Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Stardust on November 11, 2013, 05:57:59 PM

Title: Stardust's Workshop
Post by: Stardust on November 11, 2013, 05:57:59 PM
me makes way to much megamans 8 fightings games stuff since 201x

Mod-based modification (2023)
(click to show/hide)

P?rt S??t?? (202?)
(click to show/hide)

XOVER Weapons (2022)
(click to show/hide)

Teamwork Classes (2016)
(click to show/hide)

Speed Course (2015)
(click to show/hide)

Classes' stage taunt pack (2014)
(click to show/hide)

Saxton Hale Rebirth ++ (2014)
(click to show/hide)


Title: Re: Stardust's Workshop
Post by: Stardust on November 16, 2013, 11:42:05 PM
<<This post is reserved in case I need more space to write stuff>>
Title: Re: Stardust's Workshop
Post by: Linnie on November 17, 2013, 12:30:30 AM
Well, while this sounds interesting...

...I'm not too keen on there being another version of Saxton Hale.


It's not that I don't want there to be Saxton Hale, but it feels like there are too many variants. Have you considered pitching your ++ Hales to another version and merging the two versions? I like your idea of making new Hales, but having three versions of Saxton that are the same except for differences in Hale choices doesn't seem very efficient and makes the Hale mode weaker as a whole, while putting all the new Hales in with the old Hales in a single game mode would work better, so long as they were balanced so one Hale by one person isn't OP compared to another person's Hale. Maybe Hale ++ and Hyper Saxton could merge forces, or both of those merge with Rebirth or Rebalanced when Tails returns to working on that.


You should definitely keep working on this, but I'd recommend looking to see if you can join together with another Hale mode so that you get one stronger mode rather than two weaker modes.
Title: Re: Stardust's Workshop
Post by: Stardust on November 17, 2013, 09:27:49 AM
Now that you mention it, the existing versions of SH are uh...
Normal SH, Unholy, Rebalanced, Hyper SH, Rebirth, MMUnlimited SH if we can count it xD...
well either way that's a lot of versions, I agree. Right now the closest relationship my mod has with other's is with Hyper Saxton, as Otaku and me are making hales together, but not in the same mod :I we'll probably mix or something. A little later, if us modders could come up with a set of different works, and that they're REALLY interesting, THEN maybe we could contact SilverSin (or Balrog) about including them into the official one. Because you know it's been years there's no update on this Balrog's SH.

So yeah I'll try doing this, because also I can't handle to see that much server with barely different names dedicated to SH. Althrough, Unholy seems to use brand new mechanics (health scaling, speed and power) so I don't think it'll ever be mixed with the normal Saxton Hale.

Thanks for the advise :D
Title: Re: Stardust's Workshop
Post by: Linnie on November 17, 2013, 06:36:12 PM
Well, Balrog has rather turned against Hale altogether, and I don't think I've ever met Silversin, so right now there isn't really a current "normal" Hale. Someone once theorized that the lack of a "main" Hale is the reason for so many offshoots.


But yeah, glad to see you'd be willing to work with Otaku. I think it would be fine if you worked on your Hales and when you got your five, then go to Otaku to negotiate the merge. You could call it Hyper++ Saxton Hale or some such.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 19, 2013, 06:50:10 PM
I for one am in full support of this. Hale is dying and needs a fresh new coat of paint. A few things I need to bring up:

*Remila's arm looks a little wonky, mainly the angle in which her arm is drawn in. Her fingernails don't seen necessary IMO.
*Will Slenderman's kill quotes be changed to "*player* was viscously slaughtered by Slenderman (*haleplayer*)!"? The stupid kill quotes i.e. "All is Lost" is the main reason why I disliked Slenderman aside from having to wait minutes just to end a round with him as Hale.
*Slender's "tentacles" need to be redrawn so they appear less like… a dong, and more like a tentacle. Or just give him a swat attack like Starman as his skin doesn't show him attacking with tentacles.
*Could Slender he have a proper health bar that serves as an alternative method to killing him aside from just waiting out the timer?
*I think you may have animated Cave's lemons incorrectly, swapping the NE and SE directions so it goes N>SE>E>NE>S instead of N>NE>E>SE>E. Speaking of, I think they could be recolored to look a little less green.
Title: Re: Stardust's Workshop
Post by: Stardust on November 19, 2013, 07:10:21 PM
Oh yay, thanks for listing all of 'em suggestions Justin.

Remilia's arm indeed is misplaced, I'll add some offset to that. I'll keep the fingernails through, because if you remove them the hand is pretty much... simple D: also that's a way to show she's a vampire.

I'm going to change the obituaries for sure, but this one you proposed seem a bit noisy though. I thought it could be cooler if there's just no obituary at all, so you know, players die silently. =w=

Actually I always wondered why did the original makers gave him these tentacles things. I mean, he's got 2 hands with white gloves ŕ la Mickey Mouse, he's not an octopus or a blood sucker, isn't he ? :I
I'll check for some better HUD.

Yeah, the killable Slender Man was planned in my mind sine the beginning, he'll even gets his own rage (not really an offensive rage through). Through, his health may seem quite large, so some people would still prefer to survive.

I'll re import the lemons in the correct order. Their outline is green, somehow. Meeh, I'll fix this too.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 19, 2013, 10:01:18 PM
Quote
I'm going to change the obituaries for sure, but this one you proposed seem a bit noisy though. I thought it could be cooler if there's just no obituary at all, so you know, players die silently. =w=

I'll happily go with anything other than seeing all those stupid quotes that easily downplay Slenderman's character and how scary he's supposed to be.

In terms of the music,  try hosting a server with the Bio Miracle Bokkute Upa Final Boss theme I sent you  replacing the default "One Person Remains" theme and see how everyone likes it, with the "Lol U Died" song playing if the Hale wins, said theme having a %15 chance of playing.
Title: Re: Stardust's Workshop
Post by: Ceridran on November 19, 2013, 10:08:38 PM
Speaking of the Slenderman..

.. if all of the characters were primarily relevant to classic gaming as MM8BDM is, (Scrooge, Ghost of Starman Gilgamesh, Captain Falcon and an exception of Quote and Curly) a Wallmaster (http://zelda.wikia.com/wiki/Wallmaster) / Floormaster (http://zelda.wikia.com/wiki/Floormaster) (or even two to make having a timer fair) would make a great replacement for the Slenderman if that was the goal.
Title: Re: Stardust's Workshop
Post by: Goomba98 on November 20, 2013, 12:50:00 AM
Why did you choose Remilia Scarlet? I know you said she's overshadowed, but Flandre makes more sense as a Hale sice she can pretty much destroy anything. And before you argue about Yuyuko, her power is killing people, and robots are not living organisms. Utsuho might work if you don't want Flandre, though.

Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 20, 2013, 02:15:10 AM
I forgot to mention restoring Saxton's original Rage where he no longer gets knocked back by weapons and has increased defenses rather than full 100% immunity. If you could also prevent the entire screen from going inverse greyscale (to allow better viewing) I'd appreciate it.
Quote from: "Goomba98"
Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.
If PO Roll does make it back, I'd prefer her Famitracker'd theme over the original. The original is just ear-burstingly painful IMO.
Title: Re: Stardust's Workshop
Post by: Balrog on November 20, 2013, 02:26:05 AM
Quote from: "Linnie"
Well, Balrog has rather turned against Hale altogether, and I don't think I've ever met Silversin, so right now there isn't really a current "normal" Hale. Someone once theorized that the lack of a "main" Hale is the reason for so many offshoots.


But yeah, glad to see you'd be willing to work with Otaku. I think it would be fine if you worked on your Hales and when you got your five, then go to Otaku to negotiate the merge. You could call it Hyper++ Saxton Hale or some such.
I turned against Hale because it's the cancer that is killing MM8BDM. The reason for so many offshoots is because of copycats looking for attention as much as actual attempts at improvement.

Bad show, Stardust.

Quote from: "Superjustinbros"
Hale is dying
>implying this is a bad thing
Title: Re: Stardust's Workshop
Post by: Ceridran on November 20, 2013, 04:04:10 AM
I even heard negative statements from some people about "Saxton Hale" mode, when playing GVH:LOD.
Title: Re: Stardust's Workshop
Post by: Stardust on November 20, 2013, 01:40:37 PM
Quote from: "Superjustinbros"
In terms of the music,  try hosting a server with the Bio Miracle Bokkute Upa Final Boss theme I sent you  replacing the default "One Person Remains" theme and see how everyone likes it, with the "Lol U Died" song playing if the Hale wins, said theme having a %15 chance of playing.
Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
My main aim is to simply give 5 new hales.
I'm not going to touch with the finger hundreds of things from the official version, my mod isn't Saxton Hale Remastered. I want the players to just feel they play Saxton Hale, with the difference there will be 17 hales now. The less things from the past are changed, the more they'll still feel they're playing the original game. I don't want my Saxton Hale to turn into Unholy, with these holy-scaled player properties ._.
Quote from: "Goomba98"
Why did you choose Remilia Scarlet? I know you said she's overshadowed, but Flandre makes more sense as a Hale sice she can pretty much destroy anything. And before you argue about Yuyuko, her power is killing people, and robots are not living organisms. Utsuho might work if you don't want Flandre, though.

Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.
Something's bittin' my ear, maybe will Flan-chan make an appearance somewhere.. =w=
The only removed hale was PO Roll, right ? That's the only one I can remember. I wasn't existing around if they made up even older hales.
Quote from: "Balrog"
I turned against Hale because it's the cancer that is killing MM8BDM. The reason for so many offshoots is because of copycats looking for attention as much as actual attempts at improvement.
Uguu I feel so sad
I didn't started with this to become famous, but,
Take a childhood game you enjoyed a lot, but was very silent and nobody heard of it.
It'd bring you some nostalgia if there was a level editor for it, so you'd be free to customize, and you'd play it again, right ? Same for me and SH. I really wanted to create my own hales. I DO enjoy playing Saxton Hale. I have fun with it.
Through, I dislike the fact it became that popular, and the players' obsession about it, which make them refuse playing anything else than Saxton Hale. That, I'm not okay with.
I actually prefer playing Vanilla, especially CTF, but it's not easy because many users around like and ONLY like Saxton Hale. That's irritating for the other game modes, but this doesn't mean I don't enjoy playing it. If every one of these players would continue playing it, but at the same time they would play some other things, it could be solved, right ? Either way, the server player distribution lately is getting better than months ago, where SH was the ONLY and ONLY server with players. Now, you have Hotel, TLMS Classes, Vanilla on occasion, some kind of "Megaman Invasion" that eventually gets players, also a Mission Mode one... we're getting more diversification.
Quote from: "Balrog"
Bad show, Stardust.
That's what we'll see, Balrog :I

Since you're not developping SH anymore, I have a question through. Me, Otaku, and all a team of betatesters are working on the sequel of the mod you left to the community with 12 hales.
Could we take the leadership of this mod?
Title: Re: Stardust's Workshop
Post by: Linnie on November 20, 2013, 01:53:26 PM
PO'd Roll and Neo DS were the two removed Hales.


Some people would like PO'd Roll to make a return.


Nobody wants Neo DS back.

The problem with PO'd Roll is just that she could stack rages. Her rage was that her health bar would slowly rise for a short while, but if you got attacked a lot in a short time and could build up a second, you doubled that. Once in a game I was playing as PO'd Roll, two Burstmen trapped me and the entire game just attacked me while I was immobilized. My health plummetted, but I kept hitting rage to try to offset the damage, and the net damage inflicted on me slowed and slowed until I was healing more than the entire game could damage me, locking the game into a loop until someone called for a mapvote. It was spectacular, but at the same time it made it clear that PO'd Roll had a major issue. If you can fix her rage so that she can't shoot off another one until her first one ends, it would fix the issue with her.

If you're wondering Neo DS's problem, he was incredibly overpowered AND he was an OC like most of Unholy's Hales.

Also, yes, use her Famitracker music, it's catchy as hell. If it was possible to get the Gentlespy back too (he wasn't so much removed as replaced by the Ninja Spy, he functions exactly the same but has a different sprite and different music (read:his music was awesome which is why people miss him)) that would be cool too, but I don't think that's a possibility since you don't want clone Hales and having both him and Ninja Spy would be redundant.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 21, 2013, 05:16:08 AM
Quote
Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
My main aim is to simply give 5 new hales.
I'm not going to touch with the finger hundreds of things from the official version, my mod isn't Saxton Hale Remastered. I want the players to just feel they play Saxton Hale, with the difference there will be 17 hales now. The less things from the past are changed, the more they'll still feel they're playing the original game. I don't want my Saxton Hale to turn into Unholy, with these holy-scaled player properties ._.

Alright then; It's not my mod, so I'll just leave it alone.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 24, 2013, 07:01:43 PM
Have there been anything concerning Captain Falcon? I think he could be reformatted with a better rage, plus different voice clips and theme.

If The Blue Wrath (Gentle Spy's Theme) was made into Ninja Spy's theme (though altered in Audacity to make it loop), that'd be awesome, as The Blue Wrath is a very catchy theme, certainly more enjoyable than the Ninja Gaiden music despite not being in 8-Bit (I first heard it in Eddsworld Zombeh Attack).
Title: Re: Stardust's Workshop
Post by: tsukiyomaru0 on November 24, 2013, 07:54:12 PM
Quote from: "Linnie"
Nobody wants Neo DS back.
IIRC, during an in-game session, at least 3 other people agreed with me that NeoDS would be more interesting than certain Hales. And, in fact, NeoDS was clever and interesting, but the controls were the only issue.
Title: Re: Stardust's Workshop
Post by: Linnie on November 24, 2013, 08:08:17 PM
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.
Title: Re: Stardust's Workshop
Post by: Ceridran on November 24, 2013, 08:22:27 PM
Quote from: "Linnie"
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.

That's a matter of personal preference which one is better or not. Personally, I prefer Unholy, but the boss health really needs to be tinkered with.

NeoDS was removed for a reason.
Title: Re: Stardust's Workshop
Post by: tsukiyomaru0 on November 24, 2013, 08:27:25 PM
Quote from: "Ceridran"
Quote from: "Linnie"
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.

That's a matter of personal preference which one is better or not. Personally, I prefer Unholy, but the boss health really needs to be tinkered with.

NeoDS was removed for a reason.
If my memory serves me well (and I have doubts), he was removed because Neo and Silversin had an argument.
Title: Re: Stardust's Workshop
Post by: Stardust on November 25, 2013, 05:22:34 AM
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather high.

I'll stop the poll now, 7 NO to 0 YES is enough to tell me he isn't wanted anymore, poor guy :I
So, he was both removed because of his OPness, and because he's an original character ? It depends on people's opinions, but to me, it's true that handling an original character is a bit bothering, I feel like I'm advertising someone's darling.
Also when I played him the other time, he seemed quite complex for one of SilverSin's hales.

The progress right now, is I'm making the 4th on the 5 hales. He just needs his rage and I'm finished with it. I think I should be able to release my enjoyable v1A in about one week, as planned :D
I'll need the help of you guys, the players, to rebalance it, through. I couldn't get enough betatesters to mimick a large server gameplay, so I'm not sure they're enough balanced and fair yet.

EDIT : I'll post some updates. It's been 4 days without anything new.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on November 25, 2013, 05:35:47 AM
Quote
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather big.

For me, it's mostly the delay between when Altfire is pressed to when the Falcon Punch projectile is shot.
Title: Re: Stardust's Workshop
Post by: Linnie on November 25, 2013, 05:38:32 AM
Well, it does fit with his Smash Bros counterpart, though I do agree that it could be shortened a little bit for gameplay balance. I think the delay should still be in, but perhaps it could be half the length to make things quicker.
Title: Re: Stardust's Workshop
Post by: Stardust on November 25, 2013, 06:09:44 AM
Half is a bit overrated, people must still be able to react. The shot is pretty fast, and counting lags, halving it could have a too much important impact on its power :/
Still, the delay before firing switched from 1.0 second to 0.75 second. It makes a difference yeah
Title: Re: Stardust's Workshop
Post by: Linnie on November 25, 2013, 12:42:13 PM
I agree, .75 sounds good to me.
Title: Re: Stardust's Workshop
Post by: OtakuAlex on November 25, 2013, 10:32:12 PM
I like what you're doing with your version of Saxton, though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.



Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.
Title: Re: Stardust's Workshop
Post by: Stardust on November 26, 2013, 05:53:35 PM
Quote from: "OtakuAlex"
though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.



Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.

If I use her actual theme, then it would be a 8-bit version. Not that I have a problem with that, but I just found the Beethoven thing pretty similar to her original theme (even if actually ZUN got probably inspired by Beethoven's symphony, and not the reverse XD) I'll probably change it anyway-

Well I don't especially need with coding the whole thing, what I thought is that we could stick together our modes into one when both will be finished : that way, we'll have a way bigger project, so big it would almost double the hale number, and the older hale fixes could also merge together to get a final version,
that will be the official sequel to Balrog's Saxton Hale (which was already a sequel to SilverSin's).
If you need help with something, just PM me in Skype and I may help
Title: Re: Stardust's Workshop
Post by: Goomba98 on November 26, 2013, 10:08:21 PM
Quote from: "Stardust"
If I use her actual theme, then it would be a 8-bit version.
Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.
Title: Re: Stardust's Workshop
Post by: OtakuAlex on November 26, 2013, 10:36:55 PM
Quote from: "Goomba98"
Quote from: "Stardust"
If I use her actual theme, then it would be a 8-bit version.
Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.

Correct me if I'm wrong, but I only remember hearing Flandre's theme, not Remilia's.
Title: Re: Stardust's Workshop
Post by: Stardust on November 27, 2013, 10:43:49 AM
A bit more than half of the hale's themes aren't 8-bits, while the other half is :/
Gilgamesh / CStory / Scrooge / Pissed off Roll are..
Morshu / Falcon / Cave Johnson etc etc... aren't.
Yeah, but in a general way, the more 8-bits theme I could get, the more NES it would still look.

I think you're referring to the musics used in this Scarlet Devil Mansion map >_< there's The Young Descendant of Tepes, which is the theme of Remilia's STAGE, not her own, and Sakuya's theme (Lunar Clock ~ Lunar Dial or something)
So no it isn't :I
Title: Re: Stardust's Workshop
Post by: OtakuAlex on November 27, 2013, 05:15:55 PM
Well, the reason those themes are in 8-bit is because the original versions were in 8-bit (except for PO Roll), or maybe it's simply because 8-bit versions were available at all.
Title: Re: Stardust's Workshop
Post by: Goomba98 on November 27, 2013, 07:43:49 PM
Remilia's is the boss theme for that level.
Title: Re: Stardust's Workshop
Post by: Linnie on November 27, 2013, 09:01:44 PM
I thought Gilgamesh's was 16-bit.


I have a point about dual Hales that I'd like to make. I think the player limit for dual Hales should be raised to 4, instead of 3. I think it's a bit too unfair to have 1 player fight two Hales. On the same note, if we ever did something like triple Hales, they should have at least 6 players to be chosen. I just feel it seems unfair to have the survivors start out less in number than the Hales.
Title: Re: Stardust's Workshop
Post by: Stardust on November 27, 2013, 09:53:34 PM
The process of multiple hales may need some questions concerning balancing. A single hale with X health isn't as balanced as two hales with X/2 health, because there's also the fact TWO hales are attacking the players, and so players have to take care of a double situation :I. There was something unbalanced in the formula that calculates the hale's health : it's always 500 + (Y * number of players)
Y being a number that is higher or lower according to each hale (Y = 90 for Morshu, Y = 235 for Saxton Hale)
The problem was that 500, because bosses that have lower health get a large health benefit from this, like Morshu : he starts with 590 HP if there's one opponent, and he only gets 950 HP if 4 more opponents are added. It's the same for duo hales, each hale of the duo team have lower health, and this "500+".
In short, one player faces the two Seemen, with about 620 HP each. When 20 players are against the seemen, they have about 1700 HP each. So, yeaaah... we COULD increase the number of required players,
OR we could decrease this "500". That way, if one player is fighting two seemen, each would have about, like, 275 HP each ? And that would be quite fair. I prefer that last idea, instead of setting the minimal player number to 4.

EDIT : Also, due to some slowness in the mod, I'll need some more time to finish it (some more days, or maybe a week), but I couldn't finish it for the 1st december. Sorry about that :/ but I'm close to the end!
Title: Re: Stardust's Workshop
Post by: Linnie on November 27, 2013, 10:33:56 PM
Why not both?

Really, all that does is make it so it can't be two Hales against one survivor. We could decrease the minimum health (and maybe slightly increase the added health per player to compensate for when there are 20 players in a server), and put it in so dual Hales won't spawn when there are only 3 players.

I mean, I think your idea is a great one, but I think it would be better if they were used in conjunction.
Title: Re: Stardust's Workshop
Post by: OtakuAlex on November 27, 2013, 11:14:26 PM
Quote from: "Linnie"
I thought Gilgamesh's was 16-bit.


I have a point about dual Hales that I'd like to make. I think the player limit for dual Hales should be raised to 4, instead of 3. I think it's a bit too unfair to have 1 player fight two Hales. On the same note, if we ever did something like triple Hales, they should have at least 6 players to be chosen. I just feel it seems unfair to have the survivors start out less in number than the Hales.

Oh, that's right. I guess it's been too long since I've played FFV, huh?
Title: Re: Stardust's Workshop
Post by: Stardust on December 27, 2013, 01:00:09 PM
It's time to revive this old stardusty thread :D
The first public version of Saxton Hale ++ is READY
I finally managed to code and do all the stuff I wanted to.
The thread will be updated in 2 or 3 hours, with the download link, the boss description, a buuunch of screenshots...
I just need the time to write all this :)
Title: Re: Stardust's Workshop
Post by: beta on December 27, 2013, 03:04:12 PM
Tick tock tick tock tick tock!
Title: Re: Stardust's Workshop
Post by: Stardust on December 27, 2013, 06:20:11 PM
Welp, I thought I could do it in some hours, but I needed all of my afternoon to take screenshots and write descriptions ;P
Okay, so now everything is completed and ready to use :D
I'm pretty sure a lot of people will tl;dr, so here's my tip if you don't want to read all the bunch of fancy nerdish text :3
> You just can read the "change from the official SH" part, and then you can go directly to the screenshots and have a great moment looking at all the photos I've taken :D
Boss Description is just for deep mechanism, so if you're lazy, I advise you to simply look at the screens to have an idea of how do the hales look like :I
Okay, thanks :D

Also, I'll be hosting a server ;)
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: FTX6004 on December 27, 2013, 06:31:56 PM
Heh you forgot i said i didn't make that FrankenStoneman skin. :?
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Stardust on December 27, 2013, 06:36:08 PM
I did ^^ look in the credits
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Gummywormz on December 27, 2013, 08:47:04 PM
* Why are there maps in the music wad? Music wads should be entirely optional.
* Why did you replace core maps to add the lowgravity fix script? (Which can be simplified to about 2 lines of code with a for loop) You can just use getlevelinfo(levelnum) in order to get the stage.
* Morshu only has 1 kill line. This gets really annoying really fast. I know they can be muted and Morshu doesn't exactly have a lot of lines but still.
* Morshu's bombs should be a different color. It gets confusing when people use hyper bomb.
* All of the shields are in rotation. Junk Shield is useless, leaf shield stalls the matches to oblivion, and plant barrier (at least until the revamp) is useless 50% of the time, and stalls matches out even more the other 50%, especially considering you get 5 WTanks.
* Ninja spy gets full invisibility. I thought it was clear from classes, GvH, and Slender Man's hale that making any player class fully invisible is a really really bad idea.
* There was a music glitch with Captain Falcon but it only happened once so.
* Why are there user hales again? I've only seen mudkip twice but it seems like it made no sense.
* Projectiles should go through players.
* As mentioned before, stalling in this mode is atrocious. I really don't know how to fix it but it's really really bad. Players can camp easily (the moment of rage quit for me was finding out a player was standing on a small pillar while I was Captain Falcon, so he could never be reached) and matches take upwards of 5 - 10 minutes to finish.
* Some of the coding is sloppy. I know it's already based on sloppy code but you can at least stick some For loops in there somewhere.
* Dio's rage lags servers extremely badly, the part after the time freeze especially. Also the time stopper screen effect stays sometimes.
* The icons for runes are from Skulltag instead of the 3+ sets of rune icons made for MM8BDM by various people.
* Franken Man's mets have an insane amount of hp. Not like they can do anything but still.
* Speaking of Franken man, his rage has infinite range. This makes no sense and is generally an annoyance as you can easily run the other way.
* The hales seem incredibly unbalanced HP wise especially at larger player amounts. Out of at least 2 hours of play, survivors only won like 3 times.
* Captain Falcon sometimes says "Falcon Kick" when not attacking. Also his rage meter flashes when full, and it looks really ugly.
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Ceridran on December 27, 2013, 08:52:55 PM
Quote from: "Gummywormz"
* Morshu's bombs should be a different color. It gets confusing when people use hyper bomb.

Blue is the best switch option, in this case.
Title: Re: Stardust's Workshop
Post by: Goomba98 on December 27, 2013, 09:12:14 PM
Y U NO LISTEN TO ME?
Quote from: "Goomba98"
Remilia's is the boss theme for that level [CSCM's Scarlet Devil Mansion, music code SEPTETTE].
Also, the Genesis Unit's theme should always be the Wily Tower boss theme and never change. It doesn't really make sense for a stage theme to be playing during a boss.
For Slendy's kill sound, why not have only the victim hear it?
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Gummywormz on December 27, 2013, 09:29:43 PM
I thought of a suggestion for Falcon: make it so he does a kick when he holds forward, and a normal punch when he's not. This would prevent situations where players can easily camp on small ledges and therefore cause you to die if you were to kill them.
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Emmanuelf06 on December 28, 2013, 09:25:55 AM
damn, your saxtonhale mode is awesome.

The genesis unit is splendid, i had a tear when i used "rage" with Buster Rod G...the music and attacks... ;_____;

The ideas are cool, good luck to make it better and better =D

Original musics are cool too....8bits style can be good because it's not a big size but it's less fun...
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Stardust on December 28, 2013, 12:00:54 PM
Before all, thanks Gummy for such an accurate and deep bug-excavation :] I found some of the stuff you mentionned, but not all of this :o

> I didn't know you could affect the gravity of a map with the code, that's why.
> As for Morshu, okay, I have some plan to make his voice clips better :P through expect some "youtube poop" sentences
> I don't see what's so hard to distinguish Hyper Bomb from his own bombs =-= Hyper Bomb bounce forward slowly, while Morshu's just fall on you like a meteor and explode
> I saw how some shields-type weapons could break the game, especially Leaf Shield D: I removed Junk shield, leaf shield and plant barrier (as I started to make more bosses that don't OHKO, it became more useful).
> Moodkipz basically is just a special Mudkip :I (who can sometimes mooooo.) I'll never ever make anymore user hales because 1 is already enough, but you could still see him as a regular mudkip :/
> Concerning the stalling, eeer... not sure how do you want me to fix it ? A stalling like this one could happen in any saxton hale version. All what I can do is using timelimit to prevent the match from lasting too long
> Same, I didn't know MM8BDM has sprites for runes, but I'd like to know where are they, because using "summon ragerune" for instance spawn a rune with the doom graphics
> The health is because the new scale limit (the new health limit) is reached by the hales at 26 players instead of 20 like in the old versions, but I'll lower it

Quote from: "Goomba98"
Y U NO LISTEN TO ME?
Quote from: "Goomba98"
Remilia's is the boss theme for that level [CSCM's Scarlet Devil Mansion, music code SEPTETTE].
For Slendy's kill sound, why not have only the victim hear it?

remilia's theme would be 2mainstream4u
The reason why Slender's kill sound is played to everyone, was that the sound length was too long for the victim to hear it. To make sure he'd fully hear it, I did it that way, but I'll change the sound mechanic in the future :I
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Goomba98 on December 28, 2013, 07:04:34 PM
Quote from: "Stardust"
remilia's theme would be 2mainstream4u
But you said earlier on this very same thread that you wanted an 8-bit theme for Remilia :I
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Stardust on December 28, 2013, 07:27:32 PM
Otaku brought me the idea of giving Remilia her actual theme, but I had trouble finding one on Youtube. Her theme may be famous, through there was only like 1 oz 2 8-bit covers :/ And I started to wonder if they were really better than the actual theme (the modern violin syphony thing that is similar to her Touhou theme :P)
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: MusashiAA on December 28, 2013, 07:34:25 PM
It has been brought to my attention that your mod is using one of the sound effects I made for Class Based Modification. It may be using more, but only one of them has been identified and reported to me.

Since I don't even want to bother downloading this, I'll just say "ah sure i dont care just dont relate me to this i had no involvement in this"
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Emmanuelf06 on December 28, 2013, 08:19:49 PM
I closed the server because Stardust will open an new server with the update (v1b)

MusashiAA, Stardust put the "Classe" thing in the credits....
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Stardust on December 28, 2013, 09:03:41 PM
Indeed I've been using some sounds from the Classes mod because it's not easy finding original sounds in the 8-bits format. I credited the Classes mod in a general way because I didn't know who made the sounds, but since you're asking for it, I mentionned your name :3

Otherwise, I'll just take a small break after the creation of these 5 hales, but before let me just release V1B. In a nutshell, it fixes some glitches (like the Time Stopper HUD that stays on screen, or Dio's HUD that is visible on the world, etc...), rebalance some things (Weaker synthesis of Treecko, lower health for Moodkipz, or Mega Water S's shields...), and also some improvements (the stalling shields such as Junk Shield or Leaf Shield were taken away, Morshu gets more voice clips, I accepted some of Gummy's suggestions, Slenderman's earraping sounds now only happens one time on 3, and the volume was lowered. Talking about Slender, his health AND countdown was reduced)
Finally, the host can force a hale to appear ! To do that, like in Rebalanced, you need to use on the console
Quote
set sax_boss U
U being one of these numbers : 12 for Remilia, 13 for the UNRM, 14 for Dio Flash, 15 for Pissed Off Roll, 16 for Moodkipz, 19 for the Genesis Unit.
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Gummywormz on December 28, 2013, 09:53:02 PM
Quote from: "Stardust"
> Same, I didn't know MM8BDM has sprites for runes, but I'd like to know where are they, because using "summon ragerune" for instance spawn a rune with the doom graphics

I can't find the thread anymore, but Copy Robot made some for the Best Maps Ever Pack and Lego had some HUD ones made for the 8-10 pack but they were quite large IIRC.
Title: Re: Stardust's Workshop (Saxton Hale ++ V1B released !)
Post by: Goomba98 on December 29, 2013, 02:15:15 PM
Fortegigasgospel made some as well.
Title: Re: Stardust's Workshop (Saxton Hale ++ V1A released !)
Post by: Goomba98 on December 29, 2013, 02:34:39 PM
Quote from: "Stardust"
Otaku brought me the idea of giving Remilia her actual theme, but I had trouble finding one on Youtube. Her theme may be famous, through there was only like 1 oz 2 8-bit covers :/ And I started to wonder if they were really better than the actual theme (the modern violin syphony thing that is similar to her Touhou theme :P)
I have no idea how you could classify Beethoven Virus as "the actual theme".
Title: Re: Stardust's Workshop (Saxton Hale ++ V1B released !)
Post by: Stardust on December 29, 2013, 03:09:38 PM
Septette for the dead princess is similar to Beethoven Virus, especially a certain sentence (the first theme after the opening). While not a 8-bit theme, it keeps the "final" feel Zun did in her theme, as well as reflecting her vampire elegance because classical-type music, with a modern touch for coolness.
Finally, the reason I decided to not use her theme was that it's too mainstream.
It's like ; of course, you could take a famous series, let's say Mario Brothers, you make a Mario hale, and give him his overworld theme from the NES. You'd end up having a hale everyone will recognize and their grandmoms, but meh, that would sound so much simple, so much basic. It would need some originality. When I design my hales, I tend to give a feel of "the one you had not expected". I heard some people wished to see a Mewtwo or Latios/Latias hales, but it sounded quite cliché to me. Instead, I made Mudkip, one of the 3 starters of the 3rd generation.

Concerning the runes sprites, I'll ask Lego if I can use the ones he did. They sound nice. Yea.


EDIT : I just finished v1C. Fortunately, I didn't had to update the music wad, so no need to download it again. I'm trying my best to fix glitches, improve and rebalance the new hales at each version :)
(click to show/hide)


EDIT 2 : After trying V1C online, I still find some stuff unbalanced. So here goes v1D. I hope there are enough letters in the alphabet for my version' names.
(click to show/hide)
Title: Re: Stardust's Workshop :
Post by: Stardust on December 31, 2013, 03:44:20 AM
Another version is out. Basically the new versions are just rebalancements, all the glitches seem to be fixed. So here's v1E. Hopefully, each version only weights 1MB or so.
(click to show/hide)

.. and that's it, the casual stuff.


Quote
Through, there's something important I want to talk about and want you, the players, to help me with.
I've been defending the non-classes in Saxton Hale since the beginning of my mods, and I had great hales that I took care of making. Since some times (actually, some hours after the first release of SH++), some bad people immediatly rushed to do a class comptability with my mod. This is the kind of thing that makes me wonder if I should really continue working on my hales, as my weeks of work on these hales are just stolen. And to be honest, I don't want to stop coding as it seems many players enjoyed the new hales.

I'm asking here to you, the players, to not join the servers using SH++ with classes. My own official server is hosted under the name "Saxton Hale ++", but any server that only hosts my mod without classes is fine, like TMK4's SH++ server which is hosted on occasion. By not joining the servers that use Saxton Hale++ with YD classes or KY classes, you encourage me, support me, and you give me a reason to continue working on more hales and new stuff.

So that's it, thanks for reading :)
Title: Re: Stardust's Workshop
Post by: Gummywormz on December 31, 2013, 09:56:52 AM
* All of franken man's minions have insane amounts of HP. They do drop health but damn it's just far too much.
* Shield weapons can still be given out via eddie so...
* Why is torchic beat? I know it doesn't make sense for torchic to fly but give it a platform or something.
Title: Re: Stardust's Workshop
Post by: Stardust on December 31, 2013, 12:26:40 PM
> Frankenstone's a summoner, and in counterpart to his summoning ability, he has a weak melee with a long cooldown :/ the summons have a lot of health, but they're not strong, actually the mettaur only shots 3 projectiles of about 12 damage each, and the most powerful thing is Sniper Armor's crushing, which OHKO if someone stays below him for about 1 second. The drop isn't supposed to be fair and reward the player of all the health taken / ammo used to kill the monster
> Trolling is more okay if it comes from Eddie, as it's more random. It's like I'm not going to remove Time Stopper from him because it's kinda funny :P Leaf Shield might be removed definitely, through, as it's the ultimate trolling weapon (especially against Morshooo or so)
> Fun fact, if Linnie wouldn't have tell me Torchic can't fly, he'd be flying through the area right now. Birds are a bit similar to chicks, and Beat is rather small, so that's the best graphics I found so far. If someone makes a Torchic skin, I'd ask him/her an authorization for using it


also I forgot to remove Sakugarne in v1E aaaaaaaaaa noooooo
Title: Re: Stardust's Workshop
Post by: Superjustinbros on January 02, 2014, 01:15:25 AM
Please don't make Shiny Day flash the area with bright colors. It's not a Porygon!
Title: Re: Stardust's Workshop
Post by: Stardust on January 02, 2014, 05:17:53 PM
Another small update, again concerning rebalancement and bug fixing : v1F.
(click to show/hide)
Title: Re: Stardust's Workshop (Saxton Hale ++ V1B released !)
Post by: fortegigasgospel on January 02, 2014, 11:07:26 PM
Quote from: "Goomba98"
Fortegigasgospel made some as well.
Wait, what did I make? Runes? If thats it all I did was make skins for them related to Megaman, they are the exact same effects.
Title: Re: Stardust's Workshop
Post by: Goomba98 on January 03, 2014, 01:18:55 PM
That's what I mean.
Title: Re: Stardust's Workshop
Post by: Stardust on January 04, 2014, 12:30:39 PM
V1g will maybe be the last version.
(click to show/hide)

EDIT : I'm also closing the poll. To the question "Should the Tank, Support and Speedster classes from Silversin's version come back ?", the results were
11 Yes and 8 No
As these classes involve different properties than the CopyWep (especially Speedster, which --according to his name-- is faster), we are still wondering if this won't recreate a kind of YD + classes game mode, with a fewer amount of classes, but still stereotypes (eventually the supporter isn't a problem, but Tank and Speedster have "body" properties : armor and speed, two properties you can find in the Classes mode). So we're still not sure if they'll be added... or not.
Title: Re: Stardust's Workshop
Post by: Stardust on January 06, 2014, 07:34:39 AM
Sorry for double post, but I already edited it, so-
For those who aren't aware yet, we'll soon merge with Hyper Saxton (we'll mix (some ?) of our hales together, as well as some features. I might get my hand to rework some of Otaku's hales, eventually).
If I have time, I may design two or three new bosses at the occasion of the merging. My official server should now be hosted 24/7 until a next version comes out.
Title: Re: Stardust's Workshop
Post by: OtakuAlex on January 06, 2014, 11:37:37 AM
I actually agree that the tank is a problem due to its reaction upon getting hit. However, the speedster isn't an issue at all and I've killed speedsters more times than any class. Also, as I keep mentioning in the Skype group, I'd like to create an additional 2 classes to add more variety than Mega Man clones that are either faster or have higher defense. I could also make custom weapons for Tank to use as I did for Speedster in my version.

The two additional classes I want to make are pyro and melee-unit.

Pyro would have a fire-based attack and melee-unit gets, well, melee, of course.

Would you be alright if I did this or would you prefer they stay as Mega Man clones with small differences?
Title: Re: Stardust's Workshop
Post by: Dr. Crasger on January 06, 2014, 12:17:40 PM
Quote from: "OtakuAlex"
The two additional classes I want to make are pyro and melee-unit.

I vote +1 on the Pyro class. It would sound awesome. But you need to heighten the Hale's health.
I do wonder this, since I'm not familiar with ACS or DECORATE that much, can you make it so that if one player is a certain class, the Hale's health will rise?

Because that would bring some serious balance if one were to pick the right classes.
Title: Re: Stardust's Workshop
Post by: Stardust on January 06, 2014, 12:23:50 PM
Quote from: "Dr. Crasger"
Because that would bring some serious balance if one were to pick the right classes.

But you can't predict while hale will be selected. And of course it's easier to catch speedster with a ranged than a melee hale.

If you ask me Alex, I'm rather into keeping one and only Megaman class like in Balrog's, but Megaman clones "with small differents" could be alright.
Title: Re: Stardust's Workshop
Post by: OtakuAlex on January 06, 2014, 12:27:15 PM
We could nerf anything that makes them OP. However, the whole point of classes is to provide multiple play-styles to choose from. If everyone is the exact same class with some differences in physical properties and none in actual attack ability, the concept becomes pointless and might as well be scrapped.

My point is to add custom weapons that fit their roles and maybe nerf Tank and Speedster a little bit.
Title: Re: Stardust's Workshop
Post by: Dr. Crasger on January 06, 2014, 01:19:51 PM
So, are we keeping the ranged Ra Thor?
Title: Re: Stardust's Workshop
Post by: OtakuAlex on January 06, 2014, 01:31:19 PM
Quote from: "Dr. Crasger"
So, are we keeping the ranged Ra Thor?

Depends on what Stardust wants. I'd love to keep my version of Ra Thor, but I don't want to go against SD's ideas or whatever. She can actually do whatever she wants with this as far as I care, I just want to see the bosses of Hyper and ++ in a single file.
Title: Re: Stardust's Workshop
Post by: Dr. Crasger on January 06, 2014, 01:34:13 PM
So... can we have your liver then?

(click to show/hide)

At a time like this, we all need a good song and laugh before they release any more class-patched SH++ servers.
Title: Re: Stardust's Workshop
Post by: Gummywormz on January 08, 2014, 10:50:03 PM
I just thought of something: When the merge happens, what will be the stance on classes support? I know Otaku will probably allow classes but Stardust hates them. Do you still want me to attempt (keyword being attempt) a basically unbreakable classes locker?
Title: Re: Stardust's Workshop
Post by: OtakuAlex on January 08, 2014, 11:36:46 PM
A class locker would be cool, I actually prefer vanilla and have no issue with having only vanilla servers. Even if I like some class packs, I'd give them all up never to see YD + SH again. Of course I had a YD + SH server with my version, but that was just to appeal to classes users and I prefer not to go there.

