Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: xColdxFusionx on August 02, 2011, 02:47:04 PM

Title: [Expansion] Cutstuff Community Classes (Prism Alpha)
Post by: xColdxFusionx on August 02, 2011, 02:47:04 PM
Latest Version: vKorbyIsSillier
Download it here: http://www.best-ever.org/download?file=projectprism-korbyissillier.pk3
Download the Voice Pack: http://www.mediafire.com/download/ognkcyytygbpd4a/CSCCVoicePack.pk3
Can also be found at http://www.best-ever.org/wads/ for Wadseeker users. Add it to your Wadseeker search! (http://zandronum.com/forum/showthread.php?tid=631) (Currently experiencing some technical difficulties)

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Ever wanted to square off against your fellow Cutstuff members with more than just busters? With the Cutstuff Community Classes Expansion Expansion, now you can! Just add the Community Classes mod and you too can be playing as the pros! ...And everyone else.

What is Cutstuff Community Classes?
Cutstuff Community Classes is a pack that adds custom classes based on members of the Cutstuff Community. What'd you expect it to do, turn Megaman into a pony?

Can I be in the pack?
Yes, you can be in the pack, but there is one catch. You have to contribute something worthwhile to it in order to be accepted. Also, make sure it is of high quality. A few scribbles that look like they took 10 seconds or code that doesn't work will most likely not be accepted.

Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)
Things that won't get you into the pack: Class DECORATE, whining

*You need to make the whole skin. Just a few frames doesn't count.

In addition to one of the above, you should post a guide on how your class should work. (Unless you posted a class; then, this step's a bit redundant.) A template for one can be found below. Be sure to at least TRY to make your class balanced and at least somewhat original; a class with 0.1x armor, 2.5/2.5 speed, and a one-hit kill weapon or an Airman with a custom skin and Ballade colors will be rejected pretty quickly.

Name:
Armor: _._x (Weakness: )
Speed: _.__/_.__
Jump: __
Damage Type:
Role:
Weapon Dropped:

Description:

Skin:
Damage Information:

Armor is a damage multiplier, NOT a health value. All classes will have 100 health.

Any guidelines to help my character get in?

*The more interesting the concept, the more likely you are to get in. Generic classes can still make it, but they are significantly less likely to.
*As a rule of thumb, faster characters should have lower armor. Think about it: if you move fast, you can both dodge more effectively and rush health pickups. The opposite is also true; characters with tougher armor should have lower speed.
*If you see a class that fits a similar role to yours, try to think about differentiating your class a bit. Want a fast melee class? Go right ahead, but you're going to have to figure out how to make it a different experience from playing Jack Corvus.
* Make sure your class idea is appealing to others. If I wouldn't use it, it probably won't get accepted. (http://www.cutstuff.net/forum/viewtopic.php?p=238723#p238723)

Is there a limit to the number of weapons I can have?
You are limited to a maximum of two weapons. Any more, and switching between them would be somewhat awkward.

Can I make more than one class for myself?
Technically not, but if you have characters that are well known in the community you can add them.

Can I make someone else's class?
If I approved them, then feel free!

Can I make a class based on another game?
Not unless it's part of your identity. This mod is meant for classes based on the Cutstuff community.

Can I make a bot of my class, too?
It isn't necessary, but go right ahead.

Hey, my class is underpowered!
Please, don't complain to me about how your class is unbalanced. If your class is truly unbalanced, other people will complain for you. If I listen to everyone throwing fits because their class “isn't strong enough”, eventually everyone will be overpowered.

Hey, this class is overpowered/underpowered!
Please feel free to post balance issues with other classes in this thread. If at all possible, give suggestions for how the class could be improved. Even if someone has already posted the complaint, be sure to tell me; I won't change it if one person is complaining, but if enough of the community thinks the same way, I will be more likely to tweak it

Can I be a beta tester?
No. I will choose who I want to beta test this when I need to. And whoever asks me will be put on my list of people to not consider.

When is the next version coming out?
Whenever it's done, OK?!

Any other questions? Post them in this thread and I'll answer them as as soon as I can. If they're relevant enough, they may even be added to this FAQ.

Classes Included in v5

(click to show/hide)

Classes To Be Added for v6

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 04:02:09 PM
Quote from: "SaviorSword"
Quote from: "Ice-IX"
Quote from: "FiniteZero"
Woah, I just had an idea... What if... We actually made classes unique to everyone? Their favorite weapon would be the main fire, and their second favorite the alt-fire!

It sounds more interesting than the MM8BDM-based Mega Man game. Like this?

Rtist: Atomic Fire / Super Arm
Muzaru: Junk Shield / Skull Barrier
Sword: Gravity Hold / Wind Storm
Orange Juice: Top Spin / Time Stopper
Kenkoru: Item-1 / Exit Unit

For a for-teh-lolz mod, that'd be a great idea! OP classes would be around many places, but hey! It's for the heck of it. :p

Do realize that balance WILL NO EXIST. This classes project will probably be "for-teh-lolz" and such.
I suppose I'll put down my class.

Name: cdSaviorSword
Armor: 100 (Normal)
Weakness: Boomerangs
Speed: Normal
Jump: Normal
1st Weapon: Thunder Beam
1st Weapon Alt: 8 Spark Shock spread (Like Spark Man's in YD's classes, only it has 2 more shots and off the ground.)
2nd Weapon: Wind Storm
2nd Weapon Alt: Gravity Hold
Damage Type, Weapon 1: Thunder
Damage Type, Weapon 2: Gravity (or Time and Space if yar inclined to to switch thin's around)
Weapon Dropped: Thunder Beam
Skin:Elec Man
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 04:19:42 PM
Name: cmFiniteZero
Armor: 1.2x (A little light)
Weakness: Explosives
Speed: Fast
Jump: High
Weapon: Solar Laser (Weapon I made, it's on the site)
Alt Weapon: Splash Attack (Another weapon I made, also on site)
Weapon Dropped: Star Crash
Skin: Time Man (Not FC)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 02, 2011, 04:23:20 PM
That means I may upload my own class and you'll put it in the pack?
Ok, i'll make it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 04:44:32 PM
I can just see it now. Whining, whining everywhere!

However, I may or may not make a Sinkman class for this. I'll think about it.
(totally counts because everyone thinks I'm Sinkman.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jennifer on August 02, 2011, 04:54:50 PM
I Suck at Programming,But I'll just throw my Class' Idea out there.

Name: cvTravis
Armor: 0.7x (You'll See why)
Weakness: Wind
Speed: 0.8x (Trade HP For Speed.)
Jump: 1.0x
Main Weapon: Super Adapter
Alt Weapon: Leaf Shield
Weapon Dropped: Leaf Shield
Skin: Super Adapter Megaman
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 02, 2011, 05:04:58 PM
Quote from: "xColdxFusionx"

Name:ckYccellow ckDccevil
Armor: 0.5x (Weakness: Lightning weaponry)
Speed: 0.4/0.4
Jump: 10
Damage Type: Devil?
Role: Bullet absorber 8D
Weapon Dropped: None

Description: I'mma make this myself if it's k by you.

Skin: Yellow Devil v2 by Squidgy
Damage Information: Lots

Yaaaay
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 05:09:51 PM
Won't this break Classes if we edit WCOLORS or SBARINFO?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 02, 2011, 05:15:28 PM
No. As a classes add-on all he has to do is define the classes sbarinfo/wcolors in his mod.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 05:23:49 PM
Wow, tons of support and whatnot right off the bat? Thanks, guys!

Even YD and Korby might make classes? Sweet! It'll be interesting to see what the finished product will look like.

Quote from: "xColdxFusionx"
Can I be in the pack?
Yes, you can be in the pack, but there is one catch. You have to contribute something worthwhile to it in order to be accepted. Also, make sure it is of high quality. A few scribbles that look like they took 10 seconds or code that doesn't work will most likely not be accepted.

Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)
Things that won't get you into the pack: Class DECORATE, whining

*You need to make the whole skin. Just a few frames doesn't count.

Quote from: "xColdxFusionx"
Also, please avoid custom damage types. We don't want to have to recode 50+ classes unless there is a very, very good reason to do so.

I like a lot of the guides, but I feel like this part of the first post might be getting overlooked. Please make sure you know what you'll be contributing when you sign up.

Quote from: "Korby"
Won't this break Classes if we edit WCOLORS or SBARINFO?

Not if I use the WCOLORS and SBARINFO from Classes itself. I'll be updating it when new versions of Classes come out to keep up with the new code.

EDIT: Darn, ninja'd by YD.

EDIT 2: I noticed people putting down flat health values. Armor in Classes is a damage multiplier, not a flat health value. A rough guide to some common values:

0.5x - 200
0.7x - 160
0.8x - 140
1.0x - 100
1.2x - ~85
1.5x - 75
1.7x - ~60
2.0x - 50
4.0x - 25
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 05:56:44 PM
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), Enker?
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), Punk
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), Ballade
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), Quint

Edit: Updated with future weapons
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 06:01:06 PM
Makin' my class. I used the "Crystal" damagetype as a Rock type, seeing as that's what they are.

Also, "Normal" is its own element for weapons without damagetypes, such as Sakugarne.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 02, 2011, 06:12:06 PM
I guess I could move Crystal to the Rock type damage. I guess we're in agreement on every other weapon to damage type?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 02, 2011, 06:15:26 PM
Throwing mine in. I will be making it too!

Name:ctJcmack ciCcmorvus
Armor: 2.0
Speed: Quickman speed (Quickman from Classes)
Weaknesses: Water, Ice and Thunder (3 weaknesses to make up for my speed, and attacks)
Jump: Above Meduim
Damage Type: Fire
Role: Rusher
Weapon Dropped: Fire Storm
Skin: Undecided. It might be quickman.
Weapon Information:
1st weapon: Double Short Range Fire Burst (like Quick boomerang or something secret, and depletes ammo fast)
1st weapon alt: Double Flame Blast throw (throw 2 flame blast shots. damage might be nerfed.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 06:16:59 PM
Quote from: "SaviorSword"
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)

Edit: Updated with future weapons

Yes, weapons can have multiple damage types. Example from the official mode: Hardman deals both Hard and "Shock" damage.

I was not planning for the types to be grouped up like that, but it is an interesting idea.

Quote from: "Jack Corvus"
Throwing mine in. I will be making it too!

Name:ctJcmack ciCcmorvus
Armor: 0.5
Speed: Quickman speed (Quickman from Classes)
Weaknesses: Water, Ice and Thunder (3 weaknesses to make up for my speed, and attacks)
Jump: Above Meduim
Damage Type: Fire
Role: Rusher
Weapon Dropped: Fire Storm
Skin: Undecided. It might be quickman.
Weapon Information:
1st weapon: Double Short Range Fire Burst (like Quick boomerang or something secret, and depletes ammo fast)
1st weapon alt: Double Flame Blast throw (throw 2 flame blast shots. damage might be nerfed.)

EDIT: Already clarified this question over Skype. He meant Armor 2.0x
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on August 02, 2011, 06:28:04 PM
hmmm, what weapons would I want? Think think think
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 02, 2011, 07:48:34 PM
How many weapons are we limited to?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 07:50:36 PM
Quote from: "Gummywormz"
How many weapons are we limited to?

I didn't have a limit in mind, but I would say keep it to 1 or 2, like Classes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 08:31:36 PM
Doodeedoooo
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 02, 2011, 08:37:00 PM
Here's my class, as I just can't get weapons. Guess I will have to wait for studying programation (for that there's 2 years from here  :( ).

Class Name: Trollman
Skin: Trollman (http://www.mediafire.com/?ur8v50jdar5m2r7)
Armor: 190
Speed: 2/4 of QuickMan's speed.
1st Weapon: Troll cannon (charge, normal shot: buster shot that deals 1HP, half-charged shot: Super Mega Buster charge shot wich deals 2HP, charge shot: Troll bomb, wich is a ballade cracker that explodes like the crash bomb and deals 3HP per explotion.)
2nd weapon: Troll sword (speed: normal, like the mega buster. Meelee, damage per hit: 4)  
2nd weapon alt: block (the sword is holded in diagonal down left direction, and is as effective as the proto shield)
It can pick up, but it's limited to support items.

 I am planning to make a rush and tango replacement wich is the totalizer, the equivalent of megaman's super adaptor, bass's treble boost and protoman's break mode (breakman). However, I have to make the skin for that first.

 The troll sword looks like the green laser saber from Star Wars but the grip is black and it has a trollface
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:11:23 PM
FLAME GOTH SKIN GOGOGOGOGOGO!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:14:30 PM
Trollman, you are incredibly underpowered. Just thought I'd let you know.
Llama should totally get on Steam
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:16:49 PM
On it.

I should make the HUD first, skinning eats my time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:18:14 PM
Quote from: "Trollman"
Here's my class, as I just can't get weapons. Guess I will have to wait for studying programation (for that there's 2 years from here  :( ).

Class Name: Trollman
Skin: Trollman (http://www.mediafire.com/?ur8v50jdar5m2r7)
Armor: 190
Speed: 2/4 of QuickMan's speed.
1st Weapon: Troll cannon (charge, normal shot: buster shot that deals 1HP, half-charged shot: Super Mega Buster charge shot wich deals 2HP, charge shot: Troll bomb, wich is a ballade cracker that explodes like the crash bomb and deals 3HP per explotion.)
2nd weapon: Troll sword (speed: normal, like the mega buster. Meelee, damage per hit: 4)  
2nd weapon alt: block (the sword is holded in diagonal down left direction, and is as effective as the proto shield)
It can pick up, but it's limited to support items.

 I am planning to make a rush and tango replacement wich is the totalizer, the equivalent of megaman's super adaptor, bass's treble boost and protoman's break mode (breakman). However, I have to make the skin for that first.

 The troll sword looks like the green laser saber from Star Wars but the grip is black and it has a trollface

...It's unique, I'll give it that. Although 1/2 of Quickman's speed is Megaman's speed, so...

Also, again with the flat health. Armor in classes is a damage multiplier, not health. You're looking for 0.6x Armor.

Quote from: "Korby"
Trollman, you are incredibly underpowered. Just thought I'd let you know.

^ This, too. Although I think that was partly the point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:24:32 PM
Well, my class is pretty much finished. Just need to mess with its sound so it isn't too annoying.

I also couldn't get weapons taken away from him somehow, so you'll have to handle that, Cold.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:26:44 PM
All right, I'll do that.

Note: Edited the first post. This HP/Armor thing is starting to annoy me more than it should.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:31:34 PM
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:35:10 PM
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)

1.) It's SinkMan shooting water at people, obviously! :D

2.) ...That's a lot of work, it looks overpowered, and you haven't contributed anything. I'm sorry, but it won't be added. Did you even read the first post?

3.) You mean the Mint Leaf, right? The one that gave you Ice power?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:35:24 PM
xxkirbysonicxx1, Your class is so broken that it makes a cloked Top Man look about as weak as Flash Stopper.

Don't get me wrong, I love Flash Stopper more than any Radius weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 02, 2011, 09:36:06 PM
If anything... I would contribute by making the custom skin of Chimera Man, I guess... But half of the classes are already overpowered just by the description...  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:38:05 PM
When I'm done with my class, if it's overpowered or underpowered, I want it kept away from this pack.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:38:40 PM
I might try my hand at making FiniteZero. It seems simple enough.

Quote from: "Chimera Man"
If anything... I would contribute by making the custom skin of Chimera Man, I guess... But half of the classes are already overpowered just by the description...  :geek:

And this, my friend, is why I'm trying my best to play quality control.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:40:54 PM
Flash back:Things that can get you into the pack: Weapon DECORATE, ACS, a custom skin*, HUD sprites, a fully-completed class (weapons and all)

We need one or all of that?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:42:05 PM
Preferably all, I'd assume?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:43:17 PM
I have no idea how to code. (no idea at all!)
Teach me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 09:44:29 PM
Only one of those things is necessary, but I still reserve the right to reject the class if it's overpowered (also in the first post, only a few lines below that quote.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 09:45:13 PM
Name:Duora
Armor: 0.4x (Weakness:Same as gyroman: )
Speed: About as fast as Gyroman.
Jump: I know nothing about jumping for a class so a little higher than gyroman.
Damage Type: Whatever gyroman's is.
Role: No idea
Weapon Dropped: Gyro Blades (A weapon that i didnt create. it shoots a little gyro that can burst into lots of little bullets like centaurs mans. The gyro does about 15-20 damage (out of 100) And the smaller bullets do about 3-5 per hit) will burst into small bullets when you press the shoot button a second time(Like drill bomb).
Skin: Dark Chao
Alt: Gyros that spin around you and act like a shield. it does little damage to the people it touches and lasts for about 4-6 seconds. (It loads like skull barrier)

Warning! I know nothing about making a class. So im not sure if this is gonna go good. but it sounds good.
KOT: I laughed at trollman's class. Its really under powered.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:46:59 PM
I have no clue how to code either, so I'm just copy-pasta scripts from other weapons or classes.

Hey YD, mind me using Ring Man and Snake Man's scripts as a base?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 09:47:15 PM
Keep in mind, Chimera, most of these guys won't get in because they haven't done anything.

Also, you'll have to ask Ivory for Ring's scripts.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 09:48:13 PM
..........................................................Kirby is not over powered! He's just soo cute!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ivory on August 02, 2011, 09:48:35 PM
Well, I was the one who made Ring Man before Mike edited it. So it's fine with me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 09:49:09 PM
Ivory?

Quote from: "LammaHamber"
mind me using Ring Man

EDIT: Ninja'd, thanks
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 09:49:27 PM
Quote from: "xxkirbysonicxx1"
..........................................................Kirby is not over powered! He's just soo cute!

When did someone say it was overpowered?

Also I'm not making one as I don't think I've done enough here to get a class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 09:53:21 PM
I'm going to attempt my own Class.

I'll message about it more to you xCxFx on Skype later on
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 09:57:00 PM
question. what exactly can i do. I suck at making skins. I cant code worth crap. I'v never seen a class code...whatever that is......... come to think of it. the only thing im good at is creating maps.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:02:45 PM
Quote from: "Duora Super Gyro"
Name:Duora
Armor: 0.4x (Weakness:Same as gyroman: )
Speed: About as fast as Gyroman.
Jump: I know nothing about jumping for a class so a little higher than gyroman.
Damage Type: Whatever gyroman's is.
Role: No idea
Weapon Dropped: Gyro Blades (A weapon that i didnt create. it shoots a little gyro that can burst into lots of little bullets like centaurs mans. The gyro does about 15-20 damage (out of 100) And the smaller bullets do about 3-5 per hit) will burst into small bullets when you press the shoot button a second time(Like drill bomb).
Skin: Dark Chao
Alt: Gyros that spin around you and act like a shield. it does little damage to the people it touches and lasts for about 4-6 seconds. (It loads like skull barrier)

Warning! I know nothing about making a class. So im not sure if this is gonna go good. but it sounds good.
KOT: I laughed at trollman's class. Its really under powered.

..."220 HP"? That's a lot of health for someone with close-to-standard speed.

Update on FiniteZero: DAT SLIGHTLY-MODIFIED CODING

FiniteZero, I hate to turn you down like this, but these aren't original weapons. Solar Laser, I could work with. Rapid-fire weapons aren't exactly a new concept, but it's usable. But that Hell Wheel Splash Attack? I'm sorry, but it isn't coding if you're just changing sprites around.

Class Rejected (for now.) Make Splash Attack more unique and then we might have a deal.

Quote from: "Duora Super Gyro"
question. what exactly can i do. I suck at making skins. I cant code worth crap. I'v never seen a class code...whatever that is......... come to think of it. the only thing im good at is creating maps.

I was thinking about making an 8-Bit Deathmatch Map Pack based on the classes in Community Classes, but I was going to wait and see who liked the idea before I started trying to put it together.

Quote from: "Epic Kirby"
Quote from: "xxkirbysonicxx1"
..........................................................Kirby is not over powered! He's just soo cute!

When did someone say it was overpowered?

Also I'm not making one as I don't think I've done enough here to get a class.

Did you even read that Kirby class? A bunch of OHK's, an invincibility move, and the ability to completely reduce all damage down to 1? Not only is it OP, but it'd require more ACS than I think most of us are willing to do.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 10:24:02 PM
Right now I am taking baby steps at making this class. but when this class is done. YOU WILL SHIT YOURSELF when you see the hp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:26:37 PM
Ow...didnt know that...just make it about the same as gyroman please :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:27:03 PM
If we're shitting ourselves, it's too much or too little, kirbysonic.

EDIT: God damn it Duora.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 10:27:50 PM
Quote from: "xColdxFusionx"

Quote from: "Epic Kirby"
Quote from: "xxkirbysonicxx1"
..........................................................Kirby is not over powered! He's just soo cute!

When did someone say it was overpowered?

Also I'm not making one as I don't think I've done enough here to get a class.

Did you even read that Kirby class? A bunch of OHK's, an invincibility move, and the ability to completely reduce all damage down to 1? Not only is it OP, but it'd require more ACS than I think most of us are willing to do.

I must have missed it.
Thanks for clearing that up.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:29:05 PM
what did i do :|
Im sorry i dont know anything about coding but thats no need to curse LlamaHombre
U_U

Edit: Im always ninjaing people! its what i do  :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:29:32 PM
I was referring to you ninja-ing me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:35:02 PM
I honestly kind of like Duora's idea. If he could actually make the class weapon, I might think about adding it.

Look at the coding for Drill Bomb, Gyro Attack, Skull Barrier, and Star Crash if you're looking for examples of how to code it. (You'll need sLumpEd in order to view the files and/or make your own.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 10:35:36 PM
Quote from: "LlamaHombre"
I was referring to you ninja-ing me.

I never said I hated his ideas.

To be honest, tl;dr.

I'll read it now, I guess.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 10:37:41 PM
Does anyone know the color code for pink and red? (I ALSO SUCK AT MAKING SKINS. CAN I PLZ BORROW THE KIRBY SKIN? PLZ NOTE: THE STARMAN.ITEM SKIN WAS RIPPED OFF. We cheated. Sorry. I blame paint.) I can't figure out where which goes which.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 10:40:17 PM
Wait I have to make the weapons!
Crap... i suck at copying other weapons and turning them into my own...
I guess it could just be a Gyro Attack and a Star Crash...or somthing...

NOTE: Im good at thinking of awsome ideas... but i suck at making them.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 10:40:34 PM
Quote from: "xxkirbysonicxx1"
Does anyone know the color code for pink and red? (I ALSO SUCK AT MAKING SKINS. CAN I PLZ BORROW THE KIRBY SKIN? PLZ NOTE: THE STARMAN.ITEM SKIN WAS RIPPED OFF. We cheated. Sorry. I blame paint.) I can't figure out where which goes which.

192 = Cyan
198 = Darker Blue

For Kirby, I'd use 169 (Pink) and 176 (Red), but that's just me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 10:45:29 PM
Well i need a Slight Request.

i need a 8-Bit Megaman styled looking Combat Shotgun so i could edit my skin to using it as opposed to a Buster
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 10:54:15 PM
Alright, Just replace the Splash Attack with a weapon that spawns an explosion and causes you to dash forward.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 10:59:11 PM
Finished Sinkman, sent it in.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 11:00:22 PM
SPOILER ALERT!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:02:32 PM
Quote from: "Blaze"
Well i need a Slight Request.

i need a 8-Bit Megaman styled looking Combat Shotgun so i could edit my skin to using it as opposed to a Buster

Combat Shotgun? Like a SPAS-12 or something? I might try my hand at this
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 02, 2011, 11:02:53 PM
Nerf.

Not even Hard Man has that much HP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 11:08:37 PM
This is what xxkirbysonicxx1 ment

Quote from: "xxkirbysonicxx1"
SPOILER ALERT!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:14:37 PM
Quote from: "Korby"
Finished Sinkman, sent it in.

DL'ed it, tested it, loved it.

The HUD looks a little silly, but then again Sinkman is supposed to be silly.

Classes Complete: 2/??

@KirbySonic: The HP reduction thing would be too much of a pain to code. Plus, he'd get full recoveries from all the HP pickups.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 02, 2011, 11:16:18 PM
So i have a idea of how Blaze works now.

Hp:175 (uses armor)
Role:Combat and Close Range
Weapon 1:Combat Rifle (takes 4 Damage on enemy)
Alt:Sticky Shockblast Grenade
(Temporarily Stuns the Enemy,allowing more hits)
Weapon 2:Fists (does about 2 Damage each)
Alt:The Foot (Duke Nukem styled Kick,about 5 damage,can send enemy a short distance from player.)

I was going to give a Hexen styled Sword slash and Electricity attack for his second,but thought these ones were better

@xCxFx actually i changed it to a Combat Rifle.

EDIT:there is a reason why i made Blaze like this,i wanted to make him Deviate from a "Normal" Megaman Character
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 11:19:03 PM
More underpoweredness!

I mean, Sinkman's main fire does 3 (ripping) damage, but most of these attacks probably won't rip!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 02, 2011, 11:19:43 PM
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
I'm workin' on it. Progress:

Attack1: Just started
Attack2:Screw that!
Attack3: Needs help.
Attack4: /me grabs the megasword from the invasion weapons pack and rips it off
Final Smash: Again; /me grabs either tornado blow or astro crush from the mm8-10 pk3 and rips it off
Quote from: "Duora Super Gyro"
This is what xxkirbysonicxx1 ment

Quote from: "xxkirbysonicxx1"
SPOILER ALERT!
(click to show/hide)
no. I meant: OVER NINE THOUSAND!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 02, 2011, 11:20:56 PM
Quote from: "FiniteZero"
Alright, Just replace the Splash Attack with a weapon that spawns an explosion and causes you to dash forward.

Um... Would this be better than the Splash Attack? It wouldn't he hard to code at all...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 02, 2011, 11:25:36 PM
over nine thousand = under nine
Its actually pretty easy figure this out
just devide by one thousand
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Dr. Freeman on August 02, 2011, 11:26:53 PM
Quote from: "xxkirbysonicxx1"
Quote from: "xxkirbysonicxx1"
Quote from: "Korby"
Doodeedoooo
(click to show/hide)
What is that?

Classname: KIRBYSONIC
Skin: Kirby (with sonic hat)
Speed: regular. (it doubles when you dash)
Armor: when the player is hit. he losses one hp. Just one. hp: 6
Jump: normal (when tapped twice, turn fly on. when touching ground or attacking, turn fly off)
Weakness: WEAKNESS? I'M KIRBY! I HAVE NO WEAKNESS!
Item1: Curry (the player can shoot fireballs only for a short time) NOTE: (you're probaly going to need the spicy curry theme from Kirby's Dream Land. I can't find the download)
Item2: Star rod! (the layer can shoot stars at the enemy)
Item3: .... Dang! what was that other item from Kirby's dream land (not the bomb or mike)
attack1: punch (its a spin when in the air. i reccomend top spin)
alt1: slide
attack2: hammer (spin in the air again)
alt2: fire hammer ( instant k.o.)
attack3: stone (I know this pisses off alot of people when doing this one. just do a gold brick. INVINCIBILITY! YES! YES! YES!)
alt3: there is no alt for stone.
attack4: sword
alt4: final cutter!
Final smash: CRASH! (kills everyone that is in his way! just like tornado blow)
I'm workin' on it. Progress:

Attack1: Just started
Attack2:Screw that!
Attack3: Needs help.
Attack4: /me grabs the megasword from the invasion weapons pack and rips it off
Final Smash: Again; /me grabs either tornado blow or astro crush from the mm8-10 pk3 and rips it off

This class isn't going to be used. It's Overpowered beyond belief. It has invincibility, instant kill moves, to many attacks, and way to much freakin HP
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:28:29 PM
Quote from: "Korby"
More underpoweredness!

I mean, Sinkman's main fire does 3 (ripping) damage, but most of these attacks probably won't rip!

About that...

I just noticed that Sink Spray (Main Fire) is completely ineffective against Hard Gay Hardman. Should we leave it like that, or bump up the damage a little bit?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 02, 2011, 11:30:44 PM
I forgot to give it a damagetype.

Just shoving "Sink" on there would probably stop problems with Hardman.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 02, 2011, 11:34:07 PM
/me wants to be in this.


Name:omegazerox3ds n64
Attack:quick boomerang  (Weakness:slash claw )
Speed: medium
Jump: medium
Damage Type: medium
Role: fast weapon fire guy.
Weapon Dropped:none
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 02, 2011, 11:47:46 PM
Quote from: "Korby"
I forgot to give it a damagetype.

Just shoving "Sink" on there would probably stop problems with Hardman.

It might be 3 * 0.3 = 0.9, which is < 0, but I'll give it a type anyway.

Do you mind if I give it the "Wave" type instead?
I'm trying to use as few custom damagetypes as possible here...


Quote from: "omegazerox12"
/me wants to be in this.


Name:omegazerox3ds n64
Attack:quick boomerang  (Weakness:slash claw )
Speed: medium
Jump: medium
Damage Type: medium
Role: fast weapon fire guy.
Weapon Dropped:none

Read the first post over again, please.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 02, 2011, 11:57:53 PM
what did i do wrong?>_>
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:02:35 AM
Quote from: "omegazerox12"
what did i do wrong?>_>

Read the first post, and THEN ask what you did wrong.  :mad:

@Korby: Adding a damage type didn't help. Should I raise the damage up by 1? ( 4 * 0.3 = 1.2 )
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:04:33 AM
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:10:13 AM
I'm just going to use one attack. (close range) Besides, my mom's pc keeps on crashing every time i finish the pk3. I'm just going to make one attack and make this on my slow pc. (slow when using the game. CONTROLS DO NOT RESPOND QUICKLY)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:13:35 AM
Quote from: "FiniteZero"
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.

...You didn't really elaborate on what you wanted the weapon to be.

Quote from: "KirbySonic"
I'm just going to use one attack. (close range) Besides, my mom's pc keeps on crashing every time i finish the pk3. I'm just going to make one attack and make this on my slow pc. (slow when using the game. CONTROLS DO NOT RESPOND QUICKLY)

It better be balanced.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:17:16 AM
Quote from: "xColdxFusionx"
Quote from: "FiniteZero"
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.

...You didn't really elaborate on what you wanted the weapon to be.


Well, this is what I want for the alt-fire: Essentially, when you use it, you dash forward at a high speed, and also spawn an explosion.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:23:12 AM
Quote from: "FiniteZero"
Quote from: "xColdxFusionx"
Quote from: "FiniteZero"
I hate to be a pester... But I kinda posted my idea for a fix of my class, and it was sorta... ignored.

...You didn't really elaborate on what you wanted the weapon to be.


Well, this is what I want for the alt-fire: Essentially, when you use it, you dash forward at a high speed, and also spawn an explosion.

I don't think you get my point.

The description has no flavor to it. It's just a generic weapon. It might as well just be an exploding Charge Kick. Or an actual Hell Wheel (if it were actually your weapon.)

If you want to go ahead and make your class, I don't care. I'm not making it, though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 12:24:05 AM
Stupid Question Alert: Do I make my class a .pk3 or a .wad?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 12:25:04 AM
Well, I had an idea for it to instead shoot a stunning projectile behind the person instead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 12:26:46 AM
Quote from: "LlamaHombre"
Stupid Question Alert: Do I make my class a .pk3 or a .wad?

.pk3 ; Look at the example for details

Quote from: "FiniteZero"
Well, I had an idea for it to instead shoot a stunning projectile behind the person instead.

...I've already stopped listening. Sorry, but you're on your own making this.

@Korby: Sinkman's Guide entry says "Damage Type: Ice." Do you want me to change that?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 12:39:31 AM
I have to say, I tested your class and had fun doing so, xColdxFusionx!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:43:09 AM
IS there a much easier way to make classes?
Here's the refrences.
Punch: I don't know what weapon in the mm8bdmv2b pk3 to rip that off from
Slide: Charge Kick
Spin: Top Spin
The flying part: cheat fly
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 12:57:32 AM
Quote from: "xxkirbysonicxx1"
IS there a much easier way to make classes?
Here's the refrences.
Punch: I don't know what weapon in the mm8bdmv2b pk3 to rip that off from
Slide: Charge Kick
Spin: Top Spin
The flying part: cheat fly

1st of all, we already told ya that yar class is WAY too overpowered! GET THAT THROUGH YAR SKULL OR YAR CLASS WILL NEVER SEE THE LIGHT OF DAY! EVER!

Also, I'm wonderin' if ya rejected my class or not. If ya do, that's okay, but I'd like to know why. Also would it be likely that ya might implement my damage type idea?

Quote from: "SaviorSword"
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)

Edit: Updated with future weapons

Thinkin' about it, we could just outright knock out the Plant type since there are only 2 that fits that category.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 12:59:19 AM
Quote from: "SaviorSword"
Quote from: "xxkirbysonicxx1"
IS there a much easier way to make classes?
Here's the refrences.
Punch: I don't know what weapon in the mm8bdmv2b pk3 to rip that off from
Slide: Charge Kick
Spin: Top Spin
The flying part: cheat fly

1st of all, we already told ya that yar class is WAY too overpowered! GET THAT THROUGH YAR SKULL OR YAR CLASS WILL NEVER SEE THE LIGHT OF DAY! EVER!

Also, I'm wonderin' if ya rejected my class or not. If ya do, that's okay, but I'd like to know why. Also would it be likely that ya might implement my damage type idea?

Quote from: "SaviorSword"
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), (Enker?)
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), (Punk)
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), (Ballade)
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), (Quint)

Edit: Updated with future weapons

Thinkin' about it, we could just outright knock out the Plant type since there are only 2 that fits that category.

That wasn't nice at all.  :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 01:00:18 AM
It was neccessary though.

Your class is really fucking overpowered.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:02:12 AM
Quote from: "SaviorSword"
1st of all, we already told ya that yar class is WAY too overpowered! GET THAT THROUGH YAR SKULL OR YAR CLASS WILL NEVER SEE THE LIGHT OF DAY! EVER!

Dude, chill.

Quote from: "SaviorSword"
Also, I'm wonderin' if ya rejected my class or not. If ya do, that's okay, but I'd like to know why. Also would it be likely that ya might implement my damage type idea?

Rejected due to power, and wasn't planning on it.

EDIT: HOLY MOBY ON A STICK 10 PAGES IN ONE DAY
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 01:03:22 AM
Yeah, Damagetype should probably be Wave. I didn't remember if there were any water weapons, so I went with Ice.

Also, Wood and Plant could both probably be Slicing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 01:04:44 AM
Alright, I'll just keep an eye out for this project. Good Luck xColdxFusionx!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 01:06:23 AM
Does anyone know how to code alt fires? (its just one.)
This class is going to have only one weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:07:47 AM
Quote
It was neccessary though.

Your class is really f!$@ing overpowered.

^ This

Some recent changes:

*ColdFusion now drops Fusion Bombs when killed.
*Energy Balancer scripts fixed to include Fusion Bomb and Sink Spray.
*Anti-weapon theft script fixed to include Fusion Bomb and Sink Spray.
*Damage Type on Sink Spray fixed.
*Sink Spray Damage increased in order to fix the whole Hardman bug. (3 => 4)

Quote from: "xxkirbysonicxx1"
Does anyone know how to code alt fires? (its just one.)
This class is going to have only one weapon

Did you try an "Altfire:" state?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 01:09:26 AM
nnnnnnnnnnnnnnnnnnnnnnnnnope.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 01:19:04 AM
Coming up with 2 weapons here.

Weapon 1: Tackle Flare
Mainfire: Launches a Tackle Fire that bounces around like Ring Man's Main Fire. Rips, 5 (?) dpt.
Altfire: Flame Dash. Uses Flames to rocket forward. Impact with LlamaHombre during this time does 10 damage, and stops the Dash.

Weapon 2: Atomic Flame
Mainfire: Launches a Flame Blast that propels forward and climbs walls. Has an ammo bar. Rips, 3 (?) dpt.
Altfire: Surrounds in 8 normal Flame Blast pillars.

Any opinions?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:24:42 AM
Quote from: "LlamaHombre"
Coming up with 2 weapons here.

Weapon 1: Tackle Flare
Mainfire: Launches a Tackle Fire that bounces around like Ring Man's Main Fire. Rips, 5 (?) dpt.
Altfire: Flame Dash. Uses Flames to rocket forward. Impact with LlamaHombre during this time does 10 damage, and stops the Dash.

Weapon 2: Atomic Flame
Mainfire: Launches a Flame Blast that propels forward and climbs walls. Has an ammo bar. Rips, 3 (?) dpt.
Altfire: Surrounds in 8 normal Flame Blast pillars.

Any opinions?

I like it. Sounds like a lot of fun.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 01:57:41 AM
So wait, is it the pillar that climbs walls?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:58:45 AM
Quote from: "Korby"
So wait, is it the pillar that climbs walls?

No, the projectile acts like a Search Snake.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 03, 2011, 02:12:18 AM
Ok my turn now :|
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 03, 2011, 02:17:32 AM
Hmm, allllllright then. I still think Savior's W. Storm and G. Hold combo is too much.

Name: Chimera Man
Armor: 1.2x (Weakness: Fire-type attacks)
Speed: 1.0x
Jump: Normal
Damage Type: Bomb
Role: Glass cannon
Weapon Dropped: Crystal Eye

Description:
Main fire - Dashing Orb
Similar to Rebound Striker, Chimera Man fires a projectile that bounces around and gets faster within each bounce. 20 damage. 3 bars of energy each.
Alt fire - Fuse Blast
Similar to Hyper Bomb, Chimera Man throws his powerful explosive that arches down, bounces at the ground/walls and explodes after 1 and a half second that was launched. Explodes on contact. 60 damage. 6 bars of energy each.

Skin: Chimera Man (Custom)

Let's see if I can get this skin done.  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 03:24:46 AM
All weapons found!
Punch: Slash Claw
Spin: Top Spin
Kick: Charge Kick
Now I need to put this all together
For the altfire part. Do i just type altfire then paste in a script?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 03, 2011, 05:24:11 AM
Oh, God...I should've guessed I'd have to do something...gee, what could I do...?

