible for designing that fight.

10
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 10:57:49 AM »
Quote from: "SmashBroPlusB"
it's entirely because of the stage and it's entirely because of Super Adaptor
I honestly felt like I was fighting the game more than I was fighting the boss
Summed up my whole rant in a nice, pithy package. You couldn't be more right.

11
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 09:31:40 AM »
There's a difference between struggling against something because it's challenging and struggling because it's bullshit. It's the difference between, say, Gimmick! and IWTBTG. To bring it back to SNK, even when they put you through some hardcore challenges the challenge never comes from poor design or random chances to get insta-nuked. Even when they make you fight a marathon of stat-boosted boss characters on one health bar with no healing between fights, you can still overcome that challenge through skill, pattern recognition, etc. A lot different than creating a situation where the player needs to keep looking up and then making them fight on tiny chunks of uneven floor where you can easily fall into a pit while struggling just to stay in place. That's not challenge. That's crap.

12
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 03, 2016, 08:29:07 AM »
So I haven't touched the campaign in a long time. Since before the MM7 update, in fact. Mostly a combination of the classes mods capturing my interest, and then my progress being erased and not wanting to go through the frustrating experiences I had in single player again. On a lark, I decided to start the campaign over again since it had been a long time, and some bosses were nerfed. Thankfully the awful issue with the Gamma fight where you didn't get all the weapons back on respawn was gone (had to use the giveall cheat to be able to win). Good lord was I happy about that...

So I breezed through Mega Man 1-6, go through 7, get to the boss. First fight is all right. Good stuff, challenging, but there's a pattern, you figure it out, you beat him, it's all good.

...


(click to show/hide)

13
Closed / v5 Elec Man Stage Voodoo Doll Glitch
« on: July 30, 2016, 10:42:14 AM »


There's a "voodoo doll" clone on every spawn point in Elec Man's stage.

14
Projects & Creative / Re: Justified Classes v3ehhh
« on: July 30, 2016, 03:17:46 AM »
We'll be waiting a little bit to release a compatibility patch just out of courtesy, to let people play the Vanilla game for a bit. I believe the patch will include bugfixes as well. We've already got the MM9 classes planned, and if I'm not mistaken a few of them are already finished. Fyone's been tough to get a hold of recently, but we'll keep you posted.

15
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 02:11:37 AM »
So I was looking at all the stages to see what changed, went to Elec Man's stage, and saw this:



Voodoo Doll Glitch.

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