Anyways, we still are discussing various things. It seems, to me anways, that more discussion has been done than actual work.
Title: Re: Stardust's Workshop
Post by: MrL1193 on January 09, 2014, 04:57:42 AM
A classes blocker will only serve to prolong the recent hostilities, immediately triggering backlash and possible retaliation. What's more, I don't even think that it's possible to completely stifle attempts at class compatibility. Sure, you can try to hide the ACS, but as far as I'm aware, you can't do the same for Decorate coding. A determined person could still look at the decorate coding and the visible in-game effects and try to recreate the ACS using previous versions as a reference. (Of course, they might not be completely successful, but that might actually be worse...)

Bottom line, I really, really, REALLY don't think any good will come of a classes blocker, and I'm just sick and tired of all this fighting. We already had enough fighting when it was just anti-Saxton players complaining about Saxton in general, and taking action to divide the community even further just seems like a bad idea to me. (Because really now, what are the chances that if you do this, people will come crawling back to the non-classes servers, beg forgiveness, and just drop the idea of classes in Saxton Hale altogether? That's not even remotely realistic.)
Title: Re: Stardust's Workshop
Post by: Stardust on January 09, 2014, 04:12:05 PM
At the very beginning, Otaku's mode was originally hosted with classes, but now we both are against them.
I had already an idea to block classes, by writing several traps in the code (confusion), and some other bits of code that block classes (even if they don't seem to do it, hence the trap), I also asked Balrog for some help with it,
but if what you mean is that you have unbreakable classes locker, hey, my ears are all in (please tell in PM)

Talking about classes and actual work ; Silversin's classes are actually coming back, but they're very similar to copywep with some different properties : they use the basis of Megaman, and are a bit tougher, or slightly faster, but they can't fly, or stun to death, or stall in a general way. Their positive points is balanced by something else (Speedster for instance is a bit faster, but deals lower damage. Lower damage = more attacks needed to kill the boss = more hits = better ragefeed. By using speedster, the hale should get their rage more easily than against Megaman (the vanilla copywep).)

But the fact is that now the classes have been introduced in SH and a lot of people played this gamemode for months (years ?), it's impossible to get them used back to a vanilla/copywep game ._.
As long as I keep doing updates, the vanilla mode should be more recent (so, it has more chance of being played more), but on long breaks, it might in a week turn into a class-only mode.
Either way MrL the code seems breakable until yet, so anyone will eventually patch it
Title: Re: Stardust's Workshop
Post by: Hunter Frags on January 10, 2014, 08:53:53 PM
I can agree with one thing: all of this outroar recently over classes vs. non-classes is FU- I mean, ridiculous in a sense.

I do agree, though, that some of the YD classes are really irritating when it comes to traits people often abuse (especially being blinded >_<). I'm okay with them despite that, but since these problems still remain, I wouldn't blame you for hating them.

People are gonna like what they wanna like and dislike what they wanna dislike, though, but don't let that make things more difficult to think about. Besides, it's not like there aren't others that hate and/or bash classes SH anyway (seriously, I've noticed a few others -_-).
Title: Re: Stardust's Workshop
Post by: Stardust on January 11, 2014, 04:26:58 AM
Yeah, for instance the blinding is really... something! Even in my version, I had to reduce Flash Stopper's brightness power so the hale isn't totally blind and confused. It's the only weapon I modified :/
Through,
since MrL is assisting us lately, and if he wouldn't do a class comptability without telling us, I *might* (MIGHT, I said) not use a class blocker. I'm also tired of the class vs non-classes fighting anyway, but that doesn't mean I'll enjoy the classes version. I'll never do. Once merged, the weekly updates should still be brought in a vanilla game without classes.

... aside from all the Saxton Hale stuff, I'm bringing here a little original gift.
Since the Classes servers were blooming again lately (because of v7A and MM8 classes, of course), I wanted to create a Megaman-related Classes Taunt Pack (yeah, another taunt pack).
For more infos and download concerning this, it's all in Page 1 Post 1 :I
Title: Re: Stardust's Workshop
Post by: Stardust on February 05, 2014, 01:06:16 AM
Since the JC devteam now enabled taunts in their classes, Mega Man V Robots also have their own. I quickly updated the classes stage taunt wad, so now you can also play the Mega Man V classes' themes. (https://www.mediafire.com/?4w3wjj656a7lbn4)

Concerning the Saxton Hale part, I'm still working on it... slightly. It reminds me I have to remotivate Alex to work on his hales. Many rebalancement, gameplay adjusting, graphic/music editing from older hales, eventually new features for some of the 5 new hales of I, are planned for the next (major) version.
Title: Re: Stardust's Workshop
Post by: MusashiAA on February 05, 2014, 02:57:36 AM
Allow me to put up this idea:

Saxton Hale is originally played with classes. The Soldier, The Heavy Weapons Guy, The Demolitions Man, The Engineer, The Pyro, The Sniper, The Scout, The Spy and The Medic: all versus Saxton Hale, the character. The gamemode was one team versus one player, where one team's strength relied in its number and plethora of team-work centric abilities, and the boss player's strength relied specifically on his super-powerful punches and jump-height. Now, given that Saxton Hale is meant to be played by design as a "team versus boss" game...

...I say this should incorporate said classes.

But not just THOSE classes. I mean THESE classes (http://www.ganggarrison.com/). Yes, I believe forcing the implementation of TF2-like classes into Saxton Hale makes a whole lot more sense. The current state of ALL Saxton Hale rehashes is that they are lacking the team class aspect of it. My suggestion of using the Gang Garrison 2 classes is to keep things simple and retro, which is a theme MM8BDM has.

And let's face it: whoever plays Saxton Hale in MM8BDM format knows of TF2, and TF2 in MM8BDM format is like their wet dream. Whoever does this first will not only have the DEFINITIVE PORT OF SAXTON HALE TO DOOM IN MM8BDM FORMAT, but will also literally reinvigorate Saxton Hale, and effectively neuter everything else that is being played that isn't Saxton Hale, and (I fear) including any new versions of vanilla MM8BDM during their prime. It will be THE popular spinoff.

If a definitive port of Saxton Hale to DooM in MM8BDM format (with TF2-like classes added, of course) is made, there will be no sense in making any new rehashes anymore, and the entire "MM8BDM is only active because of SH" situation would just establish itself as the status quo for as long as SH remains slightly popular. To that notion, and to keep the integrity of MM8BDM as a stand-alone game (in which a whole petametric ton of effort and thought was put into, unlike every Saxton Hale itineration, and you can all agree with that) and not a means to play "8-bit Doom Fortress Hale", I'd highly suggest to formaly split from the MM8BDM community and start your own stand-alone DooM macromod AND community, or either of those. It sounds harsh and something not a single one of us would like to happen, but if you appreciate MM8BDM as a game just a little bit, you know it feels wrong to have it be just neglected entirely because of a port that does not have ANYTHING to do with MM8BDM other than using it as a basis.

The way SH stands, without team-class gameplay and with forced MM8BDM free-for-all gameplay, is a mediocre execution. An improvement of this would be to either change the free-for-all aspect of the weapons and incorporate "team-class" aspect to each, OR to change the character theming of the port from Valve's universe to Capcom's universe. I once suggested the latter as mandatory (which I still believe it is such), and the former seems like a fun method: to change every single weapon in MM8BDM and implement a support/offensive/defensive aspect for teamwork between the players.
Title: Re: Stardust's Workshop
Post by: Stardust on February 05, 2014, 11:36:59 AM
You're quite against SH Musa, you even created a thread to talk about it. When your YD classes were added and played for months with it, they needed a lot of rebalancements, because classes in vanilla Deathmatch couldn't work with this game mode. Especially because, melee hales were the most common ; and someone like Quick Man was way more threatening and harder to catch, than the "default" Mega Man. Saxton Hale, in MM8BDM, was meant to be played with SilverSin classes (which are copyweps with some slight variations, but they globally all use ammo and have a similar basis of gameplay). Those indeed were classes, but in my opinion, were quite similar, they just offered some slight variations : speed, defense, support (an offensive support to be accurate).
Quote
And let's face it: whoever plays Saxton Hale in MM8BDM format knows of TF2, and TF2 in MM8BDM format is like their wet dream.
I have never played TF2 by myself. I personally just play and enjoy SH in MM8BDM, for the "kill the boss" game mode. I gave TF2 a spin one week ago, but I wasn't really interested in this FPS... so no, it's not my wet dream. I decided to make more hales for the simple purpose of having more hales --new hales were definitely requested for months--, because I again enjoyed the boss thing idea.

Now I'm not sure why are you posting this, as you're proposing to make SH the most famous game mode forever by adding TF2 classes ; and later you complain about being it so famous... irony maybe ?
Still, the current state of the server displays a rebalancement of the servers being played ; it's not the only game mode played... each day, when the "Night time" ends for the USA (as most players are american), the players start joining the --almost empty because morning-- servers. I'd say the first(s) server(s) which get a minimal amount of players (like, 3, 4, or 5 people within) are then more attractive, and may become the "most played server" for some hours ; on some cases, even until the night falls again. But it's not like this time where Rebalanced Classes SH was the only and only server being played. Lately and progressively, you can find other servers such as Unholy (which is raising), Lobstacle course, and without forgetting the most important : the JC/YD LMS classes servers. The two classes modes are getting popular and can easily rivalise with SH, actually, if they're not actually more popular. I find this sweet as more gamemodes are being enjoyed and SH isn't anymore the monopoly.

I'm not Silversin, the original maker, and I'm not sure what were his aims when he created MM8BDM SH. I'm not sure neither you could say it's a "port" of Saxton Hale into MM8BDM, in my opinion it was rather a new game mode highly inspired by TF2's SH. A port would suppose he turned TF2 SH into a 8-bit, (Megaman-based?) game. This game you linked seems to be more "port" because it uses 8-bit covers of graphics, musics, and in a general way, reproduces TF2 into a new engine. A port, would be like Rockman 7 Famicom to MM7 and Rockman 8 Famicom to MM8.
But, in MM8BDM's version, many parts of the Mega Man universe are still being present. You don't use guns or riffles, but the RM's weapons, and there are hales from Megaman you seem to have forgot about, Ra Thor, PORoll, Genesis Unit, and more are planned. In addition to this, while some hales are both in TF2 and MM8BDM, a lot of them only appear in MM8BDM and are more related to retrogaming than Valve and/or TF2. Scrooge McDuck, Starman, Morshu, Gilgamesh, Cave Story, Mudkip are some instances

So, no, I'm not going to add the TF2 classes ; the MM8BDM version isn't supposed to be a "8-bit cover" of TF2's SH. The hales requests I usually read aren't TF2-themed characters anymore, neither.
Title: Re: Stardust's Workshop
Post by: MusashiAA on February 05, 2014, 12:55:05 PM
Quote from: "Stardust"
the MM8BDM version isn't supposed to be a "8-bit cover" of TF2's SH

SH was conceived around the idea of Team Fortress 2: teamwork-centric gameplay. The MM8BDM version is lacking that, and the attempts at filling that have been surprisingly underwhelming, because MM8BDM is free-for-all arena gameplay, a completely different thing. I'm asking for people to either complete SH by adding TF2-like classes, or just straight up retooling the superboss gamemode concept and adapt it to MM8BDM's thematic: NES Capcom Classic Mega Man.
Title: Re: Stardust's Workshop
Post by: Stardust on February 05, 2014, 01:05:55 PM
We've been planning to bring back Silversin's 4 classes, as a tribute to his first version ; but both with a gameplay redesign, and an appearance closer to Mega Man. If you're looking for a 200% Megaman related SH, Lego did one.
Title: plus, you know, megaman 7 and 8 aren't even 8-bit
Post by: Korby on February 05, 2014, 05:23:46 PM
Quote from: "MusashiAA"
NES Capcom Classic Mega Man.

moose, this isn't even what the classes team does. several of our attacks come from things like powered up, power battles and fighters, and in rarer cases, nothing at all.
if the team YOU'RE on doesn't go for "NES Capcom Classic Mega Man" then a mode made by people who just want to have a cool boss fighting mode doesn't have to follow it whatsoever.

besides, I'd much rather play as someone like Gilgamesh over someone like Cutman as a boss, especially if you're going for NES canon[wow, I get knocked back every time I'm hit AND I only have one attack!]. There's much more variety and potential in the hales, and I don't see why you have a problem with that.

I may not like Saxton Hale whatsoever, but complaining about it not being canon is just dumb.
Title: Re: Stardust's Workshop
Post by: MrL1193 on February 05, 2014, 09:47:24 PM
I don't really see the point in making MM8BDM Saxton Hale a true clone of the TF2 version, since, y'know, the actual TF2 still exists. I support the idea of making classes that would add depth and complement the mode the way TF2's classes do, but they don't necessarily have to be identical. Making MM8BDM Saxton into an exact replica in every respect is going a bit too far, in my opinion; MM8BDM Saxton still needs to be unique in some way to justify its existence.

As far as Mega Man-themed content is concerned, Rebalanced Class Saxton Hale already filled that role for a time. It essentially brought together the best of both worlds--Saxton Hale gameplay with 70+ Mega Man-themed classes to choose from. It was the most popular mod by far for quite a while; the only reason it died out is that I stopped updating it, while new bosses and classes continued to be made for the non-crossover versions. If someone were to take Saxton++ (and maybe the other Saxton mods as well, while they were at it) and add in rebalanced YD classes with MM8 classes, I have little doubt the resulting combo would have little difficulty topping the server lists again; it's just that a fair number of people don't want that kind of server monopolization to happen.
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on February 05, 2014, 10:09:39 PM
Just my added opinion, regarding Mega Man themed Bosses. Within the story of 8BDM we play as The Tournament Robot, thus you are not Mega Man. The Mega Man themed characters should be characters of immense power within the series. No playing as Cut Man, but characters such as Bass' MM8 encounter, Sunstar, Ra Thor/New Yellow Devil (if Ra Thor ever ends up as a class), R-Shadow (he's a Terminator now so a boss could come along), possible even a Wily Machine and/or CRORQ. Characters who would just be too powerful to be normal classes or likely wouldn't show up as classes.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: beta on February 08, 2014, 10:14:03 PM
Ladies and gentlemen boys and girls I have thought of some ideas for classes for the next update.

First I want to keep all the classes from hyper Saxton Hale and add 5 new classes.

The shield holder or whatever you call it.
Skin Protoman
Weapon Protobuster.  
Attack gives 25 precent less damage than the megabuster and when full charged gives 10 percent than megabuster.

Close combat unit.
Skin sniper Joe.
Weapon Slash claw
Attack gives 30 percent more than mega buster when up close.

Bomber
Skin Bombman
Weapon hyper bomb
Attack gives 50 percent more damage than mega buster
Cool down is 15 seconds cause I don't want it to that big of op.

Pyro
skin Flameman
Weapon Firestorm
attack gives the same amount of damage as the weapon is use in the game.

Hale protector
Skin Bass
Weapon napalm bomb
Attack gives 5 percent of damage the napalm bombs does.
Cool down is same as hale(s) cooldown.
This gives the hale(s) assistance so the game would be much faster (or not).

So what do you think. I don't care if it sucks or not.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on February 08, 2014, 11:34:19 PM
Quote from: "beta"
Hale protector
Skin Bass
Weapon napalm bomb
Attack gives 5 percent of damage the napalm bombs does.
Cool down is same as hale(s) cooldown.
This gives the hale(s) assistance so the game would be much faster (or not).

This one sounds like my Hale Support class I once made.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: beta on February 09, 2014, 12:45:35 AM
Yeah right.
But that's why I made up some more new classes ideas.

Frostbite
Skin Iceman
Weapon Freezecraker.
Attack gives the same amount of damage as the Ice slasher.

Electrician
Skin Elecman
Weapon Thunder Bolt
Attack gives 30 percent more damage than the megabuster.

Rapid unit.
Skin Darkman 3
weapon bass buster.
attack gives the same amount of damage as Darkman 3's main weapon in the YD classes.

Hale shield holder or whatever you call it.
Skin Snakeman
weapon Joe buster
attack gives 5 percent of damage as the megabuster
protects the hale(s) by blocking projectile weapons used by other players.

So there we have it folks.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Rozark on February 09, 2014, 07:57:19 AM
Let the Dissection begin

(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on February 09, 2014, 04:02:36 PM
I, I...
Following Silversin's classes pattern, I've already planned 7 classes I'm not going to reveal yet, but my main aim was to have a variation in the parameters : ATK, DEF, SPE (or more like Power, Armor and Running speed for Doom). Remember, the Tank and the Speedster class simply have a stat trading (speed for defense (TANK), power for speed (SPEEDSTER)). In addition to this, they were still copywep -- they could pickup Roll's weapons. I'm not sure if your classes have other weapons instead of their main own, and if they're supposed to be able to pick the support's weapon ; but if they only have their OWN weapon, then it shall be a NO :I it would look like bringing back the YD classes into SH with another shape. I don't want to have a hundred of classes, neither. 9 shall be the very limit (as that's the number of classes in TF2.)
Now in details :
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on February 09, 2014, 04:09:28 PM
I agree with these opinions Star and Rozark have. However, I like the idea of a melee unit, we could try making a melee class except without making it just Mega Man with Slash Claw as that'd be very bland. Give him an axe or sword and let him still get other weapons just like Mega Man can.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: fortegigasgospel on February 09, 2014, 05:22:18 PM
Quote from: "OtakuAlex"
I like the idea of a melee unit, we could try making a melee class
Cept the part about how most of the hales are melee based anyway.
If you want a melee guy, mix it with the speedy guy, so the only one who can outrun the Bosses must move into firing range in order to attack.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Superjustinbros on February 11, 2014, 01:40:19 AM
Hey Star, I find that you banning me on the ++ server was unjustified, since I got kicked out of the ++ chat and then banned from the main ++ server just for making a playful comment on how MM8BDM was devolving into "MM8BSH".

As much as I make negative remarks from time to time regarding some of the more poor concepts (including the gameplay styles of the five new Hales and bringing back PO Roll and Slender, especially the later), I'm not trying to start riots in the hale server and convince everyone in the server to leave or join me in stating their opinions.

What have I done wrong to warrant a ban from both the chat and the server? Also has anyone else been kicked just for providing criticism to the wad? I must know.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on February 11, 2014, 02:27:56 AM
Quote from: "Superjustinbros"
Hey Star, I find that you banning me on the ++ server was unjustified, since I got kicked out of the ++ chat and then banned from the main ++ server just for making a playful comment on how MM8BDM was devolving into "MM8BSH".

As much as I make negative remarks from time to time regarding some of the more poor concepts (including the gameplay styles of the five new Hales and bringing back PO Roll and Slender, especially the later), I'm not trying to start riots in the hale server and convince everyone in the server to leave or join me in stating their opinions.

What have I done wrong to warrant a ban from both the chat and the server? Also has anyone else been kicked just for providing criticism to the wad? I must know.

I know this post was meant for StarDust to answer, but I must point out a few things. One, "make negative remarks from time to time" in a HUGE understatement. You make complaints literally every time you speak. And if you really must know why you got banned from the server, I think looking at what you said in-game and on Skype would help you out quite a lot.

Now, please think about this and can we try not to turn this development thread into another place for people to  bitch about stuff that bothers them? I'm sorry, but we just don't need that sort of stuff here. If you are bothered by it, please keep it in PM's with Star or make another thread for it. We just don't need any drama in a thread dedicated to the development of the mod. I'm sure Star agrees and you understand.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Superjustinbros on February 11, 2014, 02:45:21 AM
So you're saying every time I were to join a vanilla Hale server, the only things I'd ever say were nothing but hate and criticism towards the mod, and I did that literally second I'm present? And that "MM8BSH" is considered massively offensive?

I remember the times when I would just be silent or chat it up with the other players, not bringing up the quality of the mod in question.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on February 11, 2014, 03:37:51 AM
Let me rephrase that "You said something negative every time you said something in the Saxton Hale skype group and server". Better? Also, saying all that's left of MM8BDM is SH and it's now MM8BSH is offensive. It implies that Saxton killed 8BDM and that no other mods get played when there have been plenty of times where the server was dead.

BTW, you never actually say anything about quality. You bitch about the use of memes and then bitch more after a few of your suggestions aren't accepted.

Now, lets not continue this degrading conversation any further, shall we?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: SmashTheEchidna on February 11, 2014, 04:07:53 AM
I've been meaning to ask about the songs introduced in this mod. Or rather, just one song now since I figured out the others already. Where is Dio Flash's theme from?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Superjustinbros on February 11, 2014, 05:55:59 AM
@Alex: I PM'd you to continue the discussion. Please, give me fair answers, for the sake of MM8BDM's (and Saxton Hale's) future.

@Smash: Dio's theme is from Jojo's Bizarre Adventure: All Star Battle, the track is called "Dio's World".
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on February 11, 2014, 05:29:34 PM
criticize...? If only it was true ; I'd have no reason to ban you like you are currently if you were critizing, as it'd help me.

Asides from this, Otaku you might want to slow down with your current projects and do more werk with me on the merge, it's been a while this SH wasn't updated, we'd need to get it done.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Hunter Frags on February 13, 2014, 06:41:15 PM
I have a reason to believe that no one can tell the difference between criticizing and plain bitching anymore with how much that's been dealt with in the past on the SH subject (pretty much understood) and I can easily say that SJB's 8BSH comment is more or less an exaggeration and was really unnecessary since that time period has pretty much passed with the decrease in SH activity (not to mention he gave ideas in the first place although they weren't accepted so if he was so concerned about the outcome of the merge, why even try to get involved in the first place?) Him and others also seem to have the idea that the merge is a bad thing, yet I don't see what the problem is with it (it's getting to feel like anti-Saxton activism and getting scared that it's gonna overrun everything again). All it's doing is taking the few extra hales from Hyper (and hopefully fixing and improving them), adding a few more planned hales and going from there.

With that out of the way, I'm happy to calmly give my two cents about some of your hales for easy suggestion since no one's really given a written review on this thread yet about them.
(click to show/hide)

I hope you find any of this information useful if not already looked into or anything.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Zard1084 on February 13, 2014, 08:21:45 PM
Personally i'd say Po Roll needs ether major reworking or needs to be removed again. there was a reason PO roll was removed.

eh slenderman is not fun at all. while the darkness effect is cool and all its just unfair at times plus the rage of making things more darker just kills the fun even more. +remove

Dio is fun to play as and fight but the rage is just a big F*** you to everyone nearby. he just needs some tweaks here and there and he is good

Remilia Scarlet needs the melee removed and replace it with a low damage danmaku attack to make it truer to the touhou style plus she needs more spell card's that pop up based on how low her hp is. basically the lower the hp the stronger the next spell card is. it is possible to do this. Basically her rage changes based on how low her hp is. the lower it is means stronger spell card's get used per rage.

that's my 2 cents here.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on February 14, 2014, 04:08:40 PM
Currently, lately news are, I'm pensive on the selection of Hyper's hales. As Otaku is being busy with some other projects, he's slowly fading from our SH mod, and I don't really want to improve all of his hales ; in that case I'd prefer make some new ones. Only a VERY few hales might be added from his version, thinking about 1, eventually 2 at the very max. amount. I prefer to only have some of a better quality, rather than all of them with only some "fixes". In my opinion, they need more than "fixing" or "improving"... if something major (by that, I mean making them unique, original, each one different from each other) isn't done about them, I'm not sure it will be called a "merge" anymore...

Slenderman will eventually be took out from the hale selection, but he could still appears by the host, using a certain command. Even if a hale is removed, he could be forced to be selected with the "set sax_boss XX" command that MrL created for Rebalanced.
But concerning PORoll, I noticed that for some reasons, her melee, indeed, I didn't notice it at first, but it clearly had a bigger range than the other hales, so yeah, it's real ; her main is OP. It's being nerfed and turns into Saxton Hale's fist range next version. Roll's health is the lowest of all the melee hales ; and these usually have a higher health (compare Gilgamesh and Morshu)

Dio's rage has a shape of being pretty much overpowered, because, it freezes time... but on the skill basis, I can't do anything about it : either he CAN freeze time, either he CAN'T. There are some factors to balance it, though. The main one being, the rage costs two more times (akin to Rocket Punch's charge). When Za Warudo is about to be cast, Dio stands still for some seconds and can't move until time is frozen. Then, the knives aren't aimable, you can only throw them in front of you. Finally, Dio moves slower when using it.

Remilia's normalfire sure is ironic, as it's the closest range melee of all the hales while she's from a bullet hell, yet, her rage is true danmaku, and I'm modifying next version so the bullets are even more spammy (right now, I noticed the main purpose of using it, was to simply chase someone with the main, large bullets. :) Giving her tones of spellcards for the rage might be pretty complex to do, and play as, and...... if she would be truely the 100% danmaku girl, she'd probably need a total redesign (as she would become distant instead of melee). This redesign would imply speed, health modifying, etc.

All of the notices ported over the Wily Tower bosses are mostly accepted and they'll make it next version ; the details that caused them to be annoying to play as/against should be fixed, or at least reduced~

Thanks for the notices and suggestions to both of you-
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Superjustinbros on February 14, 2014, 07:01:45 PM
Remember how one thing Hale tends to get flack for is the immense amount of stalling and/or how slow a match tends to be?

Unknown Robot Master very much encourages stalling since he has to wait on his meter to charge before summoning a powerful enemy.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on February 23, 2014, 09:23:18 AM
Sorry but, due to Otaku's loss of interest of working on SH anymore, the merge is cancelled. Eventually Doom Guy might get in, but that's pretty much all-
To compensate for the lack of new hales, I'll be making two or three new ones on my own. The first one of them is already planned and is Megaman-related... and/or Capcom-related, that's for sure.
However, for the two other ones, I only have some poor ideas. So ; if you have some requests of hale characters, OR of hale gameplay concepts (because yeah, the way a hale works may in some cases be more interesting that the hale itself), fire 'em away~
Other than that, according to how hard these hales will be complex, I might release the next version sooner or later.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Emmanuelf06 on February 23, 2014, 09:50:24 AM
Ah, you can't add Sonic?....it could be fun.....too bad for Otaku Alex :/
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: coolcat7022 on February 23, 2014, 02:11:39 PM
I have a request that never made it.... The pyramid head man.... No wait, he was made to replace slender..... Well, just see what you could use the character for, hale wse.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 12, 2014, 05:51:53 AM
Here are some suggestions for boss balance, because why not.

PO Roll:
Give her a reasonable range, and
Rage shouldn't heal. Oh man.

Mudkip:
Hitbox and rage aside, this is pretty good.
But the rage. I mean, geez. Let's start over with that. Or at least no healing; increase health to compensate.

Dio-Flash:
Super solid, save the rage.
Rage is "Eh..." as it just gives him a free killor two. :| I, again, do not know an alternative.

Remilla:
Overall inoffencive.

Unknown Robot Master:
I really enjoy this concept, But:
Item: Same, but spawned enemies should have less health, particularly Metools. Increase the charge rate to compensate.
Rage: This Needs to be reworked entirely. He could just get a scrap gun ala Classes DustMan, or something of the like.

Genesis Unit:
-Mega Water aught to be able to shoot harpoons at all times, perhaps as a second weapon.
-Hyper Storm should spawn Metools some how for general untility. Or not.
-Buster Rod is way too frail. He could also stand to have somthing akin to YamatoMan's spinning spear attack from classes, as he does that in the game. AND HE SHOULD BE ABLE MOVE AND SHOOT.
Rage: I don't even know where to start, nor what to do. :|
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 12, 2014, 11:13:16 AM
Thanks for posting those,
The PORoll case at the beginning was to simply bring her back, because nostalgia. Eventually, with some fixing (I heard something bad could happen if you use the healing rage when it's already active... like infinite healing or something.) It's until some weeks ago I noticed her range was clearly bigger ; or at least, the attack had a bigger hitbox. I'm not sure if Silversin gave her this range on purpose (to rebalance her health for instance ; most melee hales's formula is about ~210 HP for each player, whereas on her case, it was ~155 HP.) Still it's planned to be reverted back to a normal Fist range =)
Toward the healing, I'm just wondering why so much complaining when it comes to defensive skills instead of overwhelming power.
It's okay to have a deadly attack such as Rocket Punch and its large radius which kills tones of survivors, but recovering a bit of health sounds like it's the end of the world. And even though, it recovered 400 HP in Silversin's Saxton&Friends, I halved this amount, and it's even more nerfed in v2A... is the HP recovering big as two/three hard knuckles that impossible to take away ? ;_.
Besides, she receives a way faster fire rate and a slight armor, it's also offensive. This joins Mudkip's rage, Treecko heals about 80HP if the sun is on, half if it's not. A single silver tomahawk hit takes almost this healing out :
However, the invisible hand of God might steal some health from Mudkip's allies and give them to Mudkip, as they seem to have a lot, and the hale itself hasn't enough.

Dio's rage is being kept like that, tips for avoiding this are probably the same as when fighting the Flash Man class (YD/JC). The freezing can't be fixed ; it might sounds wrong, but it's not actually THAT easy to rekt with Za Warudo, for the hale, these 9 seconds are fairly short actually, and then there are several factors which make the rage harder to success (a moment of stop before casting it, Dio being slowed down when freezing, etc.)

UNRM's rage initially was supposed to simply attract, allowing him to punch and recycle the victims. After I noticed they enjoyed raping him with Star Crash or Sakugarne, I gave him a damaging surrounding to prevent them from melee'ing him to death. I barely see him with a distant gun 8D

And the Genesis Unit is the hale where most propositions were accepted. In a nutshell, the trio is more polyvalent : Buster will get more staying power, Mega will be more offensive, and Hyper will be less of a fatass, I'll give more in deep details at the v2 release--
Oh and also some mettaurs may come from the blast of Hyper's giant rock blast on occasion
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 13, 2014, 05:33:17 AM
What about the enemy spawning edits for UKRM? I really don't like them having that much health.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 13, 2014, 01:18:25 PM
I agree with Legtendga about the enemy HP, you should lower it a little. (maybe in exchange for faster charging...?)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 13, 2014, 03:43:16 PM
Oops my bad, I forgot about that, yeah I reduced their health. All of them have lower health, like lowered by 20% or so
But hey, it's actually easy to destroy a Sniper Armor within seconds if all of the players are attacking him to death :o
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 13, 2014, 06:35:42 PM
Yus. I like the sound of that. Is the charge rate increased or is it the same?

Also, please consider moving this forum to just "Projects" if you can, it's a bit buried as it stands right now.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 13, 2014, 07:26:52 PM
Eh I kinda prefer to have the charge rate kept as it is now, without slowing it down. He would be more polyvalent if he summons regularly but weakly, instead of a super-powaful monster every full moon.

I wish I knew too D: I'll ask my fav admin if he can do it for me.

Oh and hey it's been some months and I rarely posted any progress about v2...
V2 is *approximately* half made. The new skype group motto is "slowly but surely", and I hope it will be hard enough to be a very interesting update, it's like the v6g to v7a update of YD classes ha ha.
Not spoiling everything yet, but 3 new hales are planned (lesser but better), and one is done already. The update isn't only about this, it will add lots of rebalancements for most hales, graphic/audio changes (like SH's skin made by Diego, Sniper's skin of FTX, etc.), even minor, or in some cases, major gameplay remakes. All of these features are done already, we just need to find an interesting concept, and code these 2 remaining hales and it should be 'kay.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 13, 2014, 09:26:03 PM
Would you concidered a V1H release to implement the rebalances of the existing Hales? Also, Tails said that the ++ bosses could be in other mods only after V2 releases.
Hey, you got the move!
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: TailsMK4 on March 13, 2014, 11:49:36 PM
I will just say this to avoid any confusion regarding my mod: I currently do not have permission to use the bosses from ++, and never will unless Stardust gives her approval. My stance has changed after talking with her some more regarding her hales.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 12:14:16 AM
Sorry about my wording, that was intended to be more of a question. I knew that it wouldn't happen without her allowing it, so I had said that with the intent of seeing if that was her plan.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 14, 2014, 02:24:40 AM
Incoming wall o' criticism:

(click to show/hide)

The rest:

The proposed changes to the Genesis Unit sound good, and mind you, I do like Dio Flash, even though I still have a very low opinion of his rage (which also can cause slight music glitches, by the way). Remilia and The Unknown Robot Master also have some potential; I'll be interested in seeing what comes of this.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 04:03:36 AM
This happens almost every time that I fight against Mudkip. It's no fun.

Oh man, thank you for having the same concerns and articulating them better than I could. I agree whole-heartedly with that analysis.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 14, 2014, 04:14:48 AM
Am I the only man alive who has no issues killing any boss with Mega Buster? (Unless I get cornered or blocked, of course. Or if I start getting slippery with my dodges.)

Edit: I bring this up because MrL mentioned that PO Roll goes downhill fast if under certain conditions and using Buster was one of them. I seem to have no issue with using my buster against PO Roll or Mudkip, so I had this question pop into my head.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 14, 2014, 04:55:38 PM
Saxton Hale was nerfed to half damage/no knockback (no knockback is a very rewarding power, especially for melee hales which are fast), but his rage lasts a bit longer to rebalance this. Your math starts getting wrong at the number of hits needed, as this actually varies, if the map has DOUBLEAMMO on or not... if it's not, this raises up to 125 hits. Soooo yea
Actually this is a factor of HUGE hax pretty much nobody knows about. Double Ammo doubles Curly's charge, Super Jump's charge, and the Rage as well. And, this was never noticed. I plan to fix the ammos next version so DoubleAmmo can't double/halve them :

You also forgot to consider something, yeah of course Roll has 500 + 235*P health if she uses the rage, but... then her rage just allows her to have the same health as SH.
Then, Saxton Hale has 500+235*P health too... except he has his rage in addition to that, he doesn't need any healing rage to have this high health scaling.
Like SH, Roll can't ragefeed when using the rage. Unlike SH, she still takes knockback. Way to go to FlashBomb her to death without carring about the actual ragefeeding as it doesn't feed.
Anyway, the rate at which the rage feeds (like with ripping, Crash Bomb or Flash Bomb) is another story, it concerns the hitstun amount. The same would happen with any offensive hales. If you feed him, many Rocket punches will explode this day ==> overwhelming power. If you feed Roll, she'll cast a lot of healing ==> overwhelming defense.
But, the hitstuning, in my opinion, is a fighting way in SH : the more you hitstun, the more it feeds the rage... HOWEVER, the more you hitstun, the more powerful attacks like Hard Knuckles or Top Spin as well as most melee attacks like Slash Claw or Flame Sword are to strike, and in some cases, these "rape sessions" with hitstunning weapons can pretty much delete 1500 HP of a hale, and this last one being blocked by the hitstunning, they won't even be able to positionate correctly to use the rage.
To picture that, once I was Morshu in a server of ~10 players in Rebalanced, and I just got killed by a SINGLE Yamatoman who Yamatospinned me forever until I died. I could just, not move at all.
PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.

Mudkip's allies get a health nerf.
Then, spawning Torchic and Treecko frequently... no. Mudkip's health formula is like, 90 HP for each player ; he has 1000 HP when there are 10~12 players in game. Whereas most melees would easily have more than 2XXX. You can't make him able to rage often.

The idea between Flash Man and Dio Flash is the same. The scale of power isn't. You wouldn't expect a hale to have Flash Man's buster to kill all the survivors right
Talking about Exit Unit, the dangerous situation is the same with Gilga and Rocket Punch, and no Exit Unit in your bag. If you find Gilga on your way as the last survivor, you have no chance to dodge it, the blast is too big and powerful to flee or resist, even an average player can't miss with this rage.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 06:08:59 PM
Ok, then remove PO Roll. Many were wonder why you brought her back in the first place. The healing is just inane, and she's no fun to deal with because of it. You also have yet to address her ridiculous attack range.

Mudkip does indeed rage multiple times in a match more often than not. He also gets 2~4 heals per rage, allowing him to heal enough to get another rage that he would've not gotten otherwise.

I don't think that you've really addressed the problem with Dio. If you hear the charge sound from Gilga, you can run or jump away, unless your too close. You have a chance. Dio can kill you regardless of where you are when he uses his rage, even if you anticipate it.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Hunter Frags on March 14, 2014, 06:28:34 PM
Quote from: "Stardust"
PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.

-The reason why I'd suggest an idea for a replacement Roll-themed hale. ._.-


ANYWAY, if I may ask, what are your thoughts about Bitter End compared to Rocket Punch as Gilgamesh's rage? I've heard from some that liked Bitter End better -as well as me liking it a liiittle more myself- , but which do you think is a better rage or would you feel like giving Bitter End a shot for this next version?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 14, 2014, 06:53:13 PM
The reason was simple, nostalgia (and tribute to Silversin's) but by "removing" I mean, "turning it off". She won't appear anymore ; the RNG couldn't select this hale. However, if the host (and obviously the players that want her), she could be forced for a round by the host. It's not fun dieing neither.
I would love to see you jumping or fleeing from rocket punch. Jumping won't help if you blast the punches to the ground, neither does running. When Gilga does the charging sound, you have less of a second to flee from the giant radius. They work like very fast Drill Bombs, you fire them on the victim's feets and they get hit by the blast.
You can dodge Dio's attack, and you can realise it better if you actually get in the situation of the hale.
When you're about to freeze time, there's a huge cooldown when you can't move. The players can notice it because the stand (cream flash man) is in an awkward sprite. Then, Dio gets slowed down when he's moving with the time frozen. Also, there's a small delay between the time unfreeze and the knives are chasing. The knives only hurt when they're moving. If you spam the item use button, you could use Exit Unit before all the knives pierce you. In any other case, you must keep the biggest distance with the hale. Remember of the cooldown before the time get frozen (which might get increased even more if needed), and also try to hide in secret corners if some maps allows you to. You can eventually outrun Dio / get out of his sight.

I haven't tried Bitter End yet, I'll give it a spin now, but chances of being used are low if it's a "small" rage (which need 125 ammo, like most hales do. "Big" rages include Za Warudo or Rocket Punch, they need 250 ammo. Which version was Bitter End used in?)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 14, 2014, 07:25:14 PM
Maybe you could come up with some way to make the host able to choose Gilgamesh's rage through the means of cvars, variables in the boss setup (where HP and music are done), custom inventories, and A_JumpIfInventory all working together.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 07:52:27 PM
Quote from: "Legtendga"
You also have yet to address her ridiculous attack range.
This is a HUGE thing, so I'll drop Dio for now. What will become of her insane range? Unless, of course, you're concidering turning her off.
(The Bitter End from which version?)
Additionally, would you concider a V1H release to implement the rebalances of the existing Hales and see how well they work out?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 14, 2014, 08:04:23 PM
Quote
But concerning PORoll, I noticed that for some reasons, her melee, indeed, I didn't notice it at first, but it clearly had a bigger range than the other hales, so yeah, it's real ; her main is OP. It's being nerfed and turns into Saxton Hale's fist range next version. Roll's health is the lowest of all the melee hales ; and these usually have a higher health (compare Gilgamesh and Morshu)
Quote
It's until some weeks ago I noticed her range was clearly bigger ; or at least, the attack had a bigger hitbox. I'm not sure if Silversin gave her this range on purpose (to rebalance her health for instance ; most melee hales's formula is about ~210 HP for each player, whereas on her case, it was ~155 HP.) Still it's planned to be reverted back to a normal Fist range =)

I'll try to speedup for v2, but I prefer to make a hotfix only if a major bug is desesperatly needed to be fixed (or something threatening, like the infinite freezing case they had with Frost Man in v7a)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 09:09:06 PM
Alright then.
Anyway, Dio can kill you wherever you are on the map, no matter how near or far. Set knives inside player, dead when time starts again. Kill anyone reliably. No other Hale can do that.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 14, 2014, 10:11:19 PM
Not really. He can't even travel half of MM8GRE while using the rage.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 14, 2014, 10:19:12 PM
I'm almost certain that that's inaccurate. I cannot test it alone, though.
Regardless, suggestions for a new/modified rage aught to be considered.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 14, 2014, 11:33:16 PM
Argument ahoy:

(click to show/hide)

If you're really hell-bent on keeping Dio's rage as "Time Stopper + instagib knives," at least make it so that when he prepares to use it, there's a big obvious warning that everyone will notice even if they don't have a line of sight on Dio, and give the survivors more time to hide.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 15, 2014, 08:38:19 AM
So if I resume in a nutshell, all your propositions aim to say that healing in SH should be banned, only offensive rages should be used ; even if it's reduced down to a very low healing because "if they hitstun her a lot, they'll make her rage a lot". The danger of her rage, is to have her healing often. The rage is supposed to be useful and dangerous *cough cough hyper dash cough cough*
To control her rage abuse you might want to reduce your deadly hitstunning Flash Bomb Party and in exchange I'll reduce the healing even more, to like, 150 HP. You said she actually healed ~250. Flash Bomb doesn't completly stop indeed, but it does recoil (might upgrade it to total stop because it does like ~4*number_of_hits when it blasts... even less, sometimes.)