First, I ought to decide just what I want to be like...I'm sure a work opportunity will show up...
First off, I want to be a character that can play a risky but destructive rush, but also flees very well.  To do this, I'm going to separate myself up a bit.  If switching your weapon cannot easily modify things like Armor, let me know so I can do revisions.
Also, I never succeeding in making a weapon--let alone a class--so I can't write down exact values.


Name:  ctCHAOScm_ctFANTAZY

(Offensive Rush Form)

(click to show/hide)

(Defensive Fleeing Form)

(click to show/hide)

Yeah, I dream so big I should probably be two separate classes.  I'm not sure how possible this is, so...thoughts?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 06:04:13 AM
You could probably be a Wily-esque class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 03, 2011, 06:32:48 AM
I know I'm very busy but hows this?

Ice/Sparky
1.0 damage
weakness: fire, rock
weapon 1 color: (blue)dark grey (cyan)cyan
weapon 1: Ice blade (tosses a snowflake shaped blade that works similarly to gyroman's gyros)
alt 1: Ice ball (tosses a ball of ice the breaks when it hits the ground into 6 spikes)
weapon color 2: (blue) Dark grey (cyan) yellow
weapon 2: lightning shot (fires a very fast ripping projectile {not a machine gun})
alt 2: lightning wave (works like a lightning version of icewave more or less)

If I can't finish it, may I use this premade class I made a while ago?

Reggae
damage: 1.25
weapon color: black orange
attack 1: fake item (drops a fake item doing damage depending on item, extreamly rare M tank is instagib, the fakes stay for about 1 minute then die {tanks explode when they die})
alt 1: fly (thats it, he just flies, and recharges ammo more slowly)
attack 2: ram (more or less a very fast chargeman charge used for escape)
alt: fly
item dropped: regular health item, although there is a chance the item is a fake
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:55:45 AM
yeah. my class is having alot of errors. I need help fixing them. Is there anyone helpful enough to help me fix it?
I think i found it. No more topspin. TOP SPIN. REMOVED.
But i still can't alt fire
How do i code altfires? What do it type to code altfires?
attack1: Slash claw
alt1: Charge kick
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 03, 2011, 12:12:18 PM
I think for an added bonus i might make my Class' Kick is Chargable to the point to where you can send someone Flying across the stage.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 03, 2011, 01:31:14 PM
basicly it's exactly like fire, a good example is to copy the attack an paste it after the fire string and just slip alt into the name
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 01:48:40 PM
Quote from: "CHAOS_FANTAZY"
Oh, God...I should've guessed I'd have to do something...gee, what could I do...?

First, I ought to decide just what I want to be like...I'm sure a work opportunity will show up...
First off, I want to be a character that can play a risky but destructive rush, but also flees very well.  To do this, I'm going to separate myself up a bit.  If switching your weapon cannot easily modify things like Armor, let me know so I can do revisions.
Also, I never succeeding in making a weapon--let alone a class--so I can't write down exact values.


Name:  ctCHAOScm_ctFANTAZY

(Offensive Rush Form)

(click to show/hide)

(Defensive Fleeing Form)

(click to show/hide)

Yeah, I dream so big I should probably be two separate classes.  I'm not sure how possible this is, so...thoughts?

Actually, you can use a PowerMorph effect to morph into the alternate form. I like the idea, too; sounds like fun.

Quote from: "ice"
I know I'm very busy but hows this?

Ice/Sparky
1.0 damage
weakness: fire, rock
weapon 1 color: (blue)dark grey (cyan)cyan
weapon 1: Ice blade (tosses a snowflake shaped blade that works similarly to gyroman's gyros)
alt 1: Ice ball (tosses a ball of ice the breaks when it hits the ground into 6 spikes)
weapon color 2: (blue) Dark grey (cyan) yellow
weapon 2: lightning shot (fires a very fast ripping projectile {not a machine gun})
alt 2: lightning wave (works like a lightning version of icewave more or less)

Another really nice-looking class.

Quote from: "xxkirbysonicxx1"
yeah. my class is having alot of errors. I need help fixing them. Is there anyone helpful enough to help me fix it?
I think i found it. No more topspin. TOP SPIN. REMOVED.
But i still can't alt fire
How do i code altfires? What do it type to code altfires?
attack1: Slash claw
alt1: Charge kick

Literally, all you need to do is change the "Fire:" at the beginning of the weapon's firing code to "Altfire:".

EDIT: *Changed the BUGFIX Script to include MegaBuster. Bots no longer can keep the MegaBuster when they pick up a shield.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on August 03, 2011, 04:18:35 PM
Dear ColdFusion,

I have a fantastic idea for a new custom class. It's not overpowered (if anything it might be a little on the weak side), it should be extremely fun to play as, and on top of it, it's Mega Man related! However, I cannot sprite for shit, so it probably won't get in... UNLESS you allow us to use pre-existing skins that others have made. The HUDs are already made (just recolor them), the skin's already done, and the basic mechanics are in place. I just need an expert coder such as yourself to create a weapon and wrap the package together as a finished class. Do you think you would be interested in helping me out?




WARNING: MASSIVE WALL OF TEXT. READ WITH CAUTION.



Potential Class Idea: "MegaMan.EXE"


I highly doubt people would play as a Finn class... or take the Finn class seriously. So, instead, I have formulated the MegaMan.EXE class! There's a few different skins of MegaMan.EXE, and it's Mega Man related, so I say "why not?"

I recorded my thoughts about this idea, and you can listen to them here (http://www.mediafire.com/?mb1ijbkz8x7io5c). Or, you can read about it below.


MegaMan.EXE only has one weapon to start with, the "Battle Network Buster". Rapidly fire the BN Buster to shoot normal 10-damage buster shots. The weapon is comparable to standard Mega Man's buster, but the projectiles travel faster than a standard buster. Other than that, the stats are identical: accuracy, fire rate, damage dealt, and so on. You can charge the BN Buster and release a fast-moving Charge Shot similar to Proto Man's charge. However, MegaMan.EXE's charge only does 40 damage, not the 50 damage that Mega Man and Proto Man are used to.

MegaMan.EXE's alt-fire will raise a temporary shield, dubbed the "Star Force Shield". The shield would behave similar to Proto Man's shield, as it would block frontal attacks; blast damage and radius attacks still hit, as well as attacks from the rear. After about one or two seconds the SF Shield will dissipate and undergo a short cooldown period, during which you cannot fire or re-equip the shield. This cooldown would prevent MegaMan.EXE from being incredibly cheap and running around with a perma-shield all day.

In place of an ammo bar would be the "Custom Gauge". This gauge starts to fill as soon as you spawn, and slowly-but-continually fills up as time passes. The gauge should not stop filling when shooting the BN Buster or when raising your shield. When the Custom Gauge fills completely, an item is added to MegaMan.EXE's inventory. When this "Cust. Item" is activated, the Custom Gauge empties out and MegaMan.EXE is given three Battle Chips. These Battle Chips are drawn randomly from a pool of potential chips, and are all of the same type. For example, you might get three Wide Swords or three Cannons, but you would NEVER get a Wide Sword and a Cannon in the same draw.

Battle Chips are dealt out as items and, as such, are used by pressing the Use Item key. Various chips have various effects. Chips can only be gained from filling and using the Custom Gauge, and any old unused chips are forfeited when a player draws for new chips. For example, say you have a Mega Bomb left over when you activate the Cust. Item and grab new chips. Your Mega Bomb would be taken away before the RNG shuffles and deals out a new chip type, just like in the Battle Network series of games.

MegaMan.EXE, in a sense, would feel like playing six classes in one. Every time you spawn as MegaMan.EXE you undergo a "Style Change" and transform into a unique elemental Navi. Each Style has a unique charge shot (hereforth referred to as a "Style Shot"), as well as elementally-aligned weaknesses and resistances. All styles, however, will retain the BN Buster and the SF Shield alt, as well as the Custom Gauge chip system.


How is this all possible, SmashBro?


To help achieve this difficult dream, I suggest borrowing code from both the Chaos Generator and Roboenza. The Chaos Generator has its own unique RNG code that seeds "randomer" numbers than Skulltag's crappy built-in RNG. Roboenza, on the other hand, has a system of "actor morphing" that can dynamically allocate player classes. The improved RNG would be used for determining your Style Change, as well as drawing chips from the Custom Gauge. The actor morphing is used for changing MegaMan.EXE's style upon each new life.

It has been brought to my attention that morphed classes are "locked into" one weapon, unlike normal classes which can equip several weapons. However, this ends up working into my favor, as MegaMan.EXE really doesn't need additional weapons! Your BN Buster and SF Shield are built into the same weapon, and Battle Chips are used as items, so creating extra weapons would only consume time and confuse the player. As Yellow Devil is painfully aware of, taking away weapons and giving out weapons creates a huge headache and numerous glitches (like the infamous Mirror Buster Beam and Infinite Skull Barrier exploits).

Plus, restricting MegaMan.EXE from using other weapons would help to balance him against other classes. I mean, MegaMan.EXE is already powerful enough, with Style Changing, randomized Battle Chips, powerful charge shots and Style Shots, and a re-usable shield. If he was able to use weapons like Top Spin and Power Stone IN ADDITION to all this cool crap, that would be really unfair to the other classes, now wouldn't it?


Now that I'm done talking about the technical side of things, it's time for the fun parts! Yep, now I'm going to detail the various Style Changes and Battle Chips that MegaMan.EXE encounters during combat.



Style Changes


Normal Style
Weakness: None
Resistance: None
Charge Shot: BN Charge (40 damage shot that travels extremely fast, non-elemental)
Navi Skill: BN Buster charges a little faster than other Styles.

Aqua Guts
Weakness: Electricity, Stars, Gravity
Resistance: Water, Ice, Guts
Charge Shot: Bubbler (15 damage x 6 grouped random-speed bubbles, Water elemental)
Navi Skill: Much less knockback than other Styles. Also, normal buster shots do 12 damage.

Elec Shield
Weakness: Wood, Plants, Cutters
Resistance: Electricity, Stars, Gravity, Flashing
Charge Shot: Stun Blast (30 damage, causes stun, Electric elemental)
Navi Skill: SF Shield lasts longer than other Styles, but suffers a slightly longer cooldown.

Heat Support
Weakness: Water, Ice
Resistance: Fire, Bombs, Dust / Junk
Charge Shot: Flamethrower (continual mid-range damage for 1.5 seconds, Fire elemental)
Navi Skill: More likely to draw "Recov" or "Navi Plus" chips.

Wood Custom
Weakness: Fire, Bombs, Busters
Resistance: Wood, Plants, Wind
Charge Shot: Twister (20 damage x 3 green Air Shooters, Wood elemental)
Navi Skill: Custom Gauge fills faster than other Styles. Draws 4 chips instead of 3.

Hub Style
Weakness: Only has 60 HP
Resistance: Busters
Charge Shot: Counter-Attack (11 damage + lost HP, max 70 damage, non-elemental)
Navi Skill: Greater movement speed and knockback. BN Buster fire rate slightly increased.



Battle Chip Types


Cannon
Common, 40 damage, non-elemental
Fires a large blast, similar to normal Mega's charge shot.

Mega Bomb
Common, 35 hit damage + 10 splash, Bomb elemental
Throws a grenade which explodes upon impact. Aim-able like Super Arm.

Wide Sword
Uncommon, 70 damage, Sword elemental (if not Sword then maybe Slash?)
Swings a far-reaching sword with a range comparable to Slash Claw.

Repel Aura
Common, non-damaging, non-elemental
Simply pushes away nearby players. Similar to the "Rage Blast".

Yo-Yo
Rare, continual ripping damage, Cutter elemental
Throws a large saw wheel that returns like Shadow Blade.

Barrier
Uncommon, non-damaging, non-elemental
Nullifies the effects of one attack. Watch out -- it doesn't stop ripping!

Navi Plus *
Rare, non-damaging, non-elemental
Equips nearby players with rapid fire. Doesn't work on yourself, though.
* Note: Normally you only draw ONE Navi Plus. Wood Custom can draw TWO Navi Plus chips.

Recov 30
Rare, non-damaging, non-elemental
MegaMan.EXE heals himself by 30 HP. A reliable stand-by chip.

Invis
Uncommon, non-damaging, non-elemental
Become invisible for a short period! However, you can still take damage.

Air Shoes
Uncommon, non-damaging, non-elemental
Flight for a short period of time! Just don't run out of time and fall to your death.





So, what do you think?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 05:40:50 PM
Quote from: "SmashBroPlusB"
Dear ColdFusion,

I have a fantastic idea for a new custom class. It's not overpowered (if anything it might be a little on the weak side), it should be extremely fun to play as, and on top of it, it's Mega Man related! However, I cannot sprite for shit, so it probably won't get in... UNLESS you allow us to use pre-existing skins that others have made. The HUDs are already made (just recolor them), the skin's already done, and the basic mechanics are in place. I just need an expert coder such as yourself to create a weapon and wrap the package together as a finished class. Do you think you would be interested in helping me out?

WARNING: MASSIVE WALL OF TEXT. READ WITH CAUTION.

[WoT Removed]

So, what do you think?

Quote from: "xColdxFusionx"
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.

...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.

My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 03, 2011, 06:40:59 PM
I made my class, I suppose I should submit it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 06:55:05 PM
Probably.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:06:31 PM
Quote from: "FiniteZero"
I made my class, I suppose I should submit it?

Just recieved it. Excuse me while I take out a lot of unneccesary redundancies...

ATTENTION ALL CUTSTUFF MEMBERS
If you do not see your class's name on the list below and have not been added to the .pk3, your class has been rejected from the Cutstuff Community Classes.
Please revise your class and re-submit it.

Yellow Devil
Jack Corvus
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 07:17:53 PM
I don't get it, that's the sumbitted classes list?

If so:
(click to show/hide)

This must be the first thing that needs approval that made it to the light of day on my entire life
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:22:09 PM
Quote from: "Trollman"
I don't get it, that's the sumbitted classes list?

If so:
(click to show/hide)

This must be the first thing that needs approval that made it to the light of day on my entire life

Those are the classes that I've approved for submission. I'm glad that you're glad that you made the cut!

@FiniteZero: I don't think Bass Buster will work as a drop. Switching it to Gemini Laser instead.

...Also, If you're going to use someone else's sprites for your weapons, at least change the lump names so that they don't overwrite each other. *sigh* Looks like I'll be renaming even more lumps...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on August 03, 2011, 07:37:35 PM
I can do the coding for it, but I'll see if it is acceptable first

Name: crThecuBladecrRoden
Armor: Normal
Weakness: Fire & Ice
Speed: 0.85
Jump: Normal
1st Weapon: Auto Cannon
A gun with four barrels that shoots out less powerful explosives but at a mega buster rate.
1st Weapon Alt: Shoots all 4 barrels at once. Powerful single shots but 1/4 the firing rate.
2nd Weapon: Dual Blades
Slices blades horizontally. Easier to aim, able to hit multiple targets.
2nd Weapon Alt: Vertical slice. More powerful against single opponents, requires more precise aim.
Damage Type, Weapon 1: Ballade Cracker
Damage Type, Weapon 2: Metal Blade
Item: Jet Pack
Gives a boosted jump, but must wait for it to recharge.
Weapon Dropped: Ballade Cracker
Skin: A skin I shall make, or failing that, MetallK1000
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 07:44:00 PM
Quote from: "TheBladeRoden"
I can do the coding for it, but I'll see if it is acceptable first

Name: crThecuBladecrRoden
Armor: Normal
Weakness: Fire & Ice
Speed: 0.85
Jump: Normal
1st Weapon: Auto Cannon
A gun with four barrels that shoots out less powerful explosives but at a mega buster rate.
1st Weapon Alt: Shoots all 4 barrels at once. Powerful single shots but 1/4 the firing rate.
2nd Weapon: Dual Blades
Slices blades horizontally. Easier to aim, able to hit multiple targets.
2nd Weapon Alt: Vertical slice. More powerful against single opponents, requires more precise aim.
Damage Type, Weapon 1: Ballade Cracker
Damage Type, Weapon 2: Metal Blade
Item: Jet Pack
Gives a boosted jump, but must wait for it to recharge.
Weapon Dropped: Ballade Cracker
Skin: A skin I shall make, or failing that, MetallK1000


I like it. Neat idea!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on August 03, 2011, 07:55:41 PM
Quote from: "xColdxFusionx"
Quote from: "xColdxFusionx"
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.

...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.

My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
WHAT. That rule totally wasn't there before. :lol:

In all seriousness, though, I had a sinking feeling you wouldn't accept it. So, I just sent the data to the Classes teams (read: YD, Ice, Korby, and so on) and hopefully they'll take it up.

And about the hitscan thing: I feel it would make .EXE Mega TOO good, you know? If you can hit a guy halfway across the stage in an instant while everyone else relies on projectiles... yeeeeeeaaaaaaahhhhhh. Plus I like strafe-shooting with my wall of buster shots :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:05:01 PM
Quote from: "many people"
Trollman is underpowered lol

Actually, the class was abstractly nerfed by me before being writen, I planned a much more powerful class but i thought it was going to be OP. Here's the actual idea:

Name/skin: Trollman
Armor: 200
Speed: a bit less than quickman speed (quickman is too fast for being usable)
1st weapon: troll cannon (bass buster speed, alt is charging wich shoots a crash bomb with a metal blade inside, this doing 4 damage per explosion and the buster shots 3)
2nd weapon:troll saber (sensitive to mouse clicks so it can do a 3-hit combo like the Z-saber, i dont really know is this is posible though, charge shot: the same as the zero series, however, the slashes that come out of the hit are homing and do 3 damage each)  
2nd weapon alt: block, effective as knightman's shield and infinite untill un-press
3rd weapon: bare hands, 6 damage per punch
3rd weapon alt: punch to the ground, throws boulders like in the super arm that surround you forming a circumference.  
can pick up? yes, anything

[NOTE]: This is only a reveal of how it was going to be, if you think it's better then you can do this instead of the one that I posted, coldfusion.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 03, 2011, 08:06:06 PM
What we mean, Trollman, is that classes normally have 100 health. Your attacks do 6 at most.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 08:06:46 PM
Quote from: "SmashBroPlusB"
Quote from: "xColdxFusionx"
Quote from: "xColdxFusionx"
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.

...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.

My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
WHAT. That rule totally wasn't there before. :lol:
I know. Your post made me add it.

In all seriousness, though, I had a sinking feeling you wouldn't accept it. So, I just sent the data to the Classes teams (read: YD, Ice, Korby, and so on) and hopefully they'll take it up.
I wish them the best of luck.

And about the hitscan thing: I feel it would make .EXE Mega TOO good, you know? If you can hit a guy halfway across the stage in an instant while everyone else relies on projectiles... yeeeeeeaaaaaaahhhhhh. Plus I like strafe-shooting with my wall of buster shots :p
Make it deal less damage, then. the BN Buster was absolute sh-- damage-wise, anyway.

Quote from: "Korby"
What we mean, Trollman, is that classes normally have 100 health. Your attacks do 6 at most.

Agreed.  I might make the first Trollman idea submitted with increased damage if I have the motivation to make the HUD for the sword...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:10:06 PM
*removed due to derpness needs MOAR derp*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 08:12:12 PM
So Chaos Fantazy reminded me of this and asked about my unfinished Gizmo class.

I'm gonna finish that class so I can submit it here.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:13:39 PM
Quote from: "Coldfusion"
Agreed.  I might make the first Trollman idea submitted with increased damage if I have the motivation to make the HUD for the sword...

Really? LOL, then maybe I have a terrible sense of power level.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 08:14:09 PM
Quote from: "SmashTheEchidna"
So Chaos Fantazy reminded me of this and asked about my unfinished Gizmo class.

I'm gonna finish that class so I can submit it here.

Oh I'm going to enjoy pounding the snot out of this class so much... ...and playing him, too, probably...

Quote from: "Trollman"
Really? LOL, then maybe I have a terrible sense of power level.

I meant the "nerfed" version, just so you know.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:41:00 PM
I got why trollman is underpowered in damage terms. I based the damage values on the fact that on Megaman sidescrollers you have 28 HP when full (as writen in MMKB, the OHKO weps on the games do 28 damage), forgetting completely that you have 100 on skulltag when full. Whatever, I would like to tell you also that the troll cannon is a middle finger white colored (like the entire hand that it forms part of. how are the shots generated you ask? The cannon has ceratanium nanorobots that generate laser,other nanorobots that build the bomb and other nanorobots that generate the cutters in strictly equal parts). I'd suggest for the troll sword to make a skin (I will do it myself) instead of making the weapon spawn a sabre thing. Talking about skins, I will try to make another fix for the trollman skin because the side (B/C/D/E 8/2) walking frames have the wrong visor (yes, that black rectangle that is where the eyes are supposed to be is a visor for an armor) and another flaw.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 03, 2011, 08:49:12 PM
Question: Do I need to do everything or can I just throw my idea in?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 08:50:13 PM
Quote from: "NaePoliTan"
Question: Do I need to do everything or can I just throw my idea in?

You just throw your idea in (it needs approval, so try not to make it OP/UP) (UP means UnderPowered)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 09:16:48 PM
I guess I'll try again on makin' the idea for my class. This is what I'm gettin' at for this mod: If we want to make a class, then we have to make (code, sprite, and everythin' else) the class ourselves? Well, Bugger!
Oh well, I'll just throw out a revised version of my class.

Name: cdSaviorSword
Armor: 1.0 (Normal)
Weakness: Boomerangs x2.0
Speed: Normal
Jump: Normal
1st Weapon: Thunder Beam, but with a Chameleon Sting spread.
1st Weapon Damage & Info.: 12 per tic (Slightly nerfed normal Thunder Beam, which does 15 per tic.) 1 bar out of 28 per use.
1st Weapon Alt: A horizontal sword slash that unleashes 3 small jolts (not rippers) of lightnin' in a Thunder Beam style.
1st Weapon Alt Damage & Info.: Sword Slash: Same as Slash Claw (I don't remember the exact number, but it can be nerfed a little); Jolt: 15. 2 bars out of 28 per use.
2nd Weapon: Gravity Sword
2nd Weapon Damage & Info.: 15 Explosive Damage and gives anyone hit a temporary gravity item which gives -200 gravity and 0 aircontrol for 2 or 3 seconds. 20 out of 28 bars per use.
2nd Weapon Alt: Self-Gravity Hold
2nd Weapon Alt Damage & Info: Same as Gravity Sword, but gives the gravity item to the user, but with -800 gravity and .2 aircontrol. 14 bars out of 28 per use. Cooldown of 5 seconds.
Damage Type, Weapon 1: Thunder
Damage Type, Weapon 2: Gravity (Time and Space)
Weapon Dropped: Thunder Beam
Skin: Elec Man

Any questions about my class? Just ask me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 03, 2011, 09:56:26 PM
Fine then. So, here is mine:

Quote
Name: Gambler
Appearance: (If someone would kindly design the skin). Black shoulder-length hair man with green eyes, wearing a black coat, white shirt, red pants, black shoes and gloves. Holds cards in hand. Attack involves throwing a card.
Health: 150
Speed: 1/1 or 0.9/0.9
Jump: 30
Weaknesses: Buster 1.5, Cutter 1.5
Resistances: Stone 0.5, Hard 0.25

Weapon 1: Lady Luck
Obituary: %o lost their life in %k's gamble.
Primary Fire: Uses playing cards to randomly use one of the seven effects.
    Seeking Flare: Fires a seeking projectile that moves at Buster speed and causes small random explosions upon impact. Total damage varies between 20 and 100.
     White Comet: Fires a fast-travelling projectile that can rip through enemies and explodes upon hitting wall/floor/ceiling only. Rip damage is random between 20 and 30, while explosion radius is 75 with a damage of 25
     Wildfire: Spawns random flames within a small area around the Gambler. Each flame causes from 10 to 20 damage per second and lasts for five seconds. Causes damage to Gambler too.
     Decoy: Spawns a copy of the Gambler in the exact same position. This copy can't be harmed and will stay there for ten seconds. Touching the copy however may cause some harm to an enemy. Damage is set at 20.
     Recovery: Restores anything from 10 to 150 HP, using the following formula: random(1,15)*10
     Lucky/Unlucky 7: Fires three cards in a spread pattern. Each card can either cause 777, 0 or, if the gambler lacks luck, restore 777 to an enemy. Once it hits, the numbers spawned above the target will show the outcome ("777" or "0" or "-777")
     Last Bet: Fires a projectile that moves buster speed. If it hits a wall/ceiling/floor, the Gambler dies. Causes 999 if it hits.
Secondary Fire: Changes the outcome of the primary fire, but leaves the Gambler vulnerable for one second and can only be used once until you use the primary fire.

Weapon 2: Sniper Darts
Obituary: %o was hit by %k's Sniper Darts. BULL'S EYE
Primary Fire: Fires a fast-travelling dart that causes 25 damage. Upon hitting wall/ceiling/floor, it sticks harmlessly to it for 3 seconds, before disappearing.
Secondary Fire: Same as primary, but fires 3 darts at a random angle and pitch, varying from -30 to 30 for both.

Special Item: (1) Cheater's Dice: the dice randomly recovers health within the following formula: random(1,6)*11

Weapon Drop: Sniper Darts
Obituary: %o was hit by %k's Sniper Darts. BULL'S EYE
Primary Fire: Fires 3 fast-travelling darts that causes 20 damage at in a -30 , 0 , 30 spread.Upon hitting wall/ceiling/floor, it sticks harmlessly to it for 3 seconds, before disappearing.

If it needs a balance, hint me where.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 03, 2011, 10:03:58 PM
Sorry for reposting but I want to know if this class could be accepted...
(click to show/hide)

About the code I can try to make it...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 10:04:59 PM
Question about the list, does that mean I have clearence to make my class, or have you already made it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 03, 2011, 10:20:49 PM
Quote from: "LlamaHombre"
Question about the list, does that mean I have clearence to make my class, or have you already made it?
Quote from: "xColdxFusionx"
xColdxFusionx
Korby/Sinkman
King Yamato
FiniteZero
Jack Corvus
Yellow Devil

If you're on this list, this means your class is fully completed and programmed into the game.

Quote from: "xColdxFusionx"
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky

If you're on this list, this means your class' moveset has been balance-approved, and you may make it/try and get someone else do make it.

Does that help?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 03, 2011, 10:27:41 PM
Much better.

I'll do work, then!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:11:15 PM
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
Rapid fire slashing...I mean punching. Just what do i need to add to the class so it'll work?
Here's what i did:

actor KirbySonic : Mainclass
{
health 100
player.maxhealth 100
player.forwardmove 0.65
player.sidemove 0.63, 0.63
player.jumpz 8
player.colorrange 169 176
//+BOSS
+NOBLOOD
+DONTBLAST
player.soundclass "megaman"
player.displayname "KirbySonic"
player.damagescreencolor "yellow"
player.startitem "melee"
mass 9999
damagefactor "Dummy", 0.0
damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2
damagefactor "Cutter", 1.2
damagefactor "Guts", 1.2
damagefactor "Ice2", 1.2
damagefactor "Bomb", 1.2
damagefactor "FireStorm", 1.2
damagefactor "FireSpin", 1.2
damagefactor "Thunder", 1.2
damagefactor "Metal", 1.2
damagefactor "Air", 1.2
damagefactor "Bubble", 1.2
damagefactor "Quick", 1.2
damagefactor "Crash", 1.2
damagefactor "WeakFire", 1.2
damagefactor "Atomic", 1.2
damagefactor "Leaf", 1.2
damagefactor "Needle", 1.2
damagefactor "Magnet", 1.2
damagefactor "Gemini", 1.2
damagefactor "Hard", 1.2
damagefactor "Top", 1.2
damagefactor "Snake", 1.2
damagefactor "Shock", 1.2
damagefactor "Shadow", 1.2
damagefactor "Bright", 1.2
damagefactor "Rain", 1.2
damagefactor "Drill", 1.2
damagefactor "WeakPharoah", 1.2
damagefactor "Pharoah", 1.2
damagefactor "PharaohHold", 1.2
damagefactor "Ring", 1.2
damagefactor "Dust", 1.2
damagefactor "Dive", 1.2
damagefactor "Gravity", 1.2
damagefactor "WaterWave", 1.2
damagefactor "Stone", 1.2
damagefactor "Gyro", 1.2
damagefactor "Star", 1.2
damagefactor "Kick", 1.2
damagefactor "Napalm", 1.2
damagefactor "Crystal", 1.2
damagefactor "CrystalBit", 1.2
damagefactor "Blizzard", 1.2
damagefactor "Centaur", 1.2
damagefactor "Flame", 1.2
damagefactor "Knight", 1.2
damagefactor "Tomahawk", 1.2
damagefactor "Wind", 1.2
damagefactor "Yamato", 1.2
damagefactor "FCrack", 1.2
damagefactor "Mirror", 1.2
damagefactor "SakuCrush", 1.2
damagefactor "SakuDrill", 1.2
damagefactor "Screw", 1.2
damagefactor "Ballade", 1.0
damagefactor "Cat", 1.2
//hazard damagetypes and others
damagefactor "FireTrap", 1.2
damagefactor "Met", 1.2
damagefactor "Devil", 1.2
//custom damagetypes within the class mod
damagefactor "Cut", 1.2
damagefactor "Punch", 1.2
damagefactor "Fire", 1.2
damagefactor "FireWave", 1.2
damagefactor "Heat", 1.2
damagefactor "Skull", 1.2
damagefactor "Plant", 1.2
damagefactor "Windg", 1.2
damagefactor "StarCrash", 1.2
damagefactor "FCrack2", 1.2
damagefactor "Junk", 1.2
damagefactor "Burst", 1.2
damagefactor "Bolt", 1.2
damagefactor "Coil", 1.2
damagefactor "Coil2", 1.2
damagefactor "Claw", 1.2
damagefactor "Noise", 1.2
damagefactor "Scorch", 1.2
damagefactor "Treble", 1.2
damagefactor "Oil", 1.2
damagefactor "Slow", 1.2
damagefactor "Roll", 1.2
damagefactor "WilyLightning", 1.2
damagefactor "WilyFire", 1.2
damagefactor "WilyIce", 1.2
damagefactor "FirePillar", 1.2
gravity 0.8
scale 2.5


^that was the kirbysonic.txt. now for melee down below

actor Melee :
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was punched in the face by %k."
Inventory.Pickupmessage "Fighting soul!!! Never stop fighting!!!"
weapon.ammotype "SlashClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SCLA A 0 ACS_ExecuteAlways(998,0,69)
SCLA A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SCLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SCLA A 1 A_Raise
Loop
Fire:
SCLA A 0 A_JumpIfNoAmmo("NoAmmo")
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SCLA A 0 A_FireCustomMissile("SlashClaw",0,1,11,-8)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready+1
NoAmmo:
SCLA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor SlashClawAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor SlashClaw
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (10)
+RIPPER
damagetype "Claw"
speed 15
States
{
Spawn:
SCLA HIJKL 1 A_Explode(18,90,0)
stop
}
{
Obituary "%o was kicked around by %k."
weapon.ammotype "ChargeKickAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Weapon.KickBack 400
Scale 2.0
States
{
Spawn:
WEA2 E 1
loop
Ready:
CKIC C 0 ACS_ExecuteAlways(998,0,24)
CKIC C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CKIC C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CKIC C 1 A_Raise
Loop
altFire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_Refire
Goto Ready+1
Test:
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/chargekick","Weapon")
SCLA A 0 A_FireCustomMissile("ChargeKick",0,1,0,0)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready
NoAmmo:
CKIC C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ChargeKickAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor ChargeKick
{
PROJECTILE
Radius 14
Height 25
scale 2.5
damage (40)
damagetype "Kick"
speed 40
States
{
Spawn:
CKIC D 0
CKIC D 0 //A_RadiusThrust(500,64,0)
CKIC DEF 2
stop
}
}

^ melee.txt. so what did i do wrong or missed?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 11:16:10 PM
Thanks to everyone who has already submitted their class! I'm really excited that this project got so much support! I just may be beta-testing v1a today!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:36:24 PM
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

Quote from: "SmashTheEchidna"


Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.

Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.

Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.


And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...


Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)
    *It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.

Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r

Kitty Whistle: 0% Complete. Calls Kitty (http://sonicfanon.wikia.com/wiki/Kitty_The_Cat_Chao) to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.

I also plan to have him be able to take only certain robot master's weapons for his Hand Cannon. (after all, it can fire most of any type of energy. As long as he has something powering it, it can fire. (unless broken of course)) Here's a list of weapons he'll be able to use. Most of them will function differently than when anyone else uses them, though.


Fire Storm: Unlike the original, He doesn't get a fire spin around him. However, he can rapid fire pretty well.
Atomic Fire: Works just like the original.
Air Shooter: Works just like the original.
Gemini Laser: Weaker but can rapid fire pretty well.
Thunder Beam just refills the Bolt Cannon's ammo to full. Spark shot, however, just adds a little bit.
Ice Slasher: Works just like the original.
Flame Blast: Works just like the original.
Freeze Cracker: Acts like an ice elemental Needle Cannon.
Mirror Buster: Gets replaced with the Power Reflector. Works like Enker's spear and absorbs attacks to power up his own. Alt Fire creates a forcefield around himself which deflects all attacks. Can't move while shielding.
Screw Crusher: (Haven't thought of a good way to use it yet. Still debating on it.)
Ballade Cracker: Gets replaced with Ballade Mines. You know how they work.
Scorch Wheel: If I can, I could try to make him spindash, and leave a trail of flames behind him. If not, well, I dunno.


So, yeah. That's all for his weaponry. Though I had an idea for more, but I forgot em. Now for his strengths and weaknesses.

Strengths:
Gizmo is known to be a pretty high jumper.
He's strong against Ice attacks.
Flash Stopper isn't very effective against him.


Weaknesses
He doesn't do too well with Fire.
He's knocked even higher by wind storm.
Hard Knuckle knocks him back, leaving him with nearly 1 HP. Of course he has to have about a full health bar to even survive it.
Centaur Flash stuns him for a while. Longer than Spark Shot. If he gets caught in this, He's in trouble.
Charge Kick does a little more damage to him and knocks him back.
Scorch Wheel pushes him back.
If I could, I'd make him get stuck in a bubble with Danger Wrap.[/spoiler]

That's all for now. I only slightly updated what I already had down. When I get to work, I might make some changes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on August 03, 2011, 11:37:38 PM
I'm gonna miss out the testin', but oh well, there's always another time for that.
I recommend ya put the list of folks that got an "Okay" from ya to make their class, like the one ChaosFantazy wrote... well ya wrote. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 03, 2011, 11:40:09 PM
I sent my class in. Let me know if I failed it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 03, 2011, 11:40:45 PM
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 03, 2011, 11:47:37 PM
Yeah im horrible at coding. I tryed making my own stuff...but all i can do is make maps, can someone please make my class for me
PLEEEEEEEEEEEEAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSS.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 03, 2011, 11:47:59 PM
Quote from: "SmashTheEchidna"
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

[HOLY MOTHER OF WoT]


... :shock:

That is one of the biggest walls of idea I've seen, aside from Megaman.EXE.

I'm not coding that. I am NOT coding that. Not even if I had a Hand Cannon to my head. Sorry, but I'd probably fall asleep in the middle.

In other news, the final list of who will be in v1a has been determined. Now excuse me while I go hunt down some poor suckers beta testers.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:49:13 PM
Who said you'd be coding all of that? :p I planned to do all of that myself, with some help along the sides if I needed any. This was going to be released as a single class until Chaos Fantazy lead me here.

