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Messages - Chimera Man

Pages: [1] 2 3 ... 18
1
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: August 05, 2012, 03:49:37 PM »
King Yamato, if you are reading this...

...Please hear our requests.  :evil:

2
Looking at the last comments I see why I left this place.

3
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 10:31:58 PM »
Technically, I just wanted credit due if that was the case... but indeed, let's just let it be.

4
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 10:26:47 PM »
I see... Just saying, KY included everyone that were on YD's group on his versions's credits, together with his own group.

5
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 10:17:46 PM »
Sorry for being hot-headed. I just thought it would be better if he added credit...

6
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 10:08:53 PM »
Quote from: "Korby"
Quote from: "Chimera Man"
Just a warning: you won't get away with that.
Just going to say that if having changes like that aren't allowed, then having an Airman class when you guys already do is also illegal.
One thing is to take a different direction, innovating and reworking classes, another one is scavenging and flat out copying codes that are already released. But oh well, I know nothing, right?

7
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 05:50:49 PM »
Just a warning: you won't get away with that.

8
Also, King Yamato is doing some... extra works for this mod. I guess you people will like it. ;)

9
Quote from: "Shmeckie"
Quick question.

While I do adore this version of Punk, something wierd occasionally happens. Sometimes, when I do the cannonball, he goes a shorter distance, which I prefer (that's picture perfect Punk right there), but sometimes he goes full YD Class distance. While that's not a problem, per se, it's not the shorter distance that works better for me. Is this roll distance thing intentional? if so, what determines it? If not, what's the actual distance supposed to be, and what's causing him to travel the other distance?
Punk, for some reason, goes on a shorter distance on Kenkoru's server. It's probably a DM flag or something alike.
Quote from: "Mr. Joe"
Dark Man 3 is the wrong color.
Dark Man 3's colors does not exist on the game's palette. Therefore, the closest colors are Megaman's dark blue and a darker light blue.
Quote from: "Beed28"
Wait a minute... there were bot only classes?! :shock: How did you manage that?
Not even I know; unfortunately, they are crashing the game on the results screen... somehow.

For all the bug reports: thanks for all the feedback. We will certainly try to fix them.
 ;)

10
Quote from: "SaviorSword"
They aren't, but there are special weapons made just for those bots.
This crash bug is gonna be a really killer to any hopes of KY Class Bot Apoc this version. :(
We are really going to find what is the source of this problem and fix it.   :?

11
Doc Robot's class uses those Robot Master tokens as ammo because of the server-client interaction. Doc Robot's Bot uses the previous class (the one with the random bot buster).

12
Drill Man's Bot bug will be squished, thanks for telling us.
Quote from: "Shmeckie"
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!
All for the fans, Shmeckie.  ;)
Quote from: "Shmeckie"
I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.
Stand still for recharging the torpedoes, then start rapid-firing them as you get close to your target; quickly fire the Napalm Bombs while up close to terminate them.  :geek:
Quote from: "Shmeckie"
Elec Man's new alt seems too strong considering how easy it is to hit with it.
Hmm. A bit.
Quote from: "Shmeckie"
There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!
Thank ye, Beed and Shmeckie!  :mrgreen:

13
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 10, 2011, 08:58:49 PM »
Believe me, Yamato solved this issue already, you guys will see on the oncoming version.  :geek:

14
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 10, 2011, 04:12:03 PM »
Quote from: "Daveris"
Quote from: "TheBladeRoden"
Where is KY anyway?

He left, I think.

King Yamato still lives through our hearts.  :cry:  /cheesy

Expect a release soon enough.

15
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 05, 2011, 03:42:59 PM »
It's all up to the developers. Period.  :geek:

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