Treecko's leafblade (or blade leaf) will deal less damage, so he can't like, OHKO by behind when you try to kill him. In v2a I took a quick glance, and he has about ~80HP if 3 players are playing (that's about 20 HP for each player or something). Treecko has lower health than Torchic. Of course he's a healing support, and in video games it's a common practice to kill the healer of the team first, so the nags can't recover.
I can't really detect if Treecko is "outside of the map", the only thing I can do is killing instantly Mudkip's allies after some time (after one or two minutes?). Otherwise you can still try to kill him. For instance in MM3NEE if I'm not wrong, you can have Treecko to wander in the outside portion (after the tall, yellow wall), but if you jump on this wall, you might kill him from above the wall. Or in MM6TOM, in that situation, you could kill Treecko, too.
(click to show/hide)
.

To make Za Warudo more avoidable, I could either increase the cooldown before casting ; or reduce even more Dio's speed. But you know, it's not that rare seeing Za Warudo being used when there is a big server, and only a few kills. (one, two, sometimes, all the knives fail to kill.) Za Warudo is a duel skill whereas RPunch is a deathmatch fragging attack, like if you'd use Rain Flush or throw a Junk Cube in the middle of MM2FLA. If you're alone, it's probably difficult to avoid it, especially since it's a LV2 rage. If you can't dodge it, don't provoke it. Za Warudo isn't the kind of rage you can deal with alone. Gameplay-wise, it's just, something focused on individual killing. It frags a few players, but it frags them well. And even though the knives just pass by without even touching any victims.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 15, 2014, 01:44:13 PM
I've had a few times where I put a group of knives in front of every player and thought they'd work, then they somehow survive and only one or two of them die. Za Warudo isn't as great as it seems. Also, there have been times where I've easily escaped its clutches, too.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Superjustinbros on March 15, 2014, 04:59:35 PM
So we're keeping Mudkip around?
Didn't people say he was like, the least favorite of everyone?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 15, 2014, 06:11:32 PM
Quote from: "Stardust"
If you can't dodge it, don't provoke it. Za Warudo isn't the kind of rage you can deal with alone.
You do realize that it is inevitable on larger servers that the Hale will rage. And if you have no power weapons with Spead or Rage, geuss what?
I favor MrL's suggestion of letting people know that it's about to happen in a much clearer way. Or just changing the Goddang rage. But any change is welcome.


Quote from: "OtakuAlex"
I've had a few times where I put a group of knives in front of every player and thought they'd work, then they somehow survive and only one or two of them die. Za Warudo isn't as great as it seems. Also, there have been times where I've easily escaped its clutches, too.
I've only see something like this happen once, these are flukes; complete outlires. By design, it is every bit as good as we are are saying.
In addition, Do you know how much easier it is to miss/get no one with rocket punch?


Justin, I don't think that StarDust is removing Mudkip, as she was talking about the changes she's made to it earlier in the thread.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 15, 2014, 07:29:27 PM
You're not alone usually when the rage is being fed, so you're not the only target, thus not the only one to suffer from the rage. Taking MrL's proposition, the average damage by hit is 18 damage. Za Warudo is a LV2 charge, so consider 250 hits. We don't know if doubleammo is on, so let's consider 250+125/2 = 187 hits. 187*18 = 3366 damage... wow that's still a lot of health needed to feed Za Warudo. I'm not going to deny it's extremely hard to avoid it alone, but when you notice how much feeding the hale needs, it's fair enough.
And to be honest, I find very hard to not kill 1/3 of the server with Rocket Punch without any problems. You just aim approximately to the ground of the area filled with players, and boom, comboz.
I'm sorry but I can't really do something about "the situation where you face Dio with a rage with no Exit Unit". Freezing time is deadly and unforgivable in 1vs1, but in a large deathmatch, it doesn't shine as much. A good ol' field cleaning with RPunch is way more appreciated. Some attacks work better in some situations than others.

Mudkip is kept, however I'm doing my best to make him more fair and more enjoyable. Excluding his rage, he's similar to a weaker Cave Johnson. With the rage, the party can begins, but since v1a Treecko and Torchic got nerfed, and they will be even more in v2.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 15, 2014, 08:30:44 PM
For all the compairisons to rocket punch, there have been no compairisons between Dio and Gilga. Dio can whipe a crowded server no problem without any rage at all, thus allowing him save his rage for 1v1 (mind he can kill someone with exit unit). Gilga can only get alot of kills on crowds, thus his rage is generally used rather quickly after getting it; not to mention his short range and lack of speed, particularly compaired to Dio.
Many weapons (Namely rippers) do less than 18 damage per hit, to boot. Thus, he'll very often get his rage alot faster than 3366. Heck, even at an average of 10 damage it's a rage every 1870 damage recived.
Why do you argue so persistently for this rage?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 15, 2014, 09:04:27 PM
Quote from: "Legtendga"
Why do you argue so persistently for this rage?
Because you wanted to talk about it.
Dio is slow too, has way lower health, his mainfire doesn't always OHKO and has a bigger cooldown.
The amount of kills with Rpunch is usually bigger than Za Warudo's, but the chance of killing the last survivor with Rocket Punch is way lower than Warudo's. If I compare these attacks it's because they're the only ones being doublecosting rages. Za Warudo was decided instead of the giant Steamroller, so Flash Man can get a part of the hale's design, without Dio Brando taking every attack for him. Both Time Stopper and Za Warudo stop time, whereas the steamroller has nothing to do with Flash Man.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 15, 2014, 09:26:09 PM
Even setting aside balance issues, I still think Roll's rage is a waste of creativity. You could achieve the same effect with armor that reduces damage by a fixed quantity and use something much more interesting as the actual rage.

I don't buy your theory that Rocket Punch scores more frags than Za Warudo on average. It's easy enough to get 1 or 2 frags, sure, but the survivors don't bunch up to the extent that you'll get 3 or 4 as often as you seem to think they do. (And if they're smart, they won't bunch up at all.) Meanwhile, Za Warudo is easily capable of scoring 2 or more frags, with almost no risk of failure. (And like Legtendga said, Dio has a better main attack than Gilgamesh to boot.)

Also, since you mentioned that Dio is supposed to slow down during the rage but I haven't observed that to be the case, I took a look at your code. You yourself admit in the code that it doesn't work as intended, so I don't know why you're trying to convince us that Dio is slowed down while time is stopped. (If you want to fix that, the script that's already used for Starman's and Seeman's rages should work.)

Quote from: "Stardust"
You're not alone usually when the rage is being fed, so you're not the only target, thus not the only one to suffer
from the rage. Taking MrL's proposition, the average damage by hit is 18 damage. Za Warudo is a LV2 charge, so consider 250 hits. We don't know if doubleammo is on, so let's consider 250+125/2 = 187 hits. 187*18 = 3366 damage... wow that's still a lot of health needed to feed Za Warudo. I'm not going to deny it's extremely hard to avoid it alone, but when you notice how much feeding the hale needs, it's fair enough.
If it really took 3366 damage to fuel the rage, we wouldn't see it nearly as often as we actually do. As far as I'm aware, Doubleammo is always on in MM8BDM, so it's actually 125 hits. Also, keep in mind that the 18 damage per hit was meant as a best-case scenario; in reality, it usually doesn't turn out nearly that well (especially when some players forget to limit themselves to high damage-per-hit weapons).

Really, though, even if you made it so that Za Warudo took 5000 health to fuel and always fragged only 1 opponent, I still would consider it bad design. Why? Because I firmly believe that the survivors should always have at least some chance to fight for their lives--and Za Warudo doesn't allow for that. 3 seconds of standing still with no audio tell isn't even close to a fair warning. So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 15, 2014, 09:26:45 PM
Quote from: "Legtendga"
Dio can whipe a crowded server no problem without any rage at all, thus allowing him save his rage for 1v1 (mind he can kill someone with exit unit).

Lies. His main fire is the hardest thing ever to aim with.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Zard1084 on March 15, 2014, 10:00:35 PM
Quote from: "OtakuAlex"
Lies. His main fire is the hardest thing ever to aim with.
I can back that up! trust me its not easy to get a pin point hit with the main fire.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 15, 2014, 10:06:07 PM
I disagree entirely, and I am no lier. It's not that difficult once you get the hang of it, which you can within one life (I mean, you may not win that round, but you could the next time).
That's not the point, though. We were talking about his rage.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 15, 2014, 10:29:49 PM
PORoll is planned to be turned off, but I'm not going to modifiy her because I want her to keep being the healing hale of Silversin's version. The most traditionnal, the better. On my SH mod's philosophy, at least

Quote from: "MrL1193"
with almost no risk of failure.
Are you really sure. I've seen some players using it and not even fragging anyone because they didn't take the time to adjust the knives correctly.
Also, Dio is slowed down. The comment on v1g is outdated. Don't get me wrong when it's about my own code pls
Quote
CHECK DioFlashBossWeapon.txt ==> l.137
CHECK Global.acs ==> l.939
Doubleammo isn't always on, when I play on some classes I even wonder if they're designed to recover ammo with doubleammo or not.
Then, I'd like to use this piece of evidence
Quote
Assuming an average of 18 damage per hit
Quote
Also, keep in mind that the 18 damage per hit was meant as a best-case scenario;
Nah, it reads average, not the best-case scenario, you said it yourself. I used your info to defend my purpose, if then you don't agree with it anymore I can't adapt my ideas to yours

Saying again what I said sooner :
Quote
The amount of kills with Rpunch is usually bigger than Za Warudo's, but the chance of killing the last survivor with Rocket Punch is way lower than Warudo's
Rocket Punch has globally more potential to do a massive killing. Za Warudo has more potential to do an individual, accurate fragging.
To come back to a smaller scale, use Flash Man's ALT in the middle of a DM crowd ; everyone gets frozen, and then... you just choose someone to release your spread on, and there's nothing he can do to avoid it. A single hyper bomb could have done way, way, way more havoc than this Time Bender + Flash Buster. That's what I want to point out, show where Za Warudo gets its flaws.
If you really find this is a bad design, then you would consider homing attacks, all the AoE, maybe even Atomic Fire lv3 a bad design because you just need to run away until the shoot is ready, and then come back, shoot it, and charge away, again. It focuses on a particular point, whereas RocketP is a all around, fast, globally good-to-have attack.
Quote from: "MrL1193"
So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.
An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?

Also fun fact but it's actually possible to avoid the knives smartly if you know that... the knives aren't aimable.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 15, 2014, 10:57:56 PM
Quote from: "Stardust"
but it's actually possible to avoid the knives smartly if you know that... the knives aren't aimable.
You can place knives inside people. That's what the Hale will always do. They are not avoidable. If time unfroze BEFORE the knives started moving, then it would be a different story, but this is not the case.

Quote from: "Stardust"
If you really find this is a bad design, then you would consider homing attacks, all the AoE, maybe even Atomic Fire lv3 a bad design because you just need to run away until the shoot is ready, and then come back, shoot it, and charge away, again.
If you gave a Hale a homing attack, then heck yes that would be bad design. StarMan's AOE only works because there is a fairly distinct audio cue when it activates and he then slows down before it starts.

Quote from: "Stardust"
An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?
It is luck as to weater or not you yourself survive. The result is only as random as the choises of the Hale.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 15, 2014, 11:20:25 PM
In fact there is a brief delay between the time unfreezing and the knives being thrown...
(click to show/hide)
They're originally supposed to be lunaticly hard to avoid in the "solo without exit unit" case, but if you're a good player, want to do it the hardcore way and your body is ready, run far, far away + try hiding in a discrete corner + do some rush coil / item1 jungle stuff and you might survive. It's not supposed to be something easy to survive at all, because duel-oriented rage & it costs 2 times more.
But hey, it's not like there's not a red, big flashing message to the top of the screen informating when the hale has max rage..isn't it
When I fight Starman I don't wait for the cue to flee, I keep my distance as soon as the hale has max rage.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 16, 2014, 01:50:39 AM
(click to show/hide)

Quote from: "Stardust"
In fact there is a brief delay between the time unfreezing and the knives being thrown...
(click to show/hide)
They're originally supposed to be lunaticly hard to avoid in the "solo without exit unit" case, but if you're a good player, want to do it the hardcore way and your body is ready, run far, far away + try hiding in a discrete corner + do some rush coil / item1 jungle stuff and you might survive. It's not supposed to be something easy to survive at all, because duel-oriented rage & it costs 2 times more.
Well, I'd say you went a bit overboard, then, because it really doesn't feel like it's even possible to intentionally thwart Dio, no matter how clever you are. And again, I know from experience that that tiny window of opportunity is still usually insufficient for you to get away even with the Exit Unit.

Quote from: "Stardust"
But hey, it's not like there's not a red, big flashing message to the top of the screen informating when the hale has max rage..isn't it
When I fight Starman I don't wait for the cue to flee, I keep my distance as soon as the hale has max rage.
The warning just tells you that the boss is ready to rage. It doesn't tell you when the boss actually decides to use it (or, at least, not quickly enough, since the message takes time to fade out). The boss player will just wait until you are close enough before using the rage--and with Dio Flash, "close enough" covers entirely too wide an area.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 22, 2014, 11:16:50 AM
Assuming Za Warudo would be unavoidable to dodge, what would you suggest to modify it? I don't plan on re-creating the whole rage (like by putting the Steamroller instead), because that wouldn't be fair for Flash Man, it's not related to him, but I can tweak some stuff on it.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 27, 2014, 07:50:26 AM
Well, to reinvigorate discussion, you could slow the players rather than stopping them. Or have the knives do little damage then summon the roller at the end of Za Warudo. Just for starters.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 27, 2014, 05:14:50 PM
Eh, no, the steamroller and za warudo are just not the same attack at all ; ZW is Dio's iconic move, the steamroller is distinct from it. Putting these two together would just look like mixing every single thing about Dio in the same bag, assuming it'll be good
Slowing down the players could allow dodging... too much. Knives are immobile ; to dodge them, if you're able to move (even by being extremely slow), you just need to move out of the trajectory they'll follow, and... you're safe. Even by being the last survivor it would be quite easy, you just don't need to stay in their trajectory. Imagine this with an average server of like ~6,7 players. Mass killing would be impossible .__.
What I can advise is to have a lower countdown of freezing, really... :/
Take Flash Man, the way to counter his freezing is to not get in range, a.k.a keeping your distance. I aimed for something like this : keeping away from the hale could save you. With a freezing time lowering, or a delay-before-freezing increasing, I'm pretty sure it could turn out to be somethin' fair :)

Oh yea and it's been months since no update was posted, right? Have this as a promoting loyalty.
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: beta on March 27, 2014, 05:37:53 PM
WHO IS THAT!
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 27, 2014, 05:41:23 PM
I censored his name, so you shall not know. :V
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 28, 2014, 12:48:56 AM
Quote from: "Stardust"
Mass killing would be impossible .__.
Wait, since when is this the goal of a rage? You cannot mass kill with Falcon's rage, nor Ninja Spy's, nor Christian Brutal Sniper's, nor Ra Thor's, nor Hale's. (That is to say a time slowing rage woulkd take less time to build). The point of a rage is to get you out  of a bind, thus why it uses hits; to gauge how much of a bind you're in. If you want devastating rages, then a switch to damage based rage build may be worth consideration.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 28, 2014, 06:45:33 AM
This is Za Warudo, consider a lv2 rage (2 times more ragefeed needed). Should be at least useful. And by slowing down, it's like, really easy to dodge, it's not even threatening anymore
By being able to move, you can just Rush Coil at the end to dodge them even more easily.

Also LEGTENDGA I saw the server crashed once when you were Buster Rod G in IDM11 - Crystal Mine, do you remember of anything that happened? (Hyper Storm or Mega spec'd, there was hale telefragging or something...)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 28, 2014, 11:01:57 AM
If you slowed them down to .1 or .25 speed, it'd likely still be useful enough. Also, you only get Rush Coil about 60% of the time*.
*figure based solely on experience

It was kinda out of the blue. I had fired the rod at a survivor, he was turned tword a doorway firing Crash Bomber(?) at HyperStorm. I was mid-air when it happened, he was on the ground; no idea what HS was up to. Nothing terribly odd at all, really. That's all I've got. :/
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 28, 2014, 02:23:40 PM
If Rush isn't present, a single Item1 is enough to jump over the knives. These 9 seconds of freezing aren't that long, and except if one survivor is left, the hale would like to frag several guys (this is the same for any hale anyway : Lemon Storm, Starstorm gamma, Morshu giant bomb, hyper dash... all of these rages are able to kill several opponents, so why not trying to do so). If they're able to move, pretty much only the last targets might get killed as they'll have less time to dodge ; however the first players Dio aims for will have enough time to move, by using any mobile/jumping items :I

Strange 'cause this map never had any issues and it's not the first time Genesis crashes the server. I'm pretty sure there's something about the trio hale system which cause a glitch, I'll investigate on it.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Rozark on March 28, 2014, 07:15:38 PM
Quote from: "Stardust"
a single Item1 is enough to jump over the knives.

Another thought
Couldn't you technically block the knives with item 1 instead of jumping over them?
Combine that with the warning, people should switch to item 1 in an attempt to live from the rage.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 28, 2014, 07:32:31 PM
Exactly ; I didn't think about it but the blocker Item1 (a.k.a trolling items if you time them right), can pretty much let you alive without much trouble. But if you're just slowed down, it's not even needed as the knives' way isn't like that large. I'd advise rather to nerf the hale's abilities when freezing time, instead of buffing the survivors'. I also do that to keep Za Warudo really like a "time-stopper" attack. If I reduce the freezing time, freezing delay, or hale speed, is that okay?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 28, 2014, 08:07:45 PM
I wasn't aware that Item 1 could block the knives, but even if they can, I don't really see how that would save you. You can't completely surround yourself with them, and like I pointed out earlier, Dio can aim where the initial spread of knives goes (meaning he can try to throw them down into you from above, perhaps even standing on your Item 1 platforms--which aren't quite as tall as you are anyway, I don't think).

Anyway, I already suggested making the warning a really big deal that no player could possibly miss and increasing the delay before it actually activates. That way, not only does it give players an actual chance to get away and hide, but it also forces Dio to be more careful about when he uses the rage. As it is now, Dio can just use the rage when players are close and he'll be fine, but if the delay is long and the warning is clear, he has to account for the possibility that a player who is very close by might decide to just go kamikaze on him with the Top Spin/Slash Claw/whatever powerful weapon is available and take off 500+ HP in exchange for getting killed.

I also think it might help to make the delay before the knives start moving again just a tiny bit longer so that it's actually practical to use the Exit Unit to escape. That way, the last survivor doesn't have to just warp before the freezing takes effect and pray they end up far enough away.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 28, 2014, 08:24:13 PM
Come on MrL, are you serious, you just creates one of your three item1, jump on it, and jump again when the knives are about to go. What's so hard about this? Even without item1, moving is really enough to dodge a small swarm of knives. Which seems easy enough to escape for a doublecosting rage. Even the last survivor can do Item1 creations to survive this and if he fails he just has to use Exit Unit.
There's already a warning actually for all the hales, I'm not sure what else is needed if a big flashing red text on the screen isn't enough...
I already said I'd increase the delay. If you want the players to rape him when he's about to cast Za Warudo... I'm not sure what's the aim. I mean, you wanted the survivors to survive, right? That's the opposite...
Ok for the longer delay after the knives moving.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 28, 2014, 10:58:11 PM
Actually, I was talking about the version where you're totally frozen; I didn't realize that you were seriously considering the Time Slow-esque rage. Just allowing players to move would definitely help.

If we're still talking about the total time stop, though, I don't think giving the survivors a clearer audio and visual cue at the moment the boss player hits the alt fire button is unreasonable, nor do I think giving them more than 3 seconds to run away is too much. The bit about going kamikaze was just something I noticed would become a viable alternate strategy if the delay were lengthened, which isn't necessarily a bad thing.

With regard to the Item 1 use (assuming we're talking about the current rage, with the total time stop), I already outlined some ways the Dio player can counter such strategies. The most obvious one is to just jump and use Time Switch to get high enough to knife an airborne player (though you only have time for one Time Switch), but you can also stand farther back when you throw the knives so that when time unfreezes, the knives won't actually reach the survivors until they've fallen back to the ground.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 28, 2014, 11:21:17 PM
Quote from: "MrL1193"
If we're still talking about the total time stop, though, I don't think giving the survivors a clearer audio and visual cue at the moment the boss player hits the alt fire button is unreasonable, nor do I think giving them more than 3 seconds to run away is too much. The bit about going kamikaze was just something I noticed would become a viable alternate strategy if the delay were lengthened, which isn't necessarily a bad thing.

With regard to the Item 1 use (assuming we're talking about the current rage, with the total time stop), I already outlined some ways the Dio player can counter such strategies. The most obvious one is to just jump and use Time Switch to get high enough to knife an airborne player (though you only have time for one Time Switch), but you can also stand farther back when you throw the knives so that when time unfreezes, the knives won't actually reach the survivors until they've fallen back to the ground.

This, I added it. There's a voice clip and 3 seconds before the time get frozen now. And it got even closer to Dio Brando's Warudo in the meanwhile.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: OtakuAlex on March 29, 2014, 03:06:35 PM
Speaking of ways to get around player escapes, you could probably stop exit escapes if you manage to put knives near all the spawn points. (since the exit unit always takes you to these spots)

I like that you added a 3 second preparation time where players know the rage is gonna happen. It feels more fair and I might hear less whining when I play.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on March 29, 2014, 03:38:59 PM
Quote from: "OtakuAlex"
if you manage to put knives near all the spawn points. (since the exit unit always takes you to these spots).

Challenge accepted :V
In the current version --v1g-- there are 2 seconds, but no audio cue. It's planned to have Dio say ZA WARUDO! when he's about to freeze time ; and TOKIWO NO TOMARE (I suck at wapanese, it might not be the correct quote) when the time actually freezes.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on March 29, 2014, 11:58:22 PM
Alright, sounds better, but 4 or 5 seconds shouldn't be too much to ask.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: MrL1193 on March 30, 2014, 09:26:39 AM
Quote from: "Legtendga"
Alright, sounds better, but 4 or 5 seconds shouldn't be too much to ask.
Agreed; 5 seconds is what I had in mind when I suggested a longer delay. 3 seconds is still not enough to hide effectively, and it wouldn't be enough for a kamikaze attack to be meaningful either. Remember, even with a clear audio tell, you still need time to react and get moving the way you want to (which may be quite awkward if you were caught up in trying to avoid Dio's normal attacks), so it's not purely 3 seconds of running away or 3 seconds of pounding on Dio.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 12, 2014, 07:23:42 AM
...Hello?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 12, 2014, 07:40:34 AM
It is set to 4 seconds for the moment, but according to how it turns out, it might be reduced to 3 seconds. The rage must still stay effective to frag several victims.

The current progress of SH++ is that the 3rd hale is approximately made to 3/4.
A 4th hale is planned because yes. And, this being thrown, I'm actually still pending on the character choice... I'm looking for a character with flying abilities. A space ship, a Touhou girl, something with wings ; preferably a girl, and preferably not a duo/trio, too. If there's a good boss idea, I might accept the proposition ; else I'll stick to my old idea for this 4th hale.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 12, 2014, 06:32:36 PM
Alright, is this flying Hale any bigger than normal (hitbox wise)? I know very well that flying classes are just no fun to fight, so I can only imagine a boss that's that hard to hit or predict. :/
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 12, 2014, 06:39:15 PM
I can't tell for the moment ; the size of the boss' body is relative to the character itself, really. But don't worry about it, I have the key to make it funnier to fight, and that, still by keeping him/her flying.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 14, 2014, 09:25:47 AM
Could do the Silver Surfer, make Remilla into it, or JetPack Roll Who Wants to Kill You Pt. II. Beyond that, I've got nothing. More than one TouHou boss would be a bit much, though.  :?
Oh, are the Hales V1 added going to be allowed into other mods once V2 drops?
(++ server is currently down.)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 16, 2014, 09:53:43 AM
Mario with his hover nozzle
It really depends on the mod ; for instance, for classes mods, it'll be definitely a no, as in my opinion, SH was developped and balanced against copywep-type classes. If it's a private server where players join for the lulz, then... okay I guess. But I prefer to have no public server with any kind of non-copywep classes.
As for Rebirth, Tails and I are without any doubt going to merge our devteams, albeit not our mods.
What I know is that Tails is going to make his own hales. If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.

I'll try finishing v2a before rehosting the server. It's close to the end, only 1 boss left and I'm soon on my holidays break =)
EDIT : Finally I rehosted it... and that, with FTMCompo maps because yes.

I could have posted a screenshot, but the HUDs are really saying too much, they spoil too much (._. )
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Rozark on April 16, 2014, 10:02:59 AM
Quote from: "Stardust"
If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.

This.
Seeing as both of you have completely different formats, one sticking to the original series which I prefer while the other experiments with the formula "eh", a merge would never work. The frame of a hale idea is taken in two different perspectives. If you were going to merge anything, perhaps that is what you can agree on. In other words, a "Mario" related boss with two different takes on it.
I'm slightly concerned that I didn't contribute anything there, but oh well, the damage has been done.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 16, 2014, 10:45:08 AM
Thus we're only sharing the devteam, like to discuss about SH business, boss character selection, ideas of originality, but also the state of the servers, what can we do to improve SH as a whole (such as more Megaman hales), etc.
By looking at the incredible amount of requests and propositions of hales I saw on Tails' thread, and globally on the servers, we have enough tasks to fulfill yet. Besides making the same character into 2 different versions is just going to end up like YD and JC classes, a war of preference. Really I have retained enough characters for the moment c: except for the flying hale I'm not seduced yet for.
Oh and also playing an author's work is the best thing you could do to contribuate for her.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 16, 2014, 07:37:35 PM
Huh. How strange. I think a merger could work, but y'all would each have to to give a little, thus I'm not really a perponent of it, but ya know. Personally, I much perfer Tails's Rage model, aswell as the way the Hale's attacks are registered, but that's just me.  :ugeek:

Quote from: "Legtendga"
Oh, are the Hales V1 added going to be allowed into other mods once V2 drops?
Quote from: "Stardust"
Besides making the same character into 2 different versions is just going to end up like YD and JC classes, a war of preference.
...So is that a no? I know most people only really seemed to want to see the Genesis Unit and/or the Unknown Robot Master brought over, as they are inventive, cool, and Mega Man based.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 16, 2014, 07:44:08 PM
You lost to the game of pairs.

(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 16, 2014, 09:05:04 PM
OH, alright. I was confused as to why you brought up classes. XD
My mistake, that was a poorly phrased question. So I take it that Tails can use stuff if he wants to (and vise versa)?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 16, 2014, 09:49:02 PM
Um

Quote from: "Stardust"
As for Rebirth, Tails and I are without any doubt going to merge our devteams, albeit not our mods.
What I know is that Tails is going to make his own hales. If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 16, 2014, 10:48:10 PM
Adding Hales form other mods == Merging mods; they would obviouly be tweaked or entirely revamped to work in Rebirth if added there. Why'd you correct me in the first place if I had the right idea? :/
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: TailsMK4 on April 17, 2014, 02:50:47 AM
I'm not adding hales from ++ unless Star gives the ok first. For the most part her mod is mainly about the bosses, but the new update may change things up a bit. Since I got to see some of the latest bosses...v2a will definitely feel like an update. And yes, I do know that the changes to Rebirth may not make everyone happy, but I personally think that with the way Rebirth is going, it opens up new possibilities to make the battles more interesting. However, ++ still offers the same gameplay for those used to the other SH mods, and Unholy is really its own thing together, though TECHNICALLY it's also SH. But, since I'm also beta-testing ++, I also still support the traditional gameplay, and I hope that everyone will play both ++ and Rebirth, regardless of which one is better. I'm not here to make enemies by going away from the formula. Rather I personally think that Rebirth may actually have had a few people try out SH that didn't do so in the SilverSin/Balrog days. ++ still has great bosses, and Rebirth ought to get some popular bosses soon enough. I think even with this "divide" that both mods may even benefit from each other, and we are also somewhat involved in the other's version as well (Stardust is a beta tester for Rebirth as well). Whether or not we exchange a boss now and then is yet to be seen, but I wouldn't get your hopes up. You can count on both mods to still be around in the nearby future, though.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 17, 2014, 04:26:22 AM
All of these things are good things. That's really what I was trying to ask; weather or not she was giving the ok on using the bosses, but I guess it's really irrelevent if I know or not. Personally, I do like both mods, though the changes theat ReBirth has made, I feel, are fantastic. But yeah. Both are good. And I'd gladly help in either beyond a joke boss suggestion.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 27, 2014, 11:15:43 PM
...anyway, why are Remilla an the Unkown Robot Master both Invulnerable whilst using rage? Will/can this change?
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 27, 2014, 11:44:27 PM
UNRM actually just has a lot of armor (20% of the actual damage), but that also means that unlike Saxton Hale he still takes knockback.
Since he's a moderately slow/mid fast hale, getting close to someone using the rage isn't as easy as it sounds.
Remilia is invinsible due to the bat form, as a tribute to her appearance in EoSD, the episode I based her on.

This asides v2 should come out soon.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 28, 2014, 12:42:30 AM
Wait, is UKRM getting a better rage in V2, or is it unchanged?
Well, it'd likely be much better if she wasn't invl. As we saw with Saxton, more people will stick around to attack if they can do damage to her, thus, the player'll get more kills dispite technically being more vernerable generally.
I am eager to see the new changes and bosses, and can help test if you are in need.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on April 28, 2014, 10:47:34 PM
Both rages will be modified a bit. I took account of the fact Remilia is invulnerable while raging, but if you want my opinion running is a better choice than hurting her even if you could. She's also not the only one who is immunised, Ra Thor becomes too, when using hyper dash.
The large spheres are really dangerous especially at close range where they can even OHKO ; consider that with the fire rate she can fires them.

There's no help needed for the moment really ; we'll do a last testing to make sure everything works correctly and release it within the next days. Since v4's release was delayed by several weeks, we decided to release our SH sooner in order to not wait too much.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Emmanuelf06 on April 29, 2014, 03:24:43 AM
Your mode is always played, it's really cool =]

Will you add new hales?

Awesome mode, the hales are pretty balanced for a mode who is hard to balance... :]
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: TailsMK4 on April 29, 2014, 03:55:29 AM
Star will be adding a few new bosses...I forget the exact count atm. Rather, update v2a will have quite a few surprises in it. I'd go into detail, but there's too much to list, so you'll just have to wait. It should not be too much longer now.
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Legtendga on April 29, 2014, 03:56:57 AM
Alrighty, glad to hear.

Yes, 3~4 new Hales will be added, PO Roll will be disabled, and current bosses will be tweaked.

(Ninja'd, eh.)
Title: Re: Stardust's Workshop (The Saxton Hale ++ domain)
Post by: Stardust on May 02, 2014, 05:21:46 PM
*puff, puff* rises from the ground *puff, puff*
Well not really ; since I saw Saxton Hale ++ seemed to be a successful mod, I continued the project, as promised. And... oh my, look at the time already, it's been 3 months ? If you ask me it's time to optionally release an update, don't you think? =) Besides, MM8BDM v4 was delayed, so we decided to throw this game to you now.

But before that, an information you should know -even though it was already said-, Rebirth and Plus Plus are merging or rather merged, silly me.
My personnal main reason for this choice, was to reduce the amount of SH mods because I noticed that creating tones and tones of different versions was just silly,
and profesionally-wise, it would just scatter the work whereas we could work on a single mod to maximise the potential. It's something I always wanted to :
recruits other SH modders to fuse, that's too bad that Otaku now moved on and dropped the continuation of Hyper :
Thus... the mod is controlled by both me and Tails' manly hands, and is renamed to Saxton Hale Rebirth ++ (R++ sounded pretty nice to write). We took ++'s basis
because 8000 codes of ACS was scary to transcribe, and many MANY features from Rebirth were invited to the mod, you'll see in the changelog.
EENEEWAY

My raw changelog has over 200+ lines, I shortened that by only keeping the more important modifications -,-
The bold modifications are really, really really really really important :I

(click to show/hide)

Main game download (v2a) : http://static.best-ever.org/wads/saxton ... h++v2a.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++v2a.pk3)
Music download (v2a) : http://static.best-ever.org/wads/saxton ... sicv2a.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++musicv2a.pk3)

Peace.
Title: srsly tho, four swords Gilgamesh was so unique hnnnngggh
Post by: Hallan Parva on May 02, 2014, 05:46:34 PM
... Wow.

And here I was, fearing the absolute worst from the merge. From the changelog alone most of these boss revamps seem to make the Hales cleaner in general while also toning down their overall levels of "unblockable bullshit potential", especially the changes to Quote/Curly and Remilia Scarlet. I like the mechanic of Morshu's "tap attack / hold attack" for the main (oil and fire) and alt (normal bomb and rage bomb), and aside from Gilgamesh's multiple sword mechanic it seems you were able to keep some of the best changes from Rebirth.

I'm not jumping the gun too much though, will post later when I get around to actually playing this online.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 02, 2014, 05:51:35 PM
Well, that's a lot of work.
A LOT of work.

Welp, back to work!
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Hallan Parva on May 02, 2014, 05:59:11 PM
I apologize for the sudden second post but

(click to show/hide)
this looks really damn good and it quickly and accurately describes each class in small detail
none of the classes are super-different either like Jax / Justified or the Unholy team's classes
and even with the (relatively) small number of classes they all fill distinct roles


I am honestly really impressed :ugeek:
still want Zantetsuken tho
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 02, 2014, 06:14:59 PM
(click to show/hide)
Feels fitting.

And so ends the tale of "50 shades of Saxton Hale" as the dominant, and well deserved, final copy is bought in groves from store shelves all around Cutstuff.

9.5/10 put in Shrek.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 02, 2014, 06:17:28 PM
Quote from: "SmashBroPlusB"
I apologize for the sudden second post but

(click to show/hide)
this looks really damn good and it quickly and accurately describes each class in small detail
none of the classes are super-different either like Jax / Justified or the Unholy team's classes
and even with the (relatively) small number of classes they all fill distinct roles


I am honestly really impressed :ugeek:
still want Zantetsuken tho
Impressive image there.

Who made it?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on May 02, 2014, 08:04:30 PM
The Ra Thor duo crashed, ehhh, it makes me so sad :(
so I did a hotfix hope u liek it
I'm not sure if this will work
Really I have no idea
http://static.best-ever.org/wads/saxton ... ++v2ah.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++v2ah.pk3)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Tfp BreakDown on May 02, 2014, 11:56:35 PM
So I heard there were some crashes due to this mod, any reason on why this has been occurring?
Edit: some slight suggestions based on some playthroughs, (1) Rework SMM's "Resurrection" gimmick and (2) for the love of primus scrap the darkness effect on Tomahawk Talbein Why is that even there? He's not a creepy/horror themed character, If he was Yurei or Scp-173 than it would be understandable but he's not He's a native themed robot dressed with the pelt of a kung fu werewolf. So please scrap the darkness effect
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on May 03, 2014, 09:34:02 AM
So, I did get to play this new version for a while today before it broke everyone's internet connections. It looks promising for the most part; the classes fill their unique roles fairly well, and I like the new boss ideas for the most part. (Turning Ra Thor into a duo seems a bit strange, but I haven't actually seen him yet, so I'll reserve judgment.)

That said, there are a couple things I noticed in the short time I got to play:

It's difficult for Supporters and Healers to tell exactly who needs their help the most in the heat of battle. Yes, people can scream "Medic!" if they need health, but let's face it: plenty of people are going to spam that call even when they don't really need healing just to be obnoxious, so it's not as reliable an indicator for the medic as it should be. And, of course, there's no way whatsoever for a Supporter to tell how many W Tanks or weapons his teammate has; giving stuff to the wrong teammate isn't as much of a waste for him as it is for the Healer, but it's still annoying that there's no way to make the judgment call for yourself.

Super Macho Man getting up to 5 lives seems excessive. Even assuming that his overall offensive power is lowered to compensate, it just causes the match to drag on and on and on (especially since you have to wait through the count every time he gets knocked down). I can understand that cutting down on the number of lives too much would make it difficult to balance the button-mashing recovery mechanic, but as he is now, I just feel that he slows the pace of the game too much.

Suggestions for Super Macho Man:

-Make Super Macho Man recover less health each time he gets up from a knockdown, just like in the actual games.
-Add a round mechanic (basically a timer) to strike a balance between making the button-mashing recovery a meaningful challenge and still allowing the survivors to defeat him early if they're aggressive enough. Super Macho Man would still be able to get up from as many as 4 or 5 knockdowns, but if he gets knocked down 3 times in a single round, he's automatically TKO'ed, with no chance to recover. You can decide whether or not you'd want to limit the number of rounds and force a winner to be chosen by decision if both sides are still standing at the end.



On an side note, I decided to actually read through the first post to see what information could be gleaned from it. About those Credits...

Quote from: "Stardust"
If I missed someone, please tell me so I add your name !

I know people may generally know me as "that guy who made Rebalanced Class Saxton Hale," but that's not actually a name. :| But then, it's only a minor contribution anyway, I guess...
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on May 03, 2014, 12:03:04 PM
Yes, I'd like to thanks a lot Tails and Celebi who yesterday found where the issues came from. Both Morshu and Thor ++ were causing infinite loop = packets overload. After this, I don't know about everyone, but wasn't there a kind of network global lag? There seemed to be a massive packet receiving increasement... actually, the crash occured because infinite loop. A.k.a, a certain action in the code which lasts 0 seconds looped itself. Then, for some reasons, the internets would be still affected by this infinite loop thing. I couldn't log in to BE, hopefully the magnificent Blews popped into my skype and told Jenova about the issue ; Jenova turned off the server and everyone's internet should be functionnal now.

Either way, I'd like to apologize for these crashes that happened. The issues came from something I wouldn't have expected to crash. We revised the 2 bosses who caused crashing, and we can assure neither Morshu or Thor could blast the server anymore.

@TLP
Concerning Tomahawk Talbain.. the darkness gimmick is considered into the balance. That's why the hale has a delay before using his attack. Without the darkness, the delay could be easily anticipated and the boss would become UP. Also he has a lower health than most melee hales because of this light advantage. Jon Talbain himself is a werewolf and thus the night it's his domain.
I could lighten it a bit, but not removing it, sorry.

@MRL
For the support class, notice that they can lay weapons on their way even if nobody's around, because the weapons don't disappear. If you throw it in the middle of the way, they couldn't miss it. This means he can creates weapons as soon as the bar is full and it'll eventually be collected ; there's no ammo loss in the charge.
The support's weapon providing also isn't mandatory ; of course having a new weapon always helps, but not having it doesn't mean you can't fight : As for the W-Tanks, they weren't present in Silversin's version, they're an additional that is useful on *some* occasions. If you want my opinion a weapon is better than a W Tank, but on some occasions a tank might be better. You could just communicate with the other players via chat and nicely ask a W Tank from your personnal Supporter :<

The healer however, is more important, as being low on health is more tense and dangerous. What I can advise to control healer correctly, is that, if someone is coming toward your face and spam "medic", then it probably means he's wounded. Also, a pro tip to be a good healer if you ask me, is to tap very briefly the altfire button on some allies to check if they're fine. A single sparkle is enough to know if someone needs healing (it turns red and plays a laser buster sound if it is hurt, and keep the green sparkles/mirror buster sound if it's fully healthy.)

Macho is weaker than most melee hales as he needs to charge a bit to be as much effective as the TF2 melee hales ; but a noticeable weakness is that he's left open after each of his attacks. After his rage especially, where he can't move for two or three seconds.
The amount of health he recovers IS lowered at each recovering
Macho has 5 lives indeed, and I wanted to make him so an average player is able to recover 2 times (==> 3 lives in total), but since I noticed some players even managed to recover for a 4th time, then I'll increase the difficulty. This isn't FPS skills MrL, some players are maybe better at button smashing than others, I dunno c:
Actually you know, it was planned to give him a 6th "secret" live if he deserved it (if the hale is really trying to fight hard, he was planned to recover with like 20% health, faster speed and stronger movements.... but yeah, a very low health.)
Anyway I applied your suggestion, but though notice that even with that much health, Macho Man didn't always survived, as we saw on the servers (though he's good at timelimit abuse fights I admit). I reduced his health recovering even more (now the 5 lives are respectively 100%, 80%, 70%, 60%, 50%), and made the recovering for all lives a bit harder.

http://static.best-ever.org/wads/saxton ... h++v2b.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++v2b.pk3)

At the occasion of this hotfixhotfix also known as v2b, I removed Plant Barrier since Auto could become a healer by providing W-Tanks to fill the pink weapon. Also MTanks were removed because it seemed to be an excessively powerful item (especially since now, pretty much none of the bosses can OHKO.)
Starman's main became easier to control, too. The meteor would take years to fall  :roll:

I saw this update pleased SmashBros and Rozark, I'm so ha-ppeee :D
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Tfp BreakDown on May 03, 2014, 05:00:38 PM
Quote from: "Stardust"
@TLP
Concerning Tomahawk Talbain.. the darkness gimmick is considered into the balance. That's why the hale has a delay before using his attack. Without the darkness, the delay could be easily anticipated and the boss would become UP. Also he has a lower health than most melee hales because of this light advantage. Jon Talbain himself is a werewolf and thus the night it's his domain.
I could lighten it a bit, but not removing it, sorry.