And I'd be glad to help beta test.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 03, 2011, 11:50:00 PM
Quote from: "xxkirbysonicxx1"
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
Rapid fire slashing...I mean punching. Just what do i need to add to the class so it'll work?
Here's what i did:

actor KirbySonic : Mainclass
{
health 100
player.maxhealth 100
player.forwardmove 0.65
player.sidemove 0.63, 0.63
player.jumpz 8
player.colorrange 169 176
//+BOSS
+NOBLOOD
+DONTBLAST
player.soundclass "megaman"
player.displayname "KirbySonic"
player.damagescreencolor "yellow"
player.startitem "melee"
mass 9999
damagefactor "Dummy", 0.0
damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2
damagefactor "Cutter", 1.2
damagefactor "Guts", 1.2
damagefactor "Ice2", 1.2
damagefactor "Bomb", 1.2
damagefactor "FireStorm", 1.2
damagefactor "FireSpin", 1.2
damagefactor "Thunder", 1.2
damagefactor "Metal", 1.2
damagefactor "Air", 1.2
damagefactor "Bubble", 1.2
damagefactor "Quick", 1.2
damagefactor "Crash", 1.2
damagefactor "WeakFire", 1.2
damagefactor "Atomic", 1.2
damagefactor "Leaf", 1.2
damagefactor "Needle", 1.2
damagefactor "Magnet", 1.2
damagefactor "Gemini", 1.2
damagefactor "Hard", 1.2
damagefactor "Top", 1.2
damagefactor "Snake", 1.2
damagefactor "Shock", 1.2
damagefactor "Shadow", 1.2
damagefactor "Bright", 1.2
damagefactor "Rain", 1.2
damagefactor "Drill", 1.2
damagefactor "WeakPharoah", 1.2
damagefactor "Pharoah", 1.2
damagefactor "PharaohHold", 1.2
damagefactor "Ring", 1.2
damagefactor "Dust", 1.2
damagefactor "Dive", 1.2
damagefactor "Gravity", 1.2
damagefactor "WaterWave", 1.2
damagefactor "Stone", 1.2
damagefactor "Gyro", 1.2
damagefactor "Star", 1.2
damagefactor "Kick", 1.2
damagefactor "Napalm", 1.2
damagefactor "Crystal", 1.2
damagefactor "CrystalBit", 1.2
damagefactor "Blizzard", 1.2
damagefactor "Centaur", 1.2
damagefactor "Flame", 1.2
damagefactor "Knight", 1.2
damagefactor "Tomahawk", 1.2
damagefactor "Wind", 1.2
damagefactor "Yamato", 1.2
damagefactor "FCrack", 1.2
damagefactor "Mirror", 1.2
damagefactor "SakuCrush", 1.2
damagefactor "SakuDrill", 1.2
damagefactor "Screw", 1.2
damagefactor "Ballade", 1.0
damagefactor "Cat", 1.2
//hazard damagetypes and others
damagefactor "FireTrap", 1.2
damagefactor "Met", 1.2
damagefactor "Devil", 1.2
//custom damagetypes within the class mod
damagefactor "Cut", 1.2
damagefactor "Punch", 1.2
damagefactor "Fire", 1.2
damagefactor "FireWave", 1.2
damagefactor "Heat", 1.2
damagefactor "Skull", 1.2
damagefactor "Plant", 1.2
damagefactor "Windg", 1.2
damagefactor "StarCrash", 1.2
damagefactor "FCrack2", 1.2
damagefactor "Junk", 1.2
damagefactor "Burst", 1.2
damagefactor "Bolt", 1.2
damagefactor "Coil", 1.2
damagefactor "Coil2", 1.2
damagefactor "Claw", 1.2
damagefactor "Noise", 1.2
damagefactor "Scorch", 1.2
damagefactor "Treble", 1.2
damagefactor "Oil", 1.2
damagefactor "Slow", 1.2
damagefactor "Roll", 1.2
damagefactor "WilyLightning", 1.2
damagefactor "WilyFire", 1.2
damagefactor "WilyIce", 1.2
damagefactor "FirePillar", 1.2
gravity 0.8
scale 2.5


^that was the kirbysonic.txt. now for melee down below

actor Melee :
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was punched in the face by %k."
Inventory.Pickupmessage "Fighting soul!!! Never stop fighting!!!"
weapon.ammotype "SlashClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SCLA A 0 ACS_ExecuteAlways(998,0,69)
SCLA A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SCLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SCLA A 1 A_Raise
Loop
Fire:
SCLA A 0 A_JumpIfNoAmmo("NoAmmo")
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SCLA A 0 A_FireCustomMissile("SlashClaw",0,1,11,-8)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready+1
NoAmmo:
SCLA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor SlashClawAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor SlashClaw
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (10)
+RIPPER
damagetype "Claw"
speed 15
States
{
Spawn:
SCLA HIJKL 1 A_Explode(18,90,0)
stop
}
{
Obituary "%o was kicked around by %k."
weapon.ammotype "ChargeKickAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Weapon.KickBack 400
Scale 2.0
States
{
Spawn:
WEA2 E 1
loop
Ready:
CKIC C 0 ACS_ExecuteAlways(998,0,24)
CKIC C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CKIC C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CKIC C 1 A_Raise
Loop
altFire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_Refire
Goto Ready+1
Test:
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/chargekick","Weapon")
SCLA A 0 A_FireCustomMissile("ChargeKick",0,1,0,0)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready
NoAmmo:
CKIC C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ChargeKickAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor ChargeKick
{
PROJECTILE
Radius 14
Height 25
scale 2.5
damage (40)
damagetype "Kick"
speed 40
States
{
Spawn:
CKIC D 0
CKIC D 0 //A_RadiusThrust(500,64,0)
CKIC DEF 2
stop
}
}

^ melee.txt. so what did i do wrong or missed?
DON'T IGNORE it.
Quote from: "SmashTheEchidna"
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

Quote from: "SmashTheEchidna"


Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.

Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.

Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.


And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...


Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)
    *It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.

Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r

Kitty Whistle: 0% Complete. Calls Kitty (http://sonicfanon.wikia.com/wiki/Kitty_The_Cat_Chao) to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.

I also plan to have him be able to take only certain robot master's weapons for his Hand Cannon. (after all, it can fire most of any type of energy. As long as he has something powering it, it can fire. (unless broken of course)) Here's a list of weapons he'll be able to use. Most of them will function differently than when anyone else uses them, though.


Fire Storm: Unlike the original, He doesn't get a fire spin around him. However, he can rapid fire pretty well.
Atomic Fire: Works just like the original.
Air Shooter: Works just like the original.
Gemini Laser: Weaker but can rapid fire pretty well.
Thunder Beam just refills the Bolt Cannon's ammo to full. Spark shot, however, just adds a little bit.
Ice Slasher: Works just like the original.
Flame Blast: Works just like the original.
Freeze Cracker: Acts like an ice elemental Needle Cannon.
Mirror Buster: Gets replaced with the Power Reflector. Works like Enker's spear and absorbs attacks to power up his own. Alt Fire creates a forcefield around himself which deflects all attacks. Can't move while shielding.
Screw Crusher: (Haven't thought of a good way to use it yet. Still debating on it.)
Ballade Cracker: Gets replaced with Ballade Mines. You know how they work.
Scorch Wheel: If I can, I could try to make him spindash, and leave a trail of flames behind him. If not, well, I dunno.


So, yeah. That's all for his weaponry. Though I had an idea for more, but I forgot em. Now for his strengths and weaknesses.

Strengths:
Gizmo is known to be a pretty high jumper.
He's strong against Ice attacks.
Flash Stopper isn't very effective against him.


Weaknesses
He doesn't do too well with Fire.
He's knocked even higher by wind storm.
Hard Knuckle knocks him back, leaving him with nearly 1 HP. Of course he has to have about a full health bar to even survive it.
Centaur Flash stuns him for a while. Longer than Spark Shot. If he gets caught in this, He's in trouble.
Charge Kick does a little more damage to him and knocks him back.
Scorch Wheel pushes him back.
If I could, I'd make him get stuck in a bubble with Danger Wrap.[/spoiler]

That's all for now. I only slightly updated what I already had down. When I get to work, I might make some changes.
Welp........................................................LULZ. IT IS OFFICIAL! I HOLD THE RECORD FOR THE LONGEST POST WRITTEN ON THIS FORUM! But seriously. read my first quote. on this post. I really need help on this one!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 03, 2011, 11:52:54 PM
Dude, please. You didn't even give anyone a chance to ignore it. I'm pretty sure people are STILL READING OVER IT from how long it is. At LEAST put it in spoilers, especially when you're posting it again AND with my post in there.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 12:00:52 AM
Quote from: "Trollman"
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

Sorry if spam
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 04, 2011, 12:02:27 AM
Quote from: "Trollman"
Quote from: "Trollman"
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

Sorry if spam
it isn't a spam.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 04, 2011, 12:03:41 AM
For those who don't know how to code, look at the weapon template (http://cutstuff.net/forum/viewtopic.php?f=28&t=1815). If you want to base your attack on something, study the coding of the thing you are trying to base it off of.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Duora Super Gyro on August 04, 2011, 12:19:51 AM
Tried both... failed... horibly.
I only got one weapon in the game, i changed the name of the weapon to GAME CRASHER.
And then banished it to the firey pits of hell.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 12:24:07 AM
Quote from: "Gummywormz"
For those who don't know how to code, look at the weapon template (http://cutstuff.net/forum/viewtopic.php?f=28&t=1815). If you want to base your attack on something, study the coding of the thing you are trying to base it off of.

Sorry, but I don't think that it is a good thing for absolut noobs,at least for me, the weapon template is so damn comlpex i didn't got to make anything, or else I would have sent a fully compiled class from the beggining.

Changing themes, I would suggest to implement the hands weapon from the original idea of the class but changing the alt's fire-type, it's still 8-way. However, the boulders are smaller (about the size of the ones that are shot when the super arm boulder breaks after landing) and jump 3 meters after you, actually, that is what I had in mind instead of the OP super arm boulders 8-way
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 04, 2011, 12:36:14 AM
I guess i can revise the Class...mind telling what i could do to Change it xCxFx?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 04, 2011, 12:47:09 AM
Quote from: "Trollman"
Quote from: "Trollman"
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

Sorry if spam

It's not spam. It's a legitimate point

Your Trollman skin qualifies you for the Community Classes mod. But if you want to edit it, go right ahead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Blaze Yeager on August 04, 2011, 01:18:09 AM
Instead i think Blaze will be different
Name:Blaze
Role:Heavy Weapons and Close Combat
Armor:0.5x (Weakness:Buster,Water)
Weapon 1:Flame Chaingun,basically can fire at a fast rate (also being sporadic in the trojectory of the projectiles) creating fast moving Mid damaging Fire Bullets (Each bullet does 6 Damage and this weapon has a Fire-type Painstate.)

Weapon 1 alt:Kick,this kick can be Charged to a point to where you can Send a opposing enemy across the stage (kick itself does 5 damage at Normal,10 on Charged.)

Weapon 2:Damnation Hammer,Similar to the Hexen hammer weapon,goes at tad bit slower though,and the weapon itself is a Heavy Damager,it can do Four hits to kill (Basically 25 damage (i presume) per hit)

Weapon 2 Alt:Hammer Strike,toss the hammer that boomerangs back,hammer can bounce off of walls (damage is Minimal for this toss)(Does about 6 Damage per hit)

Well,this was what i had in mind
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 04, 2011, 01:38:25 AM
Quote from: "ColdFusion"
Your Trollman skin qualifies you for the Community Classes mod. But if you want to edit it, go right ahead.
(scraped because it was too much hard to make, whatever) My idea was to make the weapon make you change your skin (like the treble boost from YD classes) to the same trollman skin but with saber attack frames. However, as the parentesis says, its too much hard to make and the frame limit (2) is too short like to make a good saber slash animation (as it's horizontal cause it's non-combo). I don't know if someone with better skills can collaborate or we can try the spawn thing feature for weps (like the one in the super adaptor, where it spawns wings at your back that follow you everywhere).I would like your opinion about a post located a bit more up where I suggest to put a nerfed hands weapon to the class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Bikdark on August 04, 2011, 03:14:45 AM
Oh my god. I've got the best idea ever.
Everyone remembers classes v1b's shadowman, right? And everyone remembers rapeninja? Of course you do. That's why I should totally make my class a rapeninja clone :V
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 04, 2011, 08:28:05 AM
Quote from: "Bikdark"
I should totally make my class a rapeninja clone :V
There was a reason rapeninja is no more bro.
a bunch of people whining

Anyway...Pew pew! Shade comes into the topic and ruins everything!...Or maybe not, let's see.

Name: Breve (Class is based off a robot design I made)
Armor: I would like Breve to have about 90 health, so does that mean his damage multiplier would be 1.1x? (Weakness: Thunder)
Speed: A bit faster than Mega Man.
Jump: However high enough to let him jump up 3-block high ledges.
Damage Type: Normal/No element (whatever type Needle is classified as I guess)
Role: Versatile, all-round range with slightly less HP.
Weapon Dropped: Needle Cannon

Description:
Weapon 1: Stave Rifle-Similar to Bubble Man's buster, as in moderate damage, speed and fire rate.
Weapon 2: Stave Cannon-Similar to Needle Cannon but a bit weaker.
(Weapons 1 and 2 would share ammo bars)
Altfire for weapon 1 & 2: Energy Wave-Creates three barriers that do minor damage and go in three directions, similar to firing a Spreadrune. These barriers would push opponents back and disappear after a second or two.
(Altfire would either have a separate ammo bar or just have a delay between uses)
Item: Cloak-Causes Breve to go invisible for 3 seconds. Each second after that, he slowly loses transparency...So first 3 seconds he's at 100% invisibility, then 4 he's at 90%, 5 he's at 80% and so on.

Skin: I have nearly made the skin for him, and I might post a picture of what he looks like if I can be bothered.

I might try to do the class and weapons myself, but it will be my first attempt at weapon/class coding so no guarantees.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 04, 2011, 03:58:00 PM
I have the weapons coded and everything, but for some reason it dosent want to register, I even went as far as to add "replaces iceslasher" to see what would happen and it was a ! in a diamond, oddly enough, I later copied the coding for the reggae class into it and the reggae weapon worked fine, I'll try to see if I can fix this
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 04, 2011, 06:58:14 PM
Did you remember to include it in the DECORATE script?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 04, 2011, 07:14:38 PM
yes, I have, otherwise, it wouldn't of replaced ice slasher or gave me a error when I delete 1 } from the coding, and I wouldent be able to summon the projectiles from the lump if it wasnt in decorate, this is turning into MM8BDM release plantbarrier syndrome again

Edit: I tried a alternative method and copied the thunderbeam coding and changed some stuff around, it's finnaly working
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jman on August 04, 2011, 09:55:41 PM
I'm gonna need to learn how to code!
*cracks open several classes mods*
<3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 04, 2011, 10:24:02 PM
I'm almost done making the skin for my class and i want to ask something:
May I use sounds from MOHAA for taunts?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 04, 2011, 10:27:38 PM
My class is done (or at least the first version).

Waiting for further instructions.  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 12:33:24 AM
Apologies to all Cutstuff Members, I was on a trip today and didn't have access to my laptop.

Quote from: "Bikdark"
Oh my god. I've got the best idea ever.
Everyone remembers classes v1b's shadowman, right? And everyone remembers rapeninja? Of course you do. That's why I should totally make my class a rapeninja clone :V

[Rejected for balance.]

@Blaze: Love the idea. Sounds like tank-tastic fun.

@Shade Guy/Breve: Sounds like Needle/Wind to me. Also sounds like it'll be fun to play.

@Chimera Man: Feel free to send it in!

In other news, I was thinking about making a CMM class. Thoughts/suggestions/sh--storm?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 12:35:55 AM
Quote from: "xColdxFusionx"
In other news, I was thinking about making a CMM class. Thoughts/suggestions/sh--storm?

I honestly think his moveset should be up to him, why don't you PM him about it?
Also, that'd be awesome.  We'll finally have the Cut-Goth skin that never was.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 12:38:17 AM
Quote from: "CHAOS_FANTAZY"
I honestly think his moveset should be up to him, why don't you PM him about it?
Also, that'd be awesome.  We'll finally have the Cut-Goth skin that never was.

I'll PM him if I get enough "yays" to the idea.

Also, v1a is almost ready for release. A few more tests to make sure balance works, and I'll release it.

It's like playing Engineer; Have a problem? Hit it with a wrench nerfbat/buffbat and see what happens.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 12:41:34 AM
im re-submitting.if this isnt right, then i will do it again.

Name:omegazerox12
Armor: 100 (Weakness:ice )
Speed: normal
Jump: medium
Damage Type: normal
Role: shooter
Weapon Dropped: quick bommerang

Description:

Skin:bass
main:omega's buster
alt:omega's healing.(lol)
damage information:normal.

EDIT:AWWW....can u add this for the next version then.:3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 01:02:00 AM
Yeeeeeah...this isn't going far, and let me tell you why.

Quote from: "omegazerox12"
Name:omegazerox12
Unless you wanna be boring white colors, you need to add the color codes to this name.

Quote from: "omegazerox12"
Armor: 100
xColdxFusionx sez:  ARMOR IS NOT A HEALTH VALUE.

Quote from: "omegazerox12"
Speed: normal
Jump: medium
I don't care if you don't know the exact number that produces X speed, but at least give them some point of reference (e.g. mine says "Jump:  About Gravity-Man's") .

Quote from: "omegazerox12"
Damage Type: normal
Normal isn't a damage type... :/

Quote from: "omegazerox12"
Role: shooter
This is painfully generic and not really a good way to sum up your class.  "My class shoots things, making it a shooter!"  That's what you just said.

Quote from: "omegazerox12"
(Weakness:ice )
Weapon Dropped: ice slasher
So, your weapon is closest to I-Slasher, yet you're weak to ice?  LOLWUT

Quote from: "omegazerox12"
Skin:bass
If you're gonna be an existing skin, what colors will said skin have?

Quote from: "omegazerox12"
main:omega's buster
alt:omega's healing.(lol)
No explanation of what the "Omega Buster" does, nothing at all.  If everything else wasn't bad enough, this kills your chance of getting in.
Also, healing is OP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 01:15:40 AM
Quote from: "CHAOS_FANTAZY"
Yeeeeeah...this isn't going far, and let me tell you why.

^ This.

Quote from: "CHAOS_FANTAZY"
Also, healing is OP.

The only part I don't agree with. Healing can be balanced with enough nerfbat-mashing!

...Alright, I'll let one last class slip through to make it an even number...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 05, 2011, 01:21:14 AM
Quote from: "CHAOS_FANTAZY"
Unless you wanna be boring white colors, you need to add the color codes to this name.
Colors only apply if you are making a bot.

Quote from: "CHAOS_FANTAZY"
Normal isn't a damage type... :/

Quote from: "Korby"
Also, "Normal" is its own element for weapons without damagetypes, such as Sakugarne.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 01:43:16 AM
well, just accept it and add the random stuff except the weapons i picked.

:3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 01:53:00 AM
Quote from: "omegazerox12"
well, just accept it and add the random stuff except the weapons i picked.

:3

...You expect me to dignify that with a legitimate response?

Go add some flavor to that bland little thing you call a class, then try and submit it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: OZX on August 05, 2011, 02:02:56 AM
ill submit it tomorrow.>_>
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 04:02:56 AM
Quote from: "xColdxFusionx"
Go add some flavor to that bland little thing you call a class, then try and submit it.

Canned and packaged...this.  It seems you just want your name in lights for this project.  If you are unwilling to even tell us how your bloody class works--let alone doing the things that would actually get you in--I don't think you deserve a spot.

Also...
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 04:58:58 AM
I think that it's a giant black Megaman edit, but I guess for the concept you're going for it's okay? I dunno.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 05:59:17 AM
Quote from: "Korby"
I think that it's a giant black Megaman edit, but I guess for the concept you're going for it's okay? I dunno.

Damn it, Korby, you blew my cover and I look lazy again

I think it was pretty obvious when I mentioned PressStart, but you'd be correct.  If it's not good enough, I could try (and probably fail) to make something custom...
Also, it's not giant!  It's shorter than Cut-Man!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 05, 2011, 06:36:27 AM
Yeah, on making skins in general, you don't want to make them any bigger than Ballade. Not saying that you have done this, though. Also, the top of his head looks a little off if you're going for a human-shaped head. The little thing coming out of Mega Man's helmet is still present.

And woo left-handed people
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 07:26:44 AM
But isn't WilySkullSuit taller than Ballade?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 07:47:02 AM
Quote from: "Shade Guy"
Yeah, on making skins in general, you don't want to make them any bigger than Ballade. Not saying that you have done this, though.
People will download Wily Castle 10.
People will download anything.
In all due seriousness, I get your point

Quote from: "Shade Guy"
Also, the top of his head looks a little off if you're going for a human-shaped head. The little thing coming out of Mega Man's helmet is still present.
Really?  I worked around his head a lot, I didn't want it to look too flat!  While it is still present, it didn't stick out drastically...is it really that noticeable?

Quote from: "Shade Guy"
And woo left-handed people
Hell yeah!
/me gives Shade Guy a lefty-five! *
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 05, 2011, 08:29:46 AM
Erg, don't take my word for the unshapeliness (is that a word?) of the head...I don't know how to describe it. I might edit the sprite a tiny bit to try and show you what I mean.
seriously 3/4 of players in the Roboenza servers look like Base skin to me :/

Gah, trying to figure out how weapons and classes work. I've managed to make it so he can jump higher/run faster/take more damage to things, but that seems to be the easy part.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 02:05:40 PM
Quote from: "CHAOS_FANTAZY"
(click to show/hide)

I like it. The only thing that really bugs me is that the top of the head sticks up a bit too much to be human-shaped.

- You can find the Doom Palette on the ZDoom Wiki.
- It's a bit hard to tell what he's doing in the attack sprite. I suggest fixing this.
- I like that pain sprite, although it makes the character look like he's an illusion (like Alien.)
- I like the cape idea. It would add that neat connection between the two forms.

Can't wait for this to be finished! Sounds like it's going to be fun!
*gets out his bats, just in case...*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 05, 2011, 04:31:06 PM
I found the sumbitted classes list without my class, why? Just for knowing so.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 05, 2011, 04:36:42 PM
Well, I won't use the MoHAA taunts for my class because I don't want copyright problems with EA, so i'm going to do something different...
I'll upload my skin soon. Here's a description of my weapons (I'll make these too):
NadeSpam (main weapon):
Primary: Throws weak explosive balls quickly. Medium range.
Secondary: Uses a knife (Much like Needleman's alt but a bit weaker).
Tommy Gun (very weak Hitscanner. This antiquity wouldn't work well on 20XX, but i'll use it for fun):
Primary: Fires very weak (damage would be 1 or 2) hitscan attacks.
Secondary: Reloads. A clip contains 30 bullets and you have 60 extra bullets.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 05, 2011, 06:04:21 PM
Okay, this is just confusing, this is my 1st time working with morph actors I'm not sure whats wrong, I have the weapons of the class set to switch to a different form, but for some reason, when i switch weapon, it goes to a class with no weapons, then I switch one more time and it goes to the other class, but now I can't even use other weapons, and if I picked up a weapon while in the weaponless state, it makes me use it, but I can't use any other, I walk over the pickup map weapons once, it plays the pickup sound, then when I walk over it again, nothing happens, no pickup sound, no pickup message, nothing

here is the acs code I used

Code: [Select]
Script 716 (void)
{
if(ThingCountName("IceSparky",1) < 1){{
MorphActor(0, "Sparky", "", 999999999999, 0, "", "");
}
}}

Script 717 (void)
{
if(ThingCountName("Sparky",1) < 1){{
MorphActor(0, "IceSparky", "", 999999999999, 0, "", "");
}
}}

and yes I know this is clearly a copy of the roboenza code, can anyone figure out what I'm doing wrong?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 06:05:52 PM
Quote from: "Trollman"
I found the sumbitted classes list without my class, why? Just for knowing so.

Your class hasn't been made yet.

*whaps the classes a few more times* One last beta test should do the trick. *crosses fingers*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 05, 2011, 06:33:13 PM
Before anyone complains / asks what my class does:

Main fire is alternating fire / ice swords. I know the hud is dumb and doesn't make sense, I'm gonna work on a new one soon. There's also a random bug where the hud animations get reversed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 05, 2011, 06:35:52 PM
Quote from: "xColdxFusionx"
I like it. The only thing that really bugs me is that the top of the head sticks up a bit too much to be human-shaped.
I'm still not seeing it, and again, I don't want to make the head flat.

Quote from: "xColdxFusionx"
- You can find the Doom Palette on the ZDoom Wiki.
Thanks, but I already found one--in fact, that might've been where I found it.

Quote from: "xColdxFusionx"
- It's a bit hard to tell what he's doing in the attack sprite. I suggest fixing this.
Okay, I'll try and modify the fire sprites and put more emphasis on the left hand.

Quote from: "xColdxFusionx"
- I like that pain sprite, although it makes the character look like he's an illusion (like Alien.)
Well, since he takes a fuckload of damage in Offensive form, I thought it'd be kind of fitting if the pain sprite was sort of breaking apart.  I'll try and make one that's more subtle.

Quote from: "xColdxFusionx"
- I like the cape idea. It would add that neat connection between the two forms.
Then that's what I'll do!

Quote from: "xColdxFusionx"
Can't wait for this to be finished! Sounds like it's going to be fun!
*gets out his bats, just in case...*
It's definitely going to be interesting.
I thought he was relatively balanced and all, though, what with taking a lot of damage from the tiniest hit...


I'll wait another day before I continue my work.  If Laggy doesn't get anything to me, the head will stay the same.  Otherwise, the other modifications shall proceed as planned.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 06:51:29 PM
ATTENTION ALL CUTSTUFF MEMBERS

I am proud to announce that, after much anticipation, v1a of the Custuff Community Classes Expansion Expansion has been released! You can now play as 8 of your fellow Cutstuff members! Have fun, keep the classes coming, and thanks for all the support!

Get it in the opening post!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 05, 2011, 06:53:56 PM
Congratulations, you're no longer a beta!

Anyway, cool, gonna go download that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 07:59:23 PM
Some of the bots don't work right, but other than that, it's great!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 08:00:31 PM
Quote from: "FiniteZero"
Some of the bots don't work right, but other than that, it's great!

 :shock: Oh, really? Whoops! Which ones did I screw up?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 08:05:25 PM
/me takes a look

The Gummywormz one, and the Chimera Man one, I think.

Oh, and I'd like to add my botchat as well:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 05, 2011, 08:16:41 PM
Quote
Script warning, "CommunityClasses-v1a.pk3:weapons/jcweapon.txt" line 95:
Unknown class name 'HeatPillar'
Class YamatoClassAmmo referenced but not defined

Execution could not continue.

1 errors during actor postprocessing
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 05, 2011, 08:17:20 PM
Quote from: "NaePoliTan"
Quote
Script warning, "CommunityClasses-v1a.pk3:weapons/jcweapon.txt" line 95:
Unknown class name 'HeatPillar'
Class YamatoClassAmmo referenced but not defined

Execution could not continue.

1 errors during actor postprocessing

You're supposed to load the original classes mod first.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 05, 2011, 08:29:21 PM
Quote from: "FiniteZero"
You're supposed to load the original classes mod first.
Really? I had no clue.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 05, 2011, 09:22:25 PM
Quote from: "xColdxFusionx"
Why is it called an “Expansion Expansion?”
Cutstuff Community Classes is an expansion of the Megaman Classes expansion. Be sure to load the Cutstuff Community Classes second; otherwise, none of the new classes will show up.

It pays to not tl;dr.

*Ninja-adds link to MMC*
Bots fixed for v1b. Sorry about that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on August 05, 2011, 11:03:26 PM
Hmmm... okay, here goes the botchat for Chimera Man bot:

[IntroStrings]
"Right... let's get moving."
"Incoming!"
"Go go go!"

[FragStrings]
"KA-BOOM!!"
"Gotcha!"
"Sentry down!"

[KilledStrings]
"Sigh..."
"What the heck."
"SPY!"

[RoamingStrings]
"..."
"Stop running away."
"/me does a quick check-up"

[RareRoamingStrings]
"OW! Lag spike!"

[EnragedStrings]
"Now ya got me fired, and that's not good!"

[WinStrings]
"Eat grit!"
"This time I got real..."

[LoseStrings]
"Oh man..."
"Sorry, I had some problems there."
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 01:26:09 AM
The classes are overall goodly made, here's some flaws I found:

-Yellow Devil's alt is OP, as the bar decreases very slowly and the attack hurts like hell while you invincible, I'd suggest the bar to decrease faster.
-Yellow Devil's eye laser weapon bar ironically decreases too fast, it refills fast. But it makes it very un-effective as you have like 2 seconds of fire if holded, this can be fixed by making the bar decrease slower.
-Sinkman can't damage Yellow Devil with the sink spray, it only can with that rain flush clone.
- GummyWormz's "Blades" are confusing at the beggining, as you think they are long distance hitscan weps.I am afraid that I can't make HUDS as I suck for that.
- Jack Corvus's bot is broken for the class's design as it can't stop running (when the "retention bar" is depleted). And it's very hard to hit, I'd suggest to make a slight nerf to the class's speed.
- King Yamato is a slower Yamato Man with a graphically diferent alt...

 I know this is the first release of the class pack. I just wanted to point out the flaws for cooperating with V1B development.

 inb4 you try to fix that
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 06, 2011, 04:12:16 AM
Quote from: "Trollman"

- GummyWormz's "Blades" are confusing at the beggining, as you think they are long distance hitscan weps. And the needle machinegun (from my viewpoint) is the same as the Needle Cannon. Maybe you could make it faster as it's a machine gun or more damaging to difference it and give the blades HUDS that look like blades (I would love to do so but I am only good at skinning in mod terms)

I know the hud fails, I'll make a new one eventually. Also, the needle machine gun spins around, so it's not the same as regular needle cannon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 06, 2011, 10:35:21 AM
Quote from: "Trollman"
-Yellow Devil's alt is OP, as the bar decreases very slowly and the attack hurts like hell while you invincible, I'd suggest the bar to decrease faster.


You're not invincible. You travel very slowly.

Quote from: "Trollman"
-Yellow Devil's eye laser weapon bar ironically decreases too fast, it refills fast. But it makes it very un-effective as you have like 2 seconds of fire if holded, this can be fixed by making the bar decrease slower.

Such is the price for an extremely fast semi-powerful laser.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 10:50:34 AM
Quote from: "Trollman"
- Jack Corvus's bot is broken for the class's design as it can't stop running (when the "retention bar" is depleted). And it's very hard to hit, I'd suggest to make a slight nerf to the class's speed.

What do you mean? It's just a slighty faster quickman!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 02:02:26 PM
Quote from: "Trollman"
-Yellow Devil's alt is OP, as the bar decreases very slowly and the attack hurts like hell while you invincible, I'd suggest the bar to decrease faster.

You're not invincible, just invisible. If you were invincible, the bar would probably go down much faster...

Quote from: "Trollman"
-Sinkman can't damage Yellow Devil with the sink spray, it only can with that rain flush clone.

I could have sworn I fixed that. *checks*

EDIT: It does. You're just firing a bit too high.
I might make his hitbox a bit larger so that it's easier to tell where it is.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 03:06:27 PM
Quote from: "Gummywormz"
the needle machine gun spins around, so it's not the same as regular needle cannon.
Sorry, didn't saw that, editing...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 04:20:43 PM
Quote from: "Yellow Devil"

Such is the price for an extremely fast semi-powerful laser.

I know, I'm not saying to make the bar decrease so slow that it looks like it's infinite, I suggest to make it decrease a bit faster than the skull barrier, or else it's very uneffective and you can never use it's true potential (as it doesn't give you the time to even aim)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 04:24:00 PM
Quote from: "Jack Corvus"
Quote from: "Trollman"
- Jack Corvus's bot is broken for the class's design as it can't stop running (when the "retention bar" is depleted). And it's very hard to hit, I'd suggest to make a slight nerf to the class's speed.

What do you mean? It's just a slighty faster quickman!

I think he meant that when the ammo bar runs out, he just sits there and acts useless.

This, unfortunately, I will not be fixing. Bots aren't exactly the main focus of this mode.

Quote from: "Trollman"
Quote from: "Yellow Devil"

Such is the price for an extremely fast semi-powerful laser.

I know, I'm not saying to make the bar decrease so slow that it looks like it's infinite, I suggest to make it decrease a bit faster than the skull barrier, or else it's very uneffective and you can never use it's true potential (as it doesn't give you the time to even aim)

Have you tried firing in bursts?

YD's getting his hitbox and laser duration changed for v1b, btw.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Mr. Sean Nelson on August 06, 2011, 05:32:15 PM
I don't know.

It's a nice idea in theory, but I'm not savvy enough to contribute anything.
How can you play as the pros when so many of them are absent from the mod?

Should you change it to, play as the editors?
What fun is that?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 05:33:54 PM
Quote from: "Sean Nelson"
How can you play as the pros when so many of them are absent from the mod?

Not our fault the pros dont know how to code.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 05:45:33 PM
Quote from: "Sean Nelson"
I don't know.

It's a nice idea in theory, but I'm not savvy enough to contribute anything.
How can you play as the pros when so many of them are absent from the mod?

Should you change it to, play as the editors?
What fun is that?

Hey, I had to put some limiter so that not just anyone could jump into this thing and trash it.
Plus, having people make stuff makes my job easier.

PM sent out to CMM. >inb4 rejected/no answer
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 05:57:47 PM
Quote from: "Sean Nelson"
I don't know.

It's a nice idea in theory, but I'm not savvy enough to contribute anything.
How can you play as the pros when so many of them are absent from the mod?

Should you change it to, play as the editors?
What fun is that?

You don't have to code the ENTIRE thing (not necesary), you can contribute with a part of it if you suck at coding. Like in my case, where as I suck at coding I contributed with the class's skin (skins don't need coding, they need patience to make the frames)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 06, 2011, 06:00:22 PM
Quote from: "xColdxFusionx"
You're just firing a bit too high.
I figured out how, it's funny because it looks like his only weakpoint is beetween his legs (yes, it's balls)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 06:08:05 PM
Suddenly, the topic moves.

I guess that means we're no longer in WIP mode!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ivory on August 06, 2011, 06:10:20 PM
Well you have made a first release. So you are not in progress anymore.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 06:14:56 PM
Quote from: "Ivory"
Well you have made a first release. So you are not in progress anymore.

This is a true statement...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Mr. Sean Nelson on August 06, 2011, 06:16:18 PM
Congrats!

Yeah, I can barely run the game, so no coding for me.
Maybe I'll look into sprites, though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jc494 on August 06, 2011, 06:17:00 PM
Quote from: "Sean Nelson"
Congrats!

Yeah, I can barely run the game, so no coding for me.
Maybe I'll look into sprites, though.

If its something basic, I could take a shot at it. But I aint doing any miracles, ya here me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 06, 2011, 07:59:41 PM
Last time I checked, it's tomorrow, so SKIN UPDATE TIEM!
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 06, 2011, 08:20:00 PM
I finished my class (sortof) now to work on his sprites, only thing that's wrong in ice mode he jumps lower than megaman, and I rigged it to give a highjump rune in lightning mode, but when in lightning mode, he jumps as high as the megaman class with it, but meh, if it's not broken when I send it, it should be fine

it's ice form in a tank when hit by ice or lightning but takes a crapload of damage from fire and rocks, and melee, 1 or 2 hitted in lightning mode
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 08:51:26 PM
Quote from: "CHAOS_FANTAZY"
Last time I checked, it's tomorrow, so SKIN UPDATE TIEM!
(click to show/hide)

My only complaint is that on the front/left, front/right, and back/right frames his arm looks like it's sticking out sideways. Shouldn't it be pointed more in the direction he's facing (foreshortening, more 'perspective' on the hand, etc)?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: CHAOS_FANTAZY on August 06, 2011, 09:06:01 PM
Quote from: "xColdxFusionx"
My only complaint is that on the front/left, front/right, and back/right frames his arm looks like it's sticking out sideways. Shouldn't it be pointed more in the direction he's facing (foreshortening, more 'perspective' on the hand, etc)?

It had completely slipped my mind, but after taking another look, I couldn't do much to fix it.
This is probably as good as it's gonna get... (http://i1106.photobucket.com/albums/h367/CHAOS_FANTAZY/CFOff.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 06, 2011, 09:21:34 PM
I have a question: Even though I don't play online, can I still make a class for myself?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 06, 2011, 09:41:33 PM
Quote from: "Beed28"
I have a question: Even though I don't play online, can I still make a class for myself?

...Sure, go right ahead.
It was originally intended for people who go online, but I guess you can.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 06, 2011, 10:46:06 PM
Here goes:

Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Quick for all weapons (no hitstun)
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)

Note: All attacks use the same ammo bar, which recharges slowly

Weapon 1 Primary: Shoots three Magnet Missiles (one by one, with Dive Missile's better homing) that deals two damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Same as Skullman's Barrier. Can only use when ammo bar is half or more.
Weapon 2 Primary: Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shoots a blue version of the Force Beam that deals 4 damage per tic, and lasts one second. Cannot move while firing. Requires a full ammo bar.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 12:18:11 AM
Lol that class's ammo makes it UP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 12:33:03 AM
Quote from: "Trollman"
Lol that class's ammo makes it UP.

...I think it could work.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 07, 2011, 01:01:56 AM
Crazy idea comin in.

Name: Tsukiyomaru Zero                (Will get the colors right later)
Armor: A tad low
Speed: A tad slow
Jump: Normal
Damage Type: Normal
Role: Camper extraodinaire, area denial, joke class
Weapon Dropped: Copy Vision.

Description: His weapon is the Tsuki buster.
Main-fire: "Server full of Tsukis." Use half your ammo to spawn a clone. It's like a long lasting, killable treble sentry. Can have up to 5 out.
Alt-fire: "Ragespec." It's an invinci-cloak at the cost of all your ammo.
What you are expected to do is to summon dopplegangers at key locations to take out opponents for you. Or you can camp around a mass of them and kill whoever comes your way. You don't actually have a direct means of attack. If you're in trouble or want to get past a chokepoint, that is when you hopefully conserved your ammo and ragespec off to somewhere.

Skin: Doesn't he use Volnutt?

So yeah... is this allowed? Is this even a good idea?
If approved, I will make it myself, but I want to know if it's possible to summon the skulltag spectate effect.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 07, 2011, 01:25:04 AM
Well, I always thought he used those Holographic Proto Man sprites.

Even if you aren't allowed to make a class for Tsuki, you should still try making a class with these abilities. Sounds fun.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 02:31:33 AM
Another idea for a crazy class that may or may not be made

Ashley's Spirit
Armor: 0.0x (Weakness: Anything Energy based (including Buster and Misc.) (at 1.0x))
Speed: 0.3/0.3
Jump: *Ashley's Spirit floats around. Infinite Fly.
DamageType: Skull
Role: DO WORK GUYS
Skin: Roll (White colored)

Weapon 1: Poison Chip - Summons a small purple orb that deals incredibly small damage and slows the target. Fairly slow firing rate.
Altfire: Healing Orb - Summons a small glowing orb that floats around and drops health pickups briefly.

>inb4 Ashley shows up out of nowhere and gives me sh-- for this


On the subject of joke classes, I may make them if either
*There is enough demand, or
*The player in question gives permission.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 02:46:54 AM
I don't get the class's role, maybe helping allies in a team game? I don't get the armor value, it means it can't pain or that it doesn't have armor at all?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 03:16:38 AM
Quote from: "Trollman"
I don't get the class's role, maybe helping allies in a team game?

Bingo. She can hardly deal damage by herself; she needs to support her team in order to be useful.

Basically, she'd be good for TDM/TLMS/CTF (aiding defenders), and terrible for everything else

Quote from: "Trollman"
I don't get the armor value, it means it can't pain or that it doesn't have armor at all?

She's supposed to be a ghost. Hence, she can't be harmed by attacks with physical components. Energy attacks, however, would deal near-normal damage.

Of course, this would require lots of balancing.

Now that I think of it, her flight would have to somehow be balanced for TLMS to prevent Shadowman-type delaying problems...
...I'd have to balance out the armor, too...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 03:28:15 AM
Well, I finally got to fix the skin (NOTE: It doesn't have neither the sword frames or the punch frames, I will try the punch ones though) Download (http://www.mediafire.com/download.php?hjajhz4u20swvah)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 04:59:29 PM
Quote from: "CutmanMike"
I don't mind, go for it!

Alright, thumbs up, let's do this.

...Now how to make sure he's not a Cutman clone...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 05:01:16 PM
Quote from: "xColdxFusionx"

Alright, thumbs up, let's do this.

...Now how to make sure he's not a Cutman clone...

You can make his rolling cutter spread and nerf it's damage a bit to balance. The alt would be cutting the time/space and go in, then reappear on the place forward, in a punk tackle range (the attack is taken from cutman from MM2TPF)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 07, 2011, 05:22:45 PM
He seems to have some sort of Red Magic-y stuff. Any idea on how you could incorporate that?

Also, keep in mind the character is named Cutgoth, not CutmanMike.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 05:29:07 PM
Quote from: "Korby"
He seems to have some sort of Red Magic-y stuff. Any idea on how you could incorporate that?

Blaze told me on the Skype chat that he had the idea that CMM could use hellfire for his attacks (i.e. shooting fireballs at people and using a flaming Cutter). I'm not sure if that's what you mean, though.

Quote from: "Korby"
Also, keep in mind the character is named Cutgoth, not CutmanMike.

...I'm not sure which name I'm going to use. Probably CutmanMike though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 07, 2011, 05:34:34 PM
Well, the character's named Cutgoth, and I didn't name Sinkman "Korby," now did I?
 :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 05:40:47 PM
Quote from: "Korby"
Well, the character's named Cutgoth, and I didn't name Sinkman "Korby," now did I?
 :p

...I'll think about it.

In the meantime, have some possible CutmanMike plans, based on my discussion with Blaze:

CutmanMike
Armor: <Same as Cutman> (Weakness: Ice-based, especially Ice)
Speed: <Slightly slower than Cutman>
Jump: <Slightly lower than Cutman>
DamageType: Cut/Fire
Role: Fiery Assassin
Weapon Dropped: Rolling Cutter

Weapon: Hellfire Cutter - Throws a (slightly weakened) Rolling Cutter imbued with flame. Leaves a flame trail behind it that deals damage as well. Costs a full ammo bar
Altfire: Dark Inferno - Fires a wave of 3 fireballs straight forward. Costs a small portion of the ammo bar.

Note: Ammo recharges somewhat quickly while holding the cutter.

Skin: Either Cutman or Cutgoth (if I can get my hands on it)

My thoughts: Use the Hellfire Cutter to take out foes, then use Dark Inferno to harass anyone who decides to chase you.

>inb4 what is a man joke
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 07, 2011, 06:52:59 PM
Wow, Dracula CutmanMike would sound awesome to play as!

Anyway, I'm still working on my class. I've programed three of the four weapons, and now I've only got the shield to do. If I can manage it. I've even made an advanced bot out of it, which can use any of the three.

So, I've only got that weapon left to do, make sprites for the Hyper Missile and Shining Laser (right now they are using placeholders), and it should be cool. :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 07:18:49 PM
Things to look forward to for v1b:

*Fix: M-Tanks now give ammo for custom weapons

And I am officially kicking myself for forgetting this.

In other news, have an Alternate Weapon Mod-compatible version (with the MTank Fix.) (http://www.mediafire.com/?vza566b6p9v9n0m)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 07, 2011, 10:15:00 PM
*comment removed*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on August 07, 2011, 10:16:35 PM
..................................................................................................... :cry:  I GIVE UP! I CAN'T MAKE A GOOD CLASS.
(besides: every time i finish it: it crashes)  can you finish the class for me? (lulz i get page 25)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 07, 2011, 11:24:43 PM
Quote from: "xxkirbysonicxx1"
..................................................................................................... :cry:  I GIVE UP! I CAN'T MAKE A GOOD CLASS.
(besides: every time i finish it: it crashes)  can you finish the class for me? (lulz i get page 25)

...No.

I never approved your class anyway.

EDIT: Whoa, the forum just tried to make me double-post.

EDIT 2: A little gift to celebrate 25 pages. Also because I'm too impatient to wait any longer on releasing the darn thing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 08, 2011, 01:17:02 AM
About my poor class, if I add the ability to use megaman weapons, Does it aproved?

About the code, maybe it can be ready for v3 because I'm busy
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 01:23:36 AM
Quote from: "FCx"
About my poor class, if I add the ability to use megaman weapons, Does it aproved?

About the code, maybe it can be ready for v3 because I'm busy

Found it.

...The only part I'm not sure about is the clone. We all know how obnoxious Gemini Clones are.
The ability to use MM weapons would make it vastly OP, though.

Also, you're actually on the list as "Conficker"
...Unless I'm looking at the wrong class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 11:28:51 AM
Name: ctMichael712
Armor: 1.05x (Weakness: Cutter and Mirror)
Speed: 2.2x
Jump: 1.5x
Damage Type: Beam
Role: All-Around
Weapon Dropped: None (Sometimes a health capsule)

Description:
It starts off with me standing still when I appear but I then transform into a different colour quickman (Very dark purple (darker than ballade) for red and atomic fire yellow for yellow) with less speed, higher jumping and better amour AND the ability to throw purple fire. The weapon uses punk logic in the fact that you get 2 weapons that throw the fire differently. I am weak to rolling cutter as I am easily defeated by it and mirror buster because it can possibly crack the dimensions around me. I will provide the me sprites soon, I first just need to make them.

Skin: Quickman, but starting as me
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 01:53:54 PM
Quote from: "Michael712"
Name: ctMichael712
Armor: 1.05x (Weakness: Cutter and Mirror)
Speed: 2.2x
Jump: 1.5x
Damage Type: Beam
Role: All-Around
Weapon Dropped: None (Sometimes a health capsule)

Description:
It starts off with me standing still when I appear but I then transform into a different colour quickman (Very dark purple (darker than ballade) for red and atomic fire yellow for yellow) with less speed, higher jumping and better amour AND the ability to throw purple fire. The weapon uses punk logic in the fact that you get 2 weapons that throw the fire differently. I am weak to rolling cutter as I am easily defeated by it and mirror buster because it can possibly crack the dimensions around me. I will provide the me sprites soon, I first just need to make them.

Skin: Quickman, but starting as me

...Interesting, but I'm not sure what you mean by "transforming into a different-colored Quickman."
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 08, 2011, 04:11:59 PM
I've finally finished my class! :D I just need to send it to xColdxFusionX and see what he thinks! I've made some adjustments to the weapons described but here it is:

Quote from: "Beed28"
Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Various
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)

Note: All attacks use the same ammo bar, which recharges slowly

Weapon 1 Primary: Magnet Storm. Shoots three Magnet Missiles that deals six damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Skull Barrier. You cannot attack while this protection is active. Can only use when ammo bar is half or more.
Weapon 2 Primary: Hyper Missile. Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shining Laser. After a short delay, it shoots a blue version of the Force Beam that deals devistating damage if anyone is caught in it (Classes with large health amounts, such as Hardman, may be able to survive), and lasts two seconds. Cannot move while firing. Requires a full ammo bar.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 04:42:13 PM
Quote from: "Beed28"
I've finally finished my class! :D I just need to send it to xColdxFusionX and see what he thinks! I've made some adjustments to the weapons described but here it is:

Quote from: "Beed28"
Name: cmBcueccedcu2cm8
Skin: Megaman Volnutt (the older version)
Armor: 1.0x
Speed: Same as Megaman
Jump: Same as Shadowman
Damage Type Dealt: Various
Weakness: Search Snakes, Pharoah Shot, Spark Shot and Shadow Blade
Role: I'm not acually sure.
Weapon Dropped: Magnet Missile
Colour: Grey and Dark Grey (same as Oil Slider in MMPU)

Note: All attacks use the same ammo bar, which recharges slowly

Weapon 1 Primary: Magnet Storm. Shoots three Magnet Missiles that deals six damage each. Uses a little bit of the ammo bar.
Weapon 1 Alt: Skull Barrier. You cannot attack while this protection is active. Can only use when ammo bar is half or more.
Weapon 2 Primary: Hyper Missile. Shoots a slowish missile that explodes like a hyper bomb. Uses a quater of the ammo bar.
Weapon 2 Alt: Shining Laser. After a short delay, it shoots a blue version of the Force Beam that deals devistating damage if anyone is caught in it (Classes with large health amounts, such as Hardman, may be able to survive), and lasts two seconds. Cannot move while firing. Requires a full ammo bar.

HOLY JESUS THOSE MAGNET MISSILES HURT LIKE A B----!!
Yeah, I'm nerfing this sucker a bit, but I really like the idea. It's going into v2a for sure.

"* Beed28 Ghost Data Loading Complete."

Awesomeness.

Also, you should play online. It's a whole different, awesome world out here.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on August 08, 2011, 05:10:38 PM
I've got one.
Quote
Name: Metallix
Armor: Normal
Weakness: Thunder / Electric
Speed: 150%
Jump: Normal

1st Weapon: Gemini Laser
1st Weapon Alt: 4-shot Gemini Laser spread (Similar to Crystal Man's alt in YD's classes.)
2nd Weapon: Crash Bomb
2nd Weapon Alt: Selfdestruct (kills self, but OHKOs those too close. (Maybe Hyper Bomb-range?))
Damage Type, Weapon 1: Laser
Damage Type, Weapon 2: Bomb
Weapon Dropped: Gemini Laser

Skin: Metal Sonic (http://www.mediafire.com/?nf2rcw7wnq8pwks (http://www.mediafire.com/?nf2rcw7wnq8pwks))
Not sure if the 2nd weapon Alt makes it too OP.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 05:16:07 PM
Quote from: "xColdxFusionx"
Quote from: "Michael712"
Name: ctMichael712
Armor: 1.05x (Weakness: Cutter and Mirror)
Speed: 2.2x
Jump: 1.5x
Damage Type: Beam
Role: All-Around
Weapon Dropped: None (Sometimes a health capsule)

Description:
It starts off with me standing still when I appear but I then transform into a different colour quickman (Very dark purple (darker than ballade) for red and atomic fire yellow for yellow) with less speed, higher jumping and better amour AND the ability to throw purple fire. The weapon uses punk logic in the fact that you get 2 weapons that throw the fire differently. I am weak to rolling cutter as I am easily defeated by it and mirror buster because it can possibly crack the dimensions around me. I will provide the me sprites soon, I first just need to make them.

Skin: Quickman, but starting as me

...Interesting, but I'm not sure what you mean by "transforming into a different-colored Quickman."
Basically, at the start when first entering with the class I am me, as in normal me without any real extra powers other than what I have, but after a second or so I transform myself into someone that looks like quickman except the red is a very dark purple and the yellow is the atomic fire yellow. In this new form I have new powers!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 05:26:34 PM
Quote from: "Michael712"
Basically, at the start when first entering with the class I am me, as in normal me without any real extra powers other than what I have, but after a second or so I transform myself into someone that looks like quickman except the red is a very dark purple and the yellow is the atomic fire yellow. In this new form I have new powers!

...Isn't that incredibly pointless? Why not just start with the Quickman armor on?

EDIT: I know I'm late on calling this, but 111 GET

@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on August 08, 2011, 05:33:32 PM
Hmmm...maybe your right. Although I think it would be good if it was done so that the effect doesn't happen if you respawn from dying and only lasts about 1-2 seconds before being able to fight
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on August 08, 2011, 05:51:24 PM
Quote from: "xColdxFusionx"
@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.

Gotcha. Maybe nerf the altfire damage or make it so that they don't bounce?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 05:59:43 PM
Quote from: "Metallix"
Quote from: "xColdxFusionx"
@Metallix: I'm more worried about the Gemini Lasers. Crystalman is annoying enough.

Gotcha. Maybe nerf the altfire damage or make it so that they don't bounce?

...This I can see working. [Approved]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 08, 2011, 10:43:30 PM
Partially as a test of KolourPaint, an image editor with the interface of paint and MOAR functions.Here's an early concept front frame of how Totalizer Trollman would look like. I can't get to make the punch or the sword frames because they are too much hard to sprite. volunteers accepted

(http://i1102.photobucket.com/albums/g443/Trollman1080/TROLA1.png)

(I can post a resized version if you can't clearly see how it is)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 08, 2011, 11:19:45 PM
Quote from: "Trollman"
Partially as a test of KolourPaint, an image editor with the interface of paint and MOAR functions.Here's an early concept front frame of how Totalizer Trollman would look like. I can't get to make the punch or the sword frames because they are too much hard to sprite. volunteers accepted

(http://i1102.photobucket.com/albums/g443/Trollman1080/TROLA1.png)

(I can post a resized version if you can't clearly see how it is)

...You do realize I accepted the one that just had the buster and sword, right?

*headdesk*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 08, 2011, 11:46:20 PM
Oh, thank god OK. What do you think about the sprite? What can be improved from it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 09, 2011, 01:17:25 AM
The wings could use a black outline and should be smaller/point up (like Jet Mega or Super Mega) IMO.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 09, 2011, 06:35:26 AM
Okay, for my class, I've done his skin and two weapons. All that's left is his altfire and cloak-item.
But, roadblock!!
One, how would I be able to make Breve's altfire push people backwards?
Two, I wanted to use some Dark Man projectile sprites for the alt, but I can't find them in the MM8BDM V2B PK3. Where would I be able to find them?
Three, I would like for the alt to only go forward. In other words, not be able to be aimed vertically. How would I do so?

Any help would be appreciated.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 09, 2011, 06:32:21 PM
Quote from: "Shade Guy"
Okay, for my class, I've done his skin and two weapons. All that's left is his altfire and cloak-item.
But, roadblock!!
One, how would I be able to make Breve's altfire push people backwards?
Two, I wanted to use some Dark Man projectile sprites for the alt, but I can't find them in the MM8BDM V2B PK3. Where would I be able to find them?
Three, I would like for the alt to only go forward. In other words, not be able to be aimed vertically. How would I do so?

Any help would be appreciated.
You can base the alt on the V1C ghold and modify it´s script.
 The Totalizer will have a slight delay because I contracted roboinfluenza and my head hurts strongly if I use my computer too much long
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 09, 2011, 07:36:24 PM
Quote from: "Shade Guy"
One, how would I be able to make Breve's altfire push people backwards?
The closest thing I can think of is making the damage type "Wind."
Two, I wanted to use some Dark Man projectile sprites for the alt, but I can't find them in the MM8BDM V2B PK3. Where would I be able to find them?
Dunno. You could hunt down the code for the Dark Buster somewhere in the PK3...
Three, I would like for the alt to only go forward. In other words, not be able to be aimed vertically. How would I do so?
A_SpawnItemEX would probably work.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Captain Barlowe on August 09, 2011, 10:43:16 PM
Technicakly, I already submitted mine a whil back, so, uh yeah.
Gah, I wish I could test this. Camping hngh...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 10, 2011, 12:21:50 AM
*ninja'd by autor*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 10, 2011, 10:52:06 AM
I'm wondering if I should make a MegaGizmo class or if it would be redundant with Megaman around...?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 10, 2011, 10:22:53 PM
NVM, the Totalizer will be replaced by a skll of the class called hyperdrive wich instead of flying it hovers, for being activated it needs to have a full bar called the rage bar that gets filled up with damage and kills, if full I recieve a morph item that lets me hyperdrive and I keep that form untill I die (see below to find what is the catch to this).

[NOTE]: Trollman on Hyperdrive looks the same as ever, but he has a white aura.

Skin: (Upcoming) Hyperdrive
Armor: 90 (for compensating its uber weps and infinite hover, it has horrible resistance)
Speed: Quickman speed
Weapon 1: Enchanced troll cannon, bass buster speed (alt is charging, wich shoots a spread rolling cutter)
Weapon 2: Hyper Troll Saber, looks identical to the normal one and has the same alt, but now it can be charged to make a zero-series charge slash, being the difference that the slashes that come out are homing.
Uber skill (needs the rage bar to be filled up): Soul erase, I open up both hands like the fire frames of the hand HUDS like the skull barrier one and everyone surrounding me in a range of 9 feet die.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 10, 2011, 10:59:08 PM
Yay! My Class is almost complete! I'll send it whithin few hours.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 11, 2011, 08:49:37 AM
Yeah so, with all the talk about classes, people wondering when I'm gonna be finished mine, and the fact that my motivation to sprite is dwindling, I started back to working on my class. I still don't have a full understanding of just what the crap I'm doing, but it's somewhat playable now. ((Actually it always was, but now since I'm trying to merge together different updates scattered about my computers, it's not entirely functioning properly since I'm not done.)) So many new ideas are springing to mind. I always knew that Gizmo's melee weapon, the Claw Gloves, would just be redundant with Slash Claw around. And with it having infinite ammo, it might be overpowered too. Especially since he attacks twice, but then again that doesn't matter if he has infinite ammo. But now I've got an idea of how to work with it to make it a bit more unique. What if I made something like Timed Hits to create combos? Though it sounds really farfetched, I believe that it's possible. I kinda feel like I know how to do it, but I have no idea how to go about it. After I finish fixing up the weapons to be just normal, Then I'll try experimenting with it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 11, 2011, 11:48:37 AM
Watch out, Gizmo knows about timed hits!

Hm...I'm questioning the usefulness of one of my weapons.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 11, 2011, 11:52:05 AM
Quote from: "Shade Guy"
Watch out, Gizmo knows about timed hits!

*Educational Goomba leaves because that works for him!*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 11, 2011, 10:24:33 PM
Timed Hits/ Combos would be VERY tricky to pull off due to latency. That's my only complaint with that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 11, 2011, 10:34:41 PM
Quote from: "Trollman"
Skin: (Upcoming) Hyperdrive
Armor: 90 (for compensating its uber weps and infinite hover, it has horrible resistance)
Speed: Quickman speed
Weapon 1: Enchanced troll cannon, bass buster speed (alt is charging, wich shoots a spread rolling cutter)
Weapon 2: Hyper Troll Saber, looks identical to the normal one and has the same alt, but now it can be charged to make a zero-series charge slash, being the difference that the slashes that come out are homing.
Uber skill (needs the rage bar to be filled up): Soul erase, I open up both hands like the fire frames of the hand HUDS like the skull barrier one and everyone surrounding me in a range of 9 feet die.

.....Get out.

[Rejected for Balance]

EDIT: Whoops, double post. My bad.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 11, 2011, 10:45:51 PM
Um... that's not the class itself, but instead the hyperdrive (replacement of the totalizer). Also, the Totalizer was going to work exactly the same. Whatever, it wasn't so necesary though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ryuga_knight on August 11, 2011, 11:37:20 PM
Previous PM in history | Previous PM | Next PM     
Message subject:    Re: [Expansion] Cutstuff Community Classes Expansion... Thi
From:    Ryuga_knight
Sent:    Thu Aug 11, 2011 12:50 am
To:    xColdxFusionx
Message
Name: Ryuga_Knight
Armor: Normal (Weakness: Ice Slash )
Speed: a little faster than amegaman
Jump: a little higher than megaman
Damage Type:
Role: Balanced warrior
Weapon Dropped:
strike vent

Description:
colors are Blue=#FF0000
Cyan= #004000
Skin:
http://www.mediafire.com/?1hlb47175bg0ndl (http://www.mediafire.com/?1hlb47175bg0ndl)

Damage Information:
Weapon 1 Strike Vent: Basically it is Flameman's Flame Blast Boss Weapon minus the secondary fire.
Weapon 2 Sword Vent: a close up sword slash. same damage as slash claw
Weapon 3 FINAL VENT!: it starts half full and takes a little bit to fully charge but only can be used once per spawn. It is basically a flying flaming kick that works like Blizzardman's charge attack.

stuff needed:
a first person strike vent http://www.rangercentral.com/database/2 ... -ryuga.jpg (http://www.rangercentral.com/database/2002_ryuki/images/ryuki-ar-dragclaw-ryuga.jpg) the dragon head
a first person strike vent: http://www.geocities.jp/czonea/ryuga05.jpg (http://www.geocities.jp/czonea/ryuga05.jpg) the sword
and a first person kick for final vent

other:
kick sprites Image
(http://i825.photobucket.com/albums/zz174/Ryuga_knight/ridahkick.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 01:54:59 AM
Quote from: "xColdxFusionx"
Timed Hits/ Combos would be VERY tricky to pull off due to latency. That's my only complaint with that.

True. But it's the only Idea I can think of to make the Claw Gloves any different from the Slash Claw. I'm willing to give it a try.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 12, 2011, 07:31:52 AM
Well, it doesn't have to be THAT distinct from Slash Claw. One of my weapons is just a Needle Cannon with different sprites.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 07:52:01 AM
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110811_235936.png)
Tsuki class is done.
Just missing bot chat and copy vision.
And I have this odd problem where the clones keep shooting at clones that have already died.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 08:30:41 AM
Quote from: "Shade Guy"
Well, it doesn't have to be THAT distinct from Slash Claw. One of my weapons is just a Needle Cannon with different sprites.

True. But I feel like the way it is now, it's kind of an overpowered Slash Claw, despite whether it's true or not. I haven't really compared them yet but still.

also it'd be freaking cool if it works.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 09:44:36 AM
If I may make a suggestion; as opposed to "timed hits," why not combo on successive hits like TF2's gunslinger?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on August 12, 2011, 09:53:59 AM
Not even coded in Decorate, but this is pretty much how you'd do that.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Max on August 12, 2011, 09:54:26 AM
I JUST made a sentry class yesterday and what do I find? Another one!

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 10:06:19 AM
Quote from: "Korby"
Not even coded in Decorate, but this is pretty much how you'd do that.
(click to show/hide)


Y'know, that's pretty much how I imagined it'd be. Unless you mean JaxOf7's idea. Speaking of which, I have no idea how TF2's gunslinger works as I have never played the game.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 12, 2011, 10:30:32 AM
Quote from: "Yellow Devil"
I JUST made a sentry class yesterday and what do I find? Another one!
(click to show/hide)
Funny, that's exactly when I started working on Tsuki. (And mine is mostly treble sentry; if you didn't just modify that like I did then your's is probably better)

Quote from: "SmashTheEchidna"
Y'know, that's pretty much how I imagined it'd be. Unless you mean JaxOf7's idea. Speaking of which, I have no idea how TF2's gunslinger works as I have never played the game.
Playing that game actually wouldn't help that much since melee attacks kill in 1-2 hits on most classes.
But anyway, my suggestion is meant to deal with lag issues in sheer precise timing, make the combo more infight focused, and to reward accuracy.
How it specifically works:
Punch: it hit 'em. Come in for a second hit; it connects as well. Maybe go for the target next to them, but those previous two connections make this the critical thrid strike.
And of course, missing resets the combo, and you got a bit of time between each hit before the combo resets.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 10:42:37 AM
Hmm, I see. Well, That works too. I could try that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 12, 2011, 01:33:15 PM
Okay, I've changed my class a bit, so I'll post what has changed.

Weapon (removed Stave Rifle since I thought it was unneccessary): Stave Cannon-Basically Needle Cannon, except the sprites have been changed.
Altfire: Stave Bomb-Breve throws a bomb (bomb sprites from Super Mario Bros. 2, olo), similar to Bright Man's alt. Explodes on contact and the blast pushes people away. I can imagine people having fun messing with foes trying to make dangerous jumps.
Cloak has been removed, due to complicated-ness and me realising he doesn't really need a cloak.

I'll probably submit it soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SmashTheEchidna on August 12, 2011, 01:55:17 PM
Now that I'm actually doing some serious work on my class, (finally actually downloaded the weapon guide, which makes things much easier.) I've realized that I really HAVE to finish updating Gizmo's skin. It's not just the looks. I need to make sure his colors are in working order so they won't be all wonky while I'm testing. So I'll be getting back to spriting soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 12, 2011, 03:55:05 PM
Quote from: "Yellow Devil"
I JUST made a sentry class yesterday and what do I find? Another one!

(click to show/hide)

...What in the name of God is that...?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 12, 2011, 05:02:06 PM
Quote from: "JaxOf7"
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110811_235936.png)
Tsuki class is done.
Just missing bot chat and copy vision.
And I have this odd problem where the clones keep shooting at clones that have already died.
Not wanting to burst your bubble, but do you think Tsuki allowed? And, if he did, don't you think he may be awaiting to be contacted? Or so some people talked about....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 12, 2011, 05:04:14 PM
Quote from: "NaePoliTan"
Quote from: "JaxOf7"
*snip*
Tsuki class is done.
Just missing bot chat and copy vision.
And I have this odd problem where the clones keep shooting at clones that have already died.
Not wanting to burst your bubble, but do you think Tsuki allowed? And, if he did, don't you think he may be awaiting to be contacted? Or so some people talked about....

I think he's fine with it. He's permabanned anyways.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NaePoliTan on August 12, 2011, 09:44:53 PM
Quote from: "LlamaHombre"
I think he's fine with it. He's permabanned anyways.
Quote from: "xColdxFusionx"
(...)
*The player in question gives permission.

You are jumping into conclusions.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on August 12, 2011, 09:58:09 PM
It's not like it's your class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 12, 2011, 10:05:17 PM
Nor yours
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 12, 2011, 10:09:35 PM
Quote from: "NaePoliTan"
Quote from: "LlamaHombre"
I think he's fine with it. He's permabanned anyways.
Quote from: "xColdxFusionx"
(...)
*The player in question gives permission.

You are jumping into conclusions.

Are you absolutely, positively SURE you're not Tsuki?

I tried to ask him about it, and he dodged my question. And he's banned from the forums. I think that's reason enough to allow this in, since there IS apparently demand for it....

Quote from: "xColdxFusionx"
(...)
*There is enough demand, or
(...)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 13, 2011, 12:12:44 AM
Still think the best idea is to make the class but change the name and skin so it doesn't look like you're poking fun at Tsuki, regardless of him being here or not.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 12:14:23 AM
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 12:41:30 AM
Quote from: "xColdxFusionx"
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
So wait, did he just okay my Tsuki class or his Tsuki class?
Here it is either way:
http://www.mediafire.com/file/02jz96kc2dm5tza/TsukiClass.pk3
So if he does make his own class (and it's actually good), then to put it simply: if you think you have what it takes to be a ragespectating cloning class then speak up.
And if no one does I'll just name him OOOO.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 12:49:20 AM
Quote from: "JaxOf7"
Quote from: "xColdxFusionx"
Tsuki gave me the go-ahead to add his class to the pack.

He wants to make it, though, but I refuse to add him on Skype.
So wait, did he just okay my Tsuki class or his Tsuki class?
Here it is either way:
http://www.mediafire.com/file/02jz96kc2dm5tza/TsukiClass.pk3
So if he does make his own class (and it's actually good), then to put it simply: if you think you have what it takes to be a ragespectating cloning class then speak up.
And if no one does I'll just name him OOOO.

I was thinking about naming your version "Tsuki - Legacy" or something like that (if he somehow magically finds a way to send it to me.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 01:08:36 AM
I find out this class to be very original and a very good clone of the engineer for classes. Here's some defects:

-I know the clones are bit more than modified treble sentries, but they are very easy to spawn. What if you made them take a bar or something like that?  
- The alt is pure useless, it just shows a spec animation. Maybe it can be replaced or modify it to work as an exit unit.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 02:05:26 AM
The alt fire needs to print "tsuki joined the spectators" to the console.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 02:12:37 AM
Again, the alt fire is useless and takes a place that can be easily replaced by a taunt. It NEEDS to serve as something on combat, or else it has to be removed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 02:19:42 AM
Press it once. It makes you invisible for a short time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 07:52:38 AM
Forgot to mention, to make the clone colors work right I changed ACS script 143 in bugfix. Just set the seresultvalue to 4.
Cause you see, that script was designed for dive man, who is blue anyway, and...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 13, 2011, 02:04:45 PM
Quote from: "Gummywormz"
Press it once. It makes you invisible for a short time.
Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 02:09:55 PM
...Wait, what am I thinking?

Joke Classes will not be added to the pk3. We all know we have people we as a community want to ridicule, but a public mod is not the place to do it.

I just wanted to stop this before it got out of control. Also before I got in trouble with the mods.
>implying it wasn't out of control in the first place
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 13, 2011, 04:49:30 PM
Quote from: "Trollman"
Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.

You can move with it, and it lasts more than a few seconds. You can't hold it at all or it will cancel. You have to lightly press it once.

And I thought someone said he gave permission or something.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 13, 2011, 04:58:03 PM
Quote from: "Gummywormz"
Quote from: "Trollman"
Like for a second I'd say (or less), also it doesn't allow you to move so it's useless.

You can move with it, and it lasts more than a few seconds. You can't hold it at all or it will cancel. You have to lightly press it once.

And I thought someone said he gave permission or something.

He did, but he said he wanted to make it.

Also, this variation of the class is an obvious mockery. So it probably won't be included.

In other news, I'm debating whether or not to add the Fenga Papit class by YD, since it technically IS a legitimate class for which he DID get permission.

EDIT: Laggy Blazko, you may just be my favorite class in CSCC so far. It's so much fun to play, and it actually doesn't feel overpowered in any way!  :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on August 13, 2011, 09:33:44 PM
My only regret is that I didn't get the no-go earlier.
Oh and I guess also the fact that he is very cheap when used right.

So time to make a good class.
(http://i683.photobucket.com/albums/vv191/JaxOf7/fanrmlineuprevealed.png)
In the same vein as Korby's Sinkman and Chimera Man's Chimeraman, I would like to enter as Ghostman.

Name: Ghostman
Armor: 1.0x (Weakness: Light weapons)
Speed: 0.7/0.68
Jump: 14
Damage Type: Curse and Shock
Role: Indirect combat
Weapon Dropped: I have no idea!

Description: Main fire: The ghost flash. Works just like the centaur flash but it also afflicts curse damage. What the curse does is inflict a set damage over time regardless of armor. This helps him deal damage while keeping away and makes him a great threat towards heavy classes.
Alt fire: He leaves his lamp where he is and becomes intangible, allowing him to fly through walls and to claw his enemies. His claws afflict curse, naturally.
Attacking his lamp where he left it causes him to return to it with a vulnerable empty bar.

Skin: Still have to make ghostman. I’ll probably also have him leave particles wherever he goes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ryuga_knight on August 13, 2011, 11:19:40 PM
So I,m guessing no one wants to help me make my class? (page 28)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 14, 2011, 01:54:19 AM
Quote from: "JaxOf7"
Damage Type: Curse and Shock

...Please avoid custom damagetypes. Thank you.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on August 14, 2011, 04:55:27 AM
Quote from: "xColdxFusionx"
EDIT: Laggy Blazko, you may just be my favorite class in CSCC so far. It's so much fun to play, and it actually doesn't feel overpowered in any way!  :D
O_O. Really? Well, I hope it doesn't get too hated for being spammer and have hitscan attacks.
Did you solve those sprite bugs?
Quote from: "Ryuga_knight"
So I,m guessing no one wants to help me make my class? (page 28)
I want to help somehow. What do you need?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -RanRan on August 14, 2011, 05:53:54 AM
Name:ct-RancvRan
Armor: 0.8x [Main weakness: Lazer, No Element. ] [Secondary Weakness: Bomb.]
Speed: Slightly faster than normal.
Jump: Crashman-like, but 35% less.
Damage Types: [- Buster: Slicing, Fire, Ice] [UltraRan Cannon Left Click: Boomerang, Thunder.]
[UltraRan Cannon Right Click: Thunder, Shield]
Role:All-Around, Assassination
Weapon Dropped: - Buster, UltraRan Cannon. [I have already designed the weapon symbols for these. I'll upload the images later.

Description:Dislike him. Insult him. Compliment him. The fact remains: you're dead.
Behold, the only person without a friend and a infinite list of people who hate him.

- Buster: The Standard of the -'s arsenal. The balls of energy ignore shields. Well aimed shots can win the fight easily. Single Click is nothing more than Skullman, with the option of charging on hold.
Half Hold: A Crystal Eye appears, before exploding with various colors. No smaller crystals are spawned, and leaves a Crash Bomb cloud of the Crystal's Color. [This is just a slow floating C.E. with a Hyper Bomb radius of damage, and Crashman-like Effect Cloud. ]
Full hold: Cloud Man Sized Bullet of the Single Click Colors. Inflicts incremental damage equal to 1~3% of remaining hp for 3 seconds, on top of Single Click Damage. [ This is Cloudman's Weapon, just with an added effect of damaging after hit, and a random color change.]

I am deciding if there should or shouldn't be an effect for the Half-hold.
Quote
XXXX died at the hands of XXXX's - Buster.

UltraRan Cannon: The -'s idea of a BFG. This weapons deals damage in two ways: A rapid fire damager that cannot affect Leaf Shield-esque powers, and a shield that can last a little bit longer than a Skull Barrier.
[Left Click - Hyphen's Wrath: The physical representation of his will to kill you. Think of Flashman's weapon with thunderous hitstun that rips. It can't get past those with the conviction of protection; Better run away from this. ]
Use Flashman Classes Weapon to easily replicate this. If you want, you can also use Bass Buster.
Quote
XXXX perished in the face of XXXX's Hyphen Wrath.
[Right Click - Divine Invocation: The shield ideal to the -. This shield can be activated and deactivated at will, but will only replenish when the meter is emptied.
When in use, left-click holding will trigger the active state of the shield, allow the user to damage foes with extreme knockback but minor damage.]
I have the sprites for this, but I do not know if my skills will be enough to replicate the desired description.
Quote
XXXX's Divine Invocation repelled XXXX.

Skin: Bass.Exe
Damage Information: [- Buster: Single Click:25(?), 35(?) HP| Half: 15~20 (?) HP |Full:SC+ 1~3% Incremental damage. ]
[UR Cannon: (H's W: 10~15 HP. Shoots 5~8 Pellets. ) |(DI: 5 HP per tick. )]

[I am designing the HUD for the weapons, and I am currently hitting a wall. Get back to me later on that.

I have the sprites for the - Buster's unique Single fire, as well. Already done, I only need to rotate it 90*.

I also have taunt sounds.


I'm expecting no one to volunteer to work with me at all. -shrug-
Let me know if you want to help. PM's, please.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Turbodude on August 14, 2011, 08:26:55 PM
(http://i53.tinypic.com/6tekaq.png)
Am I the only one who gets this upon loading the PK3?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 14, 2011, 08:28:52 PM
You MUST add Classes-v5d.pk3 with Community classes, or else you will DIE this happens
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Turbodude on August 14, 2011, 08:34:13 PM
Quote from: "Trollman"
You MUST add Classes-v5d.pk3 with Community classes, or else you will DIE this happens
Alright, that worked. Thanks.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 14, 2011, 08:57:21 PM
Quote from: "xColdxFusionx"
Can I make more than one class for myself?
No, unless you have a morphing ability. Even then, please try to keep the number of morphing classes to a minimum...

Can I make someone else's class?
If I approved them and they let you, then feel free!

KY brought up a good point in the Skype chat. Rules updated.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 15, 2011, 02:41:44 PM
Well, I decided to help with my class and made the charge projectile, I am going to upload it soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on August 15, 2011, 02:43:55 PM
Small question, your weapon should be compatible with bots?? If yes I need help :|
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 15, 2011, 03:11:32 PM
Here (http://www.mediafire.com/download.php?dbj8xdp8l14rsuz) it is, I used help from the crash bomb for the death state.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on August 16, 2011, 06:21:27 AM
Okay, here's a question. Let's say I was thinking of expanding/changing how my class works. Would I be able to make these changes if I have already submitted this class and it has been accepted?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 17, 2011, 10:22:42 PM
Quote from: "FCx"
Small question, your weapon should be compatible with bots?? If yes I need help :|
What do you mean? What happens?

(if the robot runs around trying to kill you when the bar is depleted, that is normal for most of the classes so don't try to waste time fixing it)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Flandre Scarlet on August 18, 2011, 12:04:03 AM
Name: Flanny the Flan
Armor: 3/4 of the normal armour. 75%?
Weakness: Water type attacks (Water wave, mostly...)
Speed: 2x faster than normal speed.
Jump: 1.5x higher than normal Jump
Damage Type: Fire
Role: Charger
Weapon Dropped: Fire storm / Scorch Wheel.

Description:
Fast speed, medium damage, but weak against water type attacks. Charge through lots of people and through long corridors fastly while dealing a lot of damage! Watch out for stronger projectiles though...

Skin: Mokou Fujiwara

Damage Information:
1st Weapon - Chargeable Fire storm. If you click, just a normal fire storm comes out. If you hold, half hold will simply increase the size of the projectile and the duration of the shield a bit, and full hold will grant you an ever bigger projectile, and a temporary shield that works like junk shield, but doesn't reduce the damage as much as Junk shield does, and can only tank a few hits, and lasts about 5 seconds before fading away by itself.

2nd Weapon - Scorch Storm. Basically, just a Scorch wheel that grants a shield that is similar to the one of fire storm while you hold the mouse button.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Galaxy Sisbro on August 18, 2011, 02:19:54 AM
Name: Galaxy
Armor: 100 (Normal)
Weakness: Bombs
Speed: Normal
Jump: A little higher than the normal one
Damage type: Time and Space
Description: Powerful class, But pretty difficult to use. Only one weapon for a better overall
1st Weapon: Rose Schwert. It is a sword slash That makes certainly a big amount of damage (Take recharged wild coil as damage), However, With a closer range than the slash claw, Exposing the class itself. Also, It throws a red sphere that splits into 2 (Or 4, depending) boating little spheres (Like Wild Coil springs) when it touches the floor, Ceiling or wall; However, the damage of the sphere is less. (Big sphere damage would be equivalent as thunder beam. Little spheres would be the same as ice slasher. It doesn't consumes any ammo)
alt weapon: Meteor regen. A blue sphere fells down right in front of the class, and explodes when touching the floor. Is rather difficult to shoot at the player, however, with some practice it can be harmful. (Damage is the same as ballade cracker, and can go through shields. Consumes ammo)
Item: Exit Unit
Skin: Sword Planet

If you couldn't understand what i have here, I have an explanatory image i'll submit right now
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 05:08:51 PM
Quote from: "Shade Guy"
Okay, here's a question. Let's say I was thinking of expanding/changing how my class works. Would I be able to make these changes if I have already submitted this class and it has been accepted?

Feel free to send in edits to your class. For example, Jack Corvus sent in a new weapon for his class that will be included in the next update.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on August 18, 2011, 05:22:26 PM
I was thinking, can I swap Skull Barrier with another shield weapon? I was kinda thinking of Mega Man's version of the Mirror Buster. Leaf Shield is overpowered.

Also, what damage should the magnets do? 2 is too weak, 6 is overpowered...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 05:24:48 PM
Quote from: "Beed28"
I was thinking, can I swap Skull Barrier with another shield weapon? I was kinda thinking of Mega Man's version of the Mirror Buster. Leaf Shield is overpowered.