First of all, It's TFP, Second, I highly doubt that making pitch black to point of no vision is anything but balance, also seeing how he has a delay is enough to qualify for balance, and if you're worried about him being UP why not make his attacks harder to aniticipate but easy to use/recognize. Third: By that logic you say anything that has a night themed domain has to have darkness in effect, so if I make a vampire themed boss, it has to have darkness in effect or a zombie horde event that has to have nocturnal effects, I mean again if it was yurei or Scp-173 that had been in place of talbein than it would be understandable seeing how in their respective appearances you encounter them a dark setting but talbein in his appearences while they do take place at night is completely different, there you still see the guy and no crippling darkness, in short night =/= darkness, This boss could be a lot better to fight against but this darkness cripples fighting him. I have nothing on his style yet but I hope to primus rhe attack style is decent.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Hallan Parva on May 03, 2014, 06:36:54 PM
Quote from: "Stardust"
I saw this update pleased SmashBros and Rozark, I'm so ha-ppeee :D
cool, where's my Zantetsuken


EDIT: It seems kind of silly that Eddie (and more importantly, Auto) can drop the Proto Buster, Bass Buster, and Duo Fist upgrade items, considering that part of the point behind Sweeper, Speedster, and Tank is to start with their buster upgrade (albeit nerfed). Laser Buster, Arrow Buster, and Super Adaptor might still be fair game, but you might want to think about it.

Also, Duo's health bar is the most legendary thing I have ever seen. :ugeek:
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Thunderono on May 03, 2014, 08:46:22 PM
I was expecting something a lot worse, but this is actually really good!

That said, Healer's ammo regeneration seems a little low for its consumption.  With the lack of copywep capabilities, this makes Healer sort of useless after healing one or two targets.  I'd suggest upping the regeneration or lowering the consumption?

Other than that, this is a lot of fun!
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Freeman on May 03, 2014, 11:08:37 PM
A hale mod that's actually sorta fun to play. I'm impressed.

A couple weird things first. A few of the hales seem a tad underpowered. Not a lot but just enough that it can be skewed in the player's favor. Also sometimes Quote spawned alone which messed everything up, but I think you were around for that.
(also tomohawk darkness is annoying)

Other than that it was pretty fun.
Though I vote for Super Macho Man being the only hale cause that was the best.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gummywormz on May 04, 2014, 01:26:26 AM
I realize this post will probably go nowhere (especially since it's a wall of text) but I'm posting it anyway because I have one major problem with this mode that basically encompasses every single issue I have with this:

I honestly don't understand the appeal at all. Everyone was simply gushing on how awesome this is...somehow. Yes, opinions exist, but I feel a lot of the issues are quite obvious and turn away from any fun whatsoever.

The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time. And honestly, it's much worse here than any other version. Part one of the issue is you took Hyper Hale's gimmick of having melee bosses not being able to OHKO people. The attacks have really bad hit boxes most of the time. I was playing Remilia and just couldn't for the life of me hit anyone that was moving. I also personally feel not having OHKO melee takes away from the purpose of Saxton Hale. You are not exactly overpowered, just annoying to fight.

The second part of the match length issue are the classes. Putting aside the fact they are SilverSin classes rip offs with horribly long ammo regeneration, healer and support are very ..erm... double sided. Especially with a larger server, they completely make the Hale's job harder than it needs to be to do. Healer, while having an insane ammo regen rate, can still easily heal people back to full, completely wasting your work. Support can cook up random weapons pretty quickly. This makes it really hard for players to run out of ammo, a tactic I (tried to) abuse back in other versions of Hale. And now back to that whole "double-sided" thing: once they are the last ones left, they're useless. If they don't simply give up, it takes forever to kill the Hales. "But they get runes!!!" you scream at the monitor. Honestly, does it really help that they do 10 damage instead of 5? And on to the runes...

Yes, runes. They are a key feature of Hale and Rage Roboenza, the mode which all Hale versions derive from. At first all that was available was rage and strength or spread. Here, however, almost all of the runes are available, including the defensive ones. This also heavily contributes to the "matches run too long" issue. Who honestly wants to fight a guy who easily gains health from you due to the fact you get an insane amount of HP? Or a guy who can simply wait in a corner and regen all of his health back? This issue is enhanced dramatically if you go back to the "bosses cant ohko you anymore" thing.

Let's drift from the gameplay for a bit and go to the aesthetics. Yes, some of the hales have fancy intros now, but I'll get to that later. I'm more concerned with the HUDs and music / sound assets. Firstly, as many people have noticed, a lot of the HUDs simply rotate around. The ones that don't are bog standard Mega Man ones. And as a side question: does the Tank class really need a 10 foot health bar? Yes, it is to demonstrate he has more HP, but it's distracting and blocks off more of my screen than it needs to. And then you just have terribly done images like the Hot Head on Tomahawk Hale's HUD. I also remember ColdFusion yelling at you for using Touhou classes HUDs but never mind that for now.

Sounds. I'll be blunt and say a lot of the new ones sound like they were recorded from a built in microphone being placed next to a PSP or wherever the sound is from. I'll also be blunt and say the new music is terrible too. A lot of themes don't loop anymore, (except the round win theme because it's cool to hear a 5 second jingle on loop for 25 seconds). Some of the themes were altered to include seemingly random looped parts to extend the song. Then there are things like Seaman and Seelder's new theme...

And now on to the bosses. I'll be blunt again: it seems most of the new bosses seem to only have been made to show off mad ACS skillz. One major issue is that you removed the instructions. You can appearently read them by pressing altfire when the sun and moon are in perfect alignment, but is anyone really going to remember that? It's like the old NES games that tell you nothing. You need instructions to read the instructions. Also, I thought everyone was keen on removing all the non-Mega Man bosses. They honestly have no real place in this mode anymore other than being there because they were here before. Let's get into a few specific bosses:

Macho Man: Oh look, a fancy dynamic camera that clips into things 99% of the time. The first thing I noticed was the skin. Yes, he obviously doesn't have one yet, but did you have to make him giant and have an ugly color scheme? The real issue has been mentioned plenty of times: he has 5 lives. "BUT YOU HAVE TO WORK TO GET THEM!!1!11". Not really since binds exist and also it's easy to button mash. The real kicker is that he gets up to near full HP every single time he revives. I thought Ninja Spy was hated for this gimmick, but it's suddenly ok because you can add a fancy little intro and ending to the boss? Also, he is far too weak for his own good. He does piss poor damage, has to charge and aim his attacks, and causes invincibility frames on the players.

As a side note about bad skins: Morshu also suffers from this too. Wasn't a Morshu skin being made already or something? Also, Hyper Storm H is too big for his own good. Yes, he's supposed to be big, but he just clips through everything and it's hard to take him seriously. Not even Frost Man is this big.

Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

And finally: Tomahawk Talibain man thing: The darkness. Oh my god the darkness. "I don't need to see that the boss is right next to me at all no sir". But it's ok, it's part of the gimmick and it also goes light every 50 years. Again, I thought this kind of thing made Slender Man to be the most despised boss in any Hale version. But now it's ok because it's not slender? Also his rage is another huge issue. It spawns a totem pole that helps him out by giving new abilities...forever. Yes the totem can be destroyed but are you really going to be focusing on the thing (if you can see it) when there's a wolf dashing at you? This also distracts damage away from the hale, making the matches even longer than they need to be.

And then you have the Ra Thor Duo. This was apparently done for no other purpose other than to show off that two mods merged. Lovely.

And as another side note: what's with Scrooge's Mecha Ducks? They just seem to sit floating in a corner with no rotations and sometimes go after survivors.

The real icing on this cake are the "secret bosses". "BUT THEY CAN BE DISABLED BY THE SERVER!11!11" Well the server I was on (and everyone else was on) had it enabled so I'm complaining about them anyway.

First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

The exact same thing for Pissed Off Roll. It didn't even matter how altered she was previously, everyone still hated her and wanted her gone.

Then you have things like fighting Gamma's legs. At this point I just quit the server. I could not force myself to play this mod any longer.

In conclusion, a lot of the development time looks like it was spent on making fancy ACS tricks rather than having playable bosses. I suppose I'll be forcing myself to play this anyway as this will be guaranteed to be the "mode of the month" and no one will play anything else anyway...
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on May 04, 2014, 01:34:07 AM
Quote from: "Gummywormz"
The darkness. Oh my god the darkness. "I don't need to see that the boss is right next to me at all no sir". But it's ok, it's part of the gimmick and it also goes light every 50 years. Again, I thought this kind of thing made Slender Man to be the most despised boss in any Hale version. But now it's ok because it's not slender?

I'l admit to the bolded because I hate most things from this mod that don't seem like they should be here, and the Slenderman is one of them. I think I've made it clear how much I despise Ninja Spy and Christian Brutal Sniper, and I can't possibly argue enough to somehow magically get them to be gone.

Talbain really does the darkness thing better than the Slenderman. The Slenderman just fades in and out in darkness that is hardly a hindrance to his foes, while Talbain's darkness is actually the thing that fades in and out.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Thunderono on May 04, 2014, 01:45:44 AM
Quote from: "Gummywormz"
In conclusion, a lot of the development time looks like it was spent on making fancy ACS tricks rather than having playable bosses. I suppose I'll be forcing myself to play this anyway as this will be guaranteed to be the "mode of the month" and no one will play anything else anyway...
well if it bothers you that much you can just go populate PoweredUp or Classes TLMS or something
Nobody's forcing you to play this

oh but wait who would want to work to make an experience they enjoy when they can join a prefabricated experience they don't enjoy
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on May 04, 2014, 01:50:19 AM
Quote from: "Thunder Electros"
Nobody's forcing you to play this

(click to show/hide)
yeah uh no thunder can you just stop

No matter what backs it up, or who says it, this phrase alone gets me in an awful mood.
It's not that he's forced to play it, which he isn't, but it's all there is to play, because it's all that the others are actually going to play.

Even if he does try to repopulate another server, he'l probably only get 1-2 people who leave after so little game time.
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: chuggaafan1 on May 04, 2014, 02:07:43 AM
Quote from: "Gummywormz"
but it's distracting and blocks off more of my screen than it needs to

You can adjust/remove the HUD with = and -.

Quote from: "Gummywormz"
The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time

It's been "plaguing" SH because it's always been that long. The original TF2 mod lasted, on average, 6-10 minutes per match. This lasts a similar amount, with the exception of NeoDS, or certain other Hales that are supposed to be shorter or longer.

Quote from: "Gummywormz"
Support can cook up random weapons pretty quickly.

Support's ammo builds up a bit faster than Healer, but still very slowly. The main issue here is that there's no limit on which weapons, which means it's Chaos Gen v1 ALL over again.

Quote from: "Gummywormz"
Not really since binds exist and also it's easy to button mash.

I personally have never seen nor heard of anyone seeing more than 3 Knockdowns, but I'm not going to completely deny your statement.

Quote from: "Gummywormz"
The real kicker is that he gets up to near full HP every single time he revives.

It appears that he loses 500 health each revival, and has really low health for a Hale to begin with. To be fair, it really should scale WITH his health, but it's not THAT bad.

Quote from: "Gummywormz"
Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

Though this is a fair point, G works better on a larger map. Outlast the (really pretty short) timer and you get supergigadeath claw and it becomes more like traditional hale.

Quote from: "Gummywormz"
First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

NeoDS was agreed on being unique but the controls were broken. I'm guessing he had been fixed for this version.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 04, 2014, 02:09:34 AM
Quote from: "Ceridran"
Quote from: "Thunder Electros"
Nobody's forcing you to play this

(click to show/hide)
yeah uh no thunder can you just stop

No matter what backs it up, or who says it, this phrase alone gets me in an awful mood.
It's not that he's forced to play it, which he isn't, but it's all there is to play, because it's all that the others are actually going to play.

Even if he does try to repopulate another server, he'l probably only get 1-2 people who leave after so little game time.
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.

Challenge Accepted.
I'll be back in a week.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on May 04, 2014, 02:28:08 AM
Quote from: "chuggaafan1"
Quote from: "Gummywormz"
but it's distracting and blocks off more of my screen than it needs to

You can adjust/remove the HUD with = and -.

You shouldn't have to do this. I like seeing my hud as it is.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on May 04, 2014, 02:37:35 AM
Quote
I honestly don't understand the appeal at all.
Seeing so many recognizable characters and the ultimate randomness.
You know that feeling you get when you're drunk/high?
Boss mods as a whole can be very much summed up as a crazy acid trip.
It feels good to the people playing it because of it's craziness.
Oh, and I guess I'll leave this here.
Quote
If you want glasses with a bit more of style and don't look as goofy/nerdy, you could use these types of glasses...
(http://i.imgur.com/wc6VEvb.png)
...instead of these.
(http://i.imgur.com/BZBpZMH.png)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Thunderono on May 04, 2014, 03:04:46 AM
Quote from: "Ceridran"
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
So you'd sooner, as I quote, force yourself to play the game?  If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
It's like people complaining about TV shows they don't like.  You're very much so capable of doing something else.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Davregis on May 04, 2014, 03:24:07 AM
Quote from: "Thunder Electros"
Quote from: "Ceridran"
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
So you'd sooner, as I quote, force yourself to play the game?  If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
It's like people complaining about TV shows they don't like.  You're very much so capable of doing something else.

Am I getting a "if you don't like an aspect of the game, don't play the game" vibe

because that sentiment should never be echoed in the first place
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gummywormz on May 04, 2014, 03:32:34 AM
Quote from: "chuggaafan1"
Quote from: "Gummywormz"
The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time

It's been "plaguing" SH because it's always been that long. The original TF2 mod lasted, on average, 6-10 minutes per match. This lasts a similar amount, with the exception of Slenderman, NeoDS, or certain other Hales that are supposed to be shorter or longer.
But that doesn't mean it can't at least be attempted to be fixed...

Quote from: "Gummywormz"
The real kicker is that he gets up to near full HP every single time he revives.

It appears that he loses 500 health each revival, and has really low health for a Hale to begin with. To be fair, it really should scale WITH his health, but it's not THAT bad.
Again, ninja spy had the same issue and people complained about that frequently. At least Spy has much less health per "revival". Also, 500 HP each time is still terrible especially with larger HP amounts.

Quote from: "Gummywormz"
Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

Though this is a fair point, G works better on a larger map. Outlast the (really pretty short) timer and you get supergigadeath claw and it becomes more like traditional hale.
That's the point. Should a boss have to wait 3 minutes to play as the boss?

Quote from: "Gummywormz"
First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

NeoDS was agreed on being unique but the controls were broken. I'm guessing he had been fixed for this version.
The sight of NeoDS makes people upset. I don't care if he does 1 damage, he should not exist.

Also re: "Make your own version if you hate it!11!" That doesn't work out at all. First off, there's the whole actually making it part. I will admit a lot of work has went into this, and it would easily take months if you used a base, or possibly years if you did this from scratch (which is probably preferable because you don't have to deal with the incredibly messy coding of any bases).  Then of course you have to get people interested, which is impossible since everyone will instantly groan "Another Saxton Hale Mod? Eww!". Sometimes I just want to play MM8BDM in general over anything, and if that means forcing myself to play something, then so be it.

And I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Hallan Parva on May 04, 2014, 04:06:51 AM
Quote from: "Gummywormz"
I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.
I disagree with a few points you brought up in your last post (yes I read the whole thing) but I will agree with this statement 100%. Personally I still get a kick out of the game, but yes, the current state of the mode is heavily shifted in favor of the non-bosses that when you actually do get to play as a boss (and god forbid you get dealt Guts Man G) you'll more than likely get your shit stomped in before you really figure out what you were even supposed to be doing.

I'll comment on specifics later, but while there are (several) glaring flaws, it's not to say that Sonic R ++ isn't beyond the point of no return, and with some adjustments I'm fairly certain everything can be repaired or otherwise salvaged.

Duo's health bar is still legendary though :ugeek:
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on May 04, 2014, 04:18:03 AM
...I liked Pissed Off Roll, Gummy. ;____;
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Legtendga on May 04, 2014, 05:26:31 AM
Well, Lennie, you were WRONG!*end sarcasm*
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 04, 2014, 12:17:46 PM
Oh boy it's unpopular opinions time.
I like Pissed Off Roll.

For starters, it's a megaman hale. Second, I find the concept clever/hilarious. What irritates most people if I recall is that the rage
heals her, creating more health. The new health is then lost, creating more rage, creating an endless cycle.

On a simple level, let's compare PO Roll to other hales. The healing is equivalent to multiple lives. Ninja Spy and Macho Man recover health on death, but it isn't their rage. Add up the total health though, and you'll see that there's no difference in that regard.

I haven't gotten to PO Roll in this mod yet, but if she operates the same, limit the amount of rages she can have in one match.

Now for NeoDS.

People hate self inserts. That's where all of the fuss is. A "good" boss idea it is (If sources are correct), but as long as the name "NeoDS" is attached to it, people will hate it.

Colonel.
I'm well aware Zero may or may not be a fit replacement, but have you considered Colonel?
Yes, I'm referring to the one from the Battle Network series.
I haven't actually seen what NeoDS does here so I can't make exact comparisons, just putting down my thoughts on the matter.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 04, 2014, 12:33:51 PM
Well, I think we all know that this mod will not gain traction for quite a while.

DarkKappa is looking into picking the project up, but I dunno what'll happen.

I hope Stardust comes back soon, though.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on May 04, 2014, 01:48:52 PM
This mod may not be dead at all. It was only dead for a few hours, which is more like a comma or rest. We'll probably pick this up. I might be one of the main coders.

I know what you're thinking, "Oh no, Otaku is gonna make SH again, it'll be Hyper Saxton 2". And to that I say, "No, I've learned a lot since then and the mod was merely awful since I was still learning my way around code".

We'll listen to your suggestions, especially about Talbain since we probably feel the same way about that, I know I do.

If StarDust and Tails return, things might return back to normal, but, for now, they've left and aren't present in the group. This dilemma was all due to some drama that a certain user, not saying who, stirred up. Man, people can be really destructive at times.

Since I'll most likely be working on this, I might try to bring back my Doom Guy boss except better. His song may also be changed to E3M8.


Anyways, we'll take your suggestions into consideration as we try to bring this back alive. For the meantime, just relax with the latest version Star put out. Oh yeah, we'll try fixing bugs first before we add anything.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gummywormz on May 04, 2014, 06:01:57 PM
Random Idea: Remove Guts Man G's gimmick (since it doesn't make sense for him anyway) and place it on Talbain. It makes more sense as it could be that a full moon would happen in 3 minutes, and he would get his darkness effect and a buff or two.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: TailsMK4 on May 04, 2014, 06:11:39 PM
For the time being I will pick this project up, so unless Star wants the lead position back, I'd prefer if posts regarding R++ go to my Workshop thread, since I don't know if she'll respond to any posts here. Since V4 is near, though, I'd imagine we'll be silent for now as far as updates. I plan to resume working on this sometime in June, so any other requests/suggestions/comments and such can go in my Workshop.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 05, 2014, 01:03:48 AM
Quote from: "OtakuAlex"
This dilemma was all due to some drama that a certain user, not saying who, stirred up. Man, people can be really destructive at times.

Man, it looks like you wrote that as if you WANT the person to show up at this thread and cause a fight. Please, no more fighting.

MM8BDM has too much of that kind of stuff for a normal video game; it's ridiculous.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on May 05, 2014, 06:15:24 PM
I was actually doing the exact opposite.

Also, I think both Tails and Star are back. (I think) So, ignore most, if not all, of my previous post. Actually, I still might try getting Doom Guy in once Tails and/or Star think he's been changed enough to a decent quality.

I probably just panicked and lept to the project along with the others who were worried.


So, yeah.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on May 05, 2014, 06:19:24 PM
I know who caused the problem; I'm fairly sure alot of people do know. Still not saying who, but hey, I would not lead or join a witch hunt either way.

I know because TailsMK4 mentioned who it was.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Emmanuelf06 on May 05, 2014, 07:17:32 PM
It can be good to have Sonic and Zero, indeed....

Anyways this mode become more and more awesome, it's really a hilarous and fun mode!

I think the taunts are a little boring, can't we limit the taunt spam?....if a guy need really medic roll, it could be used only for that.... (like 1 each 30s or idk....)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on May 06, 2014, 12:06:14 AM
One thing I've been thinking about is, what are the odds of Gentlespy being made an alternate for Ninja Spy?

I'm thinking it could be done by, when Ninja Spy is picked, have it randomly select from that either Ninja Spy or Gentlespy. Gentlespy himself wouldn't be in the rotation since he's a clone, but when Ninja Spy is picked have one of the two picked at random.

I'm mainly wanting this because Gentlespy's music is so much better than Ninja Spy's.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on May 06, 2014, 02:21:02 AM
^You can edit your own music files if you like the old theme that much. Personally, I'd much rather have the Ninja Gaiden music, thank you very much.

In other news, this thread is the only place I've even heard that there was an argument. I know nothing about what has been going on, so PLEASE do not ask me (or other innocent players) to take sides. I fully support Saxton R++, but in this matter, I am just a bystander--nothing more.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on May 06, 2014, 10:06:56 PM
Quote
I'm mainly wanting this because Gentlespy's music is so much better than Ninja Spy's.
Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 07, 2014, 02:11:20 AM
Quote from: "Superjustinbros"
Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.

Ah yes, Gentlespy's theme. I enjoyed listening to it for the most part, so much so that I lose the battles because I was distracted by the song.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Emmanuelf06 on May 07, 2014, 06:28:28 AM
Quote from: "Superjustinbros"
Quote
I'm mainly wanting this because Gentlespy's music is so much better than Ninja Spy's.
Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.

I like this one me too ! more than the ninjaspy theme.

It can be funny to have gentlespy theme with the hales' sounds (voices) =D

"Lalalalaaaaa"!
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Tfp BreakDown on May 07, 2014, 12:24:50 PM
I too also like the gentle spy's theme but isn't it also a purchasable song(one reason why the theme isn't in the mod)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on May 07, 2014, 09:00:41 PM
So, I've been playing this mod for a good bit over the past few days. I'm definitely enjoying it, but I did come across a few issues I felt I ought to report:

The map repeat exploit (where the last surviving player spectates at the end of the round to force another round on the same map) is back. I'm assuming it's the result of an oversight and not intentional.

The perfect counter isn't quite foolproof, apparently. While I was experimenting with bots, I somehow managed to get Akuma to show up (much to my surprise) even though the second of the supposedly perfect rounds definitely included a death. As I recall, after one of the bots died in that round, I decided to end the round immediately by kicking all the bots at once. This caused me (the only player left) to get frozen in place while the round ending music got stuck in a loop, with no map change coming. (I'm sure you've seen this at least once before; it stays that way until more players join.) I then added bots back in, got another perfect in the following round, and the round after that, Akuma appeared (overruling my intended boss choice in the process).

Christian Brutal Sniper's main fire can get "broken" at times; I had one round where, for a while, my "attack" was completely silent and did nothing to other players (even when I asked one of them to stand still in front of me). The problem seemed to occur after I used up the arrows for my rage, and the problem went away after I reached max rage again, so I'm guessing the rage has something to do with it.

The Regeneration and Drain Runes are absolute abominations of balance--especially the Regeneration Rune. Among other things, I saw a player who didn't even have to try to avoid getting sucked in by Hyper Storm H simply because the Drain Rune allowed him to heal faster than Hyper Storm could damage him. Even worse, I personally found out that Super Macho Man is almost totally helpless against a survivor with a Regeneration Rune due to the lengthy charge time needed for his attacks. And before you say that I was just playing badly, let me point out that my regenerating opponent (a Support) that round was not exactly displaying pro dodging skills; there were even extended periods of time when he stood still while I circled around him trying to attack (and he generally failed to keep me in his line of fire while standing there), and even with such an easy target, I still couldn't damage him fast enough to overcome the regeneration. The only reason I eventually did KO him was that I got one more rage opportunity when I was down to my last couple hundred HP--and even then, a better player probably would have just used the Exit unit to avoid the rage.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on May 08, 2014, 11:39:12 PM
If anyone here doesn't mind, I went and did some touchups to CBS' skin.
http://www.mediafire.com/download/h6zqy ... Sniper.zip (http://www.mediafire.com/download/h6zqy8iwy5q64cq/Sniper.zip)
Mostly to remove the goofiness of the circular glasses.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LanceKuso on May 09, 2014, 06:16:12 PM
Saxton Hale R++: where survivors come to have their ego's stroked.  Seriously though, I am in total agreement with most people here: the balance of power is so shifted in the favor of the survivors that it's starting to feel a bit ridiculous.  Wasn't the point of Saxton Hale to fight OP bosses?  Fighting a boss isn't supposed to feel fair.  When a Support class can be rendered nearly unbeatable thanks to a Regeneration Rune, you know something isn't right.

Also:
The "Perfect" screen: in all seriousness this shouldn't irk me as much as it should, but why is this even a thing?  As if we needed to inflate the ego's of the survivors even more when they manage to take down a Hale without any deaths/spects(?), we also feel the need to make the Hale player feel like a POS 'cause they couldn't even manage one kill?  Thanks to how badly the Hales are nerfed now (most can't even OHKO anymore...actually, can any of them OHKO? I'm not even sure anymore), "Perfects" aren't quite the accomplishment you all make it out to be.  And yet, we feel the need to rub salt in the Hale player's wounds?  It's no wonder people love playing Saxton Hale.  Apparently it's the feel good mod for people who love boasting about how they just owned a Hale, bragging about their "skillz", despite the fact that things are so stacked in the survivor's favor.  Yeah, maybe I'm exaggerating a bit here, but whatever it takes to get my point across I guess...

Lastly:
Please get rid of the total darkness nonsense related to Tomahawk Talbain.  FFS.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: SmashTheEchidna on May 09, 2014, 07:15:07 PM
The next update that's coming very soon supposedly buffs the hales. The point was gotten a while ago.
There's also a bit of a deeper meaning behind the Perfects.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LanceKuso on May 09, 2014, 08:49:28 PM
Ah, so after getting a consecutive number of "Perfects" (at least I think it's consecutive), you get treated to a hidden boss character.  That's pretty cool and all, but feels somewhat unnecessary.  If it is indeed consecutive "Perfects", then any idiot could mess this up by intentionally dying (or spectating if that causes the Perfect counter to reset).  Or on the other hand, the Hale players could intentionally let themselves lose if they wanted to see the hidden boss badly enough.  I mean, it's nice that they were trying to include new features and such, but the core gameplay and balance should have been the main focal point first.

Does the "Perfect" screen really need to exist though?  To the casual/new player, all it does is rub salt in their wounds (since the hidden boss thing might not be so obvious to some).  I'm sure all of this stuff would still work even if the "Perfect" screen wasn't there.  Should be pretty obvious if the round is a "Perfect" one or not. (though maybe not so much so after reading MRL's comments)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 09, 2014, 08:54:05 PM
Quote from: "LanceKuso"
Ah, so after getting a consecutive number of "Perfects" (at least I think it's consecutive), you get treated to a hidden boss character.  That's pretty cool and all, but feels somewhat unnecessary.  If it is indeed consecutive "Perfects", then any idiot could mess this up by intentionally dying (or spectating if that causes the Perfect counter to reset).  Or on the other hand, the Hale players could intentionally let themselves lose if they wanted to see the hidden boss badly enough.  I mean, it's nice that they were trying to include new features and such, but the core gameplay and balance should have been the main focal point first.

Does the "Perfect" screen really need to exist though?  To the casual/new player, all it does is rub salt in their wounds (since the hidden boss thing might not be so obvious to some).  I'm sure all of this stuff would still work even if the "Perfect" screen wasn't there.  Should be pretty obvious if the round is a "Perfect" one or not. (though maybe not so much so after reading MRL's comments)


Tradition states that the perfect screens are required; If being "humiliated" concerns you so much, go use an alias or something then. I'm pretty sure no one cares if you can't kill a single player.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 10, 2014, 12:35:38 AM
Hey, LanceKuso, don't spoil the surprise.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: ice on May 10, 2014, 04:03:35 AM
question about the Ra Thor hales. Now that there's 2 of them WITH ranged attacks, are the minions even necessary anymore?

Edit: Speaking of him, can't one of them be replaced by RaDevil?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on May 10, 2014, 08:08:27 PM
http://static.best-ever.org/wads/saxton ... h++v2c.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++v2c.pk3)
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: ice on May 11, 2014, 02:17:37 AM
2 things that irks me

Quote from: "Stardust"
> Regeneration rune removed
> Totem sama's health increased. The delay between two spell casting is a bit lower.
Now with more health taking more fire away from the hale who has a faster attack
> Thor Rebirth's hypno range buff , crimson orbs don't slow down anymore
Why are the minions even needed now that they have ranged attacks?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: PotatoStrike on May 12, 2014, 06:35:46 AM
Any download link for Saxton Hale ++ Rebirth v2ch?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 12, 2014, 10:12:41 AM
Quote from: "PotatoStrike"
Any download link for Saxton Hale ++ Rebirth v2ch?

http://static.best-ever.org/wads/saxton ... thv2ch.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++rebirthv2ch.pk3)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: PotatoStrike on May 12, 2014, 02:39:29 PM
That says 404 not found.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on May 12, 2014, 10:35:28 PM
Are you able to add support for the bars of Support/Medic's abilities to always appear if the selected screensize/style sets the bars to horizontal?

I play with horizontal bars and they do not appear at all.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on May 13, 2014, 12:04:03 AM
Quote from: "PotatoStrike"
That says 404 not found.

http://static.best-ever.org/wads/saxton ... +v2chh.pk3 (http://static.best-ever.org/wads/saxtonhalerebirth++v2chh.pk3)

Here's the super mega ultra updated version.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on May 13, 2014, 07:42:03 PM
Wait, was GutsG nerfed?

Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 13, 2014, 08:04:24 PM
Quote from: "Linnie"
Wait, was GutsG nerfed?

Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.

Don't balance hales around map sizes.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on May 13, 2014, 08:24:13 PM
Quote from: "Rozark Kyouko"
Quote from: "Linnie"
Wait, was GutsG nerfed?

Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.

Don't balance hales around map sizes.
But the average map is too small for GutsG to survive. It feels like unless you get a map like Elecman where's it's easy to stall, it's a waste of a Hale slot.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 13, 2014, 08:53:51 PM
Quote from: "Linnie"
Quote from: "Rozark Kyouko"
Quote from: "Linnie"
Wait, was GutsG nerfed?

Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.

Don't balance hales around map sizes.
But the average map is too small for GutsG to survive. It feels like unless you get a map like Elecman where's it's easy to stall, it's a waste of a Hale slot.

You're still trying to balance around map sizes.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gumballtoid on May 13, 2014, 09:14:45 PM
And on maps that are way too big, survivors have next to no chance at stomping Gutsman G before he's repaired. Maps have an enormous impact on this mod and it's not too unreasonable to factor in the maps when balancing these bosses.

It might lessen the issue if the margin between base GutsG and repaired GutsG were closed up some. As in, make his killing potential a little more viable before he's repaired but make him a little easier to defeat when he is repaired.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on May 13, 2014, 09:23:23 PM
So it's fine for a Hale to be useless on the majority of maps, Rozark?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 13, 2014, 10:02:26 PM
You can balance hales without considering map sizes, yes. This also applies to weapons. As it currently stands, yes, some hales are more effective on some maps than others. It's why Remilia x Current Cutman stage = Instant Remilia win. However when placed in something like Hardman Remixed, the wide spaces of the map make danmaku insanely easy to dodge, making Remilia useless.

Correct me if I'm wrong, but Gutsman G is useless in small maps and amazing in large maps. That's simply what he does. All hales have a synergy with a certain style of map, it's just how it is. Trying to balance around map sizes simply wouldn't work.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Legtendga on May 27, 2014, 09:29:30 AM
Balacing Hales to maps certainly could work. I mean, we'd have to tweak things to get it working, but that'd be great if we could make it happen. The the map RNG limit the Hale RNG a bit. I love it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: fortegigasgospel on May 27, 2014, 07:17:02 PM
One problem, map packs/expansions
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: BlackEmperorJet on May 27, 2014, 08:50:34 PM
Still waiting for a v4a hotfix atleast. =<
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on May 27, 2014, 09:16:46 PM
Quote from: "BlackEmperorJet"
Still waiting for a v4a hotfix atleast. =<

It doesn't need to be immediate, go play vanilla or something. Unholy/Justified were butts and jumped the gun on vanilla, but this still has some waiting time.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Tfp BreakDown on May 28, 2014, 12:40:37 AM
Quote from: "Rozark Kyouko"
Quote from: "BlackEmperorJet"
Still waiting for a v4a hotfix atleast. =<

It doesn't need to be immediate, go play vanilla or something. Unholy/Justified were butts and jumped the gun on vanilla, but this still has some waiting time.
Papa Roz Please. At least we did some fixes rather than releasing it out suddenly (Not trying to bad mouth anyone or start anything, I'm just clarifying)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on June 04, 2014, 12:21:41 PM
I can't get this mod to work on MM8BDM V4.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: SmashTheEchidna on June 04, 2014, 12:24:16 PM
This has gotta be my sixth time saying this in the span of two days 24 hours. It has not been updated for V4 yet. Please be patient.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on June 04, 2014, 12:30:43 PM
Okay.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 21, 2014, 02:16:10 PM
hi-yo ! I relaxed for more than a month now, and since many mods were updated...
*slides and drops a little something*
whoops, a v4 compability
download me ! (http://best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2d.pk3)
Thanks to Celebi for playing bug hide-and-seek with me. Changes are sortered by order of importance  :roll:
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Emmanuelf06 on June 21, 2014, 02:32:47 PM
Yeaaaah, it's time to have fun with your mode again!
3 perfect in a row was complicate to do.... :)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: FTX6004 on June 21, 2014, 02:41:58 PM
The download to music wad seems broken to me. :evil:
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 21, 2014, 02:47:29 PM
Whoops it's true the link was broken, probably because BE updated their website a long time ago
either way you don't need to re-download it, the music file didn't changed
EDIT : I fixed it FTX
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: FTX6004 on June 21, 2014, 02:47:58 PM
Quote from: "Stardust"
either way you don't need to re-download it, the music file didn't changed
But i don't have it anymore.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Accel on June 21, 2014, 07:14:29 PM
Are you guys still taking submissions these days? I had a really... really stupid, but entertaining idea at work the other day, and thought it might be worth sharing here.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 22, 2014, 03:01:31 AM
Well, I think it might be worth a shot.

Have at it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 22, 2014, 08:36:21 AM
I'm not really into the mood of creating even more new hales anymore, but you can post it for the future if it's a great idea
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dark_Chaos on June 22, 2014, 08:07:06 PM
hi, i don't know if you are taking suggestions for hales to put in this mod.

but i have an idea for one.  Bloody Marie from Skullgirls.

Skullgirls is a fighting game, and Bloody Marie is the final boss of the arcade mode and sometimes in story.

i think she would be perfect as a hale.

here's offical art for her.

(http://img4.wikia.nocookie.net/__cb20130228235023/skullgirls/images/1/14/20130225114539-DLC_Marie.png)

here's a video of the fight with her



this person makes it look easy, but i tried this myself and i lost 5 or 6 times on easy.

and here is her boss theme



if you were to make this a boss in saxton hale ++ it would be so awesome!

please consider this. i will understand if you turn it down.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 27, 2014, 08:33:57 PM
It's not the first time we heard about Skullgirls and this series' popularity rised over time,
I already had a suggestion for Skullgirls but for Peacock from Chaos Fantazy, he designed her whole moveset and all (because she has a skin right over here (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=3993)), I think if a Skullgirl would be made (I think I'll get interest in this game), it should be rather her.

On a side note I have a new version -- or a kind of big hotfix ~ thanks a lot to Celebi for devoting a lot of time to help me
==> ||Button|| (http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2e.pk3) <== click it to download! click !

(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on June 27, 2014, 10:08:13 PM
So, any plans to make Talbain not the embodiment of "FUCK THIS"? No one likes the darkness. I repeat, no one.

But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.

Also, why switch from damagefactor to health? And, just so we're clear, damagefactor and armor (http://zdoom.org/wiki/Classes:Armor) aren't the same thing.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on June 27, 2014, 10:21:32 PM
Quote from: "OtakuAlex"
So, any plans to make Talbain not the embodiment of "FUCK THIS"? No one likes the darkness. I repeat, no one.

But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.

Also, why switch from damagefactor to health? And, just so we're clear, damagefactor and armor (http://zdoom.org/wiki/Classes:Armor) aren't the same thing.

I like the darkness gimmick. It creams everything.
You should never speak like that on behalf of everyone, especially when people have differing opinions.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on June 27, 2014, 11:18:45 PM
Well, I never see YOU on servers, so how am I supposed to know what YOU think while I hear nothing but NEGATIVITY from OTHERS on the subject?

No one is happy on the server when Talbain is chosen. That's that.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Magnet Dood on June 28, 2014, 12:19:17 AM
I'd be surprised if literally every single person hates the darkness gimmick. Rozark is right. Just because he sometimes isn't around to see it doesn't mean you should say everyone hates it and use that as a fact to push for a change if you don't know.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 28, 2014, 12:21:01 AM
Quote from: "Rozark Kyouko"
Quote from: "OtakuAlex"
So, any plans to make Talbain not the embodiment of "FUCK THIS"? No one likes the darkness. I repeat, no one.

But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.

Also, why switch from damagefactor to health? And, just so we're clear, damagefactor and armor (http://zdoom.org/wiki/Classes:Armor) aren't the same thing.

I like the darkness gimmick. It creams everything.
You should never speak like that on behalf of everyone, especially when people have differing opinions.

I love the darkness gimmick. It makes the boss like totally radical dudes fun and I want to experience it more because of it.
(Everyone's really whiny about it..)

Also, as much as I hate certain bosses just because of their origins, it's become obvious that I can't keep throwing hate at them and expecting something to happen.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on June 28, 2014, 01:07:13 AM
Just chiming in to say I also dislike Talbain's darkness gimmick. That being said I haven't tried the new version yet; changing the gamma helps largely except in the total darkness period, and the total darkness being nerfed might make it more tolerable.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on June 28, 2014, 01:40:49 AM
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.

Boy, glad to hear that the forums side of the community loves being unable to see anything. I wonder if they like being hurt, too? I mean, any other things that would piss off others that they like?

I ain't assuming shit either, I've seen people bitch and I've bitched myself on this subject. And, go ahead, give me a warning for all this, I hear that "report post" button for me implying such things about the forum users of MM8BDM, and I don't care.

G'night, ladies and gentlemen. Hmph.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: remixman on June 28, 2014, 02:22:03 AM
:mrgreen: Saxton Hale is the best!! :D
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on June 28, 2014, 02:22:24 AM
Quote from: "OtakuAlex"
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.

Boy, glad to hear that the forums side of the community loves being unable to see anything. I wonder if they like being hurt, too? I mean, any other things that would piss off others that they like?

I ain't assuming shit either, I've seen people bitch and I've bitched myself on this subject. And, go ahead, give me a warning for all this, I hear that "report post" button for me implying such things about the forum users of MM8BDM, and I don't care.

G'night, ladies and gentlemen. Hmph.
You're not helping or being constructive by insulting the person who has control over the gimmick.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 28, 2014, 02:30:04 AM
Quote from: "OtakuAlex"
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.


I don't go there on a daily basis, but that sure doesn't mean I haven't experienced it enough.
It's impossible to tolerate the people present at those servers, so that's one reason I don't go..
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 28, 2014, 02:30:43 AM
Dear very charismatic, useful and convincing otaku alex,
while I appreciate truly your recommandations and your ideas, I'm just curious of the reasons behind such negative waves in your post... the text says you're giving an opinion (an opinion that seems to be shared by the majority, according to your preferences), but, the feelings behind them seem to give the opposite.
In this world, you are free. You can post. You're not forced, but you can if you want. I prefer reading sincere posts, and I appreciate the enthusiasm you have toward helping me because I can read in your mind that you want the best of this Saxton Hale mod. And, it's no use talking about the flow of pleasure you brought when you joined my server in a great mood, I learned a lot and enjoyed your visit, you can pass by anytime, but you don't have to if you don't want to
Regarding the amount of difficulty you experienced from fighting TomahawkWerewolfman, I understand and I'm very sorry if the darkness coming from the black-painted screen might have hurt your feelings and/or removed a smile from your face. Albeit, using the algorithm of "slowly, but surely", I would hope you could find your pleasure by looking at the changelog, and with a determined attention, notice that a "nerf" like they say, was applied successfully, and consequently, stating "Stardust doesn't listen" might be a subject of controversy
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 28, 2014, 02:52:37 AM
Quote from: "OtakuAlex"
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.