Also, what damage should the magnets do? 2 is too weak, 6 is overpowered...

Go right ahead. I'm not stopping you.

I'd make the magnets fire much slower, give them 4 or 5 damage, and increase the amount of ammo they use. They're just way too spammy as they are right now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 18, 2011, 08:41:59 PM
I have an idea for a class, but I suck at coding, so the only things I can do are the projectile graphics and the hub sprites.
Can I submit my idea anyway?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 18, 2011, 09:39:34 PM
Quote from: "Manibogi"
I have an idea for a class, but I suck at coding, so the only things I can do are the projectile graphics and the hub sprites.
Can I submit my idea anyway?

Go right ahead!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 18, 2011, 10:21:33 PM
Name: cdMcmacdncmicdbcmocdgcmi
Armor: 0.9x
Weakness: Bomb, slicing
Jump: Normal
Damage type: Bomb
Speed: A bit slower than Megaman
Weapon dropped: Ballade cracker
Skin: Ballade-alt.
Skin color: Black and green
1st weapon: Skull bomb (Explodes like the ballade cracker (and it has the same fire rate) and it's affected by gravity, that means that it flies in an arc). Damage:20
1st weapon alt: MB Buster (Same as the bass buster, but it consumes energy, and fast). Damage:7

He does have quite a weakness: If he gets killed, he'll drop the ballade cracker, and that's his weakness, meaning that the person who grabbed it can use it against him  ;)

EDIT: Skull Bomb rotations: http://img695.imageshack.us/img695/1066/skullbomb.png (http://img695.imageshack.us/img695/1066/skullbomb.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: WheelieCarbonate on August 19, 2011, 04:31:03 PM
I give in.
Name: cvWheelie Carbonate
Armor:90
Weakness:Ice Weapons
Jump:A bit lower that Shadowman.
Weapon dropped:Crash Bomb
Skin:Brightman
Skin Color:Dark blue and Purple
First weapon:Fires a shot that Moves slowly and moves up and down and explodes like Crash Bomb on contact.(called Wave Missile and does as much damage as Crash bomb plus the explosions,but only one explosion,like drill bomb..)
First weapon alt:Drops a Bomb that does 3 damage and Stuns others (called Stun Bomb.)
Speed:A bit faster than Megaman.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on August 19, 2011, 08:23:54 PM
I have now sent in my class, no to hope it's acepted
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:00:16 AM
It won't let me access it in game. It keeps saying "Script warning, "CommunityClasses-v1b.pk3:weapons/jcweapon.txt" line 95:Unknown class name 'HeatPillar'" Someone help me!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:02:03 AM
You need to have the Classes PK3 loaded first.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:06:38 AM
Quote from: "FiniteZero"
You need to have the Classes PK3 loaded first.
How do I load up both at the same time?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:08:59 AM
First you add the Classes PK3, then you add Community Classes.

You can load up more than one file at a time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:16:07 AM
Quote from: "FiniteZero"
First you add the Classes PK3, then you add Community Classes.

You can load up more than one file at a time.

Script error, "CommunityClasses-v1b.pk3:sbarinfo" line 456:
'ChargeKickWepNew' is not a type of weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on August 26, 2011, 12:19:27 AM
/me shrugs.

Seems to be working for me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:19:48 AM
:c
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on August 26, 2011, 12:20:47 AM
Click on add file. Add the classes-5d pk3. Click on add file again. Select the community classes pk3. Classes5d needs to be loaded first.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 26, 2011, 12:21:38 AM
Quote from: "Gummywormz"
Click on add file. Add the classes-5d pk3. Click on add file again. Select the community classes pk3. Classes5d needs to be loaded first.

Wait 5"d" where do I find this I only have 5c?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 26, 2011, 12:27:13 AM
Quote from: "Jodar5"
Quote from: "FiniteZero"
First you add the Classes PK3, then you add Community Classes.

You can load up more than one file at a time.

Script error, "CommunityClasses-v1b.pk3:sbarinfo" line 456:
'ChargeKickWepNew' is not a type of weapon.

Do you have v5d? Seriously, keep your shtuff up to date
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on August 26, 2011, 12:30:10 AM
On YD's thread maybe?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Skunk on August 28, 2011, 05:46:40 AM
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 28, 2011, 08:45:30 PM
Quote from: "Skunk"
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.

...Possibly, as long as the entire class doesn't steal from the games.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 28, 2011, 09:55:19 PM
Quote from: "xColdxFusionx"
Quote from: "Skunk"
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.

...Possibly, as long as the entire class doesn't steal from the games.

http://www.mediafire.com/?udb8mfm8nbomnd7 (http://www.mediafire.com/?udb8mfm8nbomnd7) I had this class made for me, it is a pretty good class, trade accuracy and speed for power, a secondary faster firing weapon for close quarters. But the color ame out wrong on the armor. His armor came out grey when it was supposed to be colored like this http://jodar5.deviantart.com/#/d47d0hm (http://jodar5.deviantart.com/#/d47d0hm) can you help me?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on August 30, 2011, 05:43:34 PM
Your skin seems like a crashman and vile fusion to me. Well, it does look cool, anyway :roll:

As for the class itself, it kinda lacks originality (similar to my class)I hate my old version, maybe you can add a jetpack and make the fast buster the second weapon (like YD's class).
at least you know how to program weapons, I don't
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on August 31, 2011, 11:25:10 PM
Quote from: "Manibogi"
Your skin seems like a crashman and vile fusion to me. Well, it does look cool, anyway :roll:

As for the class itself, it kinda lacks originality (similar to my class)I hate my old version, maybe you can add a jetpack and make the fast buster the second weapon (like YD's class).
at least you know how to program weapons, I don't

It was when it started off and the only similarity to crashman is the helmet. He does have a jetpack and the fast buster is an alt fire of his original one if you can get it playable after I add the jetpack I would be eternally grateful :D . He also Is original in the comic, much more of an efficient character I just had to make him balanced so it would be playable.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on August 31, 2011, 11:28:27 PM
ATTENTION ALL CUTSTUFF MEMBERS

v2a is almost complete, but will not be released until after Classes-v6a is released. YD stop being lazy and release it already...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 01, 2011, 12:47:34 AM
Quote from: "xColdxFusionx"
ATTENTION ALL CUTSTUFF MEMBERS

v2a is almost complete, but will not be released until after Classes-v6a is released. YD stop being lazy and release it already...
Jeez, that's what it thought.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on September 01, 2011, 11:47:47 AM
Quote from: "xColdxFusionx"
Quote from: "Skunk"
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.

...Possibly, as long as the entire class doesn't steal from the games.

MegaMan.EXE says "hi". :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 01, 2011, 01:18:54 PM
Quote from: "SmashBroPlusB"
Quote from: "xColdxFusionx"
Quote from: "Skunk"
Well I'm making custom graphics for a character from another game to work in this game; question is, will it be allowed as my Community Class skin, even though it's based on another game entirely? Two games, actually, but besides the point.

...Possibly, as long as the entire class doesn't steal from the games.

MegaMan.EXE says "hi". :ugeek:

Megaman.EXE I have a problem with because he has nothing to do with you. If you want to make a SmashBro class, fine. Just keep your Megaman.EXE class out of my Community Classes mod. As far as I know, there's no Megaman.EXE on Cutstuff.

And don't you pull that "I don't play online as SmashBro" stuff on me. As far as I'm concerned, that's not the issue.
Title: SHORYUKEN.
Post by: Hallan Parva on September 01, 2011, 01:34:43 PM
At this point in life I don't even care anymore. I've been making the class myself and having a good bit of progress with it. Really, all I was doing is trying to make a point about that particular "submission". Try to chill, okay dude? You don't have to get so pissed about it y'know
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 01, 2011, 01:40:46 PM
Oh boy, did I sound too angry there? I'm sorry. It was a cool class idea, but it just didn't work with the theme of "Classes of the Community Members."

If you make it compatible with CSCC, I'd gladly put a link to it in the first post.
LOL Expansion-Expansion-Expansion
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on September 01, 2011, 09:44:12 PM
This is great! :) I hope Yellow Devil releases the next version of classes soon. I can't wait for v2a to be released!

P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 12:11:34 AM
Quote from: "Beed28"
P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?

Updated class? Could you resend that, please? I'm not sure if I got it.

Sorry 'bout that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on September 02, 2011, 11:52:48 AM
Quote from: "xColdxFusionx"
Quote from: "Beed28"
P. S. xColdxFusionx, could you also use my updated BOTCHAT lump for my updated class, please?

Updated class? Could you resend that, please? I'm not sure if I got it.

Sorry 'bout that.

I sent you BeedClassForCommunityClasses-fixes.pk3 a while ago (check your PMs). I updated the BOTCHAT but forgot to tell you.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 07:38:00 PM
Quote from: "Beed28"
I sent you BeedClassForCommunityClasses-fixes.pk3 a while ago (check your PMs). I updated the BOTCHAT but forgot to tell you.

Ah. Alright. Thank you.

ATTENTION ALL CUTSTUFF MEMBERS

It's that wonderful time of year again: School Season! Don't expect me to get to your posts right away all the time; between classes and homework, I'll be quite busy.

Don't think that this will stop me from working on CSCC. My attention span is doing a spectacular job at that already.
I promise the next version will be ready for testing and release soon. "Soon" being "some point by the end of the month at absolute latest."
Also still waiting on Classes-v6a.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 02, 2011, 08:16:42 PM
Hey, can I upload some "effects" for my class?
-A helmet dropped when it dies.
-A "burning animation" dropped when it dies to a fire attack (in that case the class only would drop this and the weapon because the other effects would appear when the animation ends, including the helmet).
Note: no, there won't be blood or something like that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 02, 2011, 08:24:20 PM
Quote from: "Laggy Blazko"
Hey, can I upload some "effects" for my class?
-A helmet dropped when it dies.
-A "burning animation" dropped when it dies to a fire attack (in that case the class only would drop this and the weapon because the other effects would appear when the animation ends, including the helmet).
Note: no, there won't be blood or something like that.

Go right ahead. I ain't stopping you. [/quotefromsomeoldcomedysketch]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 03, 2011, 09:23:38 PM
I want to make sure these aren't too violent for this. The burning sprites are going to be something like this:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 04, 2011, 12:28:30 AM
Quote from: "Laggy Blazko"
I want to make sure these aren't too violent for this. The burning sprites are going to be something like this:
(click to show/hide)

Those look fine. As always, amazing work on the sprites!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on September 05, 2011, 02:45:20 PM
I've finished my class! But it has errors. The star saber only works when I tested my class. You may want to look at my amazing class. Its so amazing. You'll be lucky! ITS NOT LUCKYMAN! ITS STARMAN.ITEM! I GAVE UP ON MY KIRBY CLASS.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 14, 2011, 12:44:00 AM
ATTENTION ALL CUTSTUFF MEMBERS!

Due to various unforeseen circumstances (mainly me being a lazy trucknut), don't be surprised if this thing starts slipping into Valve Time. I should probably assign someone else to help me put together this damn thing so I can actually get it done.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Chimera Man on September 18, 2011, 04:20:04 AM
Quote from: "xColdxFusionx"
ATTENTION ALL CUTSTUFF MEMBERS!

Due to various unforeseen circumstances (mainly me being a lazy trucknut), don't be surprised if this thing starts slipping into Valve Time. I should probably assign someone else to help me put together this damn thing so I can actually get it done.

Valve actually is pretty quick fixing bugs and glitches.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on September 18, 2011, 07:26:53 PM
Hrm, now I'm stuck with my half-done class questioning if it would be worth it to finish the other half.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on September 19, 2011, 12:38:24 AM
now that the new classes are out, need any thing to help speed this up?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 20, 2011, 07:52:42 PM
Quote from: "ice"
now that the new classes are out, need any thing to help speed this up?

I could use someone to help me add all the new files to the pk3 (because I'm too freakin' lazy to finish it myself) but I can't send the files through here for security/leaking reasons. I'll probably get someone from the Skype chat to do it.

Thanks for the offer, though.

Another thought: If you could fix the ACS and/or SBARINFO to work with the new version that might help.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: KillerChair on September 20, 2011, 08:09:26 PM
Too bad i'm to lazy to figure out how to make weapons/class stuff :p

I did play with a few of these classes and i must say, They are ok.
Not super... But not bad either.
Ill check the newest version soon again. (i havent played since a few patches with these classes i think... but meh)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 20, 2011, 08:09:41 PM
I'm starting to make my weapons now. They will consist of ripping purple fire that doesn't do much damage. I should have it done by sometime in this week.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on September 20, 2011, 08:37:27 PM
Wait a second. I may of sent you the wrong class. Dat hp
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 20, 2011, 08:39:06 PM
Quote from: "xxkirbysonicxx1"
Wait a second. I may of sent you the wrong class. Dat hp

Oh dear. To anyone who's sending in classes: Make sure you double-check your files, because I pretty much just copy-and-paste lumps over. Not that Starman.Item was accepted anyways.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 21, 2011, 02:59:58 PM
Okay I've pretty much done all the weapons. All that is needed is the little bonus effect where I start as me and equip the special quickman amour. I know it seems pointless and all but if it was possible to make it so that it only happens at the very start of entering and not when respawning I think it would look very cool. So....anyone know how to do that?

Also for that effect, I need someone to help me with the HUD graphic. I need a purple-shirted Mario arm in FPS view but I can't make it myself because it just looks very weird with every attempt I make. Anyone what to help me with that?

Also, update to my main character thing:

Name: Michael712
Armor: 0.9x (Weakness: Rolling Cutter (x2) and Mirror Buster (x1.6))
Speed: 2.6/2.2
Jump: 1.8
Damage Type: Fire (for weps 1&2) and Beam (for wep 3)
Role: All around-ish/Speed
Weapon Dropped: Nothing but a large health energy

Description: Michael712 starts off the game as himself, then quickly activates his Quickman amour. The amour gives him a speed and jump boost, as well as giving him special attacks with purple flames, as well as slightly better amour. The amour looks like quickman except it is purple and yellow. His attacks consist of throwing purple fireballs that bounce around the place, shooting a powerful fire thing that splits into little ones upon wall contact and shooting little flame bursts at high speed out of that yellow thing on his arm. He even has the ability to launch a powerful force beam out of his hands, but that needs a long wait and a long charge up. Despite his high speed and range of attacks, his attacks require quite a bit of charging up and they are not that powerful. He is weak to Rolling cutter because he gets killed by it easily and Mirror because of the dodgy dimensions surrounding him. He can use E tanks but not M or W tanks and he cannot pick up special weapons.

Skin: Quickman
Damage Information: All fire damagetype except the force beam weapon which is very hard to use. His attacks are not very powerful.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on September 21, 2011, 11:52:05 PM
Before you ask, my role is Spammer.
Title: I wish Tsuki was still on cutstuff.
Post by: MasterXman on September 22, 2011, 12:21:26 AM
Oh yeah I forgot about starman2: Role: Anything that involves winning!

I checked my todo list. yeah. it is the right class. If you tested it, corrected the bugs and balance it.
Title: Re: I wish Tsuki was still on cutstuff.
Post by: xColdxFusionx on September 22, 2011, 12:45:22 AM
Quote from: "xxkirbysonicxx1"
Oh yeah I forgot about starman2: Role: Anything that involves winning!

I checked my todo list. yeah. it is the right class. If you tested it, corrected the bugs and balance it.

Role: Anything that involves REJECTED

Quote
*You need to make the whole skin. Just a few frames doesn't count.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 22, 2011, 03:55:38 PM
When will the next version be released? (Sorry for asking, I just really want to play with my new class)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 22, 2011, 08:30:23 PM
Quote from: "Michael712"
When will the next version be released? (Sorry for asking, I just really want to play with my new class)

A.) Whenever the hell I get around to assigning a minion to finish it finishing it
B.) Sorry, I've already decided which classes are in and which are being waitlisted for v3. And you missed the cutoff point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on September 22, 2011, 09:18:32 PM
If I were to build a weapon for a Sequence Man class would you add it? :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 23, 2011, 12:33:42 AM
Quote from: "SmashBroPlusB"
If I were to build a weapon for a Sequence Man class would you add it? :cool:

I let Korby put in Sink Man, and Shade Guy put in Breve...
...I'll let it in.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on September 23, 2011, 02:53:18 PM
So I'm not gettin' in yet eh? Hmmm, ok then. But just one question, how exactly do I make the class? I mean, I can make the weapon there and all, but when I try to use it, it never has any weapons and I don't know how to make the recharge thing work.

EDIT: Okay so I made the recharge thing work but only one of the weapons show up -_-. I know you will be making the the actual class file itself but I can't properly test it right now. I'm improving my weapons and stuff so I'l PM the updated ones soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on September 30, 2011, 11:35:52 PM
No, I'm not dead.

CSCC has been updated to work with v6a!!

Sorry I couldn't get it out by the original due date. I just need to add some finishing touches and get some testing in.

Also, two last classes just slipped into v2a: Tsukiyomaru Zero and (what is now called) "Trollyomaru Zero". :3
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 01, 2011, 12:39:39 AM
I forget...Did Breve's bomb end up blinding people? Because that's unintentional.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 01, 2011, 01:08:30 AM
Quote from: "Shade Guy"
I forget...Did Breve's bomb end up blinding people? Because that's unintentional.

...Not sure. I will have to test this.

EDIT: STATUS UPDATE

Every class has been coded. I still need to fix Blaze and add CutmanMike and Blaze's HUDs, but other than that it's almost ready for testing.

I'm probably going to scrap the GUIDE file because it does nothing and it's incredibly hard for me to keep up with these classes...

Expect it to be out soon!  :mrgreen:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 02, 2011, 07:12:53 AM
I updated all my weapons so they now have a recharge and balance fixes. I hope the slow recharge and low damage balance out the high speed and amour.

I'l send it to you later, even if I wont be in the next update.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 02, 2011, 11:41:09 AM
Quote from: "xColdxFusionx"
I'm probably going to scrap the GUIDE file because it does nothing and it's incredibly hard for me to keep up with these classes...

Aww! The GUIDE was the best part of CSCC! I was looking foward to reading about the new classes! :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 03, 2011, 12:21:02 AM
Perhaps each contributor could make their own part of the GUIDE file for their class?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 03, 2011, 12:53:20 AM
Quote from: "Shade Guy"
Perhaps each contributor could make their own part of the GUIDE file for their class?

I suppose that works.

*re-copypastes the GUIDE*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 03, 2011, 01:00:05 AM
Ah cripe, now I have to make one.
Thanks a lot, me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 04, 2011, 10:13:32 PM
Man, balancing turrets is hard.

No wonder the Engie could only have one out at a time. >.>

EDIT: @Jodar5: Is Jodar supposed to be able to pick up weapons? If so, his colors need to be changed. If not, I need to go fix his coding.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 09, 2011, 06:32:52 PM
I think you should double-post instead of editing your last message if it was made many days ago.
Correct me if i'm wrong, mods.
Title: IMAD
Post by: MasterXman on October 10, 2011, 05:35:49 PM
Oh man. Now with classes 6a. I have to redo my class. hoo boy.
EdIt FoR cF: Btw did you fix my class error CF?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 10, 2011, 06:10:29 PM
But CSCC is compatible with V6A...
Title: Re: IMAD
Post by: xColdxFusionx on October 10, 2011, 08:10:43 PM
Quote from: "xxkirbysonicxx1"
Oh man. Now with classes 6a. I have to redo my class. hoo boy.
EdIt FoR cF: Btw did you fix my class error CF?

OK, how many times do I have to tell you that your class was rejected!

I'm not sure I can put it into any clearer terms.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 15, 2011, 03:49:29 PM
Sorry for bumping, but...
 I don't want to hurry you because I think you have more things to do, but... Maybe you should ask for help or something so V2A can come sooner.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 15, 2011, 03:52:51 PM
When will my class go in? (I'm sick of not using it online.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 15, 2011, 09:14:55 PM
Quote from: "Laggy Blazko"
Sorry for bumping, but...
 I don't want to hurry you because I think you have more things to do, but... Maybe you should ask for help or something so V2A can come sooner.

Sorry, it's pretty much ready for testing. I just need to get around to beta-testing it. Expect it fairly soon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: mike858 on October 16, 2011, 02:36:20 PM
Name:mike858
Armor:2.0
Weakness:Close Range Weapons
Speed: Quickman Fast
Jump:High
Damage Type: Peircing
Weapon 1:Needle Cannon
Weapon 2(ALT):Ukiyama's Boomer
Weapon Dropped: Ukiyama's Boomer

Description: I am a peircing machine

Skin:#2 Pencil Man (made by me(if someone could make it compatible with mm8bdm that would be great)) Link to download: http://www.megaupload.com/?d=XRQXT0RK






Hope this gets in!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 22, 2011, 10:07:20 PM
ATTENTION ALL CUTSTUFF MEMBERS!!

To make a long story short, I've decided to not keep this as an expansion-expansion.

Translation: CSCC is going standalone!

That's right, folks! You no longer need to deal with any other classes while fighting your friends from the forums!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 22, 2011, 11:56:27 PM
Wait wait wait wait....
Can we make a patch so it may be compatible with classes?
I mean... An optional patch so we can play with YD classes if we want.
(I would make that patch)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 12:05:11 AM
If you want to make it? Go right ahead.

Will I make it? Hell no. I'm done dealing with him and his fanboys at this point.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 23, 2011, 12:27:17 AM
Quote from: "Laggy Blazko"
Wait wait wait wait....
Can we make a patch so it may be compatible with classes?
I mean... An optional patch so we can play with YD classes if we want.
(I would make that patch)

Will you also make a patch for King Yamato's classes as well?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 12:30:59 AM
Quote from: "Beed28"
Will you also make a patch for King Yamato's classes as well?


Also no. Again, if you want to, go right ahead.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on October 23, 2011, 04:22:03 AM
You just motivated me to finish Sequence Mang. :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 23, 2011, 11:31:54 AM
Hmmmm, I think I'd kinda prefer it with more than just our classes....but oh well....

Also, when should I start writing the guide for my class? it's going in, right?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 11:33:32 AM
Quote from: "Michael712"
Hmmmm, I think I'd kinda prefer it with more than just our classes....but oh well....

Also, when should I start writing the guide for my class? it's going in, right?

I wouldn't worry about it until v2 is released.

...Which probably won't be as soon as planned, because no one's ever on to help me test it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 23, 2011, 12:54:08 PM
I can help beta test if you want! In terms of balance issues, I'l always use logic in determining whether or not the classes are OP.

Speaking of balance, I can't help but think my class might be a bit too fast. Might want to change the speed to 1.5/1.3. (Slightly slower than quickman)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 23, 2011, 04:41:09 PM
I'll be asking people to resubmit classes anyway, so don't worry about it for the time being.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 25, 2011, 04:56:17 PM
Quote from: "xColdxFusionx"
I'll be asking people to resubmit classes anyway, so don't worry about it for the time being.

When you give us the go ahead to resubmit, I wonder, could I swap my three magnets attack for this (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2949) instead? If so, could I make it the weapon he drops too?

Is there any reason why I like billions of missiles now? (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 27, 2011, 12:23:46 PM
Name: Lightning Man /  zBlueboltz
Armor: Damage x 0.8 (140)
Resist: Being stunned and blinded.
Weakness: Fire (damage x 1.0) Rock (damage x 1.0) Bomb (damage x 1.0)
Shield?: Yes, on the left.

Speed: 0.8 (With Bolt Shield) 0.65 (slow, ordinary speed and charging with bolt shield) (0.5 when charging without bolt shield)
Jump: Normal
Role: Utility tank.
Generally, his weapon can be used for different situations and he uses a shield. But as Lightning Man you must be adept at dodging explosives and avoid showing your back as you lose your charge when damaged - especially with the speed drop.

Weapon 1:
Element - Thunder
Lightning man's main weapon requires charging for different attacks. If he is damaged, he loses his charge.
It is an active charge and needs Mouse1 held down.

Gauntlet
Charge: 0
Damage: 40 / 70
Attack interval: 1.0 seconds (Lag: 0.2 seconds, Cool down: 0.35 seconds)
Duration of attack frames: 0.45  seconds
Stun: 0.25 seconds
Pointblank attack
Pass through shields?: Yes
Sound: SlashClaw
Death message: [enemy] got "Punchured" by [You]'s Spiky, electric Gauntlet.
Death message (reflect): [Enemy] was humiliated by you with their reflected [Their projectile]

This deactivates non-damaging weapon shields when they are in use. The attack also knocks enemies back vertically. Additionally it also has the ability to reflect missiles, projectile rocks and projectile bombs back at an enemy. with crucial timing. Enemies who are stunned receive 70 damage and twice the knockback - if they survive

Energy spark
Charge: 1 (1.5 seconds)
Damage: 35
Flying speed: 1.8x
Lag before initial attack: None
Pass through shields?: No
Pierce through multiple enemies?: No
Stun: 0.5 seconds
Sound: SparkShock
Death Message: [You] gave [enemy] quite a shock with Spark Shock

Fires from the middle needle on the gauntlet. Sniping attack.

Duo shock
Charge: 2 (3 seconds)
Lag before initial attack: 0.2 seconds
Damage: 30+30
Flying speed: 1.0x
Pierce through multiple enemies: No, they explodes.
Pass through shields?: Yes
Stun: 1 second
Sound: Duoshock.wav / Thunderbolt
Death message: [You] made [Enemy] see double with Duoshock

Fires two energy bolts from the spikes on the side of Lightning Man's Gauntlet. They also explode into a small energy wave on impact with floor or enemy.

Thunder storm
Charge: 3 (6 seconds)
Damage: 40 x 3
Flying speed: 1.4x
Pass through shields?: Yes
Shield damage: 20/sec
Shield duration: 9 seconds or until damaged
Pierce through multiple enemies?: Yes
Lag before initial attack: 0.5 seconds
Stun: 1.5 seconds
Shield stun: 0.5 seconds
Sound: Thunderstorm.wav
Death message: [You] gave [Enemy] a stormy day with Thunder Storm

Creates a damaging, stunning electric shield that speeds up and covers Lightning Man will start to decay after shooting wide bolts of thunder from his hand.

The attack is essentially 3 bolts that fire from his gauntlet. It's use has a kick to it as well, and as such pushes him a bit back while shooting. It is semi-accurate, and have a bit of "spread" or slight "Misfire"

Alt fire: Lightning Flash
Element - Light
Damage: 15
Damage (Point blank): 45
Ammo usage: 100%
Pass through shields?: Yes
Point blank duration: 2 frames
Recharge duration: 8 seconds (Passive)
Stun and blind duration: 2 seconds
Stun and blind duration (Point blank): 3 seconds
Sound: Centaur Flash

Death message: [You] made [Enemy's] life flash before their eyes with Lightning Flash

It's a strong, stunning, flash that needs a long recharge time and stunning to all those who see it.
It will also render disable any projectiles or bombs at the time the flash is activated. Using at point blank range to an enemy also causes further damage, diagonally knockback (Point blank has more knockback) and stuns.

Weapon Dropped:
Weapon 1: Centaur flash or "Bolt shield"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:11:05 AM
...This is amazing.

Someone has to make this for v3.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on October 28, 2011, 12:18:22 AM
This project looks kinda looks understaffed if ya ask me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:51:32 AM
No one applied for any positions.

Which makes me kind of sad.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 12:52:33 AM
I have now provided a download link for the transparent skin of every frame.
Quote from: "xColdxFusionx"
...This is amazing.

Someone has to make this for v3.
I'd fully-create it myself if I could and I only wish I had the coding skill and resources to do so.
I'm quite pleased with how my abilities (etc) turned out, since I've actually been re-tuning my character for that past 24 hours or something. I even discovered mistakes in my skin while I was adding transparency, and corrected them.

How do you apply for positions?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 12:59:19 AM
Quote from: "zblueboltz"
How do you apply for positions?

Basically,
1: Have proof that you can do good work
2: Have a Skype account so I can add you to the developers' chat
3: Say "I want to be a <insert task here>" (you can apply for anything as long as it isn't "beta tester")

And that's about it
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 01:02:40 AM
Quote from: "xColdxFusionx"
Quote from: "zblueboltz"
How do you apply for positions?

Basically,
1: Have proof that you can do good work
2: Have a Skype account so I can add you to the developers' chat
3: Say "I want to be a <insert task here>" (you can apply for anything as long as it isn't "beta tester")

And that's about it

Check, check and maybe I could help with sprites?

My username on Skype is the same as it is here.  :lol:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 01:09:45 AM
Just to make sure I have the right guy:

Are you from the UK?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 01:10:46 AM
Quote from: "xColdxFusionx"
Just to make sure I have the right guy:

Are you from the UK?

Yes.

By the way it's 02:10 here.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Shade Guy on October 28, 2011, 07:26:49 AM
What? There were positions available? I thought we just made a "class" and dumped all the hard work onto ColdFusion...Or at least that's what I did.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 28, 2011, 09:25:18 AM
I'd like to apply for someone that codes up and makes the weapons.

Proof of doing work:
The weapons and game mode that I made (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2773)
The class weapons that I sent you.
I'm currently making a new game mode too. (I just can't really show you progress).

The only thing I don't have is skype, but I guess I could get it if I have to get it....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on October 28, 2011, 02:11:44 PM
Quote from: "Shade Guy"
What? There were positions available? I thought we just made a "class" and dumped all the hard work onto ColdFusion...Or at least that's what I did.
Well I think that was the mindset back then, but now the understaffin' had became a real big problem that it slowed this project down to a crawl.
With folks applyin' for positions, I can see this project leap forward and become a bit more mainstream like YD/KY classes, Robozena, or Bot Apoc.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 28, 2011, 04:04:41 PM
Quote from: "xColdxFusionx"
Quote from: "zblueboltz"
How do you apply for positions?

Basically,
1: Have proof that you can do good work
2: Have a Skype account so I can add you to the developers' chat
3: Say "I want to be a <insert task here>" (you can apply for anything as long as it isn't "beta tester")

And that's about it

Oh damn...
Can I still make patches if I don't have skype?
INB4 "get skype, fucking retard".
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on October 28, 2011, 04:59:05 PM
Made the transparent sprites (actor and projectiles/shields) into PK3 files.

Also yeah you need Skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 28, 2011, 07:43:57 PM
Quote from: "Laggy Blazko"
Oh damn...
Can I still make patches if I don't have skype?

You can still make patches. IMO, You're probably the most qualified person here to do so.

No offense, everyone.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: JaxOf7 on October 29, 2011, 12:25:05 AM
Feel free to add me on skype.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 29, 2011, 01:24:46 AM
Alright, Done.

You will be added to the chat as soon as you accept.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 09:23:37 PM
It's here!

After 2 long months of conflicts, laziness, missing beta testers, and power outages, it's finally here!

Get your v2a while it's hot! (http://www.mediafire.com/?w2kquqow3f2ualc)

10 new classes, and a couple balance and bug fixes for some of your old favorites! And we've gone standalone!

Also, anyone with finished classes for v3a: I have probably lost them. Please re-submit them to me so I can make sure I have them all.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 30, 2011, 09:55:01 PM
Oh cool! Now on V3A there will be Trollman! hehehehehehehheehhehehehehehehehheheh
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on October 30, 2011, 10:17:46 PM
...Is it too late to say that I made a new-ish version of my class? One with a slightly better altfire and a taunt?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 10:22:54 PM
Quote from: "FiniteZero"
...Is it too late to say that I made a new-ish version of my class? One with a slightly better altfire and a taunt?

Submit it and it may get into a later version!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 30, 2011, 10:27:46 PM
Pretty great! Now if you make an 8-bit rendition of Dance of Illusions (http://www.youtube.com/watch?v=zMqxveujf0I) accompany CutmanMike, it will be complete!

Just looked at the mod in SLADE and I'm wondering; why is Trollyomaru Zero's botchat entirely commented out? :?

EDIT: I found a bug! When my class uses the second weapon (the missile and laser), his colours are "removed" as in it goes back to the standard blue and cyan. He goes back to his regular grey/black when he switches back to his first weapon (magnets and mirror), though. I don't think that's supposed to happen.

EDIT AGAIN: Wait, how can we use the dropped weapons or exploit weaknesses if there's no "Mega Man" class? *facedesk* I take that back. The normal Mega Man class is still there. Even the regular bots still use their skins. *facedesk*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on October 30, 2011, 11:01:05 PM
Quote from: "xColdxFusionx"
Quote from: "FiniteZero"
...Is it too late to say that I made a new-ish version of my class? One with a slightly better altfire and a taunt?

Submit it and it may get into a later version!

Alright. I'll put up the V2 version.

http://www.mediafire.com/?388bq5xi45zta6k
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 30, 2011, 11:15:51 PM
Quote from: "Beed28"
Just looked at the mod in SLADE and I'm wondering; why is Trollyomaru Zero's botchat entirely commented out? :?
For some reason, it broke epically when I tried to test it.

EDIT: I found a bug! When my class uses the second weapon (the missile and laser), his colours are "removed" as in it goes back to the standard blue and cyan. He goes back to his regular grey/black when he switches back to his first weapon (magnets and mirror), though. I don't think that's supposed to happen.
Oh holy shipyard. I'll fix this for v2b.

Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 31, 2011, 03:53:03 PM
YEEEEHAW!
Well, it seems my tommy gun has too few bullets but MM8BDM is not supposed to have hitscan attacks anyway so i think it's OK.
(AND THERE ARE TOO MANY FIRE CLASSES O.o)
About the patch, I'll have to ask YD first.
PS: NEEDS MOAR BOTCHATS
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 31, 2011, 04:33:12 PM
Um... The game runs perfectly fine if you load community classes after YD classes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on October 31, 2011, 04:43:40 PM
Will my class get in if I use the Stickman skin? (http://img511.imageshack.us/img511/5808/sold.png) (http://www.mediafire.com/?wdlz6t1glb7b9ky)
If it does... Plz rename to stickman class...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on October 31, 2011, 05:24:03 PM
Quote from: "Trollman"
Um... The game runs perfectly fine if you load community classes after YD classes.

Acually, not quite. There's conflicting SBARINFOs and WCOLORS which would interfear with Yellow Devil's classes, which means those classes would have invisible ammo bars and incorrect colours.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on October 31, 2011, 05:48:46 PM
Quote from: "Beed28"
Quote from: "Trollman"
Um... The game runs perfectly fine if you load community classes after YD classes.

Acually, not quite. There's conflicting SBARINFOs and WCOLORS which would interfear with Yellow Devil's classes, which means those classes would have invisible ammo bars and incorrect colours.
Yeah, I forgot to say that.
Title: CF, plz stop ignoring my posts -_-
Post by: BiscuitSlash on October 31, 2011, 06:00:50 PM
I see my name isn't on the list.

What exactly is wrong with my class? Is there anything I need to do it?
Title: Re: CF, plz stop ignoring my posts -_-
Post by: xColdxFusionx on October 31, 2011, 06:19:11 PM
Quote from: "Michael712"
I see my name isn't on the list.

What exactly is wrong with my class? Is there anything I need to do it?

Whoops, I forgot to add you to the list.

Although "Fast and high armor" kinda breaks the guideline I set above.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: MasterXman on October 31, 2011, 06:22:56 PM
What about my class with Stickman being used for the skin instead of Starman.item?
Will it get in if I use Stickman instead?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 31, 2011, 06:24:05 PM
Quote from: "xxkirbysonicxx1"
What about my class with Stickman being used for the skin instead of Starman.item?
Will it get in if I use Stickman instead?

...I...

Re-send it to me and I might consider it.
Might.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 31, 2011, 06:35:29 PM
Quote from: "xColdxFusionx"
Although "Fast and high armor" kinda breaks the guideline I set above.
I thought it would be okay since in my eyes, it is still a balanced class as other factors bring it down quite a bit. Like Chargeman class. He has high speed and amour, yet he lacks any sort long ranged attack at all, since his only attack is a himself being a melee weapon.

With my class, he lacks offensive output, fire rate, and recharge time. Almost all his attacks do mediocre damage, if not less, and his ammo must be used sparingly. Not only that, but he has two weaknesses, one of them being 2.0x damagefactor. (Since this is rolling cutter, he almost dies instantly).

While testing with bots, I would usually lose, as I was never really able to kill them fast enough. They could always kill me faster.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on October 31, 2011, 06:50:15 PM
I'll take a look at it for the next version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on October 31, 2011, 07:01:25 PM
Also, because the speed values for the files are out of proportion, I'd like to request my speed to be changed to "1.4x" for forward/backward and "1.1x" for strafe. (As in the file values.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on October 31, 2011, 07:05:18 PM
Wow. Now it seems my nade spam is OP. But I only have tried it in my own server so I don't know.
And a server full of Tsukis is fun!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on October 31, 2011, 07:15:12 PM
Hehe ya both Tsukis love camping just about anywhere :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: LlamaHombre on October 31, 2011, 07:18:16 PM
Beed and Blazko are OP, and I don't feel Blaze is original enough yet.

A knife and a flamethrower. Big woop.
Title: It could be a Stickman swordsman class...
Post by: MasterXman on October 31, 2011, 07:20:45 PM
Ok... I am having trouble making this class...
(click to show/hide)
Is there anyway to do this?
making katana slash was easy. But I can't charge it... How do I charge it?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 01, 2011, 12:11:19 AM
So we did some testing with v2b beta

And we have determined that, as the classes stood in that version...
Vanilla Megaman is OP.

This makes me slightly confused.

Excuse me while I dick around with damage values to rectify the situation.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: FCx on November 01, 2011, 03:26:13 AM
I have an small trouble:

I want to make my class compatible with bots. I discovered that there is a small ACS code that avoid that bot uses my weapon, but when I remove that code and my bot use my weapon, my PC freezes and force me to restart.
Who can help me in this? Did I write something bad in my code or what?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 01, 2011, 05:14:23 PM
Cold for the next release please remember to have a mirror buster fix for all the weapons, the rapid fireing gun of Laggy's should not be causing big mirror buster charges, even more important since Beed's class has it at the start.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 05:28:34 PM
Quote from: "Michael712"
Quote from: "xColdxFusionx"
Although "Fast and high armor" kinda breaks the guideline I set above.
I thought it would be okay since in my eyes, it is still a balanced class as other factors bring it down quite a bit. Like Chargeman class. He has high speed and amour, yet he lacks any sort long ranged attack at all, since his only attack is a himself being a melee weapon.