Boy, glad to hear that the forums side of the community loves being unable to see anything.

And, go ahead, give me a warning for all this, I hear that "report post" button for me implying such things about the forum users of MM8BDM, and I don't care.

G'night, ladies and gentlemen. Hmph.

Well this type of condescending attitude sure doesn't help.
Be careful with this shit, Alex.
You aren't helping anyone by insulting the developer of the mod and people on the forums.
Especially not helping your apparently bad reputation here already.

Forum mods don't tolerate this type of 'drama'.
Seriously, I'm tired of us calling it that.
Can WE PLEASE call 'drama' 'whining' or 'bitching' instead?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on June 28, 2014, 03:06:54 AM
@Star
I have no issue with Tomahawk himself, I think he's a fun and interesting boss to play as and fight against. He has a style of melee that can be devastatingly powerful when used right that ISN'T a clone of Saxton Hale's punch. My only issue is the gimmick you bundled with him. When I complain about a boss, it's not because I felt they were OP. (in fact, I love it when enemies are much stronger than I am, it feels challenging) I complain when a certain feature makes one thing that would be otherwise tolerable into something to speak ill of.

@Crasger
I really don't care about the consequences or my reputation right now. If I get banned or people look down upon me, so be it. I have better things to do with my life than worry about what happens to myself, such as make things better as a whole. And, I'll stay true to what I said in that post.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 28, 2014, 03:18:33 AM
Quote from: "OtakuAlex"
I really don't care about the consequences or my reputation right now. If I get banned or people look down upon me, so be it.
Well, alright then.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on June 28, 2014, 05:30:52 AM
Quote from: "OtakuAlex"
Well, I never see YOU on servers, so how am I supposed to know what YOU think while I hear nothing but NEGATIVITY from OTHERS on the subject?

No one is happy on the server when Talbain is chosen. That's that.

I've admitted multiple times that I use undercover aliases to get information on things I've asked for numerous times from people. People giving criticism in the most obscure of ways, or even not at all, isn't going to help my goals or projects. I'm sure you understand. So to answer your "assumption", yes, I am on that server; I'm on it more than you think. Talbain's darkness is fine and is the basis of a gimmick I've implemented for one of my own maps. You might hear negativity from others, but you know what? They're probably giggling of full of fun on the inside. It's something I've named MarioKartSyndrome. As stated above, your complaint was acknowledged but isn't a primary concern.

Those deep red eyes..
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 28, 2014, 06:10:36 AM
Quote from: "Rozark Kyouko"
I've admitted multiple times that I use undercover aliases to get information on things I've asked for numerous times from people.
I once did that with crasmap...
good times.
People were openly badmouthing me in front of me in disguise.

It was a fun romp.

Quote from: "Rozark Kyouko"
So to answer your "assumption", yes, I am on that server; I'm on it more than you think.
How cryptic.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on June 28, 2014, 06:51:56 AM
Quote from: "Rozark Kyouko"
is the basis of a gimmick I've implemented for one of my own maps.
Oh lawdy. Is it like Power Plant darkness (which is fine) or literal pure blackness?

If the latter please tell me there are no pits.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: PotatoStrike on June 28, 2014, 07:47:35 AM
Just to say, Darkness Gimmick is not a problem. You can move with players. I know all the maps of the server, so I know where I go.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 28, 2014, 10:25:17 AM
People just like to whine about things over the internet-- people like to whine about things in general.

I've been guilty of this many times.

Perfectly natural to complain about things.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on June 28, 2014, 06:44:04 PM
How is not seeing shit a good concept for a gimmick, a boss, a anything. If you people like to not see anything so much, just lower your gamma and brightness down to as low as they can go. =I

I mean, come on. Plus, it doesn't act as cover of any sort. People can still analyze the map and take routes they want. I once made it to my destination and dodged Talbain's attack by doing this. He finally actually killed me when I was taking a break to do something. (probably should've paused during said break)

So, since it doesn't help with pulling an attack on them, but can help with them not attacking you, (if they're smart enough to do what I did, that is) that would mean that, if anything, this gimmick can increase the chance of matches lasting longer.

Once again, though, this probably won't be removed. Why do I say anything, then? I mean, this is quite BS. I'm actually starting to prefer Rebalanced now due to how it didn't try to pull off shit like this that would only harm the mod's overall quality.

Oh, and I see those fingers saying "people disagree with you and have different opinions", don't bother. Pffft.


If people are giggling on the inside from something they're complaining about, that's no different than finding pleasure in receiving pain.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: PotatoStrike on June 28, 2014, 08:12:45 PM
It's only your opinion.
The hale must respect the game he's from. Tomahawk Talbain is a custom hale, so Stardust can do everything with it.

P.S: Meta Knight Hale suggested to TailsMK4.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 28, 2014, 09:48:33 PM
http://darkstalkers.wikia.com/wiki/Jon_Talbain (http://darkstalkers.wikia.com/wiki/Jon_Talbain)

heard you talkin' things about that Talbain
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: quote on June 28, 2014, 09:53:03 PM
hi, only 1 question

where can i find quote's skin from cave story? (please send a link or to this email: psalazar.cofre@gmail.com)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on June 28, 2014, 11:54:18 PM
Quote from: "quote"
hi, only 1 question

where can i find quote's skin from cave story? (please send a link or to this email: viewtopic.php?f=30&t=3319 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=3319)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 29, 2014, 12:55:19 AM
That topic holds a skin unlike the one in this mod.
As far as I'm aware, the one in this mod is only in this mod.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 29, 2014, 04:02:12 AM
Quote from: "quote"
hi, only 1 question

where can i find quote's skin from cave story? (please send a link or to this email: psalazar.cofre@gmail.com)

Umm... wrong thread.

Wait a second... right.

Correct thread.

Kinda. But that sorta derailed the conversation at hand, didn't it?

Well, apparently you can only rip the skin from the mod files to get the exact skin you see in the mod.

Pretty easy to do.
Oh lord, I hope we don't have another sa(numbers) situation on our hands...
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on June 29, 2014, 12:38:20 PM
Crasger,please don't bring that up again.

Back on topic:A Quote skin exists.You just need to look for it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 30, 2014, 01:09:45 AM
Quote from: "sa173533"
Crasger, please don't bring that up again.
Fair enough.

I won't bring up that situation again.

But seriously man, I still can't get over that...

You bumped the v4a topic and derailed it with your requests for a sprite sheet; we were trying to tell you how to get SLADE (the tool you need to do it yourself, since it's so easy to rip the sprites anyway) and in the end you didn't even bother to do what we were telling you, instead opting for that DLL fixer that almost destroyed your computer.
Whoops, brought it up again. Well, this'll be the last time. I swear.

And now let's return to your regularly scheduled Saxton Hale++ or whatever Stardust's up to.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on June 30, 2014, 11:03:28 AM
It's okay,Crasger.So we cool,dude?

I'm wondering if Stardust has played any games to find out what characters to put into the next version of Saxton Hale.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on June 30, 2014, 12:49:21 PM
Doesn't seem too interested in adding new hales.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 30, 2014, 01:07:27 PM
If I knew how to make a boss, I'd likely create Shade Savant because I'm lazy and you would all hate me forever.

Not that it wouldn't be added, of course..
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on June 30, 2014, 05:24:56 PM
Finally got around to making these.
(http://i.imgur.com/K0R1Gg0.png)
This is very much part of my idea to stop rapid "MEDIC!" chorus sequences in the maps, where it instead displays one of these speech balloons over your character for two seconds each time you press Taunt.

If your HP is less than full, it displays the white balloon with the red cross.
If your HP is full, it displays the red balloon with the white "no" sign, indicating the player is fully healed.

This would help healers know who's wounded in battle and aren't just shouting "MEDIC" for the heck of it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 30, 2014, 05:38:37 PM
Quote from: "Superjustinbros"
Finally got around to making these.
(http://i.imgur.com/K0R1Gg0.png)
This is very much part of my idea to stop rapid "MEDIC!" chorus sequences in the maps, where it instead displays one of these speech balloons over your character for two seconds each time you press Taunt.

If your HP is less than full, it displays the white balloon with the red cross.
If your HP is full, it displays the red balloon with the white "no" sign, indicating the player is fully healed.

This would help healers know who's wounded in battle and aren't just shouting "MEDIC" for the heck of it.

(http://i.imgur.com/a6z6wsk.gif)

Now, even though in TF2 we have both the popups and the MEDIC shout, I think it's best to ignore the MEDIC shout due to above stated reasons.
A small and short sound that is not a word would be much preferred.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 30, 2014, 05:52:20 PM
Quote from: "Superjustinbros"
Finally got around to making these.
(http://i.imgur.com/K0R1Gg0.png)
This is very much part of my idea to stop rapid "MEDIC!" chorus sequences in the maps, where it instead displays one of these speech balloons over your character for two seconds each time you press Taunt.

If your HP is less than full, it displays the white balloon with the red cross.
If your HP is full, it displays the red balloon with the white "no" sign, indicating the player is fully healed.

This would help healers know who's wounded in battle and aren't just shouting "MEDIC" for the heck of it.
Tauntspamming exists also with vanilla skins, you can tauntspam with Gutsman's ass, Auto's truck, Sonic the Hedgehog, the beloved Mario face, and many other skins can as well.
The medic chorus shouting sounds more fun than bothering to me, and yet, a true patient would probably want you to notice him/her (like, they would come toward you, jump a lot, or even talk in the chat if they beg your help and you don't see them), unlike the players who are spamming "medic" for derpy reasons. Also I believe it's also the Medic's role to heal other players even when they're not asking for it (if you see someone getting hurt, release the altfire. Since the v2d you can even know if a target is low or almost full on health, the healing beam changes of color (red ==> wounded, yellow ==> ~half life, green ==> full on health. When your target is full on health, it also plays a different sound)

This being said if you could turn the bubble with a red cross into a hat, I could offer it to Roll (that way it would make a difference between a true Medic and a Megaman player using the Roll skin). Everyone likes hats.

Quote from: "sa173533"
I'm wondering if Stardust has played any games to find out what characters to put into the next version of Saxton Hale.
On this point chances are very high to have more Mega Man bosses ; most of the time THE best choice ever for me is a Mega Man crossover (between Mega Man and another series, like Dio Flash or Tomahawk Talbain represent this idea), yet character from other games are acceptable as well.

As for the progress of the mod, a hotfix for some details (like WTANKS given to support classes, or the broken floating weapons) should come very soon, then v2 would be achieved.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on June 30, 2014, 06:02:38 PM
So we'll have to keep struggling to catch the person and waste a little bit of ammo to see if they're full on health or not? That's going to stay the only way to figure out if someone is on full health? (Aside from $health)

.. Also, why does it have to be a hat, instead of a simple mark?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on June 30, 2014, 06:12:17 PM
This little bit of ammo isn't even 2‰ of your ammo bar... yet, if it's really important, tapping altfire could send a colorless particle of beam, which would cost 0 ammo, and will give informations about the patient's health (without healing them of course)

The classes having unique skins (by giving them all a hat, for instance) was an idea of Celebi. We thought Roll could have a nurse hat, Speedster have Sanic's shoes (why not), Sweeper has a cowboy hat (we'll steal it from these cowboy enemies in Tomahawk Man's stage)...
Anyway if the marks would be used, I don't think the "full health" one is mandatory, only the wounded players could display the bubble ; the fully healed players would simply say Medic for the heck of it
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on June 30, 2014, 08:01:26 PM
I was thinking an alternative to the MEDIC shout being used at full health would be having a second clip that plays with full health instead of less than full health, with the class saying something like "I'M GOOD!" or "THANK YOU!" when at full health.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on June 30, 2014, 10:18:22 PM
Quote from: "Stardust"
Also I believe it's also the Medic's role to heal other players even when they're not asking for it (if you see someone getting hurt, release the altfire. Since the v2d you can even know if a target is low or almost full on health, the healing beam changes of color (red ==> wounded, yellow ==> ~half life, green ==> full on health. When your target is full on health, it also plays a different sound)
I'm glad you bring this up, because it's one of the reasons I still think there are improvements to be made. In the heat of battle, you don't want to have to repeatedly aim at different players (sometimes unsuccessfully due to the unintelligent homing of the beam) and tap alt fire just to figure out who actually needs healing. You want to be healing the wounded ones immediately, as fast as possible, and you don't want to waste ammo, either. It definitely does not cost 0 ammo to check people, and those little bits you spend add up when you have to check multiple people or have a hard time actually hitting them with the beam.

Also, it's worth noting that a lot of players (I'd say the majority of them) don't use health binds, and absolutely no one uses the chat to ask for healing because it just takes too long. I occasionally use the chat to ask an engineer for a W Tank, but I've never seen anyone else do that (and most engineers just troll me anyway, because they usually choose to be an engineer so they can goof off).

Speaking of which, I should mention that as bad as a medic might have it when it comes to communicating with other players and evaluating their needs, engineers have it far worse. There's absolutely no way to tell who's low on ammo or got stuck with a poor weapon selection, so you pretty much just throw stuff at people and hope it's useful somehow. (Because like I said, people don't want to use the chat and leave themselves open to attack.) Pretty much the only sort of strategy you can make use of is to follow around a skilled player and keep him well-supplied, but it doesn't feel like much.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on June 30, 2014, 11:05:17 PM
Quote from: "Stardust"
a true patient would probably want you to notice him/her (like, they would come toward you)
Days ago when a iwas playing as Healer there was people that were in my face spamming "MEDIC!" to make me waste ammo :|

I still like the idea of Superjustin.  :|
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gumballtoid on June 30, 2014, 11:50:47 PM
Quote from: "Stardust"
This being said if you could turn the bubble with a red cross into a hat, I could offer it to Roll (that way it would make a difference between a true Medic and a Megaman player using the Roll skin).
I think it might be better if the Megaman class were restricted to using the Mega Man skin.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 01, 2014, 03:15:31 AM
So, I see a brilliant idea for the medic was rejected and instead you ask for a hat......After all I've been saying in this thread, you're not really trying to prove any of it wrong and are pretty much just proving all the rumors of you to be true.

GG, Star, GG.


P.S. Hiding the ACS won't do you any good since there's decompilers for ACS.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 01, 2014, 05:53:27 AM
Quote from: "Superjustinbros"
I was thinking an alternative to the MEDIC shout being used at full health would be having a second clip that plays with full health instead of less than full health, with the class saying something like "I'M GOOD!" or "THANK YOU!" when at full health.

I could already imagine Duo saying "thank you", so maybe not for taunting, but if the class goes from the "wounded" state to the "full health" state, I guess something like this could play for sure

Quote from: "MrL1193"
In the heat of battle, you don't want to have to repeatedly aim at different players (sometimes unsuccessfully due to the unintelligent homing of the beam) and tap alt fire just to figure out who actually needs healing. You want to be healing the wounded ones immediately, as fast as possible, and you don't want to waste ammo, either. It definitely does not cost 0 ammo to check people, and those little bits you spend add up when you have to check multiple people or have a hard time actually hitting them with the beam.
Speaking of which, I should mention that as bad as a medic might have it when it comes to communicating with other players and evaluating their needs, engineers have it far worse. There's absolutely no way to tell who's low on ammo or got stuck with a poor weapon selection, so you pretty much just throw stuff at people and hope it's useful somehow. (Because like I said, people don't want to use the chat and leave themselves open to attack.) Pretty much the only sort of strategy you can make use of is to follow around a skilled player and keep him well-supplied, but it doesn't feel like much.
The behavior of the beam is to home into any player, but don't heal bosses of course. It has its good and bad points ; yet if it wasn't homing it would be impossible to heal anyone "in the heat of the battle" because there is no time to fire it accurately. I know it definitely doesn't cost 0 ammo right now, that's actually an idea I proposed for the future ; with a fast fire rate, the heal test (tapping altfire) could be fast and useful even "in the heat of the battle" (and assuming you keep an eye on the players fighting) -- and, being able to directly see the player's health in your crosshair seems to be a complex thing, I don't even know if I can code it .//.
As for Support if I may say... running out of ammo is very scarce. Usually you die before you used your 5 WTanks (3 to 5 starting weapons + 5 Wtanks for a single survivor is quite a lot, + an Eddie on occasion). Auto's support is not as much relevant as Roll's ability to heal : as you don't mandatorily need any weapons to survive, but ; you need a bigger health to have more chance of surviving.
are there really "poor weapon selections" ? Everyone gets common weapons like Tengu Blade, Fire Storm, Gemini Laser but you will never get rare and powerful weapons like Astro Crush or Sakugarne. I think the weapons are different but I'm not sure how you can say they're "poor", each weapon shines somewhere   :)
Assuming the Auto is a serious/skilled player, he'd understand if you say a simple "wtank pls" in chat ; most of the time Autoes drop a weapon when their bar is full, even if nobody is around (so they can charge the next weapon)
Some Autoes even build their shop somewhere so you can ask him nicely a wtank without expecting the hale to find you here ; but hey anyway running out of ammo is veeeery rare, and even though, Mega Man is the only class that has a awful buster to fight with, all the other classes have a better Buster. Also don't forget you also get 5 new fresh W Tanks when you're the last survivor
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Crasger on July 01, 2014, 01:09:13 PM
Quote from: "OtakuAlex"
So, I see a brilliant idea for the medic was rejected and instead you ask for a hat......After all I've been saying in this thread, you're not really trying to prove any of it wrong and are pretty much just proving all the rumors of you to be true.
Indeed that thought bubble thing was a brilliant idea.

Although, that surly attitude should be taken to the PMs or something.
All this needless anger is such a waste of text-box space.
That kind of attitude won't get you a reply since most folks tend to ignore a sore sack that keeps whining and pouting.
Title: Welcome to Vintage Capital Science Advertising
Post by: Rozark on July 01, 2014, 01:47:27 PM
(click to show/hide)

Do you fear social interactions? Disable Taunts! Boom! A Less Quality Experience!

Can't tell if someone needs healing? Quick Tap! The beam changes color depending on their health!

Need to tell the difference between an offensive Auto and a Secret Shop? Add Hats! Now you can kill that medic with ease instead of that Roll tease!

Are you running in circles trying to heal that one Bass? Stop! If they want to feel good, they will chase you down! Go grab a lemonade and chill with the Secret Shop!

Struggling to type as quick as a non-struggling typist? Binds! (Bind U "say WTANKPLS") Enter that phrase into your console (without parentheses of course) and sit back! Type that U key and you'll win any typing competition! (Make a mention of the WTANKPLS campaign and receive half off your next W tank purchase!)

Want to insert your metaphorical "T" Wiggles into every mod? No! That's unhealthy for both your Wiggles and the mod!
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 01, 2014, 02:10:10 PM
that's the kind of beachy ambience sometimes in-game, Auto Shop are multiplying to create more profit for the economy, and sell their weapons everywhere. Shopkeeper is a professional business

oh and if there is no solution, that means there is no problem
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 01, 2014, 08:58:21 PM
Quote from: "Stardust"
As for Support if I may say... running out of ammo is very scarce. Usually you die before you used your 5 WTanks (3 to 5 starting weapons + 5 Wtanks for a single survivor is quite a lot, + an Eddie on occasion). Auto's support is not as much relevant as Roll's ability to heal : as you don't mandatorily need any weapons to survive, but ; you need a bigger health to have more chance of surviving.
are there really "poor weapon selections" ? Everyone gets common weapons like Tengu Blade, Fire Storm, Gemini Laser but you will never get rare and powerful weapons like Astro Crush or Sakugarne. I think the weapons are different but I'm not sure how you can say they're "poor", each weapon shines somewhere   :)
Assuming the Auto is a serious/skilled player, he'd understand if you say a simple "wtank pls" in chat ; most of the time Autoes drop a weapon when their bar is full, even if nobody is around (so they can charge the next weapon)
Some Autoes even build their shop somewhere so you can ask him nicely a wtank without expecting the hale to find you here ; but hey anyway running out of ammo is veeeery rare, and even though, Mega Man is the only class that has a awful buster to fight with, all the other classes have a better Buster. Also don't forget you also get 5 new fresh W Tanks when you're the last survivor
Well, when I talked about poor weapon selection, I was referring to the fact that although "each weapon shines somewhere," there's no guarantee that the weapons you get will shine in the situation you're in. For instance, Star Crash and Slash Claw can be great weapons normally, but when the boss you're fighting is Morshu...not so much. (Unless you want to sacrifice yourself in his oil fires.)

With regard to the Roll vs. Auto comparison, though, don't you think that's a problem? Auto isn't really any more of a fighter than Roll, so if the support he provides isn't as useful--and I can easily agree that it isn't--then why bother using him at all? (Unless you want to just mess around, which I see a lot of Autos doing.)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 01, 2014, 09:19:44 PM
Actually if you try StarCrashing Morshu you'll kill him easily, we already did the test with Celebi, Morshu is the same as before when it comes to melee, he still has troubles

Roll is helpful in the sense she helps the survivors by increasing their staying power (DEF.) Auto is helpful in the sense he helps the survivors by increasing their arsenal/choice of weapon, and provide ammo if needed (ATK.)
It depends what is your way of playing and your priorities, lots of Healers will grant a lot of recovering whereas lots of Supports will grant lots of weapons
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 01, 2014, 11:10:55 PM
You're confusing me here...You just admitted that Roll is more helpful than Auto, but then, in response to my example, you say, "Nonono, you can make those weapons work! See? You can still fight with the weapons you're given!...Uh, but that doesn't mean Auto is useless!" Make up your mind please. I never said Auto was completely useless, but when you said that Roll's healing ability was "more relevant," I agreed. So again, I ask: Doesn't that mean Auto is overshadowed by Roll? Doesn't that mean you should buff him in some way until he can contribute on a level equal to Roll? (And in further support of that position, I'd like to point out that Roll's healing is useful to everyone, including even herself if the beam is bounced properly, while Auto can only help weapon users.)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on July 02, 2014, 03:37:45 AM
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.

When Auto is ready to create a weapon, pressing Alt will bring up a small menu, showing a selection of three random weapons. Each weapon corresponds to a movement key. If left is pressed, Auto will spawn the weapon in the left window, if the right key, the weapon in the right window, and either making no movements or pressing Up will make Auto spawn a weapon in the center window. With this, Auto could spawn weapons that are the most highly efficient in the given map/situation, incase a certain weapon he's offered doesn't work.

Auto can still move when picking a weapon, and he can still fire bolts with the primary fire button.

I also had an idea of having Auto get an alternative weapon (depicted with a red arm instead of green) Pressing alt will spawn special items which give players stat buffs, either increasing their attack strength, ammo consumption, weapon speed, movement speed, and defense. An Auto cannot pickup his own spawned power up, only those generated by other Autos; and any other class is free to take a spawned power up. Much like with spawning weapons, Autos have to wait for their power up spawner to charge before dropping a weapon.

As for Roll, it was quite difficult for players to notice the beam's color changing as a survivor got more healthy. In all the times I healed players or got healed myself, I never noticed it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 02, 2014, 05:57:58 AM
Quote from: "Superjustinbros"
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.

When Auto is ready to create a weapon, pressing Alt will bring up a small menu, showing a selection of three random weapons. Each weapon corresponds to a movement key. If left is pressed, Auto will spawn the weapon in the left window, if the right key, the weapon in the right window, and either making no movements or pressing Up will make Auto spawn a weapon in the center window. With this, Auto could spawn weapons that are the most highly efficient in the given map/situation, incase a certain weapon he's offered doesn't work.

Auto can still move when picking a weapon, and he can still fire bolts with the primary fire button.

Complex, yes. Impossible, no.

I remember a Doom mod called Sector Craft that had a menu that would be used for selecting what the player would spawn. It was pretty neat.

Anyways, it's 100% possible. Actually, it might not even be as complex as you and I think. (I've yet to look at Sector Craft's coding or try making anything like this, so I would know. Maybe I should try pulling this off in a mod of my own just to see how complex it is.)

Also, INB4 Star rejects this idea and I proceed to laugh my ass off in this wonderful wheel chair tha- *Spins around* WHEEEEEEEEEEEE~
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 02, 2014, 07:19:56 AM
Quote from: "MrL1193"
You're confusing me here...You just admitted that Roll is more helpful than Auto, but then, in response to my example, you say, Nonono
Quote from: "Stardust"
It depends what is your way of playing and your priorities
I can't tell for everyone what is more "useful", some people prefer to have lots of medics, some other prefer to have lots of engineers, it's all up to your gamestyle
Besides Auto is planned to have a new ability for v3 (a skill based on supporting of course), something similar to SJB's stat modifying idea so he should be a class of choice. For the moment, the most used class seems to be Speedster anyway

Quote from: "Superjustinbros"
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.
it seems similar to the training room menu in Dr Light's lab (when you're about to fight S.Joe). Coding aside there's still has been a part of haxx in video games so I wonder if the survivor discovering which weapon he gets would be like, less fun, because less randomized ; furthermore imagine you can choose Astro Crush, Needle Cannon or Search Snake. To me the answer would be straight, Astro Crush.
But I'm not spiting on it, I'll see if it can be used

Quote from: "Superjustinbros"
As for Roll, it was quite difficult for players to notice the beam's color changing as a survivor got more healthy. In all the times I healed players or got healed myself, I never noticed it.
Ok thank you for the info, I'll make it more noticeable then
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 02, 2014, 07:40:34 AM
Well, as long as Auto gets some way to contribute...I was going to suggest turrets a la TF2 Engineer or YD Classes Gemini Man, but perhaps that would be too much.

Also, I find it interesting to note that Bass, the fastest class, seems to be the most popular, and Duo, the slowest class, seems to be the least popular. I remember seeing Duo played more back when he had 200 HP, but nowadays I don't see many people other than myself picking him. Auto is actually a fairly popular choice already, but I think that's mainly because his current play style gives people an excuse to hide and mess around until everyone else dies.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 02, 2014, 08:03:35 AM
Eh that's doable, yet if someone would fight for him, it would be probably Eddie (in Justified they do that ; collect 5 screws as Auto, use your item, and you can summon a Eddie that tracks opponents and send bombs in their faces). This being said if Auto would be able to summon weapons, stat upgrades AND summon sentries that would be a lot --I think we're about to need a 2nd weapon for all these options-- at this point I think it would be better to simply make his Screw Arm weapon stronger/any better -- and the same for Roll : making her able to fight better with her buster.

I know right about Duo, he has 160 HP now, but players hate being slow (except if you're a Frostman or a Hardman because being a fatty is fun) ==> that's probably why Speedster is overplayed
That's sad Duo isn't that played, but if more players would give him a chance like you do, they'd probably like his defense. Duo is the only class who can survive a Za Warudo. He can ram into a long range hale with Top Spin like Cave or Starman without being afraid of his healh, he can easily endure 2 or 3 lemons. I remembered once I tried to kill OrangeMario as Super Macho Man, and he was supported by a Healer (Greninja, I forgot his entire name) ; dang, Duo would neveeeer diiiiiie

...and I have the sudden envy to rename the classes to their actual Mega Man name :<
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on July 02, 2014, 03:44:26 PM
Can you upgrade Dio Flash's rage to include the Road Roller?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on July 02, 2014, 03:50:52 PM
WWWRRRYYYYYY

Words can't describe how satisfying that'd be, but how would it fit in? How would it be executed?
I do like the rage super attack as is, so under special conditions it could work this way?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 02, 2014, 04:17:04 PM
I see nothing wrong with it, my only issue would be... where would I find a 8-bit steamroller (with the 5 angles sprites)?? Back when I was making Dio Flash, the Steamroller sprite was the reason why I was blocked and couldn't use it, so I went with The World instead (and also because Dio Brando is more known for the Warudo than the steamroller ability)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on July 02, 2014, 04:29:42 PM
Quote from: "MrL1193"
Well, as long as Auto gets some way to contribute...I was going to suggest turrets a la TF2 Engineer or YD Classes Gemini Man, but perhaps that would be too much.

Yesterday I was going to suggest a third weapon for Auto where his arm would be colored purple and he'd spawn Treble Sentries when the weapon/arm
 is fully charged and ready to use. These Treble Sentries would be a bit different from the ones called via items, since they would have health and if shot at enough by Auto, the Sentry would "upgrade", giving it a faster fire rate, more firepower, or stronger defenses.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Gumballtoid on July 02, 2014, 04:42:26 PM
Quote from: "Stardust"
...and I have the sudden envy to rename the classes to their actual Mega Man name :<
Whenever we play SHR++, we usually call them by their Mega Man names. It would probably be a change for the better. Personally I would also restrict the Megaman class to the Mega Man skin, but that's probably just me.

Also instead if a bubble or an obnoxious taunt that would be used to get Roll's attention, it might be better to just give them all injured frames, in kind to MMSP(SiN?).
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Magnet Dood on July 02, 2014, 05:28:55 PM
Quote from: "Stardust"
I see nothing wrong with it, my only issue would be... where would I find a 8-bit steamroller (with the 5 angles sprites)??

You should definitely use Mad Roller from MM7. Brotoad has 8-bit sprites for it on his Deviantart page- they don't have rotations, but I'm sure someone could try their hand at it.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 02, 2014, 08:55:39 PM
Definitely lucky that there's actually a steamroller in the Mega Man universe, derp
I might throw a spriting request in a day for this Steamroller art to happen. It'll probably need a single frame with all rotations, and.. that's it

Quote from: "Gumballtoid"
Also instead if a bubble or an obnoxious taunt that would be used to get Roll's attention, it might be better to just give them all injured frames, in kind to MMSP(SiN?).
I wish every skin in the world would magically create "wounded" sprites :( in your idea, this assumes Megaman's skin is forced to be Mega Man. I don't really know about the skin forcing. I mean, the classes mods, both JC and YD, are played very often, and you can't choose any skin in these mods...
Between being able to choose skins for Megaman, or have a wounded animation (thus, Megaman being the only skin available), I think for the love of skinners out there, being able to choose your skin is way better.
This being said I could give wounded animations to Proto, Duo, Auto, Roll and Bass, since Mission Mode made the sprites already  :)
Quote from: "Superjustinbros"
Yesterday I was going to suggest a third weapon for Auto where his arm would be colored purple and he'd spawn Treble Sentries when the weapon/arm
 is fully charged and ready to use. These Treble Sentries would be a bit different from the ones called via items, since they would have health and if shot at enough by Auto, the Sentry would "upgrade", giving it a faster fire rate, more firepower, or stronger defenses.
Hnnng
I wonder what would happen if a Autotroll would create sentries at the end of a teleporter and upgrade them... Auto is Engineer's counterpart because it suits him the most, however he was more designed as an "upgrader" (stat modifications confirmed BTW) than a pure "TF2 Engineer" ; he was more designed as someone who's not effective alone, but with at least 1 ally, can become way more helpful.

I have a last small hotfix for v2, except if more important fixed need to be added : v2eh ~ click on me!!! (http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2eh.pk3)
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on July 02, 2014, 09:37:01 PM
Quote from: "Stardust"
Hnnng
I wonder what would happen if a Autotroll would create sentries at the end of a teleporter and upgrade them... Auto is Engineer's counterpart because it suits him the most, however he was more designed as an "upgrader" (stat modifications confirmed BTW) than a pure "TF2 Engineer" ; he was more designed as someone who's not effective alone, but with at least 1 ally, can become way more helpful.
Ah, I didn't catch that. :? Now I can see why an Auto player could break the game with that kind of power, even if we did set a limit of sorts.
Thanks for accepting the idea of having Autos spawn power ups and making Roll's recovery beam a bit more noticeable.

Unsure if this was brought up previously; if you're playing with a screen size smaller than the window size, only one of Auto and Roll's bars in the HUD will appear; Auto's health, and the energy for Roll's recovery beam. I'm not sure if Auto even has an ammo bar on the HUD or if Roll's HP was ever displayed on her HUD since I don't really play with vertical bars, though it'd be good to see them getting fully working HP and ammobars for their Alts. Why didn't I read the change log...
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: sa173533 on July 03, 2014, 01:20:40 AM
Stardust,what games have you recently played that gave you ideas for additional hales?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on July 04, 2014, 02:58:43 PM
Also, the new version of SHR++ can be found below.

(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 05, 2014, 02:03:09 AM
Oh by the way, I just remembered that recently, some people reported that the bug that causes the second boss's rage message to disappear when the primary boss is killed has returned. It came up when I used Seeldier's rage to mow down the last two survivors after Seeman died; I didn't notice, but they said they were caught off guard because my rage message had disappeared. (I'm not sure if this affects the Genesis Unit, since their rage meter is shared, but I'm guessing other dual bosses might have the same problem.)

Also, it seems that lag can sometimes "eat" Ninja Spy's rage, causing him to not turn invisible on some people's screens. It's always been a possible, if rather rare, occurrence, but I didn't pinpoint lag as the reason until recently, when he failed to turn invisible on my screen because he used his rage while I was having a lag spike. I'm not sure there's any easy way to guard against the problem, though.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 06:08:37 AM
Hey, time for me to pick apart the aspects of your changelog that caught my attention. (I deleted the changes from the changelog that I had to response to)

Quote from: "Stardust"
(click to show/hide)
              [/color]
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 05, 2014, 08:21:48 AM
Quote from: "MrL1193"
Oh by the way, I just remembered that recently, some people reported that the bug that causes the second boss's rage message to disappear when the primary boss is killed has returned. It came up when I used Seeldier's rage to mow down the last two survivors after Seeman died; I didn't notice, but they said they were caught off guard because my rage message had disappeared. (I'm not sure if this affects the Genesis Unit, since their rage meter is shared, but I'm guessing other dual bosses might have the same problem.)Also, it seems that lag can sometimes "eat" Ninja Spy's rage, causing him to not turn invisible on some people's screens. It's always been a possible, if rather rare, occurrence, but I didn't pinpoint lag as the reason until recently, when he failed to turn invisible on my screen because he used his rage while I was having a lag spike. I'm not sure there's any easy way to guard against the problem, though.

I took note of that ; I never was aware the rage message wouldn't display if the hale 1 was ded. I'll fix it when possible (also technically if you can't see it, everypony can't see it neither, the rage message is displayed on everyone's screen)
For Ninja Spy's rage.. welp .___. the error must comes from Zandro itself : if at least one player can see it invisible (more like can't see it actually since he's invisible), everyone should be able to display the invisible state. I'll try to refresh Ninja's invisibility several times after he turned invisible to make sure it doesn't cause this glitch anymore
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on July 05, 2014, 01:34:29 PM
Also, in Christian Brutal Sniper, at some point he gets 5 arrows, while the message of his rage isn't in screen, and when he rages, he wins 5 more, is that supposed to happen?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 05, 2014, 02:06:18 PM
Yep
The rage message is displayed basically when the boss's rage bar is full
Sniper's rage is automatically triggered - when he has full rage, it is immediately consumed and provide 5 arrows (the altfire button is used to swap between bow and sword, that's why the rage can't be used with altfire, and thus it activates instantly)
So the rage message appears, and then disappears a few seconds later
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Celebi on July 05, 2014, 03:00:05 PM
I would tell you bugs and stuff directly, but for some reason, you have chosen to go completely solo over the fear of everyone being "spies" or something.  (Even though I told you I help test many different things, even people you don't like cough unholy cough)  You'll want to remove flash stopper on the wolf boss, since you can flash just before the darkness happens, or when it happens, to completely remove the black affect.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 04:40:00 PM
I think Sniper should be an actual sniper. Currently he has a blade of sorts and a bow. This isn't a sniper, this is a hunter. A sniper should have a ranged weapon to snipe with as his main.I'd say give him a gun of sorts instead of the blade, but make it do around 35 damage + Ripping and has to be reloaded every one in a while.

Also, Celebi, why are you giving ideas for Talbain to be an even bigger issue than he already is? Oh wait, you're the one who always does that. >_>
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on July 05, 2014, 04:44:50 PM
Quote from: "OtakuAlex"
I think Sniper should be an actual sniper. Currently he has a blade of sorts and a bow. This isn't a sniper, this is a hunter. A sniper should have a ranged weapon to snipe with as his main.I'd say give him a gun of sorts instead of the blade, but make it do around 35 damage + Ripping and has to be reloaded every one in a while.

Or one could just transform it into a completely different character, while keeping the exact same mechanics.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 04:51:01 PM
That'd be awfully lazy and forgetful of the mod's origins.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on July 05, 2014, 05:29:56 PM
Quote from: "OtakuAlex"
That'd be awfully lazy and forgetful of the mod's origins.

The TF2 custom gamemode, "Saxton Hale Mode"? Or what it's more accurately trying to go for, "Freak Fortress 2"?

Sure, the mod is based on that mode, but let's not forget; it's simply a multiplayer boss fight mode. Anything could have a multiplayer boss mode where a single player is selected to fight the rest of the people with super attacks and fancy things.

great now I'm imagining people playing as Master Hand and other things in SSB

post summary: I'm trying to sound professional and make a good point except I can't, I start to fall off as the post goes on and I don't know what I'm saying
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Superjustinbros on July 05, 2014, 05:49:40 PM
There's absolutely nothing wrong with there being more than one multiplayer boss fight mode across different games. I'm sure you could pull off something like that in any hack & slash game with bosses that are player-controlled. Heck for a future project of mine I even considered a "boss battles" matchmaking server where one player is selected to become a smaller and controllable version of a boss from the game's single player campaign, and have it square off against all the other players in the server, with them using everything they have to destroy you.

This mod attempts to (from what I see) go more for the FF2 vibe thanks to the selection of bosses chosen. I don't play TF2 or FF2, but I've seen plenty of videos where people create Hales for FF2 based around silly concepts, including Bugs Bunny, Goofy, an Alien (from the movie Alien, not the MM2 Alien), and even a full-on Triceratops.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 06:04:07 PM
Justin's post now makes me want an Alien boss that rips people to shreds with its tail/claws and cane use Face-Huggers as rage to make baby aliens that are weaker by making the player be replaced by them. Of course, the player wouldn't be turned/replaced into/by one until a few seconds after he/she got hit since the aliens don't come out immediately. However, just like all epic/good/decent ideas, this'll most likely get pushed aside into the rejection pile.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Emmanuelf06 on July 05, 2014, 07:11:20 PM
Quote from: "OtakuAlex"
Hey, time for me to pick apart the aspects of your changelog that caught my attention. (I deleted the changes from the changelog that I had to response to)

Quote from: "Stardust"
(click to show/hide)
              [/color]

LMAO Otaku, you know what is an argument? You could do better than "why there were perfectly fine (FOR YOU THEN)." "oh look something i can actually be happy about, a good change", "i bet you derped" Otaku, the maker of Insanity classes, is a CHAMPION of ARGUMENTS! : D
Stop at being Childish and try to develop your text...like in SCHOOL YOU KNOW?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on July 05, 2014, 07:41:04 PM
Quote
LMAO Otaku, you know what is an argument? You could do better than "why there were perfectly fine (FOR YOU THEN)." "oh look something i can actually be happy about, a good change", "i bet you derped" Otaku, the maker of Insanity classes, is a CHAMPION of ARGUMENTS! : D
Stop at being Childish and try to develop your text...like in SCHOOL YOU KNOW?

It's exactly the thing i was thinking when i read his commentaries.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Davregis on July 05, 2014, 07:44:55 PM
Quote from: "OtakuAlex"
That'd be awfully lazy and forgetful of the mod's origins.

...Does it matter?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LlamaHombre on July 05, 2014, 07:55:18 PM
Quote from: "The Rules"
KEEP IT FRIENDLY - No flaming other users. Heated debates are fine, but if it gets to the point you're calling each other names then action will be taken.

OtakuAlex, if you're just going to keep up the nonstop harassment, I have no other choice. Cut it out. You're literally just ranting to yourself at this point, and that doesn't look good to anyone, especially the target or the staff. If you have no other purpose in this thread than to moan about others, then don't post.

On the subject of the mod, thank you for the Roll changes - they add a considerable amount of clarity and effectiveness of the class itself, and I feel like I'm wasting my time less as a result.

Don't have much else to add.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 10:44:04 PM
>Didn't call names
>Peace doesn't work when trying to get through with said "target"
>This isn't any real sort of flaming
>What's the issue here?