With my class, he lacks offensive output, fire rate, and recharge time. Almost all his attacks do mediocre damage, if not less, and his ammo must be used sparingly. Not only that, but he has two weaknesses, one of them being 2.0x damagefactor. (Since this is rolling cutter, he almost dies instantly).

While testing with bots, I would usually lose, as I was never really able to kill them fast enough. They could always kill me faster.
Having a weakness to one element just makes you less OP by one element.
I suggest toning the armor and weakness down, or have a few weaknesses instead of just one. Preferably with less damage than 2.0x

I wouldn't suggest having mobility and armor though, since that makes you useless at killing in death match and cheap in LMS (Since you can just wait it out till the end(Ironically it might make your enemy decide to camp as well))
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 05:34:24 PM
If I find out that 0.9 is a bit unfair, then I'l change it to 1. I don't really want to go for 1.5 or anything because that would go against the logic of the original form when not using the special quickman amour.

Since I will be using this class the most, I saw 2.0x weakness as my own downfall and quite funny for others to watch as I am instantly killed. (Makes sense too, as I am often easily killed by it.)

I'm not sure on what other weakness I could have. Rolling Cutter is the main thing I know to kill me a lot and I'm not sure about others.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 01, 2011, 05:58:06 PM
YAY MOAR BUGS:
- My class (and I think any class) can use charge kick.
- Megaman's nade spam uses the wrong colors. I think I sent the right ones.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 06:22:29 PM
Quote from: "Michael712"
If I find out that 0.9 is a bit unfair, then I'l change it to 1. I don't really want to go for 1.5 or anything because that would go against the logic of the original form when not using the special quickman amour.

Since I will be using this class the most, I saw 2.0x weakness as my own downfall and quite funny for others to watch as I am instantly killed. (Makes sense too, as I am often easily killed by it.)

I'm not sure on what other weakness I could have. Rolling Cutter is the main thing I know to kill me a lot and I'm not sure about others.

It's not unfair as much as perhaps.. annoying. 1.0 seems fine though, 0.9 might be fine with more weaknesses though.

Just make boomerangs a 1.4 weakness, that's enough to be killed in one cutter anyway and just making a weakness 2.0x for the lulz is pretty pointless.

Just opt for any weakness that makes some sense against your class. Does your class have any elemental attacks?

If you have Skype or message I can help you through balancing your class, or perhaps help you make it somewhat original if you want.
Title: Mi engrish sux
Post by: Laggy Blazko on November 01, 2011, 06:33:00 PM
Also I think I had a grammar error. My knife's obituary is "got shut up by" and they told me it should be "was shut up by".
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 07:56:11 PM
Quote from: "zblueboltz"
Just make boomerangs a 1.4 weakness, that's enough to be killed in one cutter anyway and just making a weakness 2.0x for the lulz is pretty pointless.
I wasn't actually sure how high it should have been, however, since nearly all weakness in YD's classes mod are 1.5, I wanted to aim for something that weighs me down a bit. I wanted the speed and resistance to come at a cost in some way, so I chose low damage and recharge and more quickly teared down by his weakness.
Quote from: "zblueboltz"
Just opt for any weakness that makes some sense against your class. Does your class have any elemental attacks?
Most of my attacks are based around a special aura-like purple flame substance. He is weak to cutter because of how easily I sometimes go down by that usually and Mirror because it is dangerous to the unstable dimensions that Michael712 usually lives in. I'm not certain on what the other weaknesses should be, as this purple aura-like flame is kept within him and is hard to hit by water and wind.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 08:40:40 PM
Quote from: "Michael712"
I wasn't actually sure how high it should have been, however, since nearly all weakness in YD's classes mod are 1.5, I wanted to aim for something that weighs me down a bit. I wanted the speed and resistance to come at a cost in some way, so I chose low damage and recharge and more quickly teared down by his weakness.
Most of my attacks are based around a special aura-like purple flame substance. He is weak to cutter because of how easily I sometimes go down by that usually and Mirror because it is dangerous to the unstable dimensions that Michael712 usually lives in. I'm not certain on what the other weaknesses should be, as this purple aura-like flame is kept within him and is hard to hit by water and wind.

Even 1.5 is a bit large i my opinion, it can mean only getting hit twice before dying. The real govern of damage is multiplication as well, so 1.5x would be like halving your health, against a certain element anyway. Plus that's what the armor counts as against that attack, so technically 0.9x (1.1 defense) armor wouldn't even count against it.

You may want to be weak against shield or light, since they're the closest thing to mirrors I guess (Though there aren't many damaging-shields or light attacks as it is)
You may be minimally weak against water or ice, since you use aura to generate fire.

The problem with a weakness being "More teared down by his weakness" will only involve a few classes

I would keep damage damage, but charge/fire rate low only if your projectiles are a bit faster too, especially if your speed goes to normal. (It'd make up for speed loss, attack-wise)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 01, 2011, 09:17:43 PM
Quote from: "zblueboltz"
You may want to be weak against shield or light, since they're the closest thing to mirrors I guess (Though there aren't many damaging-shields or light attacks as it is)
You may be minimally weak against water or ice, since you use aura to generate fire.
I'm weak to mirror due to the way of that....mirror power energy stuff getting the dodgy dimensions around me out of shape. It's a bit hard to explain though. There isn't really any other weapon that can do that in the game. I might include 1.2x or 1.3x weakness to water as well, but since it isn't the primary weakness I wont make it 1.5x or higher. (In YD's classes mod, weaknesses always seem to be 1.5, except for the ones that have that for everything.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 01, 2011, 09:52:33 PM
Quote from: "Michael712"
Quote from: "zblueboltz"
You may want to be weak against shield or light, since they're the closest thing to mirrors I guess (Though there aren't many damaging-shields or light attacks as it is)
You may be minimally weak against water or ice, since you use aura to generate fire.
I'm weak to mirror due to the way of that....mirror power energy stuff getting the dodgy dimensions around me out of shape. It's a bit hard to explain though. There isn't really any other weapon that can do that in the game. I might include 1.2x or 1.3x weakness to water as well, but since it isn't the primary weakness I wont make it 1.5x or higher. (In YD's classes mod, weaknesses always seem to be 1.5, except for the ones that have that for everything.

Well 1.5x is technically "75" health but if you're opting for defense, 1.2x lowers it to ~85
It's not too big if the enemy uses powerful weapons, but it helps against smaller damage, rapid fire.

It also means the damage received from your weakness is about the same as normal defense - the higher your defense, the more resistance you want against a weakness. This is because it is separably coded (I think) and because you want to lose the same percentage to actually make your defense worth something.
E.g, 0.5 x armor (150 health) with 1.5 weakness (75 health), would be effectively x 2 damage, not so much 1.5x
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 01, 2011, 11:30:43 PM
Quote from: "Ukiyama"
Cold for the next release please remember to have a mirror buster fix for all the weapons, the rapid fireing gun of Laggy's should not be causing big mirror buster charges, even more important since Beed's class has it at the start.

This has to do with the fact that I can't figure out how to make bullet attacks have a damagetype. I'll mess with the Beed Mirror/ Mirror Buster code and see what I can do.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 02, 2011, 01:44:35 PM
Ok another question... In all the classes here is the wind damage working right? I was testing a class I'm working on for me (Uki wants to join the Brawl :D) And when I was testing a attack on Megaman it works right, but when testing it on my own class it sends them flying off in random directions (Megaman it just sends straight up like intended).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 02, 2011, 04:40:15 PM
By the way, can I change my class for the next update? I want to replace the Magnet Storm with Missile Barrage (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=2949). Also, I'm looking to see if I can add different buster graphics.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 02, 2011, 10:18:19 PM
I finnaly gotten to play it and I have to say, my class's stats seem a tad too skewed from the original, Ice now moves at hardman speed, here was the original acs code

sparky 1.9 (now 1.6)
Ice  1.0 (now 0.7  we went over this, aprop speed 1.0 returns them to normal speed)

as for speed the class was 0.6 and is now 0.7

and plus, I liked the original concept I had were you had to switch to recharge, not to mention sparky's  alt is pretty powerful and able to 1 hit somone, it seems way too OP to be able to spam it, before you had only 2 shots on a full bar, now I can spam it rapidly 6 or 7 times

Could you please change it back to the way it was?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Jodar5 on November 02, 2011, 11:06:25 PM
Just so you know I'm remaking his sprite sheet to make him less cumbersome...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 03, 2011, 11:43:51 AM
I'm done changing Beed's first weapon, now to send to xColdxFusionx to see what needs nerfing. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 03, 2011, 11:23:53 PM
Ok, I finished the CV6A-CSCCV2A Compatibility patch. Just let me upload it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 03, 2011, 11:36:11 PM
Quote from: "Ukiyama"
Ok another question... In all the classes here is the wind damage working right? I was testing a class I'm working on for me (Uki wants to join the Brawl :D) And when I was testing a attack on Megaman it works right, but when testing it on my own class it sends them flying off in random directions (Megaman it just sends straight up like intended).

Wind damage uses v1- code, which is what YD's classes use. I might update it at some point, but it's not a priority.

Quote from: "ice"
-snip-

I didn't change Ice/Sparky at all from the code you sent. What are you talking about?

Also, 0.7 is not Hard speed.

Nice try.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 03, 2011, 11:42:14 PM
http://wadhost.fathax.com/files/CSCC-ClassesPatch1.zip (http://wadhost.fathax.com/files/CSCC-ClassesPatch1.zip)
When it's done.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 06:16:12 AM
we went over this when I was asking you about jump heights (I asked for the code you had for the jump height and in the code you IM'd me the speed was changed from what I had, after that I got on you about that), aprop speed 1.0 returns the player to normal speeds, so really the speeds are Ice 0.4 and sparky 1.3 so you are right it's not hard speed it's worse, and also I have the original code I sent you and never touched it scince...except to add the fixed jumping (pack rat, has stuff all the way back to the sgc demo) in the original code ice was 0.6 and sparky was 1.5. And with your changes Ice is now bordeline useless and Sparky is absurdly OP

and on the subject of my class, I made a skin, bot chat and new weapon sprites for it finnaly, and added damage types for ice blade and lightning wave
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 07:55:39 PM
Quote from: "ice"
we went over this when I was asking you about jump heights (I asked for the code you had for the jump height and in the code you IM'd me the speed was changed from what I had, after that I got on you about that), aprop speed 1.0 returns the player to normal speeds, so really the speeds are Ice 0.4 and sparky 1.3 so you are right it's not hard speed it's worse, and also I have the original code I sent you and never touched it scince...except to add the fixed jumping (pack rat, has stuff all the way back to the sgc demo) in the original code ice was 0.6 and sparky was 1.5. And with your changes Ice is now bordeline useless and Sparky is absurdly OP

and on the subject of my class, I made a skin, bot chat and new weapon sprites for it finnaly, and added damage types for ice blade and lightning wave

Wait.

...Oh, Jesus. I can't believe I forgot to fix that.

For future reference, if you can find the flaw in the code, copy it and paste it into your argument so I don't go "I fixed that already."
Because I seem to keep forgetting to hit "Save Lump" for some reason.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 09:22:29 PM
I would if it was possible on a phone ^-^;

also could you please re add this
Quote from: "ice"
I liked the original concept I had were you had to switch to recharge, not to mention sparky's  alt is pretty powerful and able to 1 hit somone, it seems way too OP to be able to spam it, before you had only 2 shots on a full bar, now I can spam it rapidly 6 or 7 times.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 09:35:49 PM
Quote from: "ice"
I would if it was possible on a phone ^-^;

also could you please re add this
Quote from: "ice"
I liked the original concept I had were you had to switch to recharge, not to mention sparky's  alt is pretty powerful and able to 1 hit somone, it seems way too OP to be able to spam it, before you had only 2 shots on a full bar, now I can spam it rapidly 6 or 7 times.

Err, I'm not sure I understand what you mean.

And, being the idiot I am, I deleted the original class file. Could you re-send it so I know what you're talking about?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 04, 2011, 10:14:31 PM
Thats a problem, no internet on my computer, but I.ll try to send a IM copying the codes
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 04, 2011, 10:58:18 PM
So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 04, 2011, 11:17:37 PM
Quote from: "Beed28"
So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...

Short answer: Yes.


There are a lot of different unexpected reworkings and changes being added to v2b. It's going to take a bit longer than first expected to be released.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: mike858 on November 05, 2011, 02:28:14 PM
did anyone make a usabe skin made out of my character for mm8bdm?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 09, 2011, 07:22:56 PM
I think I'l probably make a few tweaks to my class. Mainly correcting the speed and adding a better hit sound (MM3-6 hit sound).

I've also decided this:

Secondary weaknesses:
-Water Wave (1.3x)
-Water Balloon (1.3x)
-Bubble Lead (1.1x)

Water wave/balloon will also take away a little bit of my ammo for weapons 1 and 2. (Maybe about 2 per hit). I would like more of these secondary weaknesses, but these seem to be the only water attacks in the game (and water balloon will require some waiting to use). Basically, I'm weak slightly to water attacks, but when I get hit by them I lose some ammo.

I would also like that transformation of activating the Quickman amour, but I had a go and cannot seem to work it properly. (I want it to last 2 seconds, in which it starts with me activating the special amour. It will only ever happen upon first spawn and is not activated by respawning.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 10, 2011, 10:03:45 PM
I'll upload a new CSCC-Classes patch later, but I must figure out why is Yamato's Ammo broken.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 10, 2011, 11:57:46 PM
Double post because http://wadhost.fathax.com/files/CSCC-ClassesPatch2.zip (http://wadhost.fathax.com/files/CSCC-ClassesPatch2.zip)
Fixed some bugs... I mean... Horrible bugs.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 08:48:02 PM
Quote from: "Laggy Blazko"
Fixed some bugs... I mean... Horrible bugs.

Yeah, I really needed to check over v2a again before releasing it.

Thankfully, the entire mod is getting revamped and bugfixed for v2b, which is fairly close to releasing. Stay tuned!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 11, 2011, 08:49:52 PM
Am I in V2B?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 11, 2011, 09:18:29 PM
Hehehe, I was talking about the patch's bugs (The Yamato weapons didn't fire, I forgot to add Time Slow pain states and fix some Time Stopper states), but yeah, I fixed some CSCC bugs too.
BTW, can future classes have custom controls if we know how to do that? (I know how do that using KEYCONF and NET scripts)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 09:25:54 PM
Quote from: "Trollman"
Am I in V2B?

I don't add classes in "letter-updates." Sorry bro.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 11, 2011, 09:30:24 PM
Quote from: "xColdxFusionx"
Thankfully, the entire mod is getting revamped and bugfixed for v2b, which is fairly close to releasing. Stay tuned!

I wonder what's revamped and what's bugfixed. Can we have a patch log?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 11, 2011, 09:34:19 PM
Quote from: "Beed28"
I wonder what's revamped and what's bugfixed. Can we have a patch log?

Maybe?
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 11, 2011, 10:55:45 PM
Quote from: "xColdxFusionx"
Quote from: "Beed28"
So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...

Short answer: Yes.


Quote from: "xColdxFusionx"
(click to show/hide)

You forgot that one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 04:01:05 PM
Quote from: "Beed28"
Quote from: "xColdxFusionx"
Quote from: "Beed28"
So... is my Missile Barrage making it in? I sent it to you, but I haven't received a reply yet if it was too powerful. It certainly uses the same amount of ammo as the Hyper Missiles, so yeah...

Short answer: Yes.


Quote from: "xColdxFusionx"
(click to show/hide)

You forgot that one.

Oh, derp.

It IS going in. We just didn't get around to adding it to the file. Either that or I accidentally overwrote that change like an idiot. Welp, time to go fix that. Whatever the case may be.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 04:32:29 PM
Quote from: "xColdxFusionx"
Either that or I accidentally overwrote that change like an idiot.

* Facepalms self *

I wonder if you overwrote the new buster graphics for my second weapon too.

Anyway, moving on, will you make the bots for the other classes compatible sometime too, like KY's classes? I'm probably not hoping for it in this update, but the next.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 12, 2011, 04:34:30 PM
Slight problem with that is that if a bot had infinite ammo and they were using Weapon 3 of my class, they would be standing there firing force beams non stop. When If I go in this, it will have to be made so that bots cannot use my third weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 05:51:59 PM
In other news, just figured out how to give bullets a damagetype. Well that solves a lot of problems right there.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 06:06:53 PM
Quote from: "Michael712"
Slight problem with that is that if a bot had infinite ammo and they were using Weapon 3 of my class, they would be standing there firing force beams non stop. When If I go in this, it will have to be made so that bots cannot use my third weapon.

My class is also capable of firing a force beam, but my bot only fires it once in a while (he follows a pattern, only breaking it slightly if he runs over a weapon pickup), so you may want to investigate it in SLADE.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 12, 2011, 06:36:48 PM
Hey, xCFx?
Yes?
What's this talk in the dev chat about "IG Weapon ideas?"
Oh right! That!
*xCFx grabs his microphone*
Ahem...

Attention all current members of CSCC!

We here on the Dev Team have come up with the crazy idea to make "Instagib Weapons" for each of the Community Classes. If your class has made it into the pack, feel free to design your own.

Some examples:

Megaman - Instagib Metal Blade
Mainfire: It's the vanilla IGMetalBlade. You should know how it works.
Altfire: None

xColdxFusionx - Lightning Rail
Mainfire: xColdxFusionx fires a fast shot that rips through targets. Can be charged to "scope in", allowing you to take out targets from a long range.
Altfire: xColdxFusionx activates his rocket jets. Same as his normal alt.

Tsukiyomaru Zero - Sentinel Tracer
Mainfire: Tsuki fires Hungry Wisps (mainfire) at a slower than normal rate. Hitting a wall will cause the wisp to become a Tracer Wisp that follows nearby targets briefly, but doesn't deal damage.
Altfire: Tsuki conceals himself, making him harder to see (like an Invisibility Sphere.) It doesn't last very long, and it is only partly effective, but making yourself less obvious always helps.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: -FiniteZero- on November 12, 2011, 06:40:13 PM
I know what to do with my class!

FiniteZero - Jump! Jump! Slide! Slide!
Mainfire - Fires Jump! Jump!. Does 50 damage, not very fast, and when it hits an enemy, they are thrown into the air.
Altfire - Fires Slide! Slide!. Does 25 damage, fast.

If one were to look around a bit in the weapons section, and find my weapons thread, you'll see the weapons there. They just need minor alterations and such to work in this.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 12, 2011, 07:03:22 PM
Well, I would say my force beam gun in my weapons thread....but that's a lot more OP than the IG metal blade.

Hmmm....lemme think....

Michael712 - Purple Flame Overheat mode.
Main fire: Launches a small fire ball (about the size of a player explosion  thing) that when detonated, explodes into a huge fire ball that does immense damage. Similar to the smart bomb in brawl.
Alt fire: Throws his hand across the screen, launching out 3 purple fire balls that look like the fire from Wily capsule 7. They start without moving, but they soon home in on enemies, stop, and repeat twise. They then explode like they do with Weapon 2's main fire. The difference is, they don't stun enemies like the Wily Capsule.
Amour against Instag damage type: 1.0x (So that it will actually kill me)

All fire mentioned above is purple with the fire damage type. If you want, I can make the weapon for you. So do I get in now? I AM desperate....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 12, 2011, 07:07:19 PM
Beed28 - Macross Barrage and Super Shining Laser
Mainfire: Beed28 fires three times the amount of homing missiles and shoots three Hyper Missiles (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre). All at once.
Altfire: Shining Laser with a MUCH shorter startup time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 12, 2011, 08:35:44 PM
I hope i can have 2 weapons. If I can't then i'll choose one of these:

M1903 Springfield: Really slow hitscan. (Rate: 15 rounds per minute. Mag: 5)
Main: Fires.
Reload key (I can do that now): Reloads.
Secondary: Scope.

Rocket Launcher: I want to rocket jump. (Rate: around 0.75 rockets per second. Mag (optional): 4)
Main: Fires a rocket. If we can't have splash damage in Instagib, at least it can thrust things if they're too close.
Reload key: Reloads. (duh)
Secondary: Stronger knife.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 13, 2011, 02:54:01 AM
Trollman - Hyper Cannon adaptor
Trollman's color scheme changes from blue and cyan to black and dark blue and the middle finger troll cannon is replaced by a BFG10K-looking black cannon..
Mainfire - Cannon shot: Fires a beam that can destroy more than one target in a shot and that it's "long", Trollman can't move while he's firing this.
Altfire - Laser Cannon Ball: Trollman shoots a piercing ball about the size of a hyper bomb that needs the energy bar to be full to be shot.
Based on the cannon from Cutstuff War.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 13, 2011, 05:17:55 AM
Quote from: "Beed28"
Beed28 - Macross Barrage and Super Shining Laser
Mainfire: Beed28 fires three times the amount of homing missiles and shoots three Hyper Missiles (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre). All at once. Spamtastic? Probably. Homing? Hell no. Sorry, but considering IG is about people being One Hit Point Wonders (http://tvtropes.org/pmwiki/pmwiki.php/Main/OneHitPointWonder)...
Altfire: Shining Laser with a MUCH shorter startup time. This will be interesting.

Quote from: "Laggy Blazko"
I hope i can have 2 weapons. If I can't then i'll choose one of these:
Sorry bro.

M1903 Springfield: Really slow hitscan. (Rate: 15 rounds per minute. Mag: 5) The IGMB is practically hitscan, but I can see your point. Low ROF noted.
Main: Fires. But of course.
Reload key (I can do that now): Reloads. You'll have infinite ammo, so this is redundant.
Secondary: Scope. But of course.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 13, 2011, 10:40:48 AM
Here's my new primary weapon:

Beed28 - Deathly Missile Barrage and Super Shining Laser
Mainfire: Beed28 fires a black version of Missile Barrage (same colour as Hyper Missiles) that dosen't home in on people.
Altfire: Shining Laser with 1/3 the startup time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 13, 2011, 10:48:26 AM
Another thing, when I'm in the purple fire overdrive mode, I'd like to have purple after images trailing behind me whenever I move. I know how to do this so I can implent it myself if you want. Maybe even "Overdrive" letters when entering like in Rockman Cross X.

But what exactly does it mean my "Classes Approved"? This needs to be answered
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 14, 2011, 11:33:16 PM
Quote from: "Michael712"
But what exactly does it mean my "Classes Approved"? This needs to be answered
You have been approved to be added to the pack. Once I get code, I'll add it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 15, 2011, 01:49:41 AM
good news, the internet should be on tomorrow meaning I can send in my updates (and slightly speed things up hopefully)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 15, 2011, 04:56:49 PM
Quote from: "xColdxFusionx"
Quote from: "Michael712"
But what exactly does it mean my "Classes Approved"? This needs to be answered
You have been approved to be added to the pack. Once I get code, I'll add it.
Waaaaiiitt....I'm sure I've sent you the file!

Although I will be making a few tweaks to my class, as well as making the instagib weapon for it. (I really hope that Wily capsule attack works it multiplayer.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 15, 2011, 07:32:36 PM
That's a point I'd like to ask; do we have to code the instagib weapon ourselves?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 15, 2011, 08:21:39 PM
Even if we do or don't, I'd like to contribute by saving you the time of making it by doing so myself. The only real trouble I have is getting a good graphic for my main instag fire, and possibly tracking with the alt fire.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 15, 2011, 09:44:29 PM
Quote from: "Beed28"
That's a point I'd like to ask; do we have to code the instagib weapon ourselves?

Feel free to. The dev team will be coding some of them, too, so don't panic too much if you don't have the time.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Trollman on November 15, 2011, 09:46:33 PM
Did my weapon get in? I'd like to now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on November 16, 2011, 04:06:39 PM
I've done my Instagib weapon and sent it in. Now all I have to do is wait.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Metallix on November 18, 2011, 03:31:14 PM
Sorry about this, but... looking back at my previous post, that class is too bland. I didn't put much thought into it. So here we have the re-worked Metallix class:

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on November 18, 2011, 03:38:31 PM
Just to let ya know your armor should be like 1.2 (its a multiplier). The way you said it, your speed and armor all in one  :geek:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 19, 2011, 10:44:43 PM
Okay, having to wait 4 seconds to refire is annoying. But I'll let you balance my rifle. I'll send it now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 20, 2011, 05:25:03 PM
Changing my class a little.

Weapon dropped: Instead of a large health capsule, he drops my weapon that I use (the bouncy fire ball one). It's just like the original, except you only get the main fire (1 fireball) and it uses 2 ammo instead of 5. The icon is the side fireball sprite that I used. The colours are the same purple and yellow used in my class and the HUD is an empty hand.

Instagib weapon Alt: Instead of Purple Wily Capsule flames, I might throw 6 drain cutters or something. I'm currently making that weapon so I'l implent it once it's done.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on November 25, 2011, 07:34:35 PM
hmm...

Name:cuddle pie
Armor: 1.75x (Weakness: wind)
Speed: 1.5/2.25(low health but really fast)
jump: slighty higher then normal, about 1.5 of a normal jump.
Role: hit n' run
Weapon Dropped: rolling cutter, like the one i use.

Description:
(weapon1)"heat chakram" a simple rolling cutter, just slightly faster, but weaker. chrage-able to increase damage. shreds. fire damage. (sprite for HUD would be a light blue version of the regular rolling cutter hand, same for the shot sprite)
(weapon alt)" flash dash" a very fast dash, mainly used to get out of trouble, but deals very low damage "if" you happen to run into someone.
 
Skin: if kapus does not mind, chao.


question, do we have to decide the damage values ourselves or do you decide how much they deal?

edit: added sprites, changed around some things.

edit2: removed the second weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on November 26, 2011, 02:54:21 AM
Quote from: "SaviorSword from page 14 :"
I guess I'll try again on makin' the idea for my class. This is what I'm gettin' at for this mod: If we want to make a class, then we have to make (code, sprite, and everythin' else) the class ourselves? Well, Bugger!
Oh well, I'll just throw out a revised version of my class.

Name: cdSaviorSword
Armor: 1.0 (Normal)
Weakness: Boomerangs x2.0
Speed: Normal
Jump: Normal
1st Weapon: Thunder Beam, but with a Chameleon Sting spread.
1st Weapon Damage & Info.: 12 per tic (Slightly nerfed normal Thunder Beam, which does 15 per tic.) 1 bar out of 28 per use.
1st Weapon Alt: A horizontal sword slash that unleashes 3 small jolts (not rippers) of lightnin' in a Thunder Beam style.
1st Weapon Alt Damage & Info.: Sword Slash: Same as Slash Claw (I don't remember the exact number, but it can be nerfed a little); Jolt: 15. 2 bars out of 28 per use.
2nd Weapon: Gravity Sword
2nd Weapon Damage & Info.: 15 Explosive Damage and gives anyone hit a temporary gravity item which gives -200 gravity and 0 aircontrol for 2 or 3 seconds. 20 out of 28 bars per use.
2nd Weapon Alt: Self-Gravity Hold
2nd Weapon Alt Damage & Info: Same as Gravity Sword, but gives the gravity item to the user, but with -800 gravity and .2 aircontrol. 14 bars out of 28 per use. Cooldown of 5 seconds.
Damage Type, Weapon 1: Thunder
Damage Type, Weapon 2: Gravity (Time and Space)
Weapon Dropped: Thunder Beam
Skin: Elec Man

Any questions about my class? Just ask me.
Welp, I dug this up since it was never accepted nor rejected, but rather lost and forgetten in the depths of this topic.
Movin' along!
If ya ever want this to be compatible with any Bot Apoc mod, then ya're gonna have to ask for SSW or Mess to create a new mod that has an altered list of bots that'll be put in.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on November 26, 2011, 03:29:21 PM
Quote from: "SaviorSword"
If ya ever want this to be compatible with any Bot Apoc mod, then ya're gonna have to ask for SSW or Mess to create a new mod that has an altered list of bots that'll be put in.
Tsukis
Tsukis everywhere
-------------------------------------------------------------------------
BTW, maybe i'll create a class for a friend called "Shadow Black" someday. I suppose there's no problem.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 26, 2011, 06:47:10 PM
I guess I'll bite

My weapon will be a instagib metalblade clone, throws a ice blade with thunder bolt's lightning trail at IGmetalblade speed

also slight suggestion, could you make it so CMM's fireballs are his main fire? Hellfire cutter as a main makes his bot borderline useless

P.S. Theres starting to be too many fast weak armored glass cannon classes, someone, make a tank or average stat class for once. Also, 2 weapons arent mandatory, some classes get by just well with 1 weapon (JC, FinieZero, the 2 tsukis, fenga, king yamato, breve, gummywormz.)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 26, 2011, 07:25:29 PM
Thing is, it wouldn't make my class a slow and power class because it involves using a special quickman amour. Although I have slight amour, that is balanced by the lack of attacking rate and power.

Still gotta get that set of sprites for my main instagib fire :/

Also just so that I know, would it actually be possible to make a weapon that shoots the wily capsule attacks? I want to know before I code up my instag altfire so that I don't waste my time. Something tells me that the tracking might not work properly.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: zblueboltz on November 26, 2011, 11:03:07 PM
Quote from: "ice"
I guess I'll bite

My weapon will be a instagib metalblade clone, throws a ice blade with thunder bolt's lightning trail at IGmetalblade speed

also slight suggestion, could you make it so CMM's fireballs are his main fire? Hellfire cutter as a main makes his bot borderline useless

P.S. Theres starting to be too many fast weak armored glass cannon classes, someone, make a tank or average stat class for once. Also, 2 weapons arent mandatory, some classes get by just well with 1 weapon (JC, FinieZero, the 2 tsukis, fenga, king yamato, breve, gummywormz.)
Mine's an open-option utility tank type thing. C:

Quote from: "Michael712"
Thing is, it wouldn't make my class a slow and power class because it involves using a special quickman amour. Although I have slight amour, that is balanced by the lack of attacking rate and power.

Still gotta get that set of sprites for my main instagib fire :/

Also just so that I know, would it actually be possible to make a weapon that shoots the wily capsule attacks? I want to know before I code up my instag altfire so that I don't waste my time. Something tells me that the tracking might not work properly.

How about setting out to find a way of making your class more punishable than just having low offensive power?

Other than that your character is probably the same kind of thing Skull Man is (+defense +speed -offense), except his defense and speed isn't passive, and so taking him from surprise is more punishing than norm.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on November 26, 2011, 11:34:23 PM
Quote from: "ice"
I guess I'll bite

My weapon will be a instagib metalblade clone, throws a ice blade with thunder bolt's lightning trail at IGmetalblade speed
Cool idea. I'll make it later.

also slight suggestion, could you make it so CMM's fireballs are his main fire? Hellfire cutter as a main makes his bot borderline useless
Bots are going to be getting some tweaking eventually.

P.S. Theres starting to be too many fast weak armored glass cannon classes, someone, make a tank or average stat class for once. Also, 2 weapons arent mandatory, some classes get by just well with 1 weapon (JC, FinieZero, the 2 tsukis, fenga, king yamato, breve, gummywormz.)
Forgot me. Also, ^for the love of god, this.^
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 27, 2011, 12:43:52 AM
When do you estimate this being released and what else needs to be added before it's ready?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on November 27, 2011, 08:26:26 PM
I have a better idea for my instag altfire:

If held down, Michael712 uses both his hands to launch the Wep2 fireballs in random direction at a high fire rate. Has limited ammo for this though.

Also whenever I start off the game, I want either one of these things to happen. (Never happening during respawning):

During normal mode - Starts off as normal me, then quickly activates the quickman amour. The sprites are there in the file. Cannot move during this, but it only lasts a second. Here's how fast the frames should be:
(click to show/hide)

During Instagib mode: Doesn't pause, has the amour from the start. BUT, instead the letters "OVER DRIVE!!" appear above him like they would in Rockman Cross X. They always appear above him until they go away (which is about 1-2 seconds). They make the thunder bolt noise when appearing.

If it's too much effort to add it before the next release, then you can leave it out until the version after. I would code it up myself but I'm not certain and I don't trust myself yet.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on November 30, 2011, 02:07:51 AM
Need any extra hands to help speed things up?

This part of the forums is trapped in a long drought, we need more fresh updates
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 06, 2011, 05:31:26 PM
I went and updated the Mega Man Volnutt skin a few days ago (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2919), and I wanted to update my current skin with that one. I've sent xColdxFusionx the newer skin, so I'll see how that goes.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Fyone on December 09, 2011, 12:43:30 AM
Right now I'm working on a skin for my class and a few map packs. I'm wondering how I would do the skin work. I was following the tutorial, but except I want one set of sprites for walking and flying for my character. I don't know what to name the set. For example, for running, the set is "B,C,D,E", but I don't know what set would be for flying.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 09, 2011, 12:58:59 AM
anything past H would work
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 09, 2011, 06:57:27 PM
Alright, I've pretty much finished my class with the exception of two things:

1) The transform intro thing. I can't get it to work without it happening every time I respawn, and that would be really annoying. I think it would need some ACS :/

2) Similar to the above but a little OVER DRIVE! thing happening like in Rockman Cross X, which replaces the transform thing if playing in instagib mode.

These don't have to be implented yet though. If you want, they can be held back until a later version.

I've worked really hard on it, and I really want to play it online. Should I send it to you now?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 11, 2011, 04:03:44 AM
Welp, since I'm bored and there seems to be nothing going on in the community atm, I'll just post my personal balance critiques
1 being the lowest, 5 being the highest

(click to show/hide)

all I can say is, lots and lots of stunlock
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 11:46:11 AM
After lots of making it and testing it, I finally finished it. Complete with all 3 weapons (mainly 2, the third is a bonus signature move), and instag weapon, and a weapon for Megaman to use, along with special hit sounds, land sounds, and stuff like that. The only thing missing is the intro animation, which I can't get working yet. The sprites are there, but the intro might need to be held back until I can get it working (as in, it'll be there for a later version).

Before I send it to you, I just need to ask one thing. The taunt for my class is in .wav format and  is about 1-2MB in size. It also makes the game pause slightly when first used due to the size. I tried saving it as .ogg like the ones in the other classes mod, but it said it was "Unknown" rather than "Sound". I never even played in game either. Should I compress the sound? If so, how?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 11, 2011, 04:42:18 PM
that is normal for .ogg files, just as long as you dont click on the file and hit save turning into a text file
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 05:11:17 PM
Doesn't seem to work. The taunt button never does anything.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 11, 2011, 05:35:43 PM
Maybe the sound file should be in a "sounds" folder if that's a PK3, and be defined in SNDINFO.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 11, 2011, 09:02:41 PM
Quote from: "ice"
Welp, since I'm bored and there seems to be nothing going on in the community atm, I'll just post my personal balance critiques
1 being the lowest, 5 being the highest

(click to show/hide)

all I can say is, lots and lots of stunlock

Thanks for the critique! There's been some re-balancing for v2b, so some of these problems should be fixed up.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 11, 2011, 09:10:22 PM
Quote from: "Laggy Blazko"
Maybe the sound file should be in a "sounds" folder if that's a PK3, and be defined in SNDINFO.
The actual sound is set in the soundclass thing, so it will recognize the file name.

Does anyone know how to compress a .wav sound? I can't think of any other way.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 12, 2011, 01:38:47 AM
Use audacity, or you could send the sound file over and I can compress it for you
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 15, 2011, 05:52:06 PM
Sent CF the most recent M712 Class file. Check your PMs. If there's any problems please tell me!
Title: You're holding out till Xmas aren't you?
Post by: ice on December 15, 2011, 06:25:41 PM
Also, any hint on the release date?
Title: Re: You're holding out till Xmas aren't you?
Post by: xColdxFusionx on December 16, 2011, 11:44:29 PM
Quote from: "ice"
Also, any hint on the release date?

Most likely at some point between now and Christmas.

Also, a new surprise for the next addition, courtesy of our good friend King Yamato:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 17, 2011, 12:20:54 AM
Is that... a new attack for Dracula CutmanMike? :shock:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 17, 2011, 12:33:14 AM
A new altfire, to be specific. It's actually quite interesting...
Title: This is obviously a joke but if you SOMEHOW like it I'll mak
Post by: Bikdark on December 18, 2011, 07:56:14 AM
The best class idea ever:
Name: Rapeninja (if you don't exactly like that name, I'll go with LeBikdark)
Skin: Shadowman Or if ken decides to skin it, Sho Minamimoto, and then I'll go with LeBikdark as the name
Armor: 1337.10x (Weakness: He's essentially got 1 hp, so he's weak to everything )
Speed: Whatever Megaman's is.
Jump: Double Megaman's jump
Damage Type: raep plant
Role: Rage inducer/Gimmicky
Weapon Dropped: Flash Stopper disguised as Ghold
Mainfire: Shadowman's old 100 damage muramasa with plant barrier graphics. Firable every 5 or so seconds, requires some wind up time.
Alt: lolnofuckingideayet
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on December 18, 2011, 08:16:02 PM
*snip*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 20, 2011, 08:51:44 PM
Is anyone going to make a patch for the new release of YD's Classes? What about KY's classes, too?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 20, 2011, 10:24:36 PM
also is this going to be a letter release (no new classes) or a number release (new classes), if it's a letter one, anyone need help coding there classes?

also, whatever happened to zblueboltz? I might try my hand at his idea (if it hasent been made yet)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 20, 2011, 11:52:29 PM
Next release is v2b. We have a lot of interesting new ideas and a lot of tweaks going into this thing, and we want to make sure they're all well-balanced.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 21, 2011, 12:01:02 AM
Quote from: "Beed28"
Is anyone going to make a patch for the new release of YD's Classes? What about KY's classes, too?
I guess I won't make any patch until V2B. About KY's classes, I think it has some closed-source scripts so maybe I won't be able to fix some bugs.
Title: I want to script something SO BADLY RIGHTNOW!
Post by: ice on December 21, 2011, 01:20:04 AM
so I'm guessing noone knows?

also my scripting offer is still on the table. Any takers?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 22, 2011, 01:04:30 AM
Rofl, I guess I should make an appearance.