So, yeah, go ahead and do whatever. Your logic is flawed and I don't care about any consequences ye have for me.
Title: just saying
Post by: Ceridran on July 05, 2014, 10:56:50 PM
I believe it's the thing that Stonefunk quoted?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LlamaHombre on July 05, 2014, 11:03:34 PM
Quote from: "OtakuAlex"
>Peace doesn't work when trying to get through with said "target"

>This isn't any real sort of flaming
"Flaming is a hostile and insulting interaction between Internet users, often involving the use of profanity."
Quote
Ah, yes, your stupid alternative to the brilliant idea SJB had. Your hacky, stupid alternative.
Quote
Yeah, you bet you derped.
Quote
So, you just NOW get around to this?
Quote
Also, INB4 Star rejects this idea and I proceed to laugh my ass off in this wonderful wheel chair tha- *Spins around* WHEEEEEEEEEEEE~
Quote
But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.
What do any of these comments add to any conversation other than to belittle another user? None of us here are perfect, and you are unreasonably expecting others to be.

>What's the issue here?
The issue here is that you're breaking a state of peace for no real reason other than to satisfy your own scornful agenda. As far as criticism goes, it's so much simpler to just state your opinion, back it up, and allow the creator of said product to take it into their own hands. The fact that you feel entitled enough to consistently berate another user whenever something doesn't go the way you think it should is pathetic.

So, yeah, go ahead and do whatever. Your logic is flawed and I don't care about any consequences ye have for me.
I won't have to prepare any consequences if you simply listen to reason: disengage. Stop posting here unless you have nothing more to add than tried and true constructive criticism. Leave your personal agenda inside your person. Full stop.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: OtakuAlex on July 05, 2014, 11:18:10 PM
Now I see why no one else speaks up on the forums. Take whatever you like out of this phrase as you continue to look down upon me and feed both yourself and others with lies.Fine, I'll be done then, because I'm obviously wasting my time speaking to those who cannot think beyond what's been told. If this is how everyone is here, just ban me.As I said, the only way to get this person to listen is with violence, because they brush aside calm words as if said words were just flies.

If you're gonna say I'm wrong and my actions are shallow, then you're only paying attention to what I say and what others say about me instead of looking at the subject I speak of. That is as blind as it can get, which is sad to see from an admin.If I must be punished for speaking up in the only tone that will be heard, then what's the point of anyone  having the ability to talk other than to socialize about meaningless matters or kiss each other's arses?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Tengu on July 05, 2014, 11:25:38 PM
Quote from: "OtakuAlex"
Now I see why no one else speaks up on the forums. Take whatever you like out of this phrase as you continue to look down upon me and feed both yourself and others with lies.Fine, I'll be done then, because I'm obviously wasting my time speaking to those who cannot think beyond what's been told. If this is how everyone is here, just ban me.As I said, the only way to get this person to listen is with violence, because they brush aside calm words as if said words were just flies.

If you're gonna say I'm wrong and my actions are shallow, then you're only paying attention to what I say and what others say about me instead of looking at the subject I speak of. That is as blind as it can get, which is sad to see from an admin.If I must be punished for speaking up in the only tone that will be heard, then what's the point of anyone  having the ability to talk other than to socialize about meaningless matters or kiss each other's arses?

You're wrong and your actions are shallow.

Sue me, kid.


And if you insult Llama ever again I'll cut your nether regions out with a hack saw : )
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: fortegigasgospel on July 05, 2014, 11:31:43 PM
Quote from: "OtakuAlex"
As I said, the only way to get this person to listen is with violence, because they brush aside calm words as if said words were just flies.
This right here, this is horrible and stupid reasoning, if the person you are bothering is making their own mod and you have nothing to do with it and you feel the need to "use violence" then you are simply harassing them. No one is forcing you to play this version, no one is keeping you from going back to your own SH mod.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Magnet Dood on July 05, 2014, 11:36:51 PM
(click to show/hide)
Title: why all teh dramas mang. why you dood dis.
Post by: LordDamager on July 06, 2014, 02:47:40 AM
Ok. why is everyone getting upset with otaku even after he was given a warning and he was told to leave. He was just saying his own thoughts in his own ways... which still needs work -.-. There are plenty of things wrong here and i mean PLENTY. Otaku could have worded it better, sure, but there are alot of things that need to be addressed.

FIRST: Stardust going solo over a few incidents, that yes, started with me. Thats a bit drastic considering several people still want to help her and she brushes them off. Not to mention the bugs/suggestions people still have that dont get fixed, or at least not for awhile when they should be caught sooner. I dont think its very productive to kick off on your own after everyone else who was willing to help did actually help. Nor is it productive that you need 2 hotfixes when a new version comes out. TWO.

Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness. Sometimes as morshu, i want to throw fire, i get oil, and vice versa. whether tapping or not, its a bit finiky. Supermachoman is basically a charge and attack version of saxton hale. With the added benefit of stunning. His button pressing sequence is also a pain, and im sure it still is EVEN with it binded to another key. that still wasnt the boss i wanted either btw stardust -.-

Third: GOSM having both his slice and his meteor are redundant and more of a waste. people are gonna use the meteor in every scenario. the slice is more of a waste of time, and coding space. when you can throw a rock at a person's head from a safe distance, vs getting in close to slap their faces around, what are you really going to do? and the health nerf was not needed. he was fine before. The rock takes a bit of trickery to aim as well, considering how you can aim somewhere and have it only fall some feet away from the desired location. And why would he get invuln during his rage? NO ONE runs to him or attacks at him all when he rages, they're too busy running away for their lives.

Fourth:Again, going back to how this mod claimed to be a different take on hale, why does hale himself have no real change. new skin, new hud, less damage. Oh and pretty twilight sparkles when he rages. Saxton hale, who the mod is named after, is probably the most bland and unneeded hale now, with how everyone else is setup. Even clunky derpy Moocho Mun has more abilities then hale himself. The only thing that makes him stand out is how he (probably?) gets the most health, which doesnt do him much good other then stall matches.

Fifth: Why make pissed off rolls a regular hale, then hide it? She needs some work or a new rage, but cmon, you dont need to hide her.

Sixth: Neods pls.

Seventh: Gamma feet. Even for a joke boss, its still more useful and fun then saxton hale himself. But even then there are severe limitations. The feet's views are screwy in small spaces, and their attacks are far less effective in said spaces. Their slow speed makes it worse on larger maps. But again its a joke boss, so i cant really say its too much of an issue.

Eighth: Akuma pls. I cant tell if hes a joke or serious. Hes not that tanky or powerful in his game series, so why does he get to be a god here? Even unholy's takes on akuma are possible to kill, and the bosses in that mod refuse to die.

Ninth: Stardust, why did you even get a team together in the first place to the project? Even back when i was on the team, you never really accepted anyone elses ideas or suggestions. You've always said you'll "think" about them, but you never really did. you just brushed it off. Its wrong, and its lead to hales and classes being unbalanced, and, the worst of it, to super macho man.. Stardust, everyone has tried to help you, even i did for crying out loud. You've always ignored us or treated us as non-exsistant. Hell, im surprised you didnt go solo sooner with that attitude.

Tenth: Tomahawk talbain's old darkness was fine. at least you could still see. But why the hell did you make it total blackout? Before you even say theres the automap function, let me inform you that on maps like brightman, the automap does nothing to benefit you.. It doesnt tell you where theres pit, or where the boss is at. Total blackout isnt fun, especially since its lead me over a pit quite a number of times. that needs to be seriously adjusted.

Eleventh: Classes: Tank aka Duo's resistance to damage is random. more random then whos gonna get what boss overall in the mod and any saxton hale branch. It can and cant survive a za warudo (im not even gonna talk about dio flash and why hes a thing), it can take a punch and it cant. Not to mention with the reverse knockback, you can get sent flying into a pit, or a dead end, making that slow speed and extra resistance worth nothing. Not many hale shots trigger it however, they always just widdle the tank's hp down to nothing regardless of what he does. curly wont trigger it at all, so if you see curly, run. owait, i mean crawl away slowly. On the up side, his duo fist, fully charged, deals alot.. pending you can even land the hit with the slow shot.

Twelfth: Medic aka roll aka MEDIC/DOKTA. I question the purpose of a medic sometimes. Shes useful against bosses like curly/quote. but when you come against hales like GOSM, or Dio flash, does she even need to exist? Not only does her heal bar run out quickly, and regens painfully slow, but she's also a popular target for hales, making her the first to go. So is her real job to be a medic? or target practice? Her buster is faster then megaman's and deals the same damage, so when you get drain/spread it works out nicely. Instead of her current painful setup, have her regen quicker, but she can only get half her original ammo back.

Thirteenth: lolsupportwepstockpilespls.

Fourteenth: Sweeper. Weaker. Get a proto upgrade off a support class. Boom, old protoman's back, with extra damage.

Fifteenth: Speedster... yea.. weaker megaman? that shoots faster? with the rof, hes probably more effective then megaman to be perfectly honest. He doesnt build up too much rage either for a rapid fire class, so he kinda gets away with being an upgrade that can stall with the right tactics.

Sixteenth: Runes. Drain. why drain. Drain is terrible. its a blessing for whoever gets it, but its so unnecessary, and game breaking in some cases. Get yourself a nice camp and drain, and the hales done. no chance. this gets worse when you have either speedster or medic, who can recover quicker because of their rof. And resistance is kind of pointless to some hales, again, dio flash. Is it just me, or did dio flash get all the love? or some of it went to UNRM and SMM and remilia as well...

Seventeenth: Remilia. Remilia. Remilia.... Shes the fastest hale, the most flexible, and she can ohko better then any other melee hale, not counting dio. She has a rage that would make a pinball machine cry. Shes basically a death sentence to anyone whos not alert 200%. and even then, its a low chance they'll survive one or two encounters with remilia. that speed allows her to, and excuse me for this, throttle anyone in the behind or front without giving two fucks. Remilia needs a speed nerf as well as an adjustment on her... throttling to match the theme of the rest of the melee hales.

Eighteenth: Unknown robot master is, for the most part, balenced out since his debut.. except for hot heads and sniper armor. they still need an hp nerf, and hothead fires should have less homing abilities or less speed. But for the most part, hes semi-ok... that rage though makes it cheap for the last person alive.

Nineteenth: Dio flash. we do not talk about dio flash. Dio flash is a pain. dio flash is love. Dio flash is life. Dio flash wont fucking die.

Twentieth: Over all, this mod needs to be seriously reworked in some aspects and Stardust will need help in order to do so. i can make a complete and actual list for what i see needs fixing/reworking, apart from what i mentioned here. Stardust, ill say this as a past friend: Get your old team back, and start listening to others. If you want this mod to actually succeed, work with people, not against them.

and emmuel-i forgot your name but: I came to otaku with insanity classes, and even then, its been neo whos mucking around too much -.-
Title: I'm back, let's rock.
Post by: Rozark on July 06, 2014, 03:44:19 AM
(click to show/hide)

Probably because even after he was asked to leave, he continued to make a pointless scene.

I REALLY don't want to go back and quote right now, so let's paint it red.

"If you're gonna say I'm wrong and my actions are shallow, then you're only paying attention to what I say and what others say about me instead of looking at the subject I speak of. That is as blind as it can get, which is sad to see from an admin.If I must be punished for speaking up in the only tone that will be heard, then what's the point of anyone having the ability to talk other than to socialize about meaningless matters or kiss each other's arses?"

I'm a person who runs on a mostly neutral ground, who brings up a good sense of logic when I can. I've never judged on your character and only provided the same point over and over again:

"We understand what you're saying, we've thought it over, we disagree, stop shoving it down our throats and leave it alone."

As a content creator, I can assure you that when another content creator says that they're "Thinking it over", they really are. Just because the creator doesn't do any of your suggestions (or in this case, team) doesn't mean they weren't at one point considered.

Never insist that an idea wasn't thought over. Continuing to try to shove your metaphorical T Wiggles down our throat isn't going to help your cause. Let's say you made a really good river. A river so good that you would marry it. You have little streams and live happily ever after. Anyways someone comes along and says "Change the Curves". Well no, you aren't going to do that, one of the many reasons you married that river was for its curves. You tell them "No thanks, my river makes me wet as it is". However, this person starts crying and whining until they have their own river. They start yelling at Mr. Brooks the amount of river jokes are drying upbecause his river isn't how Mr. Stygz I told you they were dripping awayimagined it. Basically you're trying to shove the T Wiggles down the throat and that isn't helping anyone. We hear you. We told you no. Please stop this. Thanks.

If it comes to it; I'll make points on the other things you said. I just wanted to clear that bit up quick. (Double Directed at both Otaku and LD)
Title: Re: why all teh dramas mang. why you dood dis.
Post by: TailsMK4 on July 06, 2014, 05:05:52 AM
This thread is just turning into unproductive arguments...so I'm not going to spend much time here, but one thing LD said made me really curious...


Quote from: "LordDamager"
Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness.


I'd like to know where you got the assumption that this mod was intended to be different from other SH mods. Rebirth was going away from the norm, not ++. Star said from the beginning her mod was aimed to be more of the typical kind of SH seen in the days of SilverSin and Balrog. R++ is simply a fusion of our projects, with the gameplay of ++ being mostly intact with a few Rebirth elements mixed in, namely in the form of ammo for some boss rages, Curly Brace's Nemesis rage, and the boss concepts of Morshu, Ra Thor Rebirth, and GutsManG, all of which whose concepts were going to be in Rebirth, but instead were refined by Star and used in the fused mod. Might I say that Star agreed to mostly keep the concepts of the three bosses intact? Also quite a few of my other suggestions along the way were implemented, so it's not like she wasn't listening. What about all of the bugfixing that occurred due to Celebi working its beta-test magic? Am I saying that Star isn't guilty of all of the things said about her? No, I'm not, but some of the claims are quite fraudulent, or at least far from the truth, at best.

That is all I wish to comment on, because some lies were spread about Star. Now can we please stop talking in this thread and just let it sit idle until Star's next announcement about any of her projects? Probably not going to happen, Otaku or LD will take more stabs in this thread...when will people learn when enough is enough?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 06, 2014, 06:18:35 AM
(click to show/hide)



On the subject of Dio Flash, the most common attitude toward him that I've encountered on servers seems to be, "Dio is OP, but I still like him this way." I've already voiced my own opinions on him in servers, but I'd like to reiterate my earlier suggestion: Promote Dio to Secret Boss status and leave his power level where it was before. You've already mentioned that you tried to make the secret bosses somewhat more challenging than the average boss and Dio already seems to meet that criteria (at least before the most recent nerf; I haven't seen much of him since then), so why not let him fill that role instead? To me, at least, it would certainly feel like more of a "reward" than getting stomped on by giant feet or encountering one of two relics from a bygone Saxton era who honestly aren't all that interesting to fight anyway. (Neo's battle theme is the best thing about him, really; Talbain can pull off the dash-'n-slash far more effectively.)
Title: the potato effect part II : revenge of the masked ketchup bo
Post by: Stardust on July 06, 2014, 10:49:24 AM
Music for my posts too, hurr durrr -- not fitting but eh
(click to show/hide)

@alex
(click to show/hide)

butttttt now concerning the topic again.

@LD
(click to show/hide)

@MrL
(click to show/hide)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on July 06, 2014, 03:09:55 PM
Quote from: "MrL1193"
Quote from: "LordDamager"
why does hale himself have no real change. new skin, new hud, less damage. Oh and pretty twilight sparkles when he rages. Saxton hale, who the mod is named after, is probably the most bland and unneeded hale now, with how everyone else is setup. Even clunky derpy Moocho Mun has more abilities then hale himself. The only thing that makes him stand out is how he (probably?) gets the most health, which doesnt do him much good other then stall matches.
I think we can allow for at least one "simple" boss--one boss that you don't have to read the instruction manual to know how to use. Besides, Saxton himself is more or less staying true to his TF2 roots.

Scrooge McDuck is probably more fun that Saxton Hale with the addition of Pogo Cane.
I almost feel like we're shaming the character Saxton Hale by keeping him at this point.

ALSO HAVE A REMINDER THAT "ZA WARUDO" OR RATHER "THE WORLD" IS THE NAME OF DIO'S STAND AND NOT QUITE THE TIME STOP ABILITY'S NAME

though it's The World's power to stop time so ok

TOKI WA TOMARE



.. Hey, I have a question; in this mod, when people shoot The World, will Dio Flash take damage as well? That's how all stands work.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LarissaFlash on July 06, 2014, 03:41:33 PM
Yeah , the stand IS the one that has to take damage, not Dio.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 06, 2014, 04:24:47 PM
You know, if people dislike a gimmick enough that they'll mess with their computer settings to not have to endure that gimmick, I think that's a sign that maybe the gimmick isn't very enjoyable, not a sign to make the gimmick even more annoying. Just my two cents on that line of thought.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Rozark on July 06, 2014, 04:59:48 PM
Quote from: "Linnie"
You know, if people dislike a gimmick enough that they'll mess with their computer settings to not have to endure that gimmick, I think that's a sign that maybe the gimmick isn't very enjoyable, not a sign to make the gimmick even more annoying. Just my two cents on that line of thought.

Enough people both like and dislike it Linnie. You can't please everyone.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LordDamager on July 06, 2014, 06:43:17 PM
Im not here to take a "stab" at star, as you people think. im pointing out several issues here that were not being handled. nevertheless, im not going to continue with this. if you want to just assume that im only trying to troll instead of actually give helpful advice, then ill just drop it here. I only wanted to point out things that could be done to improve it, not put down the mod again. Oh well, no point in beating a dead horse.
Title: Dio and Secret Bosses
Post by: MrL1193 on July 06, 2014, 10:23:37 PM
The issue I have with the current secret bosses is that it's difficult to get them to appear (or, at the very least, it takes many rounds to get lucky enough times), but when they do appear, they just don't feel like much of a "reward." Like you said, the secret bosses should be something special, something to look forward to, but I just don't get that feeling from the main three.


Berserk Roll, as another Saxton clone, doesn't feel like anything special, and now that rage is based on HP, she's even less interesting. I won't go off into how I dislike her as a character idea again, but I know there are others who feel the same way. There are also those who like her, but I still don't think exciting half of the players and annoying or enraging the other half is very good job performance for a secret boss.

Neo DS isn't much better in terms of gameplay and he still seems to have durability issues. Some people still hate the character idea for being a power trip for Neo; I don't because I wasn't around to see the original drama, but I can understand why some would hate him.

Gamma's Feet...ugh. Before, they were giant, slow damage sponges that took way too long to kill and would usually win just by tiring out opponents. (Ever tried beating a near-dead foot and a healthy one all by yourself, just using the non-upgraded Duo Fist? It takes forever and it's not fun.) The last update seems to have made them faster, but their gameplay can still be awkward at times, as others have mentioned (though I do think they're more interesting than Roll or Neo). And, of course, as character ideas, you either like them and think they're funny or you don't. (I don't.)

Akuma is the one secret boss who really feels like he fills the role well, but he's incredibly rare. He's also practically unbeatable (unless he gets telefragged...or falls into one of Duora's many custom pits :l). Mind you, both those things are fitting for the resident "secret secret boss," but the rarity means he doesn't get to do much, really.



This is where Dio comes in. Dio is quite a well-received boss overall; the only problem is that he's too powerful. But the thing is, he's kind of like Akuma to a small extent in that his power seems to contribute to his status in a way. I actually do understand when people admit that he's OP but still don't want him nerfed. Turning Dio into more of a glass cannon would help put him on the same level as other bosses, but it would also make him feel a bit less impressive when he just gets mobbed and destroyed, you know? (Not to mention the fact that he needs quite of lot of HP to get his rage.) Turning him into a secret boss would allow us to get the best of both worlds; he could still be powerful and impressive (though still beatable, unlike Akuma), but he would be doing his thing in a more appropriate way. I admit that I would be a little sad not to see him as much, but at least he could still be the fun and extra-challenging boss people liked before, and if anything, people would be even more pleased to see him when he does show up this way. (Perhaps you could turn one of the other secret bosses--maybe Roll or Neo--into a regular boss instead? Even if they do show up more often, I think it would be preferable to treating them like "rewards" when they're quite the opposite for some people.)



Anyway, I don't know if you'll make the change to Dio or not. (It seems like you're reluctant to do so.) But I'd at least like to say that I hope we can get better secret bosses than the ones we have now (aside from Akuma).
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: TailsMK4 on July 06, 2014, 11:55:37 PM
I'm not Star, but upon reading about the recent discussion regarding turning Dio into a secret boss...I was neutral about the idea until MrL started talking about why he should be a secret boss, and to be honest, I think I'm kind of sold on the idea. I think the mod's secret bosses should be Dio Flash (and this gives him a good excuse to get buffed a bit), Gamma's feet, and Akuma. It was interesting seeing Roll and NeoDS return, but it's been proven many times that neither concept was working out that well, and to be honest I get disappointed when Roll shows up after what seems to be like 30-50 battles or so before a secret boss appears. I think it's time to finally put Roll and NeoDS to rest, and make getting a secret boss actually exciting for once. Heck, people have actually suicided or spectated just before a boss is defeated that normally would count as a perfect, so perfects are not that easy to obtain. I think the current count of 5 is perfect at this time. At least it isn't 3 in a row.

That said, I don't think this mod is going to get updated for a while, but it's an interesting thought. I personally think it's worth experimenting with, but ultimately it's Star's call here since I'm not in development anymore.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: SmashTheEchidna on July 07, 2014, 09:58:34 AM
I'm not Star either, and I can't say that I'm really a(n important) member of the devteam either. But as someone who has watched Jojo's Bizarre Adventure, I fully support Dio's role as a secret boss.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Freeman on July 07, 2014, 12:38:41 PM
I kind of think the exact opposite should happen. Currently there are a lot of outright boring hales in the game (Gilgamesh with his crap hitbox, All of the incredibly boring cut/paste from TF2 bosses) and they just don't much. Dio has always been (at least in my opinion) one of the very interesting hales as he's a challenge, and has different ways to avoid him than other hales. Instead of just moving Dio aside, it would make everything a lot more interesting if the other hales were buffed up to his level of interesting design, challenge, and fun.

...Ok, maybe not all the way up to how hard it is to defeat a Dio, but around that area.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Hallan Parva on July 07, 2014, 03:11:14 PM
Might as well complain about Gilgamesh publicly seeing as how he was brought up.


You removed the multi-sword mechanic that made Gilgamesh stand out from the crowd of "hey look mommy I have a boring melee"... and then give him a stunning Jump to make it easier to connect with his melee? Like okay, the stun would've made sense if Gilgamesh still had his other swords, as the stun time would've made up for the probability of drawing a "lesser" sword (Masamune or Excalipoor). As it stands, however, the stun does nothing but infuriate whoever's hit by it, and Gilgamesh's always-on Excalibur is so powerful you don't even need the stun most of the time. Heck, I'm not even sure why Jump has a stun effect; it was supposed to explode, but I guess it was changed to avoid getting in the way of your precious Scrooge McDuck. (Speaking of which, why is his rage obituary still "kicked out of the party"? They're Robo-Ducks now. There isn't a moon party anymore.)

I agree with diversifying the other bosses and bringing them up to Dio's standard. I always enjoy seeing Dio show up; I can't quite place it, but there's something immensely satisfying about playing as Dio and fighting against Dio. His improved jump height lets him get around some maps like Bomb Man and Dr. Cossack's Citadel without having to use his somewhat-awkward super jump; at the same time, that awkward leap briefly stops players around him, which may disorient them a bit and make it easier to land a hit on them. His attack also has two different modes: a tap attack that throws the stand, and a charge attack which adds multiple hits and increases the stand's range. That alone adds this unique shift in gameplay when Dio gets rolled as a boss. The tap attack is fast and Dio's stand comes back to him rather quickly; on the flip side, the punch barrage has much more power and range, but leaves Dio himself vulnerable for a significant amount of time. Both Dio and the other players have to try and predict each other's moves, which creates this interesting counter-duel strategy instead of the usual "run forward and swing your melee repeatedly" seen in so many of this mode's other bosses.


tl;dr - Make the other hales interesting like Dio, don't banish Dio to the secret boss dimension, bring back Gilgamesh's other swords.
y'know it was kind of a slap in the face to have Gilgamesh gutted out the same version I bring you guys his voice clips :<
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 07, 2014, 08:01:48 PM
It would be just lovely if every single boss could be made as interesting as Dio, but that's a lot easier said than done. :?

I want you to realize that I didn't just pick out Dio for this purpose because he's an interesting boss. Nor am I using "secret boss" as an excuse for any boss or gimmick which is considered unfair. (You don't see me recommending that we kick Talbain upstairs so people will stop complaining about the darkness.) I suggested Dio in particular because he's in a very unique position: Everyone agrees he's overly difficult, but even though that would normally result in application of the nerf hammer, people still don't want to see that happen because he's just too fun as it is. (I think even Freeman touched on this a bit in his post.)

The thing is, that level of challenge (for the survivors, mind you) that's part of why he's fun simply isn't acceptable for a normal boss. A normal boss is supposed to provide a fair fight--that is, all things being equal, the boss should win roughly 50% of the time. So if you want to keep the higher level of challenge that Dio provides, the only appropriate way to do it that I can see is to make him a secret boss instead, because those guys aren't bound by the fairness rule.

There's also the matter of making secret bosses actually feel like rewards. I can see why you would want to fight an interesting boss as often as possible, but the thing is, if you just carry that idea to its logical extreme, you're going to end up with the worst bosses taking up the "secret boss" roster. Instead of being rewards for good survivor play (or plain old patience), the "secret bosses" instead become the reject pile, comprised of all the lame bosses that weren't interesting and popular enough to join the normal boss society and show up on a regular basis. It would feel like a total slap in the face to be told that you get to fight a "secret boss," only to meet a boss that no one wanted to see in the first place. Even though it may pain us to see good bosses less often, I really think it's only appropriate that they be the secret rewards, not the rejects.



I find it interesting that even though everyone regards Akuma as being "teh coolest," no one's asking for him to be brought down to normal boss status. It makes me wonder what people would be saying now if Dio had been a secret boss from the start. Would you guys be clamoring for him to be brought down to normal because no "good" boss should be limited to such rare appearances?
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Freeman on July 07, 2014, 08:07:59 PM
No one's clamoring for Akuma because he has 1 million HP or something. Dio doesn't really seem that overly challenging really. It isn't a 50-50 for sure, but it isn't a 90-10 in the Hale's favor either.

The same thing applies though. Secret bosses are secret, you rarely seem them show up. So why would you make the normal bosses all the boring ones? A secret boss should feel like an accomplishment yes, but you don't want to actually accomplish that if all your bosses are "look at me ma I'm exactly like Saxton himself just with a different face!!11"
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 07, 2014, 08:20:17 PM
Since Scrooge got brought up by Smash, I have to ask something that's been bugging me, why doesn't Robo-Duck have any rotations yet? I'm perturbed by how long that's taking; the lack of rotations makes the rage awful aesthetically, and it feels like it shouldn't've replaced Moby in its unfinished state.

Also that Amazon music is unfitting, I told SJB over and over how unfitting it was and he still pushed it and now it's in and it is just so unfitting.

I also agree on tricking Gilgamesh out a bit. I actually didn't have much of an opinion for it in the old days since there was less variation in general, but it feels like standards have been raised since then and Gilgamesh could use that random weaponry to stand out.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 07, 2014, 08:24:36 PM
Quote from: "Dr. Freeman"
No one's clamoring for Akuma because he has 1 million HP or something.
That and the many other unfair things about him could still be fixed with a liberal enough application of the nerf hammer.

Quote from: "Dr. Freeman"
Dio doesn't really seem that overly challenging really. It isn't a 50-50 for sure, but it isn't a 90-10 in the Hale's favor either.
I'm fine with that ratio for a secret boss. I'm not fine with it for a regular boss. If the boss is intended to be a normal one, then you're obligated to fix that ratio if it becomes obvious that it's skewed to one side. (But again, that would make Dio Flash less awsumz, right?)

Quote from: "Dr. Freeman"
The same thing applies though. Secret bosses are secret, you rarely seem them show up. So why would you make the normal bosses all the boring ones? A secret boss should feel like an accomplishment yes, but you don't want to actually accomplish that if all your bosses are "look at me ma I'm exactly like Saxton himself just with a different face!!11"
I dunno, that seems like a pretty basic principle of gaming and life itself to me--you put in effort doing the less interesting things so you can get to the good stuff that you were actually looking forward to. Why else do people get up at 7 AM to go to work every day? Now, mind you, it would be ideal for the run-of-the-mill stuff to also be interesting in its own right, but you're still mainly working toward a specific goal--and you wouldn't be working at all if the goal weren't worthwhile. In fact, you don't even have to accept the goal if you don't want to--in this mod, if you decide that you don't want to fight secret bosses, you can simply suicide or spectate at the end of otherwise perfect rounds so that the secret bosses never appear. And if the secret bosses are the ones that are "Saxton himself just with a different face," then you can bet that people will start doing that sort of thing.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Freeman on July 07, 2014, 09:35:07 PM
I honestly think outside of op Akuma, secret bosses are really unnecessary. But while working for a goal is fine...this is a multiplayer game that you can jump on at anytime. Not everyone has the time to hang out for like an hour to go for these goals and can only play 1 or 2 games. Gaming should never feel like a job, games are a break from work, not just another chore. It feels satisfying enough beating a challenging hale as it is, praying to god that people won't die just to get a secret boss isn't even a goal. You said it yourself, someone could spectate or suicide and ruin the whole thing for you. There's no working for a goal if people jeopardize it.

Though this whole thing isn't exactly the point I'm going for. It's not so much a case as "move the boring bosses to secret or to normal" but more of a "how about we either get rid of the boring bosses, or make them interesting?"
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: MrL1193 on July 07, 2014, 10:19:47 PM
Well, yes, you could question the need for secret bosses as a whole, since it seems to be complicating things quite a bit. I wasn't trying to open that can of worms; I was just trying to take advantage of the way the current structure allows for bosses that are more powerful than normal. (Which I guess would be the downside to getting rid of secret bosses; you couldn't have a tough boss like un-nerfed Dio because it just wouldn't be fair.)

I've honestly never been a fan of the perfect round requirement, really. As has already been stated, people can ruin them by spectating or suiciding, and besides that, some bosses by nature are particularly good or bad for getting perfect rounds. (Guts Man G comes to mind.) Back when I first suggested the idea of making Dio a secret boss, I also suggested making the "unlock" requirement be based on consecutive wins rather than perfect rounds (not quite foolproof, but still more fair, I think), but it was refused on the grounds that "You have to get perfects to see Akuma in Street Fighter, so the same should apply here." (This was back when the other secret bosses could only be chosen by the host of the server.) The most recent update is at least a little more reasonable about it by not requiring the perfect rounds to be consecutive, but I still think consecutive wins would be a better alternative.

Again, I'm not saying that we should have "boring" bosses and "fun" bosses. It would be wonderful if every boss could be as fun and unique as Dio, but there's a difference between our ideal goal and what's realistically possible. So for now, I'm just trying to suggest ways to work with what we've already got, and maybe someday we'll eventually have all the bosses fixed and fleshed out to be fun and unique in their own ways.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 08, 2014, 09:24:51 PM
You know, since we're talking about OP Hales becoming secret, why not do that with Unknown Robot Master? His minions combined with that powerful, 500-cost rage make him unfair to fight, and unlike Dio he doesn't have that awesome factor that makes Dio fun anyway.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Ceridran on July 08, 2014, 09:48:42 PM
Quote from: "Linnie"
he doesn't have that awesome factor that makes Dio fun anyway.

you have to be joking
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 08, 2014, 09:59:34 PM
I'm not. There's something about Dio's style that just makes him fun, like other people have described earlier in the thread.

Being sniped by 50 near-invincible Mettaurs is not fun.


I don't expect URM to change the OPness of the summons (because it is hard to balance, after all; too low and people will just divebomb the enemy to kill it before it hits), though putting him in the secret Hale pool would make his OPness more justified.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: LlamaHombre on July 08, 2014, 10:03:03 PM
I don't really find too much problem with his summons - it's mostly his rage that needs fine-tuning (mostly in suction power, as right now it's early-BHB syndrome). The mets are a little annoying, but I feel the hotheads and the Sniper Joes both have enough to warrant being as strong as they are.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 08, 2014, 10:16:55 PM
The thing I feel about his summons are that the equilibrium is unstable. The less players remain, the longer it takes to kill a summon, especially the Mettaurs with their invincibility frames along with their fuckton of HP. The longer it takes for the summons to be killed, the more summons the Hale can put on the map, pushing things more and more in the Hale's favor until he pretty much can't be beat by a single player unless he's nearly dead as-is.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Dr. Freeman on July 08, 2014, 10:18:06 PM
Putting any Hale into the Secret Boss pool would also mean you would essentially never seem them again.
I don't know about anyone else, but they rarely come up for me.

Nerf the suction a bit and he's good to go. The minions gimmick at least gives him a reason to exist as it's interesting and new. The same can't be said about all the hales.

I don't even know why secret hales exist outside of Akuma. There's nothing special about Gamma's feet or Pissed Off Roll...and NeoDS is just dumb.
Title: NeoDS is hardly a reward for getting several perfects
Post by: Gumballtoid on July 09, 2014, 06:52:19 PM
Quote from: "Dr. Freeman"
Putting any Hale into the Secret Boss pool would also mean you would essentially never seem them again.
I don't know about anyone else, but they rarely come up for me.

Nerf the suction a bit and he's good to go. The minions gimmick at least gives him a reason to exist as it's interesting and new. The same can't be said about all the hales.

I don't even know why secret hales exist outside of Akuma. There's nothing special about Gamma's feet or Pissed Off Roll...and NeoDS is just dumb.
Everything about this post is accurate. Having a pool of bosses that never show up is a complete waste of the effort put into them. Unless it's NeoDS, then it's a waste of effort in any case.

I'd knock some health off of Unknown Robot Master's Mets myself. They already have invincibility states, and it just seems like overkill as is.

Also I sometimes have trouble picking the boss out of a crowd. It might help if they had a cute little boss tag.

(http://i.imgur.com/0cy9R74.png)
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: kefka666 on July 17, 2014, 11:59:06 PM
I haven't seen any Saxton Hale servers up in awhile. Several players on other servers are saying that Saxton Hale mode has been banned and is no longer being worked on. I was just wondering if that is true or not.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Stardust on July 18, 2014, 03:03:08 PM
It's true that even the very last hot-hot-sub-very-under-mini-second hotfix is still banned from Best Ever, as the Best Ever admins ban the mods which can cause crashes (crashes usually result in a CPU rape for the BestEver servers, which means lagging for all the servers, so yeah it's not minor stuff. The only way to stop this global lag is to kill the server when it crashes, but the admin of the server isn't always here to fix that).
I'd host it with my own network but 1) I can't port forward this is 2hard4me 2) My french network would grant every 'muricans players at least a good 150+ ping. William0918 hosted it once but it quickly faded, that's too bad :(

But I don't *really* know why the crash occur, like, I can't find the bug : the last server played about 50 stages before crashing to MM5CRY, and that's when the admins killed it.

I plan on asking them to unban it, with the condition of me staying active and keep an eye on the statut of the server very often (and/or shutdown the server when I'm not here). Besides I'd love to host the future bro mapping jamming thing super (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=7135) so that more players could hear of it and play it (there is going to be around twenty maps in this map pack tho) so it doesn't fade on the internet after one week.
Development rather slowed down deeply to a abysmal level
my partner Tails mostly left the SH project, and Braixen/Dakutatoru seemed less interested in Unholy last time I meet him, so I think we're kinda all burned out or lost interest in bosses mods. If you think about it SHR++ literally almost doubled the amount of bosses avaiable since Balrog's version, so it's not like there's a very small selection.

tl;dr : development mostly stopped yes. SHR++ is banned but I'll try to negociate with the admins to let me host it on occasion
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Emmanuelf06 on July 18, 2014, 03:28:30 PM
Just to know, it's a perrma ban for your mode?...

Too bad ..... :(
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: kefka666 on July 18, 2014, 05:01:25 PM
Well that is a shame. That was the one mode I really enjoyed. Guess its back to Team Fortress 2. Thank you for the prompt response.
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: Linnie on July 18, 2014, 05:32:35 PM
You know, kefka, ehhh is banned but ehh isn't, I think. You can always host an earlier version.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on July 19, 2014, 05:47:10 PM
Banned? *nuclear hiroshima explotion*
Title: Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
Post by: kefka666 on July 25, 2014, 10:39:22 PM
Quote from: "Stardust"
It's true that even the very last hot-hot-sub-very-under-mini-second hotfix is still banned from Best Ever, as the Best Ever admins ban the mods which can cause crashes (crashes usually result in a CPU rape for the BestEver servers, which means lagging for all the servers, so yeah it's not minor stuff. The only way to stop this global lag is to kill the server when it crashes, but the admin of the server isn't always here to fix that).
I'd host it with my own network but 1) I can't port forward this is 2hard4me 2) My french network would grant every 'muricans players at least a good 150+ ping. William0918 hosted it once but it quickly faded, that's too bad :(

But I don't *really* know why the crash occur, like, I can't find the bug : the last server played about 50 stages before crashing to MM5CRY, and that's when the admins killed it.

I plan on asking them to unban it, with the condition of me staying active and keep an eye on the statut of the server very often (and/or shutdown the server when I'm not here). Besides I'd love to host the future bro mapping jamming thing super (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=7135) so that more players could hear of it and play it (there is going to be around twenty maps in this map pack tho) so it doesn't fade on the internet after one week.
Development rather slowed down deeply to a abysmal level
my partner Tails mostly left the SH project, and Braixen/Dakutatoru seemed less interested in Unholy last time I meet him, so I think we're kinda all burned out or lost interest in bosses mods. If you think about it SHR++ literally almost doubled the amount of bosses avaiable since Balrog's version, so it's not like there's a very small selection.

tl;dr : development mostly stopped yes. SHR++ is banned but I'll try to negociate with the admins to let me host it on occasion

With your permission would I be able to take a look at the mod. It's always good to have another set of eyes take a look and troubleshoot the issue.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on July 28, 2014, 08:51:26 PM
Hey Star, there's a quick question I want to ask.

Any particular reason why I can't seem to download the newest versions of SH directly from Doomseeker and instead have to fetch it off the forums?
Title: Re: Stardust's Workshop
Post by: TailsMK4 on July 29, 2014, 06:08:54 PM
Wadseeker for me personally hasn't been working, so what I do is right-click and click on "Open URL in browser", and it'll take you to a blank page with download links to all files hosted on that server,
Title: Re: Stardust's Workshop
Post by: Stardust on July 29, 2014, 09:34:38 PM
lol Tails you put a comma instead of a point at the end of your sentence
I can't tell why Doomseeker won't download the file, my guess is that the saxtonhalerebirth++v2ehhh.pk3 name is too long for Bestever, or maybe is the file glitchy for no reason. OrangeMario told me he couldn't download it neither. I hope next version will be easier to grab

Quote from: "kefka666"
With your permission would I be able to take a look at the mod. It's always good to have another set of eyes take a look and troubleshoot the issue.
Yeah but at this point it calls for knowledge about the way zandronum handles everything ; like, how does the coding work. Since it was unbanned, the server didn't crash, sooooo it's a really rare issue. I'd better simply keep my eye on it eventually

Oh yea and I also bump to say I have another and probably last version, except if more bugs and stuff need to be fixed~
I mostly did it to incorporate 2-3 interesting ideas posted recently on this thread that I personally appreciated

(click to show/hide)

Link : http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2f.pk3
Title: Re: Stardust's Workshop
Post by: LarissaFlash on July 30, 2014, 12:04:53 AM
You don't know why the crashes? Before it was banned:
When a map finishes, intermission comes up, and right when the map changes someone spectates and the game crashes.
Title: Re: Stardust's Workshop
Post by: Linnie on July 30, 2014, 01:49:38 AM
I like all of these changes, except perhaps Dio's, but that might just be because I aimed it right so I'm neutral to it. Time to wait for Smashbro to jizz at four swords Gilgamesh.