Skin:Dustman
speed:.3
armor: 2.0
jump: standard
Role: Tactical bombardment or general remodeling
Drop: Splosion of pickups if that is allowed
wep1: Burning Big Bang... Weapon I made for tsuki's expirimental weapons.
Wep2/alt: Pose, doesn't do anything.

Might need even less speed to be balanced. XD
would this kind of thing be acceptable? just noticed this topic and I think I got the paramaters right.
Title: inb4 mod is filled with joke classes
Post by: ice on December 22, 2011, 01:07:32 AM
so in other words, exploding eddie?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 23, 2011, 04:45:07 AM
I searched exploding eddie, Not sure entirely what your reffering to, but if you mean the powerup scatter yeah that sounds right.

I thought that weapon drops are overdone, and burning big bang is unbelievably situational considering what it represents.

(if there is a low roof, you lose all homing ability, dumbfire rockets do not travel fast enough or give enough individual punch to push off the opponents that will snipe your immobilized body)

in hindsight I really should have made a few more diversified weapons. I can't remember if I made anything else...
Title: inb4 it's released long after that
Post by: ice on December 23, 2011, 08:15:11 PM
2 days left till Christmas *nudgenudge*

look 1 page back if you want to know what I mean
Title: Re: inb4 it's released long after that
Post by: xColdxFusionx on December 23, 2011, 09:34:52 PM
Quote from: "ice"
2 days left till Christmas *nudgenudge*

look 1 page back if you want to know what I mean

Working on it.

Geez, be patient...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 07:17:47 PM
Merry Christmas (http://www.mediafire.com/?s8j7547pp2hxx64) Everybody! (http://wadhost.fathax.com/files/CSCC-v2b.pk3)

Our most anticipated release yet! Sorry it took so long...
Title: Gir! Self destruct!
Post by: ice on December 24, 2011, 07:47:56 PM
FINNALY! Hehehehehe *SPLODE*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 08:35:37 PM
Aww, you didn't include my Instagib weapon and updated skin... :cry:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 24, 2011, 09:09:12 PM
Well, now my nadespam isn't OP anymore.
But the gun is.  :|
Also, Jack corvus uses his normal weapon on IG.

What if you (or someone) makes hotfix patches instead of having to wait for the next version?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 09:23:03 PM
(http://img641.imageshack.us/img641/1125/screenshotdoom201112242.png)
(http://img11.imageshack.us/img11/1125/screenshotdoom201112242.png)

Uhh... my Missile Barrage weapon (the dropped version for Megaman) is messed up. The vertical bar has the wrong colours, and the horizontal bar is invisible. Also, when drop weapons is on, Beed28 doesn't drop the weapon when he dies while using the hyper missiles and laser.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 09:26:16 PM
Quote from: "Beed28"
(http://img641.imageshack.us/img641/1125/screenshotdoom201112242.png)
(http://img11.imageshack.us/img11/1125/screenshotdoom201112242.png)

Uhh... my Missile Barrage weapon (the dropped version for Megaman) is messed up. The vertical bar has the wrong colours, and the horizontal bar is invisible. Also, when drop weapons is on, Beed28 doesn't drop the weapon when he dies while using the hyper missiles and laser.

Gah. I hate SBARINFO. It gets way too big way too fast.

Will fix soon. Sorry about that.

EDIT: It's fixed! Check the first post for details.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 24, 2011, 09:48:53 PM
Thank you for the quick fix! But my class still lacks the updated skin and IG weapon...

I guess I gotta repay you... how about a patch that makes this compatible with KY's classes? (http://www.sendspace.com/file/jx63ah) Add KY's classes first, then CSCC, then this patch. Have fun!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 24, 2011, 10:12:09 PM
Now that the new classes are released time for a reevaluation
1 being the lowest, 5 being the highest

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 24, 2011, 11:04:48 PM
Quote from: "ice"
Now that the new classes are released time for a reevaluation
1 being the lowest, 5 being the highest

(click to show/hide)

Bots are not a super-high priority since this mod is mainly meant for online play.

Thanks for the commentary! I'll definitely take this into account for the next version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on December 24, 2011, 11:38:26 PM
Bot apoc says hi  :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 25, 2011, 02:25:39 AM
Quote from: "Ukiyama"
Bot apoc says hi  :cool:

I'm about 85% sure that this isn't compatible with Bot Apoc.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on December 25, 2011, 02:27:11 AM
Old school apoc where you insert bots separately  :cool: I guess you did have a point though XD
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on December 25, 2011, 02:32:23 AM
The only thin' ya'd have to alter is the botlist as far as I know. If bot apoc were to be played with CSCC, then ya need a separate bot apoc mod for CSCC.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 25, 2011, 03:28:55 AM
Quote from: "Ukiyama"
Bot apoc says hi  :cool:
(http://i1105.photobucket.com/albums/h341/LaggyBlazko/TrolApoc.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 25, 2011, 03:33:58 AM
Do you really want an army of Blazkos... or even Beeds after you?

god forbid if they start with the gun
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 25, 2011, 10:04:02 PM
I was thinking of making major changes to my class: ammo regains faster, but Missile Barrage has nerfed homing capability, and Hyper Missiles has nerfed direct damage. Shining Laser would have a seperate ammo bar and a shorter startup time, but requires Weapon Energy capsules. Oh, and a health nerf. What do you think?

EDIT: My changes are done. I'll send to xColdxFusionx right now.

Also, Trollmaruzero's instagib's main fire sound needs be to in 8 bit. Right now, it is just a grating sound on my ears.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 01:13:07 AM
Quote from: "Beed28"
I was thinking of making major changes to my class: ammo regains faster, but Missile Barrage has nerfed homing capability, and Hyper Missiles has nerfed direct damage. Shining Laser would have a seperate ammo bar and a shorter startup time, but requires Weapon Energy capsules. Oh, and a health nerf. What do you think?

EDIT: My changes are done. I'll send to xColdxFusionx right now.

Also, Trollmaruzero's instagib's main fire sound needs be to in 8 bit. Right now, it is just a grating sound on my ears.

I'm not sure. Sending it to the dev team for testing to see whether or not they like it.

Also, I'm not sure Monitor Throw would sound right in MM-style 8-bit. I might give it a whirl at some point, but I'm not sure it will work.

A note to any class designers out there: More defensive classes would be appreciated. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterRosterGlobalWarming) An overwhelming majority of the designs I've been getting have been for Fragile Speedster/Glass Cannon classes, and we don't want this mod becoming more footrace than battlefield.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 26, 2011, 01:39:53 AM
Hmm, I see this mode is starting to have small 8-bit themes as taunts. Maybe I should send something like that because that would be easier than choosing a good voice taunt (I still can't) or using my own voice (my accent may sound annoying for english speakers unless they know my class is supposed to sound chilean/latin).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 01:46:57 AM
Quote from: "xColdxFusionx"
A note to any class designers out there: More defensive classes would be appreciated. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterRosterGlobalWarming) An overwhelming majority of the designs I've been getting have been for Fragile Speedster/Glass Cannon classes, and we don't want this mod becoming more footrace than battlefield.

And less fire
I'm already scared of jack and blaze. Oh the flame throwers *shudders*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 01:51:41 AM
Quote from: "ice"
Quote from: "xColdxFusionx"
A note to any class designers out there: More defensive classes would be appreciated. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterRosterGlobalWarming) An overwhelming majority of the designs I've been getting have been for Fragile Speedster/Glass Cannon classes, and we don't want this mod becoming more footrace than battlefield.

And less fire
I'm already scared of jack and blaze. Oh the flame throwers *shudders*

This is another good point. Fire-based and close-ranged classes are already in here in abundance. Try to think up some more unique powers, please.

==========

In other news...

ATTENTION TO JODAR5
If you do not respond to this post in the next week I will presume you have left the community and will remove your class from the mod. It simply isn't interesting enough to keep in without heavy modification, and you haven't appeared ANYWHERE since you've been added. If you can, please respond with some suggestions to make your class more interesting.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on December 26, 2011, 04:18:44 AM
does Stone Body count as "defensive"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 26, 2011, 05:33:08 AM
Quote from: "SmashBroPlusB"
does Stone Body count as "defensive"
Probably. It depends on all other stats, remember that one move doesn't make/define a class. That class would still be a glass cannon if, aside from the stone body, it had low health and dealt high damage, I'd suggest having low health combined with low-to-average speed and mainly defensive moves and counter-attacks. But it's your class, so do whaterver you want with it.
Quote from: "xColdxFusionx"
ATTENTION TO JODAR5
If you do not respond to this post in the next week I will presume you have left the community and will remove your class from the mod. It simply isn't interesting enough to keep in without heavy modification, and you haven't appeared ANYWHERE since you've been added. If you can, please respond with some suggestions to make your class more interesting.
That seemed a little rude to me, but I agree about the interesting factor. Heck, I even told him what I thought, and he said: ''It was to make him more balanced''Or something like that. But, balance doesn't mean boring. This might sound rude but, since it's, by far, the most boring/bland class in the mod, unless he modifies it, I'd be glad to see it go away.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 26, 2011, 10:37:36 AM
I am for the idea of a separate mod for bot apoc + this. Although I think my bot would be quite bad with just badly throwing fireballs, I'd love to have an army of me! (I could also blend in with the bots).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: fortegigasgospel on December 26, 2011, 05:38:44 PM
In regards to needing more defense based classes I'll try and do some work on something maybe. See if I can make anything worth while as my addition since I'm now getting into this a bit.
I have a friend who is making a few skins for me (3 new ones and his own version of one I've made already).

If I get the chance I'll toss in either Forte Gigas, Boulder Man, or Tree Man as all three would be defensive and a bit slow.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 05:57:11 PM
bot apoc would be like this

ColdFusion: bomb (ballade cracker) rape

Beed: unwinable

blaze: those rockets are fast and hurt alot. Extra points if you spawn/teleport into a flamethrower pit, though stages like yamatoman would hinder them

Jodar: basicly bots with hard knuckle, might be easy to dodge, might kill you in the 1st few seconds

sinkman: will be easy as long as you stay away or dont jump

king yamato: too easy now that the bots can can only fire 2 at a time

finite zero: this will end fast both ways

jack corvus: see blaze about the flamethrower

yellow devil: rather easy as they have poor laser aim and poor rangee

GummyWorms: stay away and win

cutmanmike: could go either way: make them fire and they're sitting ducks, hide too much and they'll recharge and kill you

chimeraman:just hope the stage is wide open

laggyblazko: if they use the guns, you're already dead

Breve: bots with needle canon, might end badly might end well

ice/sparky: chlallanging, Ice's shots might break on a teammate, though do alot of damage, sparky's shots rip and do good damage

tsuki: could go both ways

fenga: homing weapons on a army of bots!? ARE YOU MAD!?

trollzero: you're dead

bot apoc will not work fairly

Also on a unrelated note, could you change the blue on ice to junk sheild blue and add damage types to lightning wave and iceblade? Was wondering why ice was weak to his own weapon
Title: post
Post by: BiscuitSlash on December 26, 2011, 06:02:49 PM
I enjoy classes + roboenza + bots, and that becomes total havoc very fast. Kinda like what you said in a lot of that post. However, I really enjoy that, and I think this mod would be hilarious too.

We can even have Roboenza + this mod together someday. That would be kinda epic when you think about it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 26, 2011, 10:03:21 PM
I messaged Jodar about the community classes and he told me this

Quote
Tell them I will not be returning, working on my webcomic, game, and webshow are taking up far too much time for me to play any games. I really do wish I could come back but I cannot. Also, tell them the new sprite sheet of my character has been cancelled, thank you.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 26, 2011, 11:35:39 PM
Alright, Jodar's getting cut.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 27, 2011, 12:45:48 AM
Btw, could we get a list of what unadded classes were accepted and which were coded?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 01:32:31 AM
Classes that have been submitted that will be added:
TheBladeRoden
Messatsu (after a little tweaking, most likely)

Classes that have been submitted, but need to be revised:
Michael712 (Obituary needs to be revised, weapons themselves are too numerous and powerful (will be adding a 2 weapon limit from here on out))
Ukiyama (Weapon choice seems a bit ridiculous (Seriously? Meteor?))
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 27, 2011, 02:02:14 AM
from what I saw Micheal's class had 2 main weapons, the firball and the fire shot, the 3rd beam weapon was a sure why not thing, and the 4th was a instagib weapon, though I did make a community classes dummy file and made a bot for his class with just weapons 1 and 2 and the shots were rather easy to dodge yet powerful, though I guess changing it from a ripper to a set damage projectile and limiting the class to weapons 1 and 2 might help somewhat, his fireball weapon was pretty decent as for the fire shots, it seems like more of a ripping freeze cracker that dose max damage when the targets againsed a wall


Anyway enough of my rambling, I'll send you my IG weapon when I finnaly gain computer access again, and I might change the HUD sprites so they make more sense (and end up being a base for other weapons)

Edit:Also you forgot to give my class a IG damage type causing it to take major damage and survive non ripping IG attacks
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 11:37:58 AM
Ahh, thanks for telling me what needs to be cleaned up!

If the weapons are too numerous then you can remove the force beam weapon. It was there as a signature move because of that force beam gun that I made. I had a feeling it might have been useful at times, especially LMS campers.

I kept trying to balance the fire damage to see what was right. I've been trying to go for low power to go with the high speed and amour. The fireballs seemed to always be an 8HKO, which made killing someone kinda annoying. I think I'l go into more testing to see what the damage output should be. I'l probably lower the damage on all attacks by a few damage points, although obviously more for the fire shot.

About the obituary thing....yeah, I kinda fail at making those. "Victim was burnt a lot by M712's Purple Fire" was the best thing I could think of, and I don't really know what else it could be.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 02:28:35 PM
That's OK, I love coming up with obituaries!

%o was turned to ash by %k's Purple Fire
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 05:24:05 PM
Testing it again, and here's some changes I've made. There should no longer be any power issues of any sort.

Here are the weapon changes:

M712Flame1:
Damage = 9 --> 7

M712Flame2:
Damage = 8 --> 6
Speed = 30 --> 40 (This way it will not attack them as much

M712Flame3: (The fire shot)
Damage = 19 --> 14

M712IGFire1:
Explosiondamage = 62 --> 52

M712IGFire2:
Explosiondamage = 80 --> 65

Bots will have an advantage with my weapons. Assuming they have infinite ammo, they will be able to spam the attacks a lot more. Normally, the weapons use up quite a bit of ammo and they wont recover it very quickly. If you run out of ammo in the middle of combat (which happens a lot while testing), then you basically have to switch to the other weapon, and if that doesn't have ammo then you must run. When I test it, it seems very hard to actually kill someone that has full health. For most damage, you must make them end up in a way that the fireballs don't stop hitting them (such as small spaces) or to hit them with a fire shot when they are up against the wall (which is hard to do). I find it hard to beat Cutman's level in campaign mode, and I think my class is balanced at the moment. (The only real special power he has is high amour and mobility, and that's not all that powerful compared to others).

I don't really know how else I can nerf it.

Might need a few more ideas for obituaries.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 07:08:47 PM
Quote from: "Michael712"
M712IGFire1:
Explosiondamage = 62 --> 52

M712IGFire2:
Explosiondamage = 80 --> 65

Uh, IG weapons are supposed to have damage of at least 100, preferably more. Also no explosions. Will take a look at those and report back.

Also, Ukiyama is getting added to v3a, but the dev team's tossing around exactly what we're going to tweak, if anything. @Ukiyama: If you have any ideas for changes, PM me.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 07:15:45 PM
Oh, right. I thought it had to be at roughly the same power as IgMetalBladeWep, which is what my weapon is.

Now that I think of it, I could use that over idea I had of the force beam gun, but with a slight downgrade:

Main fire: Fires force beams out of the player's hand. It has roughly 3/4 of the ammo that M712's original Force beam gun has. Instant kill, like a force beam.
Alt fire: Recharge. This weapon does not automatically refill. Holding the alt fire button will make M712 flash white and recharge ammo for that weapon.

But I dunno, maybe not.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 27, 2011, 07:17:56 PM
Quote from: "Michael712"
Oh, right. I thought it had to be at roughly the same power as IgMetalBladeWep, which is what my weapon is.

Now that I think of it, I could use that over idea I had of the force beam gun, but with a slight downgrade:

Main fire: Fires force beams out of the player's hand. It has roughly 3/4 of the ammo that M712's original Force beam gun has. Instant kill, like a force beam.
Alt fire: Recharge. This weapon does not automatically refill. Holding the alt fire button will make M712 flash white and recharge ammo for that weapon.

But I dunno, maybe not.

I like it. It's clever.

Instagib is supposed to be a mode where everyone has a one-shot-kill weapon. Of course, that means every class will have to be balanced in some other way.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on December 27, 2011, 07:20:23 PM
At first, I decided to use my fire for instag rather than beam, as I originally had a beam attack and my force beam gun is really OP compared to IGmetalblade.

I'l be back with a new (and better) instag weapon!

2222 posts! EFF YES!!!!! uscared korby?

POST MERGE: Got 3 problems right now.

-Holding the alt fire will activate the firing animation
-I don't have the sound that I want to use and I can't rip sounds without .nfs (I want to use DEM's synthesizer sound). I'm using leaf shield for now
-The alt is making lots of weapon change sounds for some reason.

Instead I might give it lots of ammo, but when you run out, you must use an item to recharge, leaving you very open for a few seconds. Not sure about the altfire yet, and I might not even need one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 28, 2011, 05:05:10 PM
Welp, I gotten bored and made this late at night


http://www.4shared.com/file/VBAGRFrR/Balancetest.html (http://www.4shared.com/file/VBAGRFrR/Balancetest.html)


basicly, they're classes that have different balances that might give a general idea or how the classes would most likely be balanced, use buckshot for the best results

Jack of all stats: megaman, uses the standard megabuster

fragile speedster: moves alot faster and jumps higher than megaman, but lacks power and defense with a fast fire rate but low damage buster

Glass cannon: has high attack power, but lacks in speed and defense, with a very high damage buster

stone wall: has high defense, but low speed and attack

glass ninja: sacrifices even more defence for speed and attack power

mighty glacier: sacrifices more speed for attack and defense

(not sure what to call the speed/defense combo so I went with boulder)
Boulder: sacrifices more attack for speed and defense

lightning bruiser: try to stay away from making this, having high defense, speed, and attack will upset the balance

so heres the classes atm

(5) attack: Cold Fusion, cutmanmike, Jodar5, beed, troll
(5) A/S: jack corvus, gummywormz, chimeraman, Sparky, tsuki
(1) speed:Finitezero
(0) S/D:
(0) defense:
(3) D/A:Kingyamato, yellow devil, Ice
(5) allaround: megaman, Sinkman, laggy blazko, blaze, Breve
(1) Joke character?: fenga


also, yellow devil could stand to have a ammo usage nerf on his block lob attacks cause atm it uses too much ammo to be useful
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 28, 2011, 10:35:53 PM
Hmm, now I find my nadespam too UP and the gun too OP . My tommy gun was weak before because it was supposed to be used to finish weak targets which were trying to escape... or trolling distant people with weak hitscan attacks. However, the nadespam was supposed to be the main weapon and now I find it too weak.
 Ok, these green balls shouln't be as OP as before, but maybe should be a bit more powerful than now... Or at least be able to bounce off walls so it can work as actual grenades.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: arkman on December 29, 2011, 03:58:45 AM
Let's see seeing as my old idea is kindof op/joke,

How about a class that can attack with a variety of barriers, Either solid ones which prevent characters from passing or energy ones that block/reflect certain projectiles.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TheBladeRoden on December 29, 2011, 07:49:54 AM
Quote from: "ice"
(not sure what to call the speed/defense combo so I went with boulder)
Boulder: sacrifices more attack for speed and defense

Interceptor?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 29, 2011, 06:41:53 PM
Welp, almost done making sprites for my class, just need to make the alt ones for sparky and I'm done

(click to show/hide)


Hand spriting tip: Make a pose you want with your hand, draw a sketch of it in paint, then pixelize around it
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on December 29, 2011, 07:12:11 PM
Alright, here's a blueprint for the Smash Man weapons.

Main fire is either the Smash Buster or Mirage Chaser, depending on weapon.
The Smash Buster fires fast, but the damage is so low it's embarrassing.
However, if you charge the buster, it fires a giant heavy-damage blast.
Mirage Chaser is a mid-speed homing orb that has decent attack power.
It has the drawback of eating up Armor Power (for the alt) so don't spam it!

The alt-fire activates his current Body Armor which is toggled through Item Use.
Stone Body makes him COMPLETELY INVINCIBLE but doesn't allow any movement.
Float Body gives him super-light jumps, but also gives larger knockback from hits.
Both are ammo-based so they can't be used FOREVER and must be recharged.

Smash Man's only real "power move" is the slowly-charged buster blast.
He also has the evasion-themed Float Body and the "OH SHIT ATOMIC FIRE" Stone Body.
I'd say Smash Man is more of a "counter" type class because of his moves.
Mirage Chaser could be used for offense, but it's mostly a "just kill the guy already" finisher.

There would be a third weapon with his melee (as seen in CUTSTUFF WAR) but you put a limit.


I started work on it but I decided to post this design sketch EARLY so you could check it.
Would be a waste to build all this only for you to TURN IT DOWN so I'm asking now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on December 29, 2011, 09:02:47 PM
Quote from: "SmashBroPlusB"
Alright, here's a blueprint for the Smash Man weapons.

Main fire is either the Smash Buster or Mirage Chaser, depending on weapon.
The Smash Buster fires fast, but the damage is so low it's embarrassing.
However, if you charge the buster, it fires a giant heavy-damage blast.
Mirage Chaser is a mid-speed homing orb that has decent attack power.
It has the drawback of eating up Armor Power (for the alt) so don't spam it!

The alt-fire activates his current Body Armor which is toggled through Item Use.
Stone Body makes him COMPLETELY INVINCIBLE but doesn't allow any movement.
Float Body gives him super-light jumps, but also gives larger knockback from hits.
Both are ammo-based so they can't be used FOREVER and must be recharged.

Smash Man's only real "power move" is the slowly-charged buster blast.
He also has the evasion-themed Float Body and the "OH SHIT ATOMIC FIRE" Stone Body.
I'd say Smash Man is more of a "counter" type class because of his moves.
Mirage Chaser could be used for offense, but it's mostly a "just kill the guy already" finisher.

There would be a third weapon with his melee (as seen in CUTSTUFF WAR) but you put a limit.


I started work on it but I decided to post this design sketch EARLY so you could check it.
Would be a waste to build all this only for you to TURN IT DOWN so I'm asking now.

I think it's a clever idea.
[ACCEPTED]
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 29, 2011, 10:17:25 PM
At long last I've decided to remake my class! I hope this defensive class helps with the whole 'Glass ninja' situation. Like before I don't know ANYTHING about coding, I'd greatly apreciate if anyone helped me out. I've already started making the sprites, but I just wanted to make sure the class is accepted before continuing.

Name: Manibogi
Armor: 0.8x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: Electric attacks and Stun
Jump: Normal
Damage type: Normal
Role: Counter Hitter
Speed: 0.9
Taunt: Zelda/Mario 3 Whistle
Weapon dropped: Proto Buster Upgrade
Skin: Darkman2
Skin color: Star Crash's color
Junk shield's color (FullMetal Armor)
1st Wep Alt: Guard Shell: Raises hands, lowering damage taken by 75% and speed by 50%. Damage:-75% Speed:-50%
1st Wep: Counter Attack: If Manibogi is hit in this state, he takes no damage and fires a projectile with the same strength. If nothing hits him, he becomes unable to use any attack for 1.5 secs. Damage: Depends on countered attack.
Special: FullMetal alchemist Armor (UBER CHAARGE!!): To the left of Manibogi's health bar is a meter which fills as fast as Flash Man's from classes. When filled up he gains an item that, when activated, gives him FullMetal Armor, which reduces damage taken by 50% and increases damage dealt by 25%.
IG Wep: Flare Cracker: Fires a spread of missiles that leave a trail behind. Damage: 300
IG Wep Alt: Spiraling Flare Cracker: Fires 2 spiraling missiles that leave a trail behind. Damage: 300
As you can see, Manibogi has (at least) two playstyles, he can play strategic, by using carefully timed counter attacks, or he can just camp until he gets enough energy for the FullMetal Armor, since he becomes one of the most threatning classes defense-wise.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on December 29, 2011, 10:28:28 PM
I'd be more than happy to help code it
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on December 29, 2011, 10:30:01 PM
I found two bugs:

When playing as Vanilla Megaman, he cannot seem to refill Charge Kick with Weapon Energy Capsules. Which means if it runs out of ammo, that's it, unless he uses an M-Tank.

Second, and potentially more fatal, is that King Yamato's class has conflicting ammo names (which is YamatoClassAmmo) with Yamatoman from both YD's and KY's classes. Which means if CSCC is ported to either mod, which I already did with KY's several pages ago (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=550), Yamatoman and King Yamato will have no ammo whatsoever, completely making those two classes unplayable.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on December 29, 2011, 10:46:26 PM
Quote from: "ice"
I'd be more than happy to help code it
Thanks a lot Ice!! I'll finish the huds and sprites, ask me if you need help. Thanks! :D
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on December 29, 2011, 11:21:17 PM
Quote from: "Beed28"
Second, and potentially more fatal, is that King Yamato's class has conflicting ammo names (which is YamatoClassAmmo) with Yamatoman from both YD's and KY's classes. Which means if CSCC is ported to either mod, which I already did with KY's several pages ago (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=550), Yamatoman and King Yamato will have no ammo whatsoever, completely making those two classes unplayable.
I fixed that in my second YD classes patch. (But It's not compatible with the current classes mods... Yet).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 04, 2012, 07:49:47 PM
Welp, Ive submited my Instagib weapons and changes and I'm almost done with Manibogi's class, anyone else needs something coded?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 04, 2012, 08:17:25 PM
Something I forgot in the file I sent you:
(http://img38.imagefra.me/i514/michael712/r1j3_b04_ubf6m.png) (http://i.imagefra.me/626ivf5e)(http://img38.imagefra.me/i514/michael712/r1j3_426_ubf6m.png) (http://i.imagefra.me/111ivf5f)
These are empty bars for the flashing bar when my Instag weapon is charging up. When these are set, the flashing bar in the Instag weapon will have a flashing background where the bar isn't full and it will look much more like it would do on an NES.

Also, I'm working on Trollman's class. Hopefully I'll have it done by the next release.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 05, 2012, 12:07:40 AM
now that i have access to a computer, i can provide a better idea. seeing as all my others were small and too generic due to psp text limits.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 22, 2012, 04:15:19 AM
Yes, this project is still alive.
No, I'm not quite ready to release any info on the new version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 22, 2012, 04:24:27 AM
I changed Smash Man to a lethal joke character :cool:

I hope you're not amd at me for doing it


(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 22, 2012, 12:41:17 PM
So, has my class overhaul made it? Like having to pickup weapon energy to use the laser? As well as the instagib weapon and skin.

Oh and one small request: give my Missile Barrage infinite ammo and change it's damage type to quick so it doesn't hitstun. Especally the last one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 22, 2012, 06:17:41 PM
Quote from: "Beed28"
Oh and one small request: give my Missile Barrage infinite ammo
*looks at YD's wily* Yep, that wouldent be cheap at all
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 04:48:03 AM
Here’s a joke class that I think folks might enjoy. ;)

Name: Shedinja

Skin: If there’s no Shedinja skin, then Metal Man or Shadow Man works. Main color is mud green and dark brown.

Armor: Immune to all weapons except for Fire, Rock, Air (Flyin’), and Dark/Ghost attacks. Since this weakness description is a bit vague, I’ll give a list of Weapons that should affect Shedinja. Ya may add Slicin’ weapons onto the list too if ya want.
Fire Storm, Super Arm, Atomic Fire, Air Shooter, Hard Knuckle?, Shadow Blade, Pharaoh Shot, Skull Barrier?, Gyro Attack?, Crystal Eye, Power Stone, Flame Blast, Wind Storm, Scorch Wheel, and Noise Crush?.

This is all of the weapons that aren’t slicin’, if ya wan slicin’, here’s the rest.

Rollin’ Cutter, Metal Blade, Shadow Blade, Gyro Attack, Sliver Tomahawk, Slash Claw, and Screw Crusher.

Because it’s Shedinja, it will die to one hit if any of the above weapons hit the shed bug. Some of the weapons on the above list might be iffy, so ya can change it up to yar likin’.

Weapon 1: X-Scissor, A double Slash Claw attack that’s a lot weaker than the normal Slash Claw, but it covers a long horizontal range. If a foe is caught between both slashes, then it could inflict a lot of damage, about 75 sounds about good for the “sweet spot”. Damage Type: Slicin'.
Weapon 2: Night Slash, More or less, it’s a Shadow Blade that travels really fast (as fast as Sliver Tomahawk would work) and travels a long distance before comin’ back. This attack should range from a 4 – 6 hit kill. Damage Type: Slicin' (also "Dark" as well).
Alt fire: Same alt for both weapons. Shedinja starts out with an empty ammo bar and starts to fill, and flies like Gyro Man, however it should eat up ammo faster than Gyro Man.

Speed and Jump: Shedinja should be slower than Mega (about 70% - 80% of Mega’s speed), and have a higher jump (about 120 - 130% of Mega’s jump).

Weapon Dropped: Both Slash Claw and Shadow Blade.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: GameAndWatcher on January 23, 2012, 05:07:22 AM
Trogdor class idea to represent me:
Heavy armor, not very fast
Main Fire: A Flame thrower-type weapon, lots of damage
Alt: Punch, just like Gutsy's, except Plain fist
Weakness: Ice and Blades
EDIT: Skin: Bondman's Trogdor skin
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 05:09:54 AM
Quote from: "Game&Watcher"
Trogdor class idea to represent me:
Heavy armor, not very fast
Main Fire: A Flame thrower-type weapon, lots of damage
Alt: Punch, just like Gutsy's, except Plain fist
Weakness: Ice and Blades
Sorry to say, but this is vague as heck. Did ya even look at the front page's requirements?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 23, 2012, 05:23:54 AM
@SS: that seems rediculousely OP, only blaze, jack, chimeraman, and megaman can do anything to it

P.S. There's starting to be too many joke classes @_@ not to mention, alot of them having nothing to do with the poster at all

P.S.S. Does anyone have ideas for custom character sprites for there classes but cant really decide on a design? I'm free to make some
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: GameAndWatcher on January 23, 2012, 05:33:25 AM
Quote from: "SaviorSword"
Sorry to say, but this is vague as heck. Did ya even look at the front page's requirements?
Fine, Sounds like you want me to be more specific
Anyway, Troggie should take about half of the usual damage (except when hit by one of his weaknesses)
Also, When he Frags 10 people, he gets a special item that makes him invincible and have infinite ammo for a few seconds.
(I'm posting this on a 3DS, please that is what's taking me so long.)
Edit: Drops Fire Storm
As a second weapon, he should have a "shieldless" Fire Storm for people farther away, it would do about the same damage, but take more ammo
Second Alt, Same as primary alt.
Flamethrower and "Fire Storm": Fire type
Punch: idk, probably Guts-type
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 23, 2012, 02:20:46 PM
Quote from: "ice"
P.S.S. Does anyone have ideas for custom character sprites for there classes but cant really decide on a design? I'm free to make some
NORMAL NAVI FROM BATTLE NETWORK

DO IT NOWWWWWW
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 23, 2012, 02:45:19 PM
Ive never played the battle network series (or even seen actual gameplay) so you might need to PM me some details
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 23, 2012, 07:32:39 PM
Quote from: "ice"
P.S. There's starting to be too many joke classes @_@ not to mention, alot of them having nothing to do with the poster at all

...This, sadly.

Try to design classes based on your own characters/how the community perceives you.

Also, while I'm up here, a quick note: If you're going to use someone else's weapon or skin in your class design, make sure you get permission from the original creator, if possible, and tell me that you did.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 23, 2012, 09:08:09 PM
Quote from: "ice"
@SS: that seems rediculousely OP, only blaze, jack, chimeraman, and megaman can do anything to it

P.S. There's starting to be too many joke classes @_@ not to mention, alot of them having nothing to do with the poster at all

P.S.S. Does anyone have ideas for custom character sprites for there classes but cant really decide on a design? I'm free to make some

Ya've seem to forget about CMM, Gummywormz (fire sword), and Tuski0 (Ghost type). Yea this is a joke class, and sorry if ya took any offense.

Anywho, there's been lots of classes that have been accepted/rejected, but I could never keep track of it without a list of such. Also, my class got accepted (through pm), but I've never heard any news about it since as if it vanished into ether. It'd be nice to have some kind of progress report every now and then.

P.S. Isn't more classes, the merrier?  :?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 23, 2012, 09:29:08 PM
my class will hurt your class when they're both done

Shoryuken Smash Upper is fire-type and Windy Spin is AIRMAN TYPE flying-type

also here's a hint for Smash Man when he's released

LEFT LEFT LEFT RIGHT LEFT
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Emmanuelf06 on January 24, 2012, 04:03:58 AM
I will ask to Jack Corvus for a caracter in this mode, i think =P
Must test the new classes....
Title: Its MegaMan X
Post by: MasterXman on January 24, 2012, 10:27:19 PM
Alright. Since My laptop cannot work right and the computer I'm on right now does not work with Slumped (this isn't bullshit. I actually tried and its missing something)... Here's the class that I need to be coded.
Classname: my username
Skin: Bass-SGC
First weapon: Right MegaBuster. Its shoots regular shots and it can be charged up for a bigger shot

Second weapon: Left MegaBuster. It fires Missiles that can follow your opponent.
Second Altfire: A much more stronger Missile but it CAN'T follow your opponent.
(This requires ammo to work)

Third Weapon: Z-Saber. Its like slashclaw. Only doing a low amount of damage.

Now why did I not type down the armor, speed and jumpheight? It should be exactly the same as Megaman's.

Now what should be dropped when he dies? The Z-Saber or the Missile Launcher? I don't know about this.

Weakness? MetalBlade.
What type is he? Is normal acceptable?

Edit: forgot to add this.
Item1: Dash
Item2: Jetpack. (Should only be floating for 10 seconds)

Edit I forgot to add on: You could also just add the 2nd MegaBuster to the first MegaBuster So its actually one weapon.
Like The 2nd MegaBuster being an altfire which can be charged and The first Megabuster can be charged too as a regular weapon.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 24, 2012, 11:44:26 PM
So Samus with a sword? XD jk

Dosent seems like too much work and the class seems unique enough. I could code it if you want
Title: Makes no sense
Post by: MasterXman on January 24, 2012, 11:47:55 PM
>Samus With a Sword
What?
It was actually supposed to be A MegaMan X edit go ahead and code it.
But I'm serious. Its not Samus.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 24, 2012, 11:55:39 PM
hey ice could you do me a favor

I need HUDs for Smash Man

specifically an uppercut and a guard

just use the "Mega Man styled" arms/hands

if you do that I will love you forever
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 25, 2012, 12:13:02 AM
Quote from: "SmashBroPlusB"
hey ice could you do me a favor

I need HUDs for Smash Man

specifically an uppercut and a guard
What kind of guarding? hands out, cross armed, or paralell arms?

just use the "Mega Man styled" arms/hands


if you do that I will love you forever
?_? No homo?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 25, 2012, 12:17:34 AM
Quote from: "ice"
Quote from: "SmashBroPlusB"
hey ice could you do me a favor

I need HUDs for Smash Man

specifically an uppercut and a guard
What kind of guarding? hands out, cross armed, or paralell arms?
I was thinking parallel but crossed arms would be baus.

just use the "Mega Man styled" arms/hands

if you do that I will love you forever
?_? No homo?
lol no homo
Title: Re: AAAAAAAAAAAAAAARGH!
Post by: zblueboltz on January 26, 2012, 04:16:18 PM
Quote from: "xxkirbysonicxx1"
>Samus With a Sword
What?
It was actually supposed to be A MegaMan X edit go ahead and code it.
But I'm serious. Its not Samus.

What he may be getting at (and what I too believe) is that your character is too "unoriginal" or "basic" and we are trying to get people to make more interesting classes, too.

Perhaps you could have a charge to do something more original or interesting? (Or even a charge that requires both clicks to be held).
The gun could be used to draw enemies in. (As opposed to knockback) It could still be a buster shot.
The sword may be weaker (since you can draw people in) but perhaps give it something else so the trade off is okay. Perhaps a disorientating flash? (Less than a second)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 26, 2012, 09:45:33 PM
Drawing people hasn't exactly been perfected by anyone yet. The only thing we have right now is Magnetman's old Magnet Pull, and that was riddled with lag problems.

But the point still stands. You need to make something more original.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 27, 2012, 10:14:06 PM
I came up with another idea for my class. The Mirror Buster is getting the axe and now the altfire for my first weapon would now have infinite ammo, mainly shooting four small lasers going outward in a square pattern. These lasers do 1 damage (or is that too weak?) each and do not bounce off of walls.

Good idea? You said we needed to be more original for our weapons.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 27, 2012, 10:16:11 PM
I'm gonna tweak Sinkman's alt a bit.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 27, 2012, 10:27:00 PM
No wall bounce and only ONE damage?

That's worse than Flash Stopper (3 damage), and getting a kill with THAT is considered "trolling" / lucky.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 27, 2012, 10:43:58 PM
I think he means one bar of the 28 health bar, despite characters having 100 health.

That's roughly 3 damage, which is still too weak, unless he's super rapid fire or something.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 27, 2012, 11:02:52 PM
Nope, it's basicly the same fire rate as Gemini Laser.