EDIT: ...wait, last version? That's horrible news, though I understand you getting burnt out. Hopefully someone will take the mantle after this.
Title: Re: Stardust's Workshop
Post by: Hallan Parva on July 30, 2014, 02:12:52 AM
Quote from: "Linnie"
Time to wait for Smashbro to jizz at four swords Gilgamesh.
it already happened :<

[10:03:41 PM] SmashBro: "Thunderono: viewtopic.php?f=31&t=6160&start=390#p298817 (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6160&start=390#p298817)"
[10:03:41 PM] SmashBro: "Thunderono: smash look at this"

[10:03:47 PM] SmashBro: aaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAA
[10:03:49 PM] SmashBro: FOUR
[10:03:50 PM] SmashBro: SWORDS
[10:03:52 PM] SmashBro: GILGAMESH


New Auto looks rad as hell, too. Can't wait to give these changes a spin!
even though Excalibur is supposed to be the best sword due to OHKO potential >_>
Title: Re: Stardust's Workshop
Post by: Linnie on July 30, 2014, 06:44:01 AM
You know, it's probably too late, but, has it ever been considered to have PO'd Roll's melee be more like Roll's YD Class melee, where it knocks the enemy backwards? It could diversify her main attack a bit.
Title: Re: Stardust's Workshop
Post by: Stardust on July 30, 2014, 10:17:48 AM
Thanks a lot Larissa I could have hardly found out the crash would come from this
I did a hotfix (it's just the beginning) hopefully it won't be crashable anymore. In more than 50 games of tests, I didn't manage to crash it
And I added a juggling for Pissed off Roll ass you wanted it

http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2fh.pk3

Sorry for the re-download



very EDIT because I don't want to bump another time.
Oh look two hotfixes in one post :) I swear if there's ANOTHER exploitable major bug like this Beat Call thing...

http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2fhh.pk3
(click to show/hide)

As a little extra I updated my classes' stage music taunt pack (https://www.mediafire.com/?i80khg72toq6jm4) for the future -- still wondering if it's actually downloaded '.'
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: IamaMedalHunter on August 23, 2014, 05:31:26 PM
I think I am late, but I didn't post here before because I didn't have something big enough to say. But things came to my mind and I'd like to share them, even if it seems like SHR++ won't be retouched any time soon :
But hey, I also thought I'd help you by posting since you don't want to multi-post, my poor Star.

  I heard a couple of times about alternative themes and "skins" for the hales ... There is a number of players who enjoyed singing "La la la la ~" along with Gentle Spy's theme. I'm not convinced about the alt skins for the hales, as it asks for more spriting, more coding probably (for the name switch) and could not fit the hale's behavior. But alternate music like there is actually for Scrooge McDuck and the Ra Thors may be interesting.

  Chaining with music, I wondered once if a "desesparate/last standing" theme unique to each boss could be possible, the only boss with a different Last Standing theme from the others being Talbain. This Last Standing theme would also play when the Boss has only that many HP left (i.e. 25% HP left ?), building tension (or maybe giving hope ?) when the Boss is almost done. To give you an idea :
Ninja Spy spawns : Ninja Gaiden Cutscene theme (current theme) plays
When Ninja Spy loses a life OR when only one survivor is left : Ninja Gaiden Boss' theme plays

Although I don't think every hale can get their own "Tension" theme (I.e., what Tension theme can Brutal Sniper get ?), I can now have this idea out of my head.
Title: Re: Stardust's Workshop
Post by: Stardust on August 23, 2014, 08:38:03 PM
Well Medal, when it comes to hale altskinning, I would consider that as rather positive since it's an extra, and assuming the hale is able to choose his/her costume then ; in these conditions sure okay why not ~ I'll take an example, let's say Ninja Spy would have an alternate costume with neko ears (an example, huh) ; if you could select it OR the default skin at the beginning of the round (because switching in the fight would look awkward), sure. The first hale who'd raise her hand for this would be Pissed Off Roll without any doubt, yet she'd be more cute then threatening with extra outfits T_T
However before going to secondary skins, it might be a better idea to give a skin to the Seemen, Morshu, Cave Johnson, -well-the few characters who are left with Megaman skins :< and I saw you did an amazing contribution I'll come back to it later

I heard that some people found the good ol' SH LMS music kind of boring (pay my wooden source ; but if hyper saxton, unholy, and especially Lego's Bosses use different musics (Lego's version even has a list of several musics to play whenever someone specs on last survivor situation), it means they grew tired of hearing the same theme), but I think this theme is fairly traditionnal, it was used since Silversin's version and followed in Balrog, and on my personnal plans I wanted to keep SHR++ the way SH has always been, a... boss mod. Even if it's true that I and Tails went more modern, on something else than "a OHKO melee with a rage" because this was so old-school and cliché, so not varied in gameplay. ANYWAYYYY what I mean with the LMS music is that it keeps you reminded of the SH fuel, I'd even say this SH LMS theme is the "theme of Saxton Hale in MM8BDM" since the originary versions of the gamemod used it.
A few other points about it : - what happens if every hale can't have their own theme? Take Morshu for instance, he never even his official theme by Nintendo, he uses the Bomberman DS one, if I'm right, yet Zelda has nothing to do with Bomberman. Like you said it Sniper too, would be delicate to find a theme for
- I'm not sure why SH and the Seemen didn't have their own actual themes a long time ago (U_u) but as for Scrooge, this was applied because many players asked for this one. Tomahawk Talbain is the only one with a new LMS theme, because this 10/15-seconds loop was his winning theme in the original Darkstalkers game and I figured out I could give him this feature, as a lil' extra
- The size of the music file of course. ._. If every hale had 2 themes + 1 LMS theme, even when compressing the music to lower the size, the pk3 will probably exceed 140 MB or so and it would be painful

As a little thing you slyly did and I hightly doubt you chose to draw this skin for a casual use...
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on September 04, 2014, 12:35:16 PM
Is it possible to host a Saxton hale ++ server?...i miss it, seriously, the mode is not a Very skilled OMG Pro mode....but it's really funny and fun to play it with people, this mode put a friendly atmosphere ! Need to re-play it...
It's not because some "no-tolerant" people dont like it and are your friends or idk, you need to be influenced and stop it.
Be yourself! like...
(click to show/hide)

Maybe im wrong and have some false ideas (i hope)with what you said me on skype...but i hope everything is ok for you...
Title: Re: Stardust's Workshop
Post by: IamaMedalHunter on September 17, 2014, 07:12:26 PM
About the Xover weapons, I'm wondering if you considered doing combinations of elements instead of weapons from a same game. I.e. Fire Storm, Atomic Fire, Pharaoh Shot etc. are fire elemental weapons. Ice Slasher, Blizzard Attack etc. are ice and the list goes on. It would be those elements that'd be combined.

I'm also wondering if anyone thought of a health bar for the bosses in SHR++, like in the megaman games when fighting the robot masters. I'm not saying it should replace the health counter, as a bar is less specific than numbers, but I'm wondering if having both the bar and the counter at once would be a good idea.

Oh, and one last point :
Quote from: "Mendez"
Also, I've noticed that it's hard for some people to get the mapping jam file because doomseeker refuses to grab it. The reason doomseeker refuses to download it is because of the + in the filename which makes wadseeker act funny. I've taken the liberty of re-uploading the file under the name "mm8bdm-mapping-jam-1.pk3" so that it's wadseeker-friendly. You can grab the new file here, although it's basically the same as the old file, just renamed.
All this time, Doomseeker was in a war against the "+" symbol, which would explain SHR++'s downloading problem ~.
Title: Re: Stardust's Workshop
Post by: Stardust on September 17, 2014, 07:40:58 PM
Categorizing individual weapons into "elements" that would create a fire/water/lightning/Wind/dark/w/e crossover weapon ŕ la Kirby 64 (http://kirby.wikia.com/wiki/Kirby_64:_The_Crystal_Shards) would defeat the main purpose of the project, that is : considering EACH weapon, with EACH weapon belonging to its OWN robot master, not to a gang like the Fire robots or the Ice robots ; and furthermore creating very accurate weapons based on 2 robots' properties, opposed to a group of robots. Also, I think that coding each single weapons is more complex, original and interesting than gathering them so we only have like, 20 weapons at the end (the single MM1 episode of Xover has 28 weapons.)

What I'm never going to do however is to mix any weapon from any episode with any other weapon from any episode : if you could mix MM2 weapons with MM7 say, that would be a total of more than 2500 weapons to create. Nobody has the courage to code them, and anyway no player has the envy to remember how 2500 weapons work.
I'm not in a hurry with Xover Weapons I prefer to keep it calm and slowly, but effectively ; current plans are to only allow crosses between the same generation (28 combinations / generation, that's neat already), and for the next version --if it happens--, I took care of the problems concerning the narrow variety of weapons you can collect and mix...

I can't confirm I'd add a health bar, yet I plan on re-managing the bosses informations (..name and health and eventually a few new things) so they're given more importance on the screen. What I didn't miss though is that I already added Macho Man's skin!

either way thanks for the + problem, if BE would accept spaces, I didn't think it would have problems with a +.
Title: Re: Stardust's Workshop
Post by: Superjustinbros on September 27, 2014, 06:31:09 PM
I was going to bring up the "+" problem a bit earlier, but it seems like it was already mentioned.

With that said what if you tried putting some type of alternative character in place of the +'s instead of spaces?

Also since we're on the topic of weapon fusions, I felt like bringing this up from one of my posts a while back.
viewtopic.php?p=289468#p289468 (http://www.cutstuff.net/forum/viewtopic.php?p=289468#p289468)
Title: Re: Stardust's Workshop
Post by: BookofDobson on September 28, 2014, 02:18:37 PM
Saxton hale ++ (aka tf2 ripoff) is just really REALLY  bad. I tried pointing that out in game but people stuck their fingers in their ears sooo I'll say my points here:
1. Classes? Bland and boring
There is really no difference in the classes. Each class takes two hits to kill (cuz ohko's made rounds way too fun) and are really hindered or helped by speed. Apperently Duo is a tank and takes more hits and Proto is power that dies in one hit... Well they do that only sometimes. Why not all the time? I don't want to know the stats by numbers when someone tanks hits they SHOULD do so and vice versa.
2.Hales? They flat out suck.
Save for Dio, Starman the GU and SMM and Cave I guess, the rest is the bland melee at shit. Morshu just... Sucks hard at everything... The oil and fire combo works when it wants and is just weak. He has to depend on his bombs which he has few of, and those are weak too. The firing rate? Very very bad. Talbain is also bad. He has no idea when there will be a black out so he can strike so chances are a guy can move away while you STOP (really wtf why) then attack you have to depend on your health going away for rage. That's just stupid.
Hopefully you can answer my points without mention my attitude of calling shit "shit" so you can avoid them
Putting this in right thread
Title: Re: Stardust's Workshop
Post by: LarissaFlash on September 29, 2014, 04:48:59 PM
Well i'd like to answer your complaints.
0-There's ALWAYS a complaint about this, you're looking like OtakuAlex,  but not worse, because you're  putting effort on a useless complain without trying to help the wad.
 
1-Sweeper/Protoman dies in one hit, he has 70 HP, and also the melee damage to classes depends on distance, as i tested.

2-SMM is Melee, your argument is invalid.
There's Ra Thor bros., your argument is invalid.
Morshu is considered one of the best classes according to the players, your argument is invalid.
Talbain is no more "stalker" because the light was nerfed, and it was supposed to dash n' rape, not just hide like a fag and catch rolls, your argument is invalid again.
I just came from playing with Talbain, he's undodgable unless you change target, because, if the survivor is running in circles around you, he dies
 easily. If the opponent runs in opposite direccions, you just dash to them and kill them, easy, right?
Your arguments are invalid, :>.


EDIT:There's Curly and Quote, your argument is even more invalid.
C-C-C-COMBO BREAKER!
Title: Re: Stardust's Workshop
Post by: Superjustinbros on September 29, 2014, 05:53:39 PM
And besides, everything that could potentially be said against Hale has already been brought up one way or another. More recent versions of Hale have tried to introduce new bosses that were either different takes on melee bosses or just bosses with entirely new attack powers, or tweak existing ones.
As for classes, I'm sure if you give them enough time they will get better. And besides, if there was just one class with no major downside, no one would play any other class.
Title: Re: Stardust's Workshop
Post by: BookofDobson on September 29, 2014, 11:19:34 PM
Quote from: "LarissaFlash"
Well i'd like to answer your complaints.
0-There's ALWAYS a complaint about this, you're looking like OtakuAlex,  but not worse, because you're  putting effort on a useless complain without trying to help the wad.
 
1-Sweeper/Protoman dies in one hit, he has 70 HP, and also the melee damage to classes depends on distance, as i tested.

2-SMM is Melee, your argument is invalid.
There's Ra Thor bros., your argument is invalid.
Morshu is considered one of the best classes according to the players, your argument is invalid.
Talbain is no more "stalker" because the light was nerfed, and it was supposed to dash n' rape, not just hide like a fag and catch rolls, your argument is invalid again.
I just came from playing with Talbain, he's undodgable unless you change target, because, if the survivor is running in circles around you, he dies
 easily. If the opponent runs in opposite direccions, you just dash to them and kill them, easy, right?
 

Your arguments are invalid, :>.


EDIT:There's Curly and Quote, your argument is even more invalid.
C-C-C-COMBO BREAKER!


I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on September 29, 2014, 11:40:09 PM
Quote from: "BookofDobson"
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.


























Your argument is still invalid.
Title: Re: Stardust's Workshop
Post by: Tfp BreakDown on September 29, 2014, 11:49:05 PM
He still has a point on the whole counterpoint thing, You never really elaborated on why his thoughts were wrong. also I question your intelligence.
Title: No, I will not "piss off"
Post by: Rozark on September 30, 2014, 12:03:01 AM
Quote from: "LarissaFlash"
Morshu is considered one of the best classes according to the players, your argument is invalid.

EGOOOOOOOOOOOOO BOOOOOOOOOOOOOOOSTERRRRRRRRRRRRRRRRRR

Seriously though thanks

Quote from: "BookofDobson"
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.

And I think you don't know how to provide feedback or have the attitude of providing such. No argument is needed for bad claims, especially from a person who dismisses comments from another individual without assessing them properly. Larissa brought up a valid point: If you want an actual response, post actual feedback. Saying things suck isn't feedback. If you really -somehow- think you know whats good for this, post your "solutions". At this rate you're more asking for attention than doing anything helpful. Finally, your "claims" are more opinionated (In the minority, mind you) thus putting the final nail into this.

As for the rest of this post, I'm going to correct a few of your statements.

(click to show/hide)
Title: You should. Honestly you have something better to do?
Post by: BookofDobson on September 30, 2014, 01:01:34 AM
Quote from: "Rozark Kyouko"
Quote from: "LarissaFlash"
Morshu is considered one of the best classes according to the players, your argument is invalid.

EGOOOOOOOOOOOOO BOOOOOOOOOOOOOOOSTERRRRRRRRRRRRRRRRRR

Seriously though thanks

Quote from: "BookofDobson"
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.

And I think you don't know how to provide feedback or have the attitude of providing such. No argument is needed for bad claims, especially from a person who dismisses comments from another individual without assessing them properly. Larissa brought up a valid point: If you want an actual response, post actual feedback. Saying things suck isn't feedback. If you really -somehow- think you know whats good for this, post your "solutions". At this rate you're more asking for attention than doing anything helpful. Finally, your "claims" are more opinionated (In the minority, mind you) thus putting the final nail into this.

I did post feedback. When something sucks, I say it sucks. You want me to sugar-coat things? Well sorry no. I did assess it. The only one worth getting to is the Talbain point. which I will.
"Asking of attenion"? Yes, Roz. Put what I'm saying as evil and bad as you can. Oh and nice double standards on me and Larissa, who is just dismissing my argument as invalid without assessing it. And again you are using the "CUZ MAJORITY SAYS SOMETHING YOU ARE AND WILL ALWAYS BE WRONG" card. I don't like victimizing myself but you seem to have it in for me... a lot

As for the rest of this post, I'm going to correct a few of your statements.

(click to show/hide)
Hmmm. Pictures Please. Because I played him and I don't see it

Quote from: "LarissaFlash"
Quote from: "BookofDobson"
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.


























Your argument is still invalid.
Then have fun being ignored
Title: Re: Stardust's Workshop
Post by: Rozark on September 30, 2014, 01:35:43 AM
Looks like you did it again and we're done here.
You're free to harp to yourself though.
Title: Re: Stardust's Workshop
Post by: BookofDobson on September 30, 2014, 01:57:20 AM
Quote from: "Rozark Kyouko"
Looks like you did it again and we're done here.
You're free to harp to yourself though.

You are so kind... but what did I do? I am not following a guy to give him full blown attacks that shock threads
Title: Re: Stardust's Workshop
Post by: Ivory on September 30, 2014, 05:33:51 AM
You do realize/remember you were already warned once for causing unruly conduct in one of these types of threads, right?
You should reflect on the fact that the way you are acting already got you warned once, and that wasn't a fluke.
Title: Ok, What?
Post by: BookofDobson on September 30, 2014, 01:26:13 PM
Quote from: "Ivory"
You do realize/remember you were already warned once for causing unruly conduct in one of these types of threads, right?
You should reflect on the fact that the way you are acting already got you warned once, and that wasn't a fluke.

"unruly conduct"
Yes I do remember and I changed from that. What does that have to do with now? Why am I the one in trouble for simply not sugar coating things? This time I am CLEARLY not attacking anyone, simply saying what parts of this mod is bad or just outright sucks and saying it should be fixed. Roz seems to follow me around just to be rude more than actually counter my arguments, and you are BLAMING me?

That's just biased.

Expansion edit: I know WHY I got that warning. I was rudely attacking the skin to the point some said I attacked the creator (I don't care about that detail at this point) with no feedback.
This is clearly different for reasons stated and yes, I did give really flat, blunt feedback. However I should not be forced to SUGAR-COAT them. If something is bad, I will say its bad and should be fixed. What was said maybe cutting close(In your opinion and a part of mine) but it is clean. I feel that you are heavily biased here because it's Roz that's arguing with me. He was clearly here longer and helped more, but...
Sire, be fair.
Title: Re: Stardust's Workshop
Post by: Stardust on September 30, 2014, 04:30:07 PM
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still

The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do

I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
The oďl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oďl field to burn even more oďl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.

Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;

...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.


EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)
Title: Re: Stardust's Workshop
Post by: BookofDobson on September 30, 2014, 05:36:45 PM
Quote from: "Stardust"
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still
No, I'm not saying in a nutshell "SH sucks" personally I say and think that but if I can't beat them, I better have a good reason to join them

The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do
I'm focused on the copyweps and no, I never said your classes are bad and use something else, thanks. Still, nobody seems to take account to what I'm saying and just nailing the painfully obvious into my head on this. When I say "the classes should be different" I'm saying they should do what they were actually designed for, not just depend on the stats. If Duo is a tank, he should tank more hits ALL the time not sometimes, since 2 is the norm, then Duo can take 3-4 all the time from hales not sometimes take 3-4. If Proto is gonna be the sweeper that trades health for attack he should take be OHKO'd all the time. I know, I know. I bet that sounds silly and outrageous to you, but I for one would totally play that to have that classic, fun, old SH feel. So no, Roz proved nothing

I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
I was brief on this list and forgot some but in general I'm saying that most of the melee hales are bland and feel the same (I know, I know, you are going say this point is moot cuz stats). SMM can charge, stun and dash and makes him different from the rest of melee. But other than that.
The oďl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oďl field to burn even more oďl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.
The oil and fire is quite weak not to mention wonky. It feels that the oil or fire come out randomly, If it involves switching weapons then I can't hear the switch sound. And again the firing rate allows a player to get away from the oil and the lighting of the fire. Maybe if the oil and fire did like 20 in each hit and the oil could slow people down... (Yes, I can hear the "fuck you" coming for that one) If the bombs do 80 yea I guess thats fine. Balorog's only threw bombs... so your point on a faster rate than his is...? You seem to believe math is more important than difference. You might as well say that "something doing 2hp is so different than something doing 1hp, therefore your point is moot and there is nothing wrong". A very annoying vibe I'm getting.

Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;

...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.
Yes, you kinda do. Since you stop you are now open to fire at if you attack one at the wrong time. Not to mention you could ,I dunno, equip the dash with the attack? Is that bad? Is that OP? I don't think so. if Tal's stopping attack is gonna stay, I think he should have splash damage. And does anyone who plays like the darkness gimmick yet? When it comes to that you and Roz seem not to listen to people at all for that and I mean quite alot. "Exaggerating"? or saying what I see and use? Let's us not.

EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)
Hopefully, those will be different and fun
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on October 01, 2014, 12:29:07 AM
I had maybe an idea, but not sure if it's good....what about if Medic create some medic little etanks item ? Because when people use medic classes, they dont know often when a guy need to regen...even if we ask them a regen' health with the tchat <____< ....
Maybe Medic could be more complex? Idk....
anyways, always funny to play it.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on October 01, 2014, 12:48:52 AM
The etank idea has been asked thousand of times years ago and it never happened, wonder why?
I'm in disagree of that idea, because roll's heal is powerful and makes 99% of the hale players rage because of it's megaquick heal, and when it's 1v1 that would be "bull$hit"
Good luck though, that'd be great
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on October 01, 2014, 01:03:31 AM
Ah ok :V
Sorry then....
Title: Re: Stardust's Workshop
Post by: Stardust on October 01, 2014, 09:32:28 AM
If she could give Etanks somehow, she wouldn't "create" them but throw them because Roll can't create tanks with her tiny hands
First, for gameplay purposes I'd join Larissa to say that the Etank is a instant full health, that's a kind of huge help... instant basically means there's no way to prevent the tank user to regenerate

Even by assuming throwing an Etank to someone would cost a lot of ammo, so it'd be balanced (like half of the bar), that wouldn't be fun to play for the Roll player .-. imagine you're being Roll, and what you would do is to throw your 2 tanks for the guys and then your allies would leave you in your corner, with no ammo, and exploiting your etanks gifts in their side..

Nah, while the Etank concept might sounds good at first, I'd rather give Roll something that would allow her to play and have fun, not simply being a tank house.
Quote
Maybe Medic could be more complex? Idk....
But that, I agree with. So far we planned to give her 2 new abilities : a new attack, and a 2nd way (alternate) to heal. I won't spoil more than that for the moment
Title: Re: Stardust's Workshop
Post by: LarissaFlash on October 01, 2014, 08:58:22 PM
IF TANGO HELPS HER, I'M SO DONE.
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 01, 2014, 09:26:51 PM
I still think some hales should be revamped. Mostly the melee ones that are kinda boring and alike as is.

And yea Roll giving out E-tanks is outright broken unless her ammo doesn't regen
Title: Re: Stardust's Workshop
Post by: Superjustinbros on October 02, 2014, 01:40:13 AM
If the concept of Roll generating and throwing E-Tanks is out of the question, she could spawn mini E-Tanks that only recover 25% (or 20%) of a class' HP. So if they're running around and all the Roll players are either dead or far far away, they could use the mini E-Tanks to recover form a Hale's attacks slightly.

Though if that's still a bit too helpful, Rolls could have a limit on the total number of mini E-Tanks each one can spawn. So if a single Roll camps in a spot that most Hales would tend to ignore, they can't spawn like ten or so tanks at once.

But hey, I'm fine with just her recovery beam.

EDIT: Unsure if this was addressed before; but after thinking about it a bit more IMO it'd be best if Scrooge McDuck went back to just having one theme (the Konami'd Moon theme) instead of alternating between it and the original vanilla Amazon theme, since it doesn't sound like something for an epic boss battle and more of a thing used for a joke boss.
Title: Re: Stardust's Workshop
Post by: rodolfo20013 on October 04, 2014, 08:29:06 PM
How do i use rage in Saxton Hale?
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 04, 2014, 08:43:35 PM
Quote from: "rodolfo20013"
How do i use rage in Saxton Hale?

:l  
Umm? Mouse 2?
Title: Re: Stardust's Workshop
Post by: Knux on October 04, 2014, 09:24:36 PM
Or the key you have set to Fire 2/altfire. Unless that got changed. I haven't played this in a while.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on October 05, 2014, 12:14:00 AM
To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 05, 2014, 12:17:01 AM
Quote from: "LarissaFlash"
To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2
nah just press it normally
Title: Re: Stardust's Workshop
Post by: SmashTheEchidna on October 05, 2014, 12:20:17 PM
You have to hold it down with Talbain though. And in a wide, open area.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on October 05, 2014, 08:58:41 PM
Quote from: "BookofDobson"
Quote from: "LarissaFlash"
To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2
nah just press it normally

Your argument is invalid, if you press it one time he'll drop a normal bomb, you have to press it 2 times repeteadly or just hold it.
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 05, 2014, 09:22:58 PM
Quote from: "LarissaFlash"
Quote from: "BookofDobson"
Quote from: "LarissaFlash"
To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2
nah just press it normally

Your argument is invalid, if you press it one time he'll drop a normal bomb, you have to press it 2 times repeteadly or just hold it.

>"your argument is invalid"
>implying there was an argument there
>Trying to sound intelligent for whatever reason
*Facepalm*
Mature and right/10: Not being rude at all.

Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't know
Title: Re: Stardust's Workshop
Post by: Knux on October 05, 2014, 09:30:14 PM
...I'll have to agree that that "your argument is invalid" shit is annoying as all fuck. Having a point doesn't give you the right to be rude about it.

Just shrug it off, Dobson. :|
Title: Re: Stardust's Workshop
Post by: MrL1193 on October 06, 2014, 06:26:57 AM
Quote from: "BookofDobson"
Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't know
I don't know what you define as "clicking once." The giant bomb has always been triggered by holding alt fire ever since this version of Morshu was created. You can still tap alt fire to pull out regular bombs if you want to.
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 06, 2014, 07:14:24 AM
Quote from: "MrL1193"
Quote from: "BookofDobson"
Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't know
I don't know what you define as "clicking once." The giant bomb has always been triggered by holding alt fire ever since this version of Morshu was created. You can still tap alt fire to pull out regular bombs if you want to.

Strange, I never got the holding alt to rage. Just tapped it
Title: SUPER! MACHO! GHOSTS!
Post by: Hilman170499 on October 22, 2014, 04:53:36 AM
Hey there, I got something to say about SHR++.

I found that sometimes, when attacked by Super Macho Man, the target may sometimes remain translucent(in case you ask, I don't mean temporarily). Is this an actual bug, intentional to indicate a status ailment or did someone make mention of this in the past?
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: rodolfo20013 on October 28, 2014, 06:13:25 PM
a Bug in Xover Weapons.
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 29, 2014, 03:45:46 AM
Quote from: "rodolfo20013"
a Bug in Xover Weapons.
(click to show/hide)
wrong thread, friend
Title: Re: Stardust's Workshop
Post by: SmashTheEchidna on October 29, 2014, 04:33:52 AM
Actually no it's not. Stardust made Xover weapons.
Title: Re: Stardust's Workshop
Post by: BookofDobson on October 29, 2014, 04:36:42 AM
Quote from: "SmashTheEchidna"
Actually no it's not. Stardust made Xover weapons.
oh... workshop.... this thread was in saxton hype so long i forgot
Title: Re: Stardust's Workshop
Post by: rodolfo20013 on November 02, 2014, 08:24:41 PM
Stardust, Here's another bug in Xover Weapons.
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Knux on November 02, 2014, 10:01:27 PM
Just posting a picture and saying it's a bug is not always enough. You need to say what you think the bug is.
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on November 03, 2014, 12:17:42 AM
I'm just going to bounce on in here with a blast and say it has something to do with that hyper bomb
Title: Re: Stardust's Workshop
Post by: Tfp BreakDown on November 03, 2014, 01:00:38 AM
Sprite Conflictions perhaps?
Title: Re: Stardust's Workshop
Post by: rodolfo20013 on November 06, 2014, 08:42:53 PM
A Xover Weapons' bug is: a Weapon's Wrong Position.
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Astro Seraphim on November 06, 2014, 10:59:21 PM
Quote from: "rodolfo20013"
A Xover Weapons' bug is: a Weapon's Wrong Position.
(click to show/hide)

Well.Hm,In some cases (that I can't really explain) when some player/bot gets killed or dies,the weapon they were using will be dropped,so I think someone just fell down the waterfall and their Time Slow got there.I could be wrong..or maybe the weapons created legs and went hiding somewhere else.
Title: Re: Stardust's Workshop
Post by: Stardust on November 07, 2014, 04:18:56 PM
A bit late for my answer sorry but yes Hil it's a bug, the translucent/"pain" animation was meant to represent the state of unconsciousness (does that word exist) after eating a punch. In Punch Out you'd sometimes get Lil Mac into this state if you take too much damage if I remember correctly
yet it's not supposed to stay translucent after the stunning. We'll fix it.

The bug in the screenshots of Xover Weapon I'm aware of it, however it's a problem in zandronum itself, this bug of objects appearing "below 3d floors" happened in some other mods that used the RandomSpawner code, I think it should occurs as well in Qbox Mode and some other mods, not only in xover
if a second episode eventually sees the day, I'll alter the code a bit to fix it (or at least until this bug is fixed in zandronum)

For the one in that aquatic MMX CTF map I'm not sure what you are referring to exactly Rodolfo, is that a weapon or just a sprite confliction...? In fact I'd say it's a problem in the map itself

~
Title: Re: Stardust's Workshop
Post by: Russel on November 07, 2014, 04:25:37 PM
The issue with the randomspawner only occurs with respawning tokens and items. I made a mod that I never "publicly" released that spawns weapon energy in LMS/TLMS [you can find the mod on best-ever, but I'm fairly sure someone else did the same before/after me] and those things [annoyingly] spawn under 3D Floors. Unfortunately I don't think there's a real way around it without a freaking absurd amount of hacking...

That being said you would literally need to create the setup such that it uses something like SpawnSpot in ACS or something and then maybe spawn it at some interval? But then you would have instances where it will have uneven respawn times...maybe spawn a fake actor to check whether or not there is an item there?
I don't know. I just know using A_SpawnItemEx on a delay after the item is picked up is a bad idea that results in the item eventually getting displaced.
Title: Re: Stardust's Workshop
Post by: Stardust on November 07, 2014, 04:39:50 PM
Especially if you're on high velocity like on a wave bike or using oďl slider the item placement gets noticeably modified with SpawnitemEx, yea
... for the moment I'm just hoping rng-sama won't select maps with hundreds of 3d floors, if Airman's stage was made of floating platforms it would be kind of problematic but thankfully it's not. I can't fix the 3d floors bug this is up to the zandro devs not my fault :X
Title: Re: Stardust's Workshop
Post by: Gummywormz on November 07, 2014, 04:44:09 PM
The Random Spawner 3D Floor bug is supposedly fixed in 2.0. (http://zandronum.com/tracker/view.php?id=1287)
Title: Re: Stardust's Workshop
Post by: Russel on November 07, 2014, 05:52:12 PM
In the test build (http://zandronum.com/forum/showthread.php?tid=5379), it doesn't appear to be fixed.
Title: Re: Stardust's Workshop
Post by: WaTaKiD on November 07, 2014, 07:32:00 PM
Quote from: "Gummywormz"
The Random Spawner 3D Floor bug is supposedly fixed in 2.0. (http://zandronum.com/tracker/view.php?id=1287)
Quote from: "Lego"
In the test build (http://zandronum.com/forum/showthread.php?tid=5379), it doesn't appear to be fixed.
after using the example wad in the ticket with the test build thats linked, it does seem that the issue is resolved, however if u can provide another example wad showing otherwise, please do so and if necessary, we can get a dev to re open the ticket so it can be discussed there (unless this turns out to be a different issue, it could warrant its own ticket)
Title: Re: Stardust's Workshop
Post by: Gummywormz on November 07, 2014, 09:12:34 PM
The 2.0 test build works fine with the sample WAD in that bug report. 1.4 does not work, however.
Title: Re: Stardust's Workshop
Post by: WaTaKiD on November 07, 2014, 09:28:50 PM
Quote from: "Gummywormz"
The 2.0 test build works fine with the sample WAD in that bug report. 1.4 does not work, however.
only the 2.0 builds are relevant as the 1.4 builds were compiled on accident due to a misunderstanding, and should not actually be used, sorry about that
edit: the 1.4 builds have been removed
Title: Re: Stardust's Workshop
Post by: Jdude330 on November 09, 2014, 06:26:59 PM
Not sure if I said this already, but you can use my crossover weapons in Xover weps.
Title: Re: Stardust's Workshop
Post by: ice on November 11, 2014, 02:03:28 AM
Not sure if this was mentioned before, but have you ever thought of releasing the player classes for SHR++ as a standalone mod? *Always wanted to try the more team oriented playstyles of these classes with team modes like TLMS or CTF*
Title: Re: Stardust's Workshop
Post by: Superjustinbros on December 08, 2014, 05:18:05 PM
Dunno if hale ideas are still being considered, but I had one recently for a secret boss.

Basically, if you defeat Mudkip a total of three times after he's able to call in Treecko and Torchic (defeats against Mudkip and any other boss do not reset the counter), the next time he appears via the RNG, a stream of Rare Candies and the Swampertite rain down from the ceiling, caught/absorbed by Mudkip a few seconds into the match. He suddenly evolves into Swampert and begins to undergo Mega Evolution while the screen fades to black. The text "So... I herd u like murder..." appears, and the screen returns to normal. Mega Swampert appears and challenges the players.

Mega Swampert has slightly reduced mobility from standard Mudkip; his primary skill is throwing large splashes of mud that do mid to high damage and can usually KO a single player in two or three successful hits. Using Super Jump enables Aqua Ring as usual, but when he lands he keeps Aqua Ring equipped for several seconds and can deal contact damage to nearby players. Rage would be the use of Hydro Cannon; an endless stream of water that continuously erupts from mega Swampert's mouth and is guaranteed to down someone if they're caught in it.
Title: Re: Stardust's Workshop
Post by: Linnie on December 08, 2014, 07:14:15 PM
For a secret boss involving Mudkip, while I don't really think one is necessary at all, I'd probably just turn the Hoenn starters into a full playable trio, assuming with balancing changes since giving Torchic and Treecko the ability to work together with Mudkip on a strategic level could potentially be OP (Torchic being able to slow a player who then gets wrecked by the other two; it's possible to happen with them as AI, but it's more likely to be used when players have full control over the three of them).

Though, again, a secret boss for Mudkip isn't really necessary and I'm not sure how much it'd add to the mod.
Title: Re: Stardust's Workshop
Post by: Korby on December 08, 2014, 08:29:49 PM
i'm pretty sure it would add to the mod as much as any other new boss would
Title: Re: Stardust's Workshop
Post by: Linnie on December 08, 2014, 10:24:15 PM
Right, meant mod, my apologies, but I feel having something more original, while it'd be more work obviously, would mean a bit more. Other than the rage, the suggestion feels a bit too similar to Mudkip, just more powerful, and we've been trending away from "same boss with a new rage" designs though I will defend PO'd Roll 'til the day I die.
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on December 09, 2014, 12:32:12 AM
Tis why I am still thinking of ways to flesh out the CRORQ/Volt,Sonic,Dyna combo Hale, the three are much weaker then normal bosses in the mod alone but are already designed to work as a team to achieve victory over the survivor team. Each filling in a role to assist where the other 2 lack to hunt down players while also needing to coordinate on protecting the CRORQ. Alone they are really no stronger then a player either other then infinite respawns.
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 09, 2014, 06:17:45 PM
Wait what?
I don't think DOS bosses are well "boss matrial" nor the fact that 3 player level "bosses" aren't gonna cut it
Title: Re: Stardust's Workshop
Post by: Korby on December 09, 2014, 08:00:30 PM
makes about as much sense as pissed off roll and any tf2 memes the mod might still have.
Title: NOT THAT I CAN DO ANYTHING ABOUT IT
Post by: Ceridran on December 09, 2014, 09:40:46 PM
Quote from: "Korby"
makes about as much sense as pissed off roll and any tf2 memes the mod might still have.

I know I've shoved this in everyone's faces enough, but the TF2, no, Garry's Mod meme bosses have always irked me. They (Christian Brutal Sniper, Ninja Spy, Semen Seeman and Just To Be There-Man Seeldier) and Saxton Hale really seem to be part of this 'leash' I keep mentioning. Sure, the idea had come from TF2's Saxton Hale mode, which may I remind you was named so because Saxton Hale is the only boss but you don't have to act like it has copyright on the very idea of a boss fight.
Memes are funny sometimes, but this really isn't the place for them.

IT'S TIME TO MAKE REPLACEMENT SUGGESTIONS
SLIGHTLY MORE RELEVANT BOSSES

THAT DON'T STRAY TOO FAR FROM THE ORIGINAL CODE

Boss Mode > Saxton Hale Mode
This is not a dog or a jungler or the early game phase, please take off the leash.
Term 'Boss' > Term 'Hale'
If I'm not mistaken the mod itself still refers to them as this, which is why I'm mentioning this too.

Bowser > Saxton Hale

Pit > Christian Brutal Sniper

??? > Ninja Spy
whoops I actually don't know what to do for htis

Shovel Knight and Shield Knight > Seeman and Seeldier

Hoenn Trio > Mudkip
Basically, the same boss concept, but with two things:
1) All pokemon are fully evolved.
2) The leader pokemon isn't always the same. By random you are either Sceptile, Blaziken, or Swampert. Technically this would make 3 different bosses.
3) The 'Rage Ability' is based on whether or not your partners are present. Without the other pokemon, activation will summon them. When they are present, you use Mega Evolution.
tl;dr
Code: [Select]
MBUS A 0 A_JumpIfInventory("SwampertFlag",1,"BlazikenMegaEvolution"
MBUS A 0 A_JumpIfInventory("SceptileFlag",1,"BlazikenMegaEvolution"
MBUS A 1 A_PlaySoundEx("MegaEvoSFX","Weapon")
MBUS A 0 A_GiveInventory ("SwampertFlag",1)
MBUS A 0 A_GiveInventory ("SceptileFlag",1)
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 09, 2014, 09:45:19 PM
Quote from: "Korby"
makes about as much sense as pissed off roll and any tf2 memes the mod might still have.

The player level bosses thing tho. And as you all know "working as a team" sounds easier said then done.

Also about HSH I could have sworn that his breath works 1 out of 3 times
Title: Re: Stardust's Workshop
Post by: Korby on December 09, 2014, 10:41:16 PM
what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?
Title: Re: Stardust's Workshop
Post by: LarissaFlash on December 10, 2014, 12:03:56 AM
honestly.. if you talk about that theme... i've always liked ohko bosses.. sincerely... 2-4h ko bosses are pretty boring... wich is why no one wants to be hale and only likes them because tshey're cool.
Title: Re: Stardust's Workshop
Post by: SmashTheEchidna on December 10, 2014, 12:05:22 AM
Yet people complained about every boss being OHKO in the earlier development.
Title: Re: Stardust's Workshop
Post by: LarissaFlash on December 10, 2014, 12:07:42 AM
That's why buffing hardly the damage on weapons.
If the problems keeps going then the complainer wouldn't play as well as to avoid the hales and killing them
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 10, 2014, 12:17:08 AM
Quote from: "Korby"
what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?

? Who's talking about having the very thing this mod doesn't  need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS  games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win

EDIT I kinda liked ohko bosses... some people just need to get good
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on December 10, 2014, 01:12:05 AM
Quote from: "BookofDobson"
Quote from: "Korby"
what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?

? Who's talking about having the very thing this mod doesn't  need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS  games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win

EDIT I kinda liked ohko bosses... some people just need to get good
The idea for the CRORQ Boss was as
3 players are picked randomly to be Sonic, Volt, and Dyna. Sonic is supportive with area controlling based attacks, Volt is a tank that takes more hits to die, while Dyna is a glass cannon that needs to get in close to land a kill but dies easy. When the boss is picked CRORQ (as an actor) randomly spawns on the map, it's hp is based on the player count while the three bosses have more natural HP, because until CRORQ is destroyed they have infinite respawns and their own rages (which due to less HP they get sooner) based on their weapons. And yes, each one could fight on their own, cause they have unlimited respawns, unlike the survivors, so the only loose on them for dieing is losing their rage bar and having to find you again.
The idea was agreed that if a skin for CRORQ was made it would be worked on because A) The idea was unique. B) The characters were "obscure enough."
I just had to come up with better ideas for attacks for Volt and Dyna other then punches. Though the idea Dyna will be close range will still stand.

Sonic's idea is to limit your movements, and trap you, Volt soaks up hits to allow Dyna to move in and land the quick kills. But Sonic can potentally directly go for you. Volt can take the hits needed (more so when his shield goes up) to get attacks in, and Dyna can move fast enough to deal with you himself, saying you don't gang up on them while they are alone. IF the bosses work together they WILL kill you if they find you alone, that was the concept behind having a team boss. The big weakness is, if they are together, they have to keep close to CRORQ to make sure it doesn't die, cause it doesn't fight back.
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 10, 2014, 04:00:47 AM
Quote from: "fortegigasgospel"
Quote from: "BookofDobson"
Quote from: "Korby"
what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?

? Who's talking about having the very thing this mod doesn't  need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS  games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win

EDIT I kinda liked ohko bosses... some people just need to get good
The idea for the CRORQ Boss was as
3 players are picked randomly to be Sonic, Volt, and Dyna. Sonic is supportive with area controlling based attacks, Volt is a tank that takes more hits to die, while Dyna is a glass cannon that needs to get in close to land a kill but dies easy. When the boss is picked CRORQ (as an actor) randomly spawns on the map, it's hp is based on the player count while the three bosses have more natural HP, because until CRORQ is destroyed they have infinite respawns and their own rages (which due to less HP they get sooner) based on their weapons. And yes, each one could fight on their own, cause they have unlimited respawns, unlike the survivors, so the only loose on them for dieing is losing their rage bar and having to find you again.
The idea was agreed that if a skin for CRORQ was made it would be worked on because A) The idea was unique. B) The characters were "obscure enough."
I just had to come up with better ideas for attacks for Volt and Dyna other then punches. Though the idea Dyna will be close range will still stand.

Sonic's idea is to limit your movements, and trap you, Volt soaks up hits to allow Dyna to move in and land the quick kills. But Sonic can potentally directly go for you. Volt can take the hits needed (more so when his shield goes up) to get attacks in, and Dyna can move fast enough to deal with you himself, saying you don't gang up on them while they are alone. IF the bosses work together they WILL kill you if they find you alone, that was the concept behind having a team boss. The big weakness is, if they are together, they have to keep close to CRORQ to make sure it doesn't die, cause it doesn't fight back.

... what but but
THIS IS FUCKING GENISES UNIT WITH ONE MORE THING TO WORRY ABOUT!
Rage aside,honestly  I am really conserned about team's definition of "unique"

Honestly no offense  to Anyone  really but I kinda hope my suggestion is somewhat taken. This is practically the same weaker G.U. without freedom to do whatever they want. I don't think people want "babysitting" for a hale man. And mix and matching team sounds pretty good to me. CR whatever  could shoot lasers anyway and should follow the team around to stay safe
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on December 10, 2014, 04:48:18 AM
Quote from: "BookofDobson"
Quote from: "fortegigasgospel"
Quote from: "BookofDobson"
? Who's talking about having the very thing this mod doesn't  need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS  games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win

EDIT I kinda liked ohko bosses... some people just need to get good
The idea for the CRORQ Boss was as
3 players are picked randomly to be Sonic, Volt, and Dyna. Sonic is supportive with area controlling based attacks, Volt is a tank that takes more hits to die, while Dyna is a glass cannon that needs to get in close to land a kill but dies easy. When the boss is picked CRORQ (as an actor) randomly spawns on the map, it's hp is based on the player count while the three bosses have more natural HP, because until CRORQ is destroyed they have infinite respawns and their own rages (which due to less HP they get sooner) based on their weapons. And yes, each one could fight on their own, cause they have unlimited respawns, unlike the survivors, so the only loose on them for dieing is losing their rage bar and having to find you again.
The idea was agreed that if a skin for CRORQ was made it would be worked on because A) The idea was unique. B) The characters were "obscure enough."
I just had to come up with better ideas for attacks for Volt and Dyna other then punches. Though the idea Dyna will be close range will still stand.

Sonic's idea is to limit your movements, and trap you, Volt soaks up hits to allow Dyna to move in and land the quick kills. But Sonic can potentally directly go for you. Volt can take the hits needed (more so when his shield goes up) to get attacks in, and Dyna can move fast enough to deal with you himself, saying you don't gang up on them while they are alone. IF the bosses work together they WILL kill you if they find you alone, that was the concept behind having a team boss. The big weakness is, if they are together, they have to keep close to CRORQ to make sure it doesn't die, cause it doesn't fight back.

... what but but
THIS IS FUCKING GENISES UNIT WITH ONE MORE THING TO WORRY ABOUT!
Rage aside,honestly  I am really conserned about team's definition of "unique"

Honestly no offense  to Anyone  really but I kinda hope my suggestion is somewhat taken. This is practically the same weaker G.U. without freedom to do whatever they want. I don't think people want "babysitting" for a hale man. And mix and matching team sounds pretty good to me. CR whatever  could shoot lasers anyway and should follow the team around to stay safe

You forget, this idea was made long before Genesis Unit was even a thing in core. And I don't play as often as I used to so I am not sure about new things added to this mod. Besides, my idea was submitted to Tails' version before it was dropped.
Title: Re: Stardust's Workshop
Post by: Stardust on December 10, 2014, 12:14:35 PM
> 2+ new pages within a few days
I answered to SJB in the unholy server but saying it here also, first it's not secret anymore because the whole thing is spoiled there (R.I.P the "first impression" feeling), and judging from the "oh god", the "not again" and the "fucks" we heard from Mudkip's intro when it was there, I'd agree with Korby it's better to choose another guy to be a new secret hale, besides there are still many series like Kirby, Metroid, Sonic, Mario... which still have no hale (or at least, in SHR++, Iunno about Unholy).
 While I appreciate the fact a DOS boss would be obscure for sure, too much obscurity revealing makes the DOS games do the opposite in cutstuff lately : there's interest in map making and weapons coding for the DOS expansion, and when you think about the expansions which could be done about more profesionnal fan-games or hacks (Deus Ex Machina, MMUnlimited...), I think the DOS games aren't that special anymore. I would say there are priorities about hale choice, and the CRORQ/Volt,Sonic,Dyna combo Hale thing... it feels a bit unneeded after the Genesis Unit which is similar because of their "trio team with a offensive, a tank and a support". There are requests thrown everywhere, but honestly it's not possible to do every single of them, currently there's no plan in adding more than 5 hales for V3, we'd prefer to have a few hales, but every single of them is really special and you keep a good feeling of it after playing against/w/ it for the 1st time.

To answer to Ceridran's post at the same time, sure, we would replace every TF2 hales because they're from TF2 and we could change SH into Bowser and Sniper into Pit. But there are 2 things to know : first, it's easier to say than to do it. Second, "hale" is still part of the gamemode no matter what and comes from TF2 originally.  I don't think I need to prove the new bosses are clearly non-TF2 related, there's not a single new TF2 related hale since SH++ v1. The TF2Hales/TotalHales ratio is getting smaller and smaller at every major update, and the MegamanHales/TotalHales ratio is increasing in counterpart. Also you can't really compare Bowser to SH or Pit to Sniper, if me or one of the boss coders get their hands on them, we redo everything from scratch but it won't "replace" the TF2 hale, they'll be completly different

Larissa as for the OHKO thing I didn't take this decision lightly, first introduced by Tails in Rebirth it took some time to convince me to use non-OHKO attacks. The reason for accepting it? Simple, the one shot kill is too much sharp, irregular, stubborn, and was also unbalanced for the survivors because they've got 1 live then, without forgetting it also wouldn't allow the diversity of the classes we have currently : the role of the healer mainly, but also the class with lower HP (Protoman) and Duo the tank would get killed pitifully in one hit. One of the requests asked frequently was to make SH more strategic, and less relevant on "1 hit KO melee hales", seriously we grew bored of this stereotype and we want to banish it.

~
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 10, 2014, 01:19:27 PM
Quote from: "fortegigasgospel"
Quote from: "BookofDobson"

You forget, this idea was made long before Genesis Unit was even a thing in core. And I don't play as often as I used to so I am not sure about new things added to this mod. Besides, my idea was submitted to Tails' version before it was dropped.

Correction I wasn't  here nor am I in the team.  But I don't think is too late. Like what Korby said, more ranged whales please. But yea.. there's an idea

EDIT to stardust: By what you are saying DOS Bosses are still special since the majority of interest has only been hype. Kinda gets a pass on that
Title: Re: Stardust's Workshop
Post by: Stardust on December 10, 2014, 08:09:30 PM
I didn't say that
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 10, 2014, 08:56:41 PM
Quote from: "BookofDobson"
EDIT to stardust: By what you are saying DOS Bosses are still special since the majority of interest has only been hype. Kinda gets a pass on that
Title: Re: Stardust's Workshop
Post by: Korby on December 10, 2014, 09:03:14 PM
Quote from: "BookofDobson"
Like what Korby said, more ranged whales please.

Actually, I never asked for more ranged hales; I just said they don't all need to be instakill melee.
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 10, 2014, 09:26:08 PM
Quote from: "Korby"
Quote from: "BookofDobson"
Like what Korby said, more ranged whales please.

Actually, I never asked for more ranged hales; I just said they don't all need to be instakill melee.

Whales.... WHALES...

Mobile auto correct sucks
Title: Re: Stardust's Workshop
Post by: Dr. Freeman on December 18, 2014, 06:10:46 PM
So, I've been going through R++ the last few days playing with friends, and while I don't know how much this mod is getting worked on at the moment, I'm going to leave a butt ton of notes that I feel like could help improve things. Because while it's a million times better than previous versions of Saxton (Except Lego's his was good ;_;) there are still some odd choices that could be tweaked to make the mod better. So let's start this crazy train.

(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Stardust on December 18, 2014, 07:04:40 PM
I needed to take a break after v2a and finally after the final version of v2fhhhhsomething... thanks for taking the time to post these as yes, the mod is *still* being worked on, I won't post screenshots because there's nothing really "new" (we only did improvements or revamps so far), and because I don't want to spoil for the moment, but SH V3 can be expected for 2015 and will sure provide a looooot of new features, by *hopefully* fixing the problems that were pointed in v1 and v2 regarding the gamemode or the hales/bosses themselves.

I'm just going to comment the things I have doubts or don't agree with, the remarks I don't answer to, I agree with them and expect the next version to do something about it

(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on December 18, 2014, 07:11:49 PM
Yaaaay, good job people! Need to play again this mode! 3:

 "will sure provide a looooot of new features" => cool! :D
Title:
Post by: Ceridran on December 18, 2014, 07:20:56 PM
Quote
the Za Warudo

You've just said "The The World".

I have a request. Change the obituaries, etc, that say "Za Warudo" to "The World", will you? Internal code modification isn't necessary and too much of a hassle.
It's a Japanese pronunciation for two English words. The stand is named after a Tarot Card. You may as well change everything else in the WAD to romanized japanese.
The obituaries for Dio aren't even accurate:

"%o's power was useless against c[d6]Dio Flash c-(%k)'s Blazing Fists!"
should be
"%o's power was useless against c[d6]The World c-(%k)'s Blazing Fists!"

"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Za Warudo!"
should be
"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"

Probably just nitpicking, but it's been bugging me for a while.
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 20, 2014, 06:35:58 AM
Sigh... no one ever listens to me because they assume i hate saxton and say that all hales suck :(

MWS and HSH do suck ofc and this is why:
MWS seems to be made to die thats about it. you tell us he is a support but the only support he does is his rage. His harpoons have rather poor firing rate and semi weak power not mention small hitbox. who wants to run around like a dummy with armor when his weps dont do shit?  His water is so hilariously bad. it just pushes people to the side not back. it should at leasg send people spinning messing up their aim. hes not as bad as HSH so i would say just increase his firing speed.
HSH on the other hand is just.. why. As you can see a tank is good at killing people... HSH isn't... at all. either his main has a absurdly small hitbox or it flat out doesn't work exactly 1/3 of the time. his ammo depletes way to fast an regens way too slow. however even if you didn't use  all the meter you can't shoot unless its full. Thats just bull. This is where the item comes in but what if i don't have it? its SLOWER than the main refill and i can't run im way too slow, so i get swarmed by the crowd and dead because power weapons. there is nothing fun about being a practice dummy waiting for your team to bail you out, when most of the time they are dead.
Title: Re: Stardust's Workshop
Post by: Stardust on December 20, 2014, 07:40:27 AM
Quote
"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"

That is Sakuya's move not Dio's
In fact it's fun you mention romanized japanese in the obits because Gouki was planned to have entirely roumanized written obits but I couldn't find a translater ;(
Another thing, similar to how there are English words used in other languages like parking, barman, bluff, club, w/e, you wouldn't write all your sentence in japanese if you'd say like "let's go outside eat some sushis" even though the name "sushi" is romanized
If you really want The World to appear on the obits though, I could call Dio's rage attack "Za Warudo", but I could say the blazing fists attack of his stand would display "%o's power was useless against c[d6]Dio Flash c-(%k)'s The World's Blazing Fists!", because his stand's name is the same name as his famous attack (correct me if I'm wrong?)

I laughed at the above post when I read "As you can see a tank is good at killing people... HSH isn't... at all". A tank's role isn't to deal damage  at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^) to use his main, aim to the feets of the target instead of on the head, it should work better.
I'm saying that again because as you can see you're not reading my posts neither but his health is Gilgamesh tier, so alone he has like the health of 7 or 8 buster rod gs (that's a new unit), and if you didn't know the main goal of this hale is to work as a team instead of being separated.
I'd say MWS < HSH but opinionz

Either way on a more global scale, most hales are UP and Genesis Unit are planned to be buffed, I already said it
Title: Re: Stardust's Workshop
Post by: Korby on December 20, 2014, 08:14:38 AM
but...all of akuma's attacks are already romanized.
hadoken, shoryuken, Messatsu Gouhadou, etc.
all of that is romanized japanese
Title: Re: Stardust's Workshop
Post by: Stardust on December 20, 2014, 08:35:14 AM
Yea but like, even the rest of the obits, and the rest of every text in the battle, even the rage message (??? nani sore kakuna shusi raeg lfmnqlfsbm)
the round was meant to be like 100% japanese
Title: Re: Stardust's Workshop
Post by: MrL1193 on December 20, 2014, 12:48:14 PM
Well, it's been a while since I last commented in this thread and the latest version of the mod has been around a while now, so I guess I'll take a moment to list some of my own thoughts. Some of this might be stuff I've already mentioned before; it's been a while, so please forgive me.

Runes:

(click to show/hide)

Bosses:

(click to show/hide)

Other miscellaneous stuff:

(click to show/hide)
Title: Re: Stardust's Workshop
Post by: SmashTheEchidna on December 20, 2014, 04:06:54 PM
I still think Dio would've been a perfect secret boss.
Title: Re: Stardust's Workshop
Post by: Trillster on December 20, 2014, 04:12:38 PM
I've been sort of "bleh" on the idea of secret bosses. I feel like if you have a fun boss, it shouldn't be hidden. Especially considering the fact that perfects are already difficult enough to get. I could imagine Akuma/Gouki being a secret boss because well, OP. However the rest should just be nerfed somewhat and be added as normal bosses (but at a rarer chance maybe).
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 20, 2014, 04:28:29 PM
Quote from: "Stardust"
Quote
"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"

That is Sakuya's move not Dio's
In fact it's fun you mention romanized japanese in the obits because Gouki was planned to have entirely roumanized written obits but I couldn't find a translater ;(
Another thing, similar to how there are English words used in other languages like parking, barman, bluff, club, w/e, you wouldn't write all your sentence in japanese if you'd say like "let's go outside eat some sushis" even though the name "sushi" is romanized
If you really want The World to appear on the obits though, I could call Dio's rage attack "Za Warudo", but I could say the blazing fists attack of his stand would display "%o's power was useless against c[d6]Dio Flash c-(%k)'s The World's Blazing Fists!", because his stand's name is the same name as his famous attack (correct me if I'm wrong?)

I laughed at the above post when I read "As you can see a tank is good at killing people... HSH isn't... at all". A tank's role isn't to deal damage  at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^) to use his main, aim to the feets of the target instead of on the head, it should work better.
I'm saying that again because as you can see you're not reading my posts neither but his health is Gilgamesh tier, so alone he has like the health of 7 or 8 buster rod gs (that's a new unit), and if you didn't know the main goal of this hale is to work as a team instead of being separated.
I'd say MWS < HSH but opinionz

Either way on a more global scale, most hales are UP and Genesis Unit are planned to be buffed, I already said it

I should have coined the term about the tank differently but still i can aim everywhere on the player the main still works 1/3 of the time.  yes i am reading your posts (rude...) Really who cares how much HP he has? if his means of defending himself are shit he his going to get hitstuned and die.
please stop impling im not doing something before i talk.
Title:
Post by: Rozark on December 20, 2014, 08:59:22 PM
Quote from: "Stardust"
A tank's role isn't to deal damage  at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^)

Quote from: "BookofDobson"
if his means of defending himself are shit he his going to get hitstuned and die.

As much as I dislike the bikdark face (even if someone else is using it), if a tank were to deal significant amounts of damage, they would need to become less fragile and scale weirdly- a fighter of sorts. A tank at the core is what Stardust said and is what Duo is. In a perfect new-ish structure, the tank would be the only one dead. However, the enemy team would be completely wiped out because of the tank focus. The damage dealers/healers (The ones you actually need to protect) would live; and it is the tank's goal to absorb the damage for them so the fragiles live. If the tank dealt significant damage, well, most other classes would be out of a job as the tank does their jobs better.

So yes, if a tank dies, they're doing their job right.
Title: Re:
Post by: BookofDobson on December 20, 2014, 11:38:01 PM
Quote from: "Rozark Kyouko"
Quote from: "Stardust"
A tank's role isn't to deal damage  at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^)

Quote from: "BookofDobson"
if his means of defending himself are shit he his going to get hitstuned and die.

As much as I dislike the bikdark face (even if someone else is using it), if a tank were to deal significant amounts of damage, they would need to become less fragile and scale weirdly- a fighter of sorts. A tank at the core is what Stardust said and is what Duo is. In a perfect new-ish structure, the tank would be the only one dead. However, the enemy team would be completely wiped out because of the tank focus. The damage dealers/healers (The ones you actually need to protect) would live; and it is the tank's goal to absorb the damage for them so the fragiles live. If the tank dealt significant damage, well, most other classes would be out of a job as the tank does their jobs better.

So yes, if a tank dies, they're doing their job right.

Well by that case why have a tank have any attacks if his job is basically a sitting duck decoy by that logic? As for Duo, we still have the "very little difference" problem and he MOSTLY dies in 2 hits like everyone else so not much as that "die so people can live" argument.
but HSH is just near unusable. Yes people will target him but unlike MWS and BRG there is no pressure in killing HSH because if you miss him and focus on someone else there is very VERY little chance that will bite you in the ass later (I'll admit thats what his meteor jump is there for but what if I don't have it?). I'm pretty sure his main was there to remind people he is there and well something worth killing. He is not. This is also not an excuse for his attack to be complete shit/near unusable.

Even though he is a "tank", A tank still has to defend himself if this is the logic we are going by. Otherwise no need to give a tank weapons at all.
Title: Re: Stardust's Workshop
Post by: Rozark on December 21, 2014, 12:08:56 AM
Exactly, which is why he has at least some form of offense to begin with.
Just because he has a weapon doesn't mean that's his priority; that's only there for when he gets in a jam or needs to add the little damage up over time. Their attacks usually help lure away or CC Lock (Crowd Control/Slows/Snares/etc) the other players from reaching the fragiles. HSH has this.

As for HSH, I said in a perfect/ideal new-ish structure. Most people who play SH (Or any game with a sub-class archetype) know not to target the tank but instead hit the damage dealer/carry and the support (BRG and MWS).

Every time I'm a part of that trio, 9 times out of 10 I'm HSH. (The other 1 time is MWS; I have yet to be BRG). You want to draw/suck people away from the other two into you then proceed to meteor jump if you can.
Title: Re: Stardust's Workshop
Post by: BookofDobson on December 21, 2014, 12:22:21 AM
Quote from: "Rozark Kyouko"
Exactly, which is why he has at least some form of offense to begin with.
Just because he has a weapon doesn't mean that's his priority; that's only there for when he gets in a jam or needs to add the little damage up over time. Their attacks usually help lure away or CC Lock (Crowd Control/Slows/Snares/etc) the other players from reaching the fragiles. HSH has this.

As for HSH, I said in a perfect/ideal new-ish structure. Most people who play SH (Or any game with a sub-class archetype) know not to target the tank but instead hit the damage dealer/carry and the support (BRG and MWS).

Every time I'm a part of that trio, 9 times out of 10 I'm HSH. (The other 1 time is MWS; I have yet to be BRG). You want to draw/suck people away from the other two into you then proceed to meteor jump if you can.


Even though this is the best strategy and I use this myself when I can, the main and its ammo doesn't allow that plan to work. Like I pointed out, the idea of saving your attack is thrown out the window as you can't do anything until its full. I wouldn't be so mad about this if the ammo refill wasn't so slow and that the main itself works 1 out of 3 times no matter where I aim on the player. Why couldn't this code just be lifted from YD dustman? That way the tank can not be such a sitting duck. As you said being in a jam with a swarm of players its his thing but putting it like that once meteor jump is used you are a lame duck until you can get it back... that is an even LONGER time
Title: Re: Stardust's Workshop
Post by: fortegigasgospel on December 21, 2014, 01:18:21 AM
Just an idea, may sound weird, but why not swap HSH and MWS roles? Hyper Storm as a support with his pushing and pulling while Mega Water is the group tank with his shield. HSH could still be rather beefy of a supporter, and MWS could be rather shitty at tanking once his shield is lost.

Yea personality wise and design they may seem perfect for the roles they have now, but weaponry wise they fit the other's role better
Title: Re: Stardust's Workshop
Post by: Stardust on January 27, 2015, 05:26:20 PM
Hi, so SHR++ will be put on a hiatus. Since v2fhh the mod lost the attention of the players and even my own devteam. There were plans for v3, fairly large plans which could be synthetized to remaking the whole gamemode, not from scratch but almost from the very beginning ; including remaking every single old hales, remaking the classes into more different classes, grants a lot of new challenges and stuff to add spices to the game,..
but as I don't feel like being able to do this all alone and with almost no support (pretty much like Max does her Mission mode solo), I prefer to just call a pause and stop the progression right now of v3.
Stuff has been done while these last months, here is a gift, a pic I sent to Tails a long time ago that I won't bother to explain for spoiling purposes. Until I get the motivation to actually work on it again. Tails could help but he's making a maybe even bigger project, Mega Man World, so I'd prefer even to support this.
(click to show/hide)

Now on the bright side, I enjoyed the fact Xover Weapons still has some interest (which is surprising for something that is neither a class mod, neither a boss mod, or that was recently released), and with Blews we decided to get our hand back on the mod. Not going to say anymore as we just decided to bring it back a few days ago so it's still starting, but we'd aim to make the MM2 crossover episode.
Title: Re: Stardust's Workshop
Post by: BookofDobson on January 27, 2015, 07:02:47 PM
Didn't you say you were going to let saxton die for something else?

Legit question here.
Title: Re: Stardust's Workshop
Post by: Stardust on May 08, 2015, 03:09:53 AM
< BOMP !!! BOMP !!! ^o^ !!! BUMP !!! BUMP !!! >O< BUMP !!! >

I decided to update the Damage Display mod with new advanced features and fixes mostly because I felt like updating it.
Check the first or second post for more details and help for this new version's features
Quote
Damage Display v2 : Changelog
> The mod supports classes with different than 100 HP. All the health values (health above the head, health on the screen, damage dealt) are expressed in percentage of the victim's max HP. This doesn't change anything for most mods with 100hp classes such as JC or CBM, but for Justiderp or GvH it does as they have different health.
> In Team games, each team is now only able to see the health above their allies' head, not the enemies.
> The damage displayed when someone gets hit's red tint vary according to how high the damage is
> Additional informations were added to each player's screen : K/D count, Killstreak count, damage, total damage, and DPS. They can be turned off with a variable (check the first post for more
informations ~ especially the screenshot spoiler if you want details or need help)

EDIT : I had to do a hotfix (like always) as for some reasons, the killing blow on someone wouldn't count the damage dealt and this happens very often so I had to fix it. I also did a very few extra things

Quote
> The damage dealt is correctly added to your damage count when you finish off someone.
> Increased the time of the DPS's automatic reset to 0 if you haven't dealt any damage from 3.4 seconds to 5
> Swapped blue/red colors for death/kills. A message now displays the kills and damage you dealt for your life whenever you die

Download here! (http://www.best-ever.org/download?file=damagedisplay-v2ah.pk3)
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on August 03, 2015, 02:05:56 AM
Cool to see it's rehosted (with a previous version) and played. (:
Do you plan to make a new version, like new hales?.... Or have you stopped to make this mode?
You have made the 2 rathor, what about if you add sunstar too? (*sunstar fan*)
Title: Rainbows
Post by: Rozark on August 03, 2015, 11:08:02 AM
Quote from: "Stardust"
Hi, so SHR++ will be put on a hiatus. Since v2fhh the mod lost the attention of the players and even my own devteam. There were plans for v3, fairly large plans which could be synthetized to remaking the whole gamemode, not from scratch but almost from the very beginning ; including remaking every single old hales, remaking the classes into more different classes, grants a lot of new challenges and stuff to add spices to the game,..
but as I don't feel like being able to do this all alone and with almost no support (pretty much like Max does her Mission mode solo), I prefer to just call a pause and stop the progression right now of v3.

The last page had your answer.

I'd also like to add that Saxton Hale breaks in a numerous number of ways (Specifically Auto if anything else) and should cease being hosted until Stardust decides to take interest in it again once more.
Title: Re: Rainbows
Post by: AkumaKing on August 03, 2015, 04:08:38 PM
Quote from: "Rozark Kyouko"
should cease being hosted until Stardust decides to take interest in it again once more.

This seems kind of dumb. If people enjoy a mod, they should host a server and play with others who enjoy it. I, myself, don't enjoy this incarnation very much, but the people who do should keep enjoying it. Just because development is dead doesn't mean player activity should be dead.
Title: That's the second time today
Post by: Rozark on August 03, 2015, 04:37:13 PM
Quote from: "Rozark Kyouko"
I'd also like to add that Saxton Hale breaks in a numerous number of ways (Specifically Auto if anything else)

Broken mods should never be hosted until they're fixed; you end up hosting a version with bugs, people know and use the bugs, and you end up kicking the people who use them. It's like you're expecting them not to use them. Stop hosting this mod until it's fixed or stop kicking people who spawn Beat with Auto and deal with it. (Again, one of the many bugs right now; only one I could think of off the top of my head)
Title: Re: Stardust's Workshop
Post by: Stardust on August 03, 2015, 05:07:25 PM
Auto's infinite beat bug was fixed in the very latest latest version I released (v2fhh hotfix 3 or something)
But this version was banned during the 2015 beginning or when Z2.0 was out, can't recall exactly when; but it was banned a few months ago, because there was some crashing issue (SH crashes all the time)
The version hosted right now is even older, so technically has even more unfixed bugs (which can be abused or not), and some other gameplay détails (such as Auto who still work with the old item bolt prices).
I don't really encourage hosting older versions. I think that, if you're going to do so, you'll have to deal with the bugs and stuff, and with the fact that this version you're hosting might be banned (so you'd need to host an eveeeeeen older version, and so on...)

but yeah I could fix it, yet I don't work on this anymore.
Title: Re: Stardust's Workshop
Post by: Emmanuelf06 on August 03, 2015, 05:13:35 PM
Awww too bad =(
I hope someone will want and will be able to make a new Saxtonhale mode then ... (not with your if you dont want, but a new maybe) We will see'
Title: Re: Stardust's Workshop
Post by: Dark_Chaos on August 18, 2015, 10:42:38 PM
ok I have an issue, I see a saxton hale server, but it's running verion fh, not fhh, you should really have a thing for past downloads for situations like this considering fh isn't on bestever.
Title: Re: Stardust's Workshop
Post by: Stardust on January 01, 2016, 10:13:27 PM
I made a small mod, a class mod with teamwork-oriented abilities. Originally these classes were designed for SHR++ V3 (and they still are), but it's just until the hales get done (in a day?) I could release the work I've done on those classes for the moment. I went with Teamwork Classes (what a generic name) for the moment, this mod is still in beta but I hope you'll enjoy it
Check the first post for more info about it or how the classes work (they were really confusing from what I heard on the server :v keep in mind it's a beta, it does have bugs, its degree of un-balance-ment, and other bad or broken things.)
Title: Re: Stardust's Workshop
Post by: RifleGod on January 02, 2016, 10:34:52 AM
The new classes are very fun to play :D

But some classes are unbalanced:

Megaman- balanced

Protoman- Buff pls

Bass- Buff pls

Duo- Nerf pls

Roll- balanced

Wily- Buff pls
Title: Re: Stardust's Workshop
Post by: MusashiAA on January 03, 2016, 12:23:41 AM
So about Teamwork Classes, I have a lot of things to say about it, which are mostly disagreements with the way the classes are handled. I'll go one by one.

Mega Man: Why is switching to Rush Coil tied to altfire, when you can just switch to Rush Coil through weapprev/weapnext? And why is Rush Coil summoning tied to mainfire? I think linking Mega Man's altfire to directly and inmediately summoning Rush Coil would make a lot more sense and it would flow better. Mega Man serving as an ammo regenerator is very...strange: even as a passive ability, it's very arbitrary to just have a Mega Man slowly give you free ammo, and it makes absolutely no sense as he has never been associated with having such ability (though this is an issue I'll address to later on). Overall he's pretty ok, not much to complain about here.

Proto Man: Even though I can easily understand why he has the least amount of health overall, 550 HP is very low, even for his absurd damage output. It's very strange that Bass, being the most mobile of them all, has more health than him. If Proto Man is to be related to the Pyro (decent to high mobility, decent firepower, low health), then he shouldn't be able to dish that much damage at such a rapid rate, and have so little HP (highest firepower, normal mobility, lowest health)...this is IMO off balance:


Please, find a way to tone down the damage output of Proto Man. Either ditch the double RoF and turn it into double power (or normal vanilla power, as general damage has been halved), or think of something else. Buff Proto Man's HP then, to circa 750. If necesary, ditch the Break Mode item ability, as taking increased damage while under the effects of double RoF is far more absurd than just double RoF on its own. Of all the classes right now, Proto Man is the one that needs the most changes. Also, a Proto Man skin with his shield showing up, but no actual shield? So confusingggg

Bass: As of this writing, I still have no idea how to use dark portals for myself, or why Bass even has such ability (though this is an issue I'll address to later on) outside of "its 4 da teem". The Bassnium..............Magnet ability would lend itself real well if Bass had attacks centered around close range...which he doesn't, and very much could given all the instances in MM games where he can kick and dash: changing the Magnet Golf altfire ability with the arcade games' somersault kick would be really neat. A class based around mobility also doesn't need as much HP as it does currently.

If Bass is supposed to be relatable to the Scout, then Bass being able to move around pretty quickly (a dash) while dishing high close range damage (somersault kick) and having a subpar but effective long range option (current version of weakened Bass Buster) is what we should be playing as; instead, we're playing as a class with broken portals, pit protection-less flinging, more health than Proto Man AND special weapons because woop woop. Please reconsider Bass' attacks: movement control lends itself to discover exploitable map design with worse results than with just increased player mobility.

Duo: Duo does its tank job very well...IMO too well, because 2500 is a lot of HP (with albeit slow but present regeneration to boot), 2000 HP with no regeneration might be the way to go (in fact, no class other than Roll should have HP regen, but Duo especially shouldn't). Weakening Duo Fist makes no sense whatsoever, as even a regular Duo Fist would still be overshadowed by the "Cosmic Lock" attack, which is pretty much a vampire stunlock Black Hole Bomb that lasts for too long AND gives a 2500 HP class damage resistance. I'd say remove the damage resistance on Cosmic Lock, ditch the range reduction on Duo Fist, and nerf his HP to 2000. Sacrifice lends itself to terrible situations in which an ally can throw itself into a pit, inmediately switch places with Duo and instantly kill him...please fix this. Also why even use special weapons when you have Cosmic Stunlock.

Roll: Finally, a healing class that's to be used with other players online: my dream is coming true...too bad it's bloated with abilities; I think this is a trend in this mod, way too many abilities doing many different things in a single class. Healing beam NOT being the mainfire attack was misleading at first, but the insane rate of fire and range of the Ultra Pink Petal Chaingun of Love just makes it all the more jarring and confusing. After toying around with the healing beam and the Amputator (because it's the fucking TF2 Amputator), I found both a bug AND the most optimal and balanced method of healing I've ever seen in this support-forsaken game: I was able to move around while also having the Amputator active, so I was both healing a Duo, moving, and taking increased damage while doing so (or erosion...I don't fucking know, this shit has too many variables it makes me tired and too grumpy to give a shit about following them). I felt like that was far more compelling and effective and fun and fair than the healing beam (there's a reason why the Medigun beams autolock onto allies in TF2), which requires aim and doesn't heal as much. The Ultra Pink Petal Chaingun of Love also has a Blutsauger mode...woop, even more shit to follow. And there's also Saxton Rage or something.

Look, just give me a weak Bass Buster with the same RoF and maybe vampire (cuz that's a trend), and the rustifying Amputator without the stupid movement lock restriction. Animuu rage, Ultra Pink Petal Chaingun of Love and its brother Ultra Pink and White Petal Vampire Chaingun of Love, MLG pro Medigun that doesn't lock into targets, and that OP as fuck Major Recovery ability can be removed: they are obnoxious, trendy accesories.

Wil-ok, I've had enough. Wily has so many attacks, I can't even muster the effort to give a shit about criticizing him.

I'm sorry: I am 100% happy that you've put so much effort into working on a class mod that actually gives a shit about support classes and teamwork and all that jazz, I 100% agree with this mentality, I love support classes and abilities, I love teamwork, and I love you for actually thinking this is important, this God-forsaken game has no fucking teamwork, it makes me cry every time nobody gives a shit about anybody and just goes Doomguy on people, forgetting about their team like a hardass 80s action movie protagonist. But some classes do and have so much shit, that it's very hard to follow them, let alone follow a whole team of them, let alone following TWO teams full of them. I was in the public server today (and I am putting this out for people to see, if they even read this), I mentioned how these classes do so much shit and how it's very hard to grasp what a class is supposed to do or how its supposed to do them by just playing the game for a few minutes, I told you this as I was being bombarded with stimuli with only 8 players active, I am very much still shocked by how much shit this one little mod has in store right now and at the start of its public release...and you told me I should just "read the guide".

No.

You shouldn't need to pick up and read a guide to start playing the game.

Games should lend themselves to be understandable as soon as they're picked up and tinkered with for a few minutes or hours. As of this writing, I am still wrapping my head around many of these classes' abilities, even after reading The Guide and having The Game up and running, testing and toying around with bots as I was writing this. Some classes have way too many things going on for them, some of which just throw off the general balance oout the window, or just simply are both accesory and empty, contributing barely nothing to the game other than more goddamned stimuli. Just thinking about all the variables and attacks makes me frustrated, because EVERYTHING COULD BE SO MUCH SIMPLER, AND IT MUST. This is only enhanced with multiple players.






And I forgot: Mega being a walking map wide dispenser and Bass throwing portals and magnetgolfing people to death are not in-character. I know, this argument is dumb, but its still pretty out there, a huge stretch even for the "support" argument...
Title: Re: Stardust's Workshop
Post by: JaxOf7 on January 04, 2016, 05:55:12 PM
What with all the class mods that gasp at the thought of having 2 weapons, I applaud a more complex mod.
However, I am also a speaker for consistency and minimizing complexity, so some suggestions on that front.

Megaman:
Make the rush coil weapon selectable ONLY by alt.

Protoman:
Get rid of break mode, have marking people be a passive for when he isn't using precipitation.
(Managing precipitation, break, and ammo all at once is complex and just not very fun. Also only being able to mark before a precipitation brings a certain depth you don't get from just activating break precipitate and getting easy marks.)

Bass:
Alt on LMS weapons switches to bass buster, alt on that is bassnium magnet. (technically less convenient, but is more consistent with cosmic lock and rush coil weapon)

Roll:
Weapon 1: Energy Buster
Weapon 2: Draining Energy Buster
Weapon 3: Love Sanctuary
All alt: Healing beam/mop up turbo
Item: Major Recovery

Wily:
Weapon 1: Fire orb
Weapon 2: Ice orb
Weapon 3: Gravity orb
2 LMS Weapons (alt doesn't do anything)

Last, please remove the erosion percent from the screen, it just clutters up the HUD.
It's only relevant to a Roll using love sanctuary and Duo.
Duo doesn't exactly need to know that he always has a bit more erosion than other classes in order to be played (and a simple note in the guide would suffice).
As for Roll, you could indeed just display a +20% on the hud when using love sanctuary.
Title: Re: Stardust's Workshop
Post by: RageBurner on June 06, 2016, 02:23:22 AM
I know this particular topic is mostly about the classes mod, but I'd like to thank the work Stardust did with the damage display mod. I find it hugely useful, so thank you for that.
Are there going to be more updates on it? I think the option to see weapon energy (primary, secondary) as numbers, as it already happens with life energy, would be nice, even if a little out of character.
Title: Re: Stardust's Workshop
Post by: alexparr on June 08, 2016, 09:32:47 PM
If you got here using Google, good for you!
CAUSE IT WAS HARD FOR ME!!!!  :mad:
Title: Re: Stardust's Workshop
Post by: Hilman170499 on June 26, 2016, 03:32:49 PM
Sorry for the bump, but I've been wanting to say this for a while now:

If you're still working on XOver Weps, a big problem is that one can accidentally make the wrong XOvers(as I call the combined weapons). You see, in an intense match, someone would wrench a weapon to make their desired XOVer in advance. However, there are instances where someone would try to make a different weapon, forgetting that they already have a weapon wrenched, resulting in the wrong weapons.

Long story short, what about make an icon in the GUI showing which weapon you already have wrenched? Thanks in advance.
Title: Re: Stardust's Workshop
Post by: JaxOf7 on March 30, 2017, 07:00:29 AM
Your brief attention please:
http://allfearthesentinel.net/download?file=damagescorev1b.pk3 (http://allfearthesentinel.net/download?file=damagescorev1b.pk3)
(http://i683.photobucket.com/albums/vv191/JaxOf7/damage%20score.png)

Wasn't sure whether to make a new thread, but I made this for boss mods. Though it does technically work with other stuff.
Title: Re: Stardust's Workshop
Post by: alexparr on June 08, 2017, 07:59:00 PM
Why does nobody know that Best Ever got TERMINATED?! :confused:
Title: Re: Stardust's Workshop
Post by: GameAndWatcher on June 08, 2017, 09:10:40 PM
Could you please stop bumping dead topics without bringing up anything relevant to the main topic?
Title: Re: Stardust's Workshop
Post by: alexparr on August 13, 2018, 01:57:14 PM
Sorry. I was 11 when I typed that. What an idiot I was!
Title: Re: Stardust's Workshop
Post by: alexparr on January 31, 2019, 06:49:33 PM
if anyone needs shr++, have no fear, alex is here https://web.archive.org/web/20151025101358/http://www.best-ever.org/download?file=saxtonhalerebirth%2B%2Bv2fhh.pk3
Title: Re: Stardust's Workshop
Post by: alexparr on January 31, 2019, 06:50:59 PM
the music however is nowhere to be found right now :/

and no it's not v5 compatible, you need v4
Title: Re: Stardust's Workshop
Post by: JaxOf7 on May 27, 2020, 09:59:02 PM
just updated with named scripts and made the print better
https://allfearthesentinel.net/zandronum/download.php?file=damagescorev1c.pk3
Title: Re: Stardust's Workshop
Post by: Stardust on January 20, 2021, 08:55:44 AM
(click to show/hide)
Title: Re: Stardust's Workshop
Post by: Elementman.EXE on January 20, 2021, 06:24:20 PM
will there be an update to xover weapons in the near future
Title: Re: Stardust's Workshop
Post by: Stardust on May 16, 2021, 03:23:04 PM
Damage display update! As I've been receiving requests lately
Overall, this update improves visuals, and make damage display more convenient to use  :mrgreen:

Check out the first post (https://cutstuff.net/forum/index.php?topic=6160.0) for a general presentation of the mod as of v2c/and download link

(click to show/hide)
Title: Re: Stardust's Workshop
Post by: hansungkee on May 17, 2021, 01:50:42 PM
Waoh... Yo That's Really Good.
Title: Re: Stardust's Workshop
Post by: RushJet1 on October 07, 2021, 06:46:39 PM
Hey, a lot of people (myself included) like this mod but it apparently interferes with Gondola/CCBM's painstates and some of the class mechanics based on those (I think NightFly said that the actor/owner changes or something).  The v2b version does not have this issue, but it's older and less fully-featured, plus it breaks other stuff (though less stuff, so we're using it on the pub server right now).  Not sure how you'd fix this or how hard it would be so this is more informational than a request :)  But if you want to take it as a request, I won't complain.

Aside from the conflicts with other mods, this does pretty much everything I'd want a damage display mod to do and more.  Good job on it!
Title: Re: Stardust's Workshop
Post by: Trillster on November 03, 2021, 08:20:38 PM
Zandronum 3.1 introduces the Actor Takes Damage EVENT script type so it might be better to use something like that for the future as that'll have far less potential of stuff breaking and it has far less reliance on preserving target/victim relationships.
Title: Re: Stardust's Workshop
Post by: Stardust on December 26, 2021, 05:58:23 PM
It's that time of the year again, have a little late gift : Xover Weapons got a new update!
It includes new weapons, a rework of the screw economy, and it now works with PvM game modes like Invasion or Survival.
See the full details here (https://cutstuff.net/forum/index.php?topic=6160.0)