Right now, it's 1 damage per laser, for 4 damage maximin. Maybe it should be 2 damage per laser, for 8 total. Or 3 damage per laser for 12 maximin. Or...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 28, 2012, 03:08:30 AM
megabuster does 10 damage
Title: please tell me the attacks are do able
Post by: TeirusuNuigurumi on January 28, 2012, 04:15:42 AM
name- cuddle pie
armor-1.15
speed-1.25(1.50)
jump-1.25
weakness- ice based attacks
damage type-fire
role- crowd control

wep1-
guard line
a shot that chews up 1/3 of the ammo bar. it creates a line from the cursor to about 1.5 ringboomer distance. anything touching it gets hurt and knocked back. lasts 5secs, and charging makes it reach farther.
wep1alt-
gravity swell
a ball that, upon impact with a enemy or terrian, causes a small AoE attack that jolts enemys into the air.

skin-kapus' chao, but red
Title: Re: please tell me the attacks are do able
Post by: Korby on January 28, 2012, 04:24:49 AM
Quote from: "PLAINOLDLUIS"
wep1-
flame chakram
a fire version of rolling cutter. still shreads and bounces around the stage. charge-able to increase attack damage and size but also loses its shreading ability.
Isn't this Mike's mainfire?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 28, 2012, 04:26:40 AM
is it...? if it is i'll change it. i have a second weapon and more info but can't post it due to psp text limits.

also, i have permission to use the chao skin from kapus.

and here is said info...

wep2-
heat saber
a basic fire sword. charge able to cause a wave of fire on the floor that travels small distance before disapearing. the wave shreads.

wep2alt-
karma stab
a fatal attack that has a short range but inflicts massive damage.

drops-
ghold, and small life capsule.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 28, 2012, 04:54:03 AM
oh weapon drops, I forgot about those

Dropped weapon will be Mirage Chaser, a sort of "middle man" in between Magnet Missile and Dive Missile.

Instagib weapon will be Justice Fist. It's exactly like Smash Fist except every move gives "ultra stunlock" like Broken Time Stopper and attack power is raised through the roof. Yes, I just said that Smash Man uses a melee weapon in Instagib.

Also, in Instagib mode Smash Man has double speed, just because he can. :p
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: fortegigasgospel on January 28, 2012, 04:58:55 AM
Well I've gotten a bit more active in the community so I'll see about making a class. I can maybe do the hud once I know what I need to do.
Name: Forte Gigas
Armor: 0.2x (Weakness: Electricity) ((Is .2 higher armor or lower? he should take less damage))
Speed: 0.7
Jump: 1.2x
Damage Type:
Role: Armored Range Attacker.
Weapon Dropped: Gigas Blades, work exactly like his.

Description: Basically the guy in my avatar.  Roughly a Megaman style character but slower and more heavily armored. (but he doesn't need to have the weapon change if you want to keep that out of the mod)
Main Weapon: Gigas Buster: Fires a long piercing laser that does average damage. Can not move or turn until the whole beam has fired.
Alt Fire: Gigas Blades: A two hit sword slash that does low damage for defense against opponents who get too close.

Skin: Um, I guess my Volt Man until I get a skin made

I'll see about making what I can but I'm not good with scripts.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: HD_ on January 28, 2012, 10:49:57 AM
If someone could teach me how to make classes, then I'll code it myself.

Name: /cgHuman Destroyer
Armor: 1.0x (Weakness: Water/Wave/Whatever it's called)
Speed: The default
Jump: Default
Damage Type: Fire
Role: Berserker
Weapon Dropped: Atomic Fire

Primary Fire: At full HP, shoots Stage 1 Atomic Fire at a slow RoF. At 60 or lower HP, Stage 2 AF with an ever-so-slightly increased RoF, and at 20 HP, Stage 3 AF with the same RoF as Stage 2.
Secondary Fire: A flaming version of Skull Barrier. Kind of a combination of Skull and Star, but with less ammo and slow recharge.

Skin: Skullman

Yay, I got that out of my system. Now, could someone teach me how to code this please?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on January 28, 2012, 12:51:17 PM
I did a similar mainfire with Darkman 1, so I can certainly tell you it's possible.

You may wanna go check out the weapon template and open up the Zdoom Wiki and start looking at Mike's coding to see what does what. That's how pretty much everyone here learned anyway.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 28, 2012, 02:26:37 PM
I think I'll probably need help with Trollman's HUDs. The Troll sword may take awhile, and the Troll cannon I'll have no hope with making. Is anyone else feeling strong enough to make them?
Title: Re: please tell me the attacks are do able
Post by: xColdxFusionx on January 28, 2012, 04:30:40 PM
Quote from: "PLAINOLDLUIS"
wep1-
flame chakram
a fire version of rolling cutter. still shreads and bounces around the stage. charge-able to increase attack damage and size but also loses its shreading ability.

Yeah, that sounds a lot like Hellfire Cutter.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 28, 2012, 06:50:42 PM
*FACEWALL*

never tried the mod so i don't know what everyone has. ehh, i'll think something eventually... when i do i'll just edit the post. my apologies though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 28, 2012, 07:30:35 PM
It's probobly a good idea to play a mod before making a class for it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Hallan Parva on January 28, 2012, 07:32:28 PM
oh hey Ice how is the uppercut coming along

also Coldy do I have any sort of timelimit until the next version is pushed out
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 28, 2012, 07:40:51 PM
I've gotten started on them but my bro's been off for the past few days so I havent been able to use the computer much :/ But I'll try to get it done asap
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on January 28, 2012, 09:08:54 PM
I think I'm happy with my changes. I'll go and send it to xColdxFusionx now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NemZ on January 28, 2012, 11:02:43 PM
Holy crap is this a long thread.  Eh, this has probably been done but oh well.

Name:  NemZ
Armor: 1.2x (Weakness: Nature & wind)
Speed: (normal)
Jump: (a bit higher than normal)
Damage Type: Light/laser
Role: sniping camper bastard
Weapon Dropped: Gemini Laser
skin:  Gemini Man in purple.

Weapon 1:  A chargeable Gemini Laser.  Normal is as normal.  Charged version is a different color and rips/pierces (yeah, probably instadeath...) but player can't move while charging.
Weapon 2:  Treble Sentry reskinned to look like another Gemini Man in magenta.  Has a recharge period longer than the item's duration so there will always be a window where it isn't up.

I have no idea how to code any of that, though I imagine it wouldn't be difficult.
Title: Re: Awesome or totally lame idea?
Post by: Lobsters on January 29, 2012, 01:09:30 AM
Okay I have an idea for a class, however the main problem is that I have virtually no clue on weapon/decorate coding.  It took me forever how to learn how to make skyboxes (infact the current availible version of Lobster Pack still doesn't have them rofl) and still go derp on how simplistic they are to make. However I could make the skin, Hud etc. If this is shot down I can understand.

Spoiler because well it will be a long journey.
(click to show/hide)

Like I said coding is something I can't do. Reminds me of making stuff in the Morrowind Construction Kit back in the day I could make mostly everything that did not require actual  scripting. So the main idea behind my class is to have a guy that will snipe you and send out tangos to block you off. Chances are tango kills might be more common then rail gun kills rofl.
I hope this is something deemed cool and not wasted thoughts. I guess I forgot to mention I'd appreciate help majorly.


EDIT: You can tell I was really bored when I first thought of this. Tangos need love.

EDIT 2: Cleaned up some things. I swear if someone thought of something similar to this before I posted this then GAHHHHHHHHH.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 01:10:46 AM
after playing some TWEWY, i came up with a new wep1. check my post from before.

also, would someone mind the programing? i really don't know how to make weps but when i get a chance i'll sprite out the shot and what not. but wep1 alt is basicly a fully charged pharoh shot in looks.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 01:26:22 AM
Name: Darkmath
Armor: 0.5x (Weakness: Nothing due to small armor )
Speed: Normal
Jump: Normal
Damage Type: Ice/Thunder
Role: Controller
Weapon Dropped: Spell Book II: Wave of Shock
Skin: Custom Skin (WIP Tho)
Weapon 1: A spell that shoots an ice shard that damages and slows an enemy, Altfire: A rain of hailstones that damages has a chance of paralyzing the enemies in the area.
Weapon 2: A thunder wave that push enemies and deal 10 damage, it's a chargeble, the much you charge, the more the enemy is pushed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 01:28:58 AM
darkmath,

.5 armor is like 150 health ya know. its more like tough armor.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 29, 2012, 02:54:20 AM
Quote from: "PLAINOLDLUIS"
darkmath,

.5 armor is like 150 health ya know. its more like tough armor.

Uh, you might want to check your math.

100/.5 = 200

But yeah, small Armor Value = Big Damage Reduction.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on January 29, 2012, 03:05:05 AM
oh derp... 1.25 is 150... derp... welp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 03:20:35 AM
I read the armor thing wrong, I tought it was 100x5, not 100/.5, So well, my armor wil be 100/2.5, now, there.
And while I don't finish my skin, you could use Black Mage.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 29, 2012, 03:42:32 AM
Quote from: "PLAINOLDLUIS"
oh derp... 1.25 is 150... derp... welp.

100/1.25 = 80
Title: totally past being zetta slow...
Post by: TeirusuNuigurumi on January 29, 2012, 03:45:16 AM
i blame minamimoto from TWEWY...


*FACEPALMMYHEADTODUST*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 29, 2012, 03:48:49 AM
100/.67 = 150
Btw, bot info:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on January 29, 2012, 09:59:02 AM
Botchat. Taken from OOS but with slight differences
(click to show/hide)

Also should I take a shot at that special intro that I have in mind? I really want it to happen I think I might know how to make it happen so....
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on January 29, 2012, 09:58:35 PM
Botchat for this. Also from Online Skirmish with some differences.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 29, 2012, 11:27:03 PM
Quote from: "SaviorSword"
Anywho, there's been lots of classes that have been accepted/rejected, but I could never keep track of it without a list of such. Also, my class got accepted (through pm), but I've never heard any news about it since as if it vanished into ether. It'd be nice to have some kind of progress report every now and then.

Sorry to ask, but I really would like to see a list of recently accepted/rejected classes, classes accept and bein'/not bein' worked on, and/or classes that are almost done/ need sprites and etc.

In short, I want to see the progess, please?  :|
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 12:03:59 AM
Sprites for my weapons:
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: NemZ on January 30, 2012, 01:22:20 AM
Geez, looking through some of these I'm starting to think mine might actually be underpowered... and here I originally considered adding MORE nerfs to justify the uberlaser.

Hmm... maybe add visible nondamaging version of gemini laser (laser pointer :D) that fires constantly while charging and dissapears immediately when it fires.  Makes it easier to work out the rebound angles on a long shot, but also gives people who are paying attention fair warning literally while pointing a neon arrow right at where I'm stuck in place.

On the other hand, make the sentry weapon create two of them at the same time, and on the altfire they both shoot a gemini laser along with me at where my cursor is (3 at once, woo!), but both sentries disappear immediately after.  Perhaps set it up so that creating them requires a full bar but actually only costs one point of energy + a constant drain over time (can't be canceled), and using the alt requires the bar be at least half full.

If that's accepted I may go ahead and make a custom skin... basically Gemini Man with the 'evil energy' from 8.   :twisted:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 30, 2012, 01:41:37 AM
I had an idea where my class had 2 items that, when used, takes away one of your weapons and refills the other one instantly while creating a clone that uses the removed weapon that would be useful as a last resort, but that idea was shot down by CF on the grounds of "we have enough sentry classes"
so not sure if the sentry thing will make it in or not
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 01:49:20 AM
Quote from: "SaviorSword"

Sorry to ask, but I really would like to see a list of recently accepted/rejected classes, classes accept and bein'/not bein' worked on, and/or classes that are almost done/ need sprites and etc.

In short, I want to see the progess, please?  :|

You'll have to wait and see-

*pulls out a small sheet of paper*
(click to show/hide)

...Celeste, why?

*shrugs*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 01:53:36 AM
Btw, don't worry about the weapon sprites, I got them here, the colors of my skin are all red (Like Fire Storm without the orange, only red)
And here is the sprite sheet for my weapons, as for the weapons themselves, you can nerf anything you thinks it's op.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on January 30, 2012, 02:09:52 AM
Quote from: "xColdxFusionx"
Quote from: "SaviorSword"

Sorry to ask, but I really would like to see a list of recently accepted/rejected classes, classes accept and bein'/not bein' worked on, and/or classes that are almost done/ need sprites and etc.

In short, I want to see the progess, please?  :|

You'll have to wait and see-

*pulls out a small sheet of paper*
(click to show/hide)

what about rejected?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 02:16:55 AM
Gotta post something to make this thread not 666 posts long

I don't remember which classes got rejected. The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: SaviorSword on January 30, 2012, 02:34:00 AM
VIA PM, ya said my 1st build was accepted, so why's that not on the list?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Bikdark on January 30, 2012, 04:09:53 AM
Quote from: "xColdxFusionx"
The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.
Lol my Rapeninja class.
IIRC, Jax is working on a class for me. I'm not sure exactly what it'll be like though.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on January 30, 2012, 08:46:05 PM
Just noticed that ICES B conflicts with Ice Slasher, so, I don't only changed the name but also the sprite, here is the new sheet.
(http://i39.tinypic.com/14ncvbr.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on January 30, 2012, 10:40:50 PM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
The only ones I can think of off the top of my head are Bikdark's original build and your alternate build.
Lol my Rapeninja class.
IIRC, Jax is working on a class for me. I'm not sure exactly what it'll be like though.

Short answer: Absolutely freakin' beautiful, if the prototype was any indication.

Long answer:
(click to show/hide)
Title: <3 Jax
Post by: Bikdark on January 30, 2012, 10:54:09 PM
Oh my, he wasn't kidding!
Mind sending me the prototype, Cold?
Edit: OhmygodthisclassissosexyJaxyoufuckingrock.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on February 03, 2012, 04:35:02 PM
Well, I've been busy making a map so i haven't done the YD-CSCC patch. But... Does anyone aside from me actually want it? If yes, I'll make it later or tomorrow. If not, I'll finish my map first and maybe I'll wait for a next CSCC version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 03, 2012, 05:13:10 PM
I'm also working on a patch for the newer version of KY's classes, as I've figured out how to fix the bot problem where they spawned with no weapons, but I'm also waiting on a new CSCC release.

Also, the method I've used to fix the bot problem has also allowed me to create the bot version weapons for them, which means some of them won't stand around when they run out of ammo (especially for CutmanMike's bot).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 03, 2012, 11:14:39 PM
Quote from: "Beed28"
Also, the method I've used to fix the bot problem has also allowed me to create the bot version weapons for them, which means some of them won't stand around when they run out of ammo (especially for CutmanMike's bot).

Official bot weapons will be coming with the next patch. Whenever I finally get around to adding those last four classes.

I really need to think about setting a deadline and actually getting stuff done...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 12:24:21 AM
now that I'm done with all of my spriteing requests, I'm free to take some more, anyone interested?

@CF: good side of deadlines, it makes you work more consistantly, downside, you may not finish in time and let everyone down (and I should know >->)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 04, 2012, 10:49:27 AM
Quote from: "ice"
now that I'm done with all of my spriteing requests, I'm free to take some more, anyone interested?
Can you make HUDs? I really need help with Trollman's HUDs right now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 05:56:42 PM
What kind of HUD did he want?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 04, 2012, 06:04:55 PM
Troll cannon HUD (custom drawn to match the skin when firing) and Troll sword (a green light sabre ish sword with a trollface on the handle (i can add that though, and all I need really is one frame with the sword pointing upwards).
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 04, 2012, 07:23:57 PM
just send over what you have and I'll try to give it a whack
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on February 10, 2012, 01:30:07 AM
ice, would it be to much trouble if you did my HUD too?

and what image format do the shot sprites have to be?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Korby on February 10, 2012, 01:33:47 AM
.png. Always .png.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: TeirusuNuigurumi on February 10, 2012, 01:38:30 AM
ah cool. thanks korby :cool:
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 16, 2012, 08:05:53 PM
Welp, for the heck of it, I made Bot weapons for all the classes like in KYClasses. Classes like gummyworms jack, and Blazko will now use there close ranged attacks when you're in rage and ranged attacks when further, bots can now use there alt attacks (not sure for yellow devil as he's kinda helpless atm without making him OP and Beed's bot is overpowered with infinite ammo firing nonstop while the player has all weapons in 1 bar that takes forever to recharge meaning the new bot would be UP as well), and I fixed a few Instagib problems (jack having his normal weapon in instagib), might release the patch soon (depending on when the next update is).

btw, crazy idea, what if there was a map pack made for this mod where each class has there own stage, like say Sparky's stage would be in a robot zoo and so on (not saying do it I just said I had a crazy idea)
Title: When will more co-op maps be made?
Post by: MasterXman on February 16, 2012, 08:10:35 PM
Quote from: "ice"
btw, crazy idea, what if there was a map pack made for this mod where each class has there own stage, like say Sparky's stage would be in a robot zoo and so on (not saying do it I just said I had a crazy idea)
For co-op, Deathmatch, Invasion or CTF?
I might as well make my character's map while I've got nothing to do
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on February 16, 2012, 08:12:56 PM
Quote from: "ice"
btw, crazy idea, what if there was a map pack made for this mod where each class has there own stage, like say Sparky's stage would be in a robot zoo and so on (not saying do it I just said I had a crazy idea)
I love the idea of this to be honest! Only problem is that it will be hard to make, as we'd all have to make good quality maps and stuff.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on February 16, 2012, 08:20:34 PM
That sounds cool, but i think that should be an appart project so people who don't have a class could have a map at least.
And the name of that map pack would be... um... CutStuff Community Maps... No, wait...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 16, 2012, 09:02:56 PM
Quote from: "ice"
Welp, for the heck of it, I made Bot weapons for all the classes like in KYClasses. Classes like gummyworms jack, and Blazko will now use there close ranged attacks when you're in rage and ranged attacks when further, bots can now use there alt attacks (not sure for yellow devil as he's kinda helpless atm without making him OP and Beed's bot is overpowered with infinite ammo firing nonstop while the player has all weapons in 1 bar that takes forever to recharge meaning the new bot would be UP as well), and I fixed a few Instagib problems (jack having his normal weapon in instagib), might release the patch soon (depending on when the next update is).

Oh my god send these to me right now. This sounds much better than what I scrapped together for v3a.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 16, 2012, 09:20:51 PM
Alright, I just gotta work out a few more kinks and I'll send it over... Also the tsuki bot can now use his item... WE'RE DOOMED!
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on February 17, 2012, 04:24:02 AM
Sorry for the double post but,  anyone else want skin/weapon sprites for there classes? I could also make sprites for already existing classes that are currently using placeholders if the creator wishes (Like Gummywormz's lack of actual swords, though that might be intentional)

Note: I will only sprite if the class is approved or already exists
Title: SOMEONE POST ALREADY!!!!
Post by: ice on February 18, 2012, 09:29:00 PM
>_<; Sorry for the triple post bump but, here it is, Bot weapons

http://www.4shared.com/file/hp6W2dPS/CS ... tweps.html (http://www.4shared.com/file/hp6W2dPS/CSCC-v2bBotweps.html)

Changes include:
Bots being able to use altfires now with the exception of XcoldXfusionX, YellowDevil, Jodar5, Steve Breve, and finite zero.
Fixed JackCorvus's death state so he nolonger drops firestorm on death
Fixed the IG weapons so Jack now starts with igmetalbladewep
fixed Ice's color (nitpicking)
added Ice/sparky's IG weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 19, 2012, 06:44:12 PM
I've got a crazy idea: how about making "Unlimited" versions of each class? In BlazBlue: Continuum Shift, there are "Unlimited" versions of each character, which are much stronger and powerful than their normal forms, but at least not Instagib levels of one-hit kills.

So basicly in this, maybe have each class go into their Unlimited form when they obtain the Possesion Stone, and people would have to team up against him. And maybe everyone at once is always in their Unlimited forms in Buckshot mode.

For example: Unlimited xColdxFusionx could rapidly throw up to three Fusion Bombs at a time, and his altfire actually makes him fly, like Gyroman. And Unlimited Cutmanmike could have a much shorter cooldown on his cutter.

How about that idea?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Messatsu on February 19, 2012, 07:05:25 PM
I like that idea Beed, but I wouldn't use the possession stone since that has a built in 'lower weapon' attribute.  I'd suggest using something like the tome of power from heretic since it's function basically does exactly what you're describing.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 19, 2012, 07:12:25 PM
Argh, I confused the posession stone with the terminator sphere thingy. Forgive that mistake, I ment terminator.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 19, 2012, 07:35:21 PM
Quote from: "Beed28"
I've got a crazy idea: how about making "Unlimited" versions of each class? In BlazBlue: Continuum Shift, there are "Unlimited" versions of each character, which are much stronger and powerful than their normal forms, but at least not Instagib levels of one-hit kills.

So basicly in this, maybe have each class go into their Unlimited form when they obtain the [Terminator Sphere], and people would have to team up against him. And maybe everyone at once is always in their Unlimited forms in Buckshot mode.

For example: Unlimited xColdxFusionx could rapidly throw up to three Fusion Bombs at a time, and his altfire actually makes him fly, like Gyroman. And Unlimited Cutmanmike could have a much shorter cooldown on his cutter.

How about that idea?

...This is an awesome idea and will be considered for a future release.
Title: This is parody class made of what we already have enough of
Post by: ice on February 20, 2012, 12:23:46 AM
I made a new Class

Name: Torchmang
Armor: 1.5
Speed: 1.5
Jump: 15
Weakness: electricity

Weapon 1: Shoots a stream of fire like a flamethrower
altfire: shoots Fireman's fire wave

Weapon 2: Shoots an exploding fireball (or missile) at high speed
altfire: Creates a sentry

Skin: Bass

This will be the best class evar iwon j


Btw, for the fun of it, what if the fire classes limit was removed?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 20, 2012, 01:03:05 PM
When is the estimated release of the next version? I can't wait to see how the new classes will play.

P.S. Did my updated skin, Instagib weapon and Mini Lasers make it in?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 20, 2012, 08:54:55 PM
Quote from: "Beed28"
When is the estimated release of the next version? I can't wait to see how the new classes will play.

P.S. Did my updated skin, Instagib weapon and Mini Lasers make it in?

Short Answer: Soon, hopefully.
Long Answer: Whenever I can get this thing fixed and beta-tested.

P.S. IG Weapon's in (I think it needs to be fully implemented though), Not sure about the skin, and the mini-lasers haven't been implemented.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 21, 2012, 12:11:04 AM
Sounds good to me.

P.S. Aww, I wanted to replace the Mirror Buster with a more original weapon.

EDIT: I've toyed around with Ice's bot weapons patch, and I found some issues. When playing as the vanilla Megaman class with sv_weapondrop set to true, if I go right up against a bot and kill him, I get his actual weapon (instead of the proper weapon drop Megaman is supposed to pickup or nothing) and when I switch to it, I can't switch to any of my other weapons until I use the console to manualy remove the offending weapon. Ironicly, this glitch doesn't seem to happen when I frag Beed28, my own class.

Also, the ammo bar issues my Missile Barrage weapon had seems to have come back (http://www.cutstuff.net/forum/viewtopic.php?p=136268#p136268). You might wanna fix that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 21, 2012, 09:48:58 PM
Quote from: "Beed28"
EDIT: I've toyed around with Ice's bot weapons patch, and I found some issues. When playing as the vanilla Megaman class with sv_weapondrop set to true, if I go right up against a bot and kill him, I get his actual weapon (instead of the proper weapon drop Megaman is supposed to pickup or nothing) and when I switch to it, I can't switch to any of my other weapons until I use the console to manualy remove the offending weapon. Ironicly, this glitch doesn't seem to happen when I frag Beed28, my own class.

Also, the ammo bar issues my Missile Barrage weapon had seems to have come back (http://www.cutstuff.net/forum/viewtopic.php?p=136268#p136268). You might wanna fix that.

...Oh, right, botweapons screw up the weapon-cancelling script. I'll get on that before I release v3a.
[EDIT: This has been fixed, and the scripts' spacing has been changed to make it slightly easier to read.]

Also, the Ammo Bar issue was because Ice used an old file and does not exist in the current beta version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on February 22, 2012, 07:12:22 PM
Last question before you release v3a or however long it will take: are classes supposed to be able to pickup and use Item-1?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on February 23, 2012, 12:56:43 AM
Quote from: "Beed28"
Last question before you release v3a or however long it will take: are classes supposed to be able to pickup and use Item-1?

...My instinctual reaction is "no", but I might have thought differently back when I made that item code.

I might change that, but it's not high on my priority list because I don't really see it as a problem.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: Beed28 on March 05, 2012, 01:47:36 PM
Dare I ask... what's the current progress so far? I look foward to the new version.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: xColdxFusionx on March 05, 2012, 11:49:26 PM
Quote from: "Beed28"
Dare I ask... what's the current progress so far? I look foward to the new version.

It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 06, 2012, 12:07:57 AM
Awesome! Mind if you spoil the changelog showing the changes as well as the new classes?
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 10, 2012, 02:17:47 AM
Quote from: "Beed28"
Awesome! Mind if you spoil the changelog showing the changes as well as the new classes?

Interested in seeing the new stuff myself

Also

Quote from: "xColdxFusionx"

It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.
Boing
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 11:16:53 AM
Does this expansion have bandwidth beam in it? If not, it could be a weapon that Eddie may occasionally give you!

If so, it would be CutmanMike's weakness.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 10, 2012, 11:35:43 AM
Really? Could someone show me a pic? The last banner I had (and still have in the MM8BDM folder) before moving to ZDL was the Chaos Generator one.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 11:37:10 AM
It was a really old one, like about a month or 2 after the game was released (something like December 2010)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Gummywormz on March 10, 2012, 02:20:37 PM
That would be this thing:

(http://imageftw.com/uploads/20120310/CMMBILL.png)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 10, 2012, 06:40:23 PM
...if I didnt have a class already I would of added Router man just for that weapon
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Davregis on March 10, 2012, 06:53:46 PM
I've been thinking about sitting down and forcing an undoubtedly horribly malformed spritesheet for a class for me...
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 10, 2012, 07:07:14 PM
If ColdFusion approves then I'll quickly make Bandwidth Beam and submit it. Wont take too long, and it would suit since it's Cutstuff classes, and Cutstuff.net had bandwidth problems.

Here's how I'd make it. I think someone else made a bandwidth beam similar to it but I'm not sure who.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thin
Post by: Beed28 on March 10, 2012, 07:30:14 PM
It's a bit late for that, I'm afraid. I bet he might consider it for the next update.

Quote from: "xColdxFusionx"
It's almost ready. Just making some quick last-second additions. Should be ready by the end of the week.

That was posted on Monday, so he should be releasing it any second/minute/hour/day/week/month/year/generation/whatever now.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 12:52:08 AM
Quote from: "Michael712"
Does this expansion have bandwidth beam in it? If not, it could be a weapon that Eddie may occasionally give you!

If so, it would be CutmanMike's weakness.

Oh my god I completely forgot about this.

CutmanMike will be getting his weaknesses changed to include Gemini Laser, and Bandwidth Beam will be included in a future version.

Also, expect an update by the end of the day if all goes as planned.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:17:05 AM
And xCFx said, "Let there be v3a." And there was v3a. (http://www.mediafire.com/?ljhs7hxzzlfqgoe)
Title: you REALLY need a bug tester
Post by: ice on March 11, 2012, 04:25:24 AM
-_-# and not a single fix was made to my class, colors were not fixed, chat still absent, and the fireing sprites were not added

the new bots can pick up weapons, not to mention the bot's attacks are Borked to hell and back, when they use there attack, they spam a massive endless beam of there attack, Uki's can't attack at all

Other than the massive bugs, I do love the new classes,...especially the Spy
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on March 11, 2012, 04:35:23 AM
LOL'd at King Yamato:
"ATATATATATATATA"
--
Ah, screw it, I'll record my own taunt. Can I have multiple taunts? (I'd use ogg format so their files aren't too big).

PS:LOL, M712's taunt is long.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 08:19:26 AM
Makeing a hotfix version if that's ok with CF. Made botweps for the new classes and added my class's chat and fixed Ice's colors

*the script takeing the weapons and giving the same weapon back to the bots was what borked them, commenting them out fixed the problem, though bot weapons are still neccesary*
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 10:07:09 AM
I see you're not using my new skin. Again. I've still to try out eveyone else's instagib weapon, but wow, I didn't think of that with mine!

And now for something more major, Ukiyama can pickup and use weapons. You might wanna fix that.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Balrog on March 11, 2012, 12:22:56 PM
Quote from: "Michael712"
If ColdFusion approves then I'll quickly make Bandwidth Beam and submit it. Wont take too long, and it would suit since it's Cutstuff classes, and Cutstuff.net had bandwidth problems.

Here's how I'd make it. I think someone else made a bandwidth beam similar to it but I'm not sure who.
(click to show/hide)

Blaze made it. Whatever you do, load it with lots of unnecessary eye-candy actors. (So it consumes a lot of bandwidth, get it?)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Ukiyama on March 11, 2012, 02:00:24 PM
Me picking up weapons was probably missed over since I sent a bit of a fix for my class at last minute, also just noticed today that my rotation on the meteor is messed up (did 8 4 instead of 8 2 and 6 2 instead of 6 4)
Title: Re: you REALLY need a bug tester
Post by: ice on March 11, 2012, 03:09:08 PM
Ahem
Quote from: "ice"
the new bots can pick up weapons, not to mention the bot's attacks are Borked to hell and back, when they use there attack, they spam a massive endless beam of there attack, Uki's can't attack at all
That goes for all the new bots

in other news, almost done with the hotfix, just waiting on Beed's sprites and CF's permition now
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: BiscuitSlash on March 11, 2012, 03:24:57 PM
Really love this mod! Great fun! I also really like the new fireball effect and obituaries that my class now has!

Few things:
-My instagib weapon isn't the force beam weapon I have (M712wep4). Instead I just have instagib metal blades
-The weapons for Blaze's class do seem slightly ammo-lacking. Once I've run out of ammo, I have to collect lots of pickups for little attacking, which is kinda weird. Maybe I'm doing something wrong though.
-Haven't fully checked, but am I still losing ammo from water? Sinkman's rain flush didn't seem to have any affect on my ammo.
-Are we not using special dropped weapons? Never saw any (such as that one that I usually drop)

Also I noticed that other classes have special death animations. Since the special intro that I'm try to add is hard to get working properly, I think I might quickly make something for myself, so that others know that I'm not pretending to be the actual quickman. (The idea is my amour breaking apart with the normal me remaining, then him exploding or something)

Also I want to change my taunt. It'll either be another quote from The Cloak but shorter or Vile's quote at the end of Megaman Maverick Hunter X.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:32:04 PM
Quote from: "ice"
Makeing a hotfix version if that's ok with CF. Made botweps for the new classes and added my class's chat and fixed Ice's colors

*the script takeing the weapons and giving the same weapon back to the bots was what borked them, commenting them out fixed the problem, though bot weapons are still neccesary*

If you could send this to me so I could take a look at it that'd be good.

Quote from: "Beed28"
I see you're not using my new skin. Again.

I could have swore I added this. Will be fixed for the next build.

EDIT: HERP

Quote from: "Michael712"
Really love this mod! Great fun! I also really like the new fireball effect and obituaries that my class now has!
Glad you liked my tweaks!

Few things:
-My instagib weapon isn't the force beam weapon I have (M712wep4). Instead I just have instagib metal blades
Force Beam Gun may need some tweaks, so I left it out of this version. It will be added for the next build, I promise that.
-The weapons for Blaze's class do seem slightly ammo-lacking. Once I've run out of ammo, I have to collect lots of pickups for little attacking, which is kinda weird. Maybe I'm doing something wrong though.
This may be changed. It's tricky getting the right ammo count on this thing.
-Haven't fully checked, but am I still losing ammo from water? Sinkman's rain flush didn't seem to have any affect on my ammo.
I didn't make any changes to your class coding, unless one of the other devs did behind my back. I'll check this out.
-Are we not using special dropped weapons? Never saw any (such as that one that I usually drop)
Turn on the Drop Weapons flag. You'll see it then.

Also I noticed that other classes have special death animations. Since the special intro that I'm try to add is hard to get working properly, I think I might quickly make something for myself, so that others know that I'm not pretending to be the actual quickman. (The idea is my amour breaking apart with the normal me remaining, then him exploding or something)
Neat idea. Can't wait to see it!

Also I want to change my taunt. It'll either be another quote from The Cloak but shorter or Vile's quote at the end of Megaman Maverick Hunter X.
(click to show/hide)

EDIT 2: Whoops, Sinkman wasn't doing the right damage type. Fixed, and also fixed a leak error in M712's pain state coding.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 03:46:20 PM
I just forgot something: some info in GUIDE is outdated, such as Beed28 using Magnet Storm and dropping Magnet Missiles. That's been replaced by Missile Barrage and he also drops a version of Missile Barrage for Mega Man to use.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 03:49:24 PM
Quote from: "Beed28"
I just forgot something: some info in GUIDE is outdated, such as Beed28 using Magnet Storm and dropping Magnet Missiles. That's been replaced by Missile Barrage and he also drops a version of Missile Barrage for Mega Man to use.

So many Guide entries...

Will be fixed.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 04:41:57 PM
Is messatsu soupposed to have three bars? Beacuse I can't find out what does the one that's always empty do.
Also, I found an E-Tank part (from megaman V) in shademan's stage, what is it for?
In other news, thebladeroden is my new favourite class.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: darkmath on March 11, 2012, 04:49:52 PM
It seems cutstuff classes will be fun when EVERYONE is in there, I would totaly host a server with the final version if I could.
And BTW, decided to make a HUGE change on my class.
Name: Darkmath
Armor: 0.75 (Weakness: None)
Speed: Slow
Jump: Low
Damage Type: Dark Physical
Role: Fighter
Weapon 1:
Axe Sweep = Deals moderate damage to enemies in front of class.
(Alt) Enrage = Increases damage by 10 but deals 20 damage to the class every second it is activated (Right-click = Activate/Deactivate).
Weapon 2:
Cryptic Gaze = Throws a beam that paralyzes the target for 2 second.
(Alt) Canibalize = Deals 50 damage and heals the class for 25 Hp.
Skin: Sion (Will try to work on)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 04:53:28 PM
Holy shi...

(click to show/hide)

That rail gun is the best weapon ever.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 05:15:20 PM
Quote from: "Manibogi"
Is messatsu soupposed to have three bars? Beacuse I can't find out what does the one that's always empty do.
It's for his altfire. Shoot people and take hits to charge it up.
Also, I found an E-Tank part (from megaman V) in shademan's stage, what is it for?
That's an E-Piece. Collect 4 for an E-Tank! It's to prevent people from abusing E-Tanks since they tend to be in fairly open places.
In other news, thebladeroden is my new favourite class.
Yeah, he's pretty awesome.

Quote from: "Manibogi"
Holy shi...

(click to show/hide)

That rail gun is the best weapon ever.

You have these guys to thank for that. (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=1449)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 05:25:24 PM
The Charge Kick weapon for Mega Man is broken here. Picking up ammo doesn't refill it.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ? Manibogi ? on March 11, 2012, 05:27:09 PM
Ok, just one quick question. When you start singleplayer, can you make it so that you spawn with the class you selected in the player setup menu? Just like in KY's classes. Beacuse being able to select from only 5 classes gets boring and annoying.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 05:29:05 PM
Quote from: "Beed28"
The Charge Kick weapon for Mega Man is broken here. Picking up ammo doesn't refill it.

Oh wow, THAT's not the right Charge Kick.

Fixed.

Quote from: "Manibogi"
Ok, just one quick question. When you start singleplayer, can you make it so that you spawn with the class you selected in the class setup menu? Just like in KY's classes. Beacuse being able to select from only 5 classes gets boring and annoying.

I'm pretty sure half the classes are missing states required for Single Player anyway, but I may look into this.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Beed28 on March 11, 2012, 05:41:12 PM
But in Singleplayer how would you be able to defeat Gamma? None of the classes would be able to Rush Coil up to Wily, let alone inflict any damage.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: Laggy Blazko on March 11, 2012, 06:22:04 PM
Quote from: "Beed28"
But in Singleplayer how would you be able to defeat Gamma? None of the classes would be able to Rush Coil up to Wily, let alone inflict any damage.
I'd just suicide and change my class for that specific battle.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 07:36:34 PM
Alright, that should do it (http://www.mediafire.com/?hzizz6zvoaru59v)
Title: What exactly is wrong with my sprites?
Post by: ice on March 11, 2012, 07:45:00 PM
GAH! Again with the missing sprites! But on the upside, atleast it's stable now
Title: Re: What exactly is wrong with my sprites?
Post by: xColdxFusionx on March 11, 2012, 07:48:49 PM
Quote from: "ice"
GAH! Again with the missing sprites! But on the upside, atleast it's stable now

...Wait, you have missing sprites?

EDIT: ...Oh, wow. Found them. I would hotfix, but the class works fine as is atm so I'll just leave it until next version.

Derp.
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 07:59:43 PM
noooot quite, the game still says "acs: I dont know what stavecannnonbotwep is"
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: xColdxFusionx on March 11, 2012, 08:03:40 PM
I am not having a very good day today. (http://www.mediafire.com/?ik0qhr6trovkuih)
Title: Re: [Expansion] Cutstuff Community Classes Expansion... Thi
Post by: ice on March 11, 2012, 08:10:25 PM
and now the wad is almost perfect

still one small problem with jack picking up stuff but he's fine in buckshot so I guess that could wait till the next release *trollface.jpg*
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: BiscuitSlash on March 11, 2012, 09:01:45 PM
New taunt in case of another hotfix. (Probably not I assume)

http://www.mediafire.com/?xgag88h8b385e20 (http://www.mediafire.com/?xgag88h8b385e20)

It's from The Cloak (again), only this one is far more shorter and more fluent with the gameplay.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Gummywormz on March 12, 2012, 03:19:17 AM
Please compress some of the sounds. I set a rule for myself that any sound effect cannot go over 50KB.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Davregis on March 12, 2012, 04:08:08 PM
I like Bik's obituary

Did anybody else hear something?
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: ? Manibogi ? on March 12, 2012, 07:06:07 PM
I found a way around to play as any class in singleplayer. Just select any class, then go to the player setup menu, select the class you want, go back to the game, open the console and type in the command "kill" (no ") and now you can play as that class anytime!
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: Korby on March 12, 2012, 10:30:35 PM
...people didn't know about this?
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: ? Manibogi ? on March 12, 2012, 11:24:43 PM
I didn't, apparently.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: LlamaHombre on March 12, 2012, 11:32:31 PM
Quote from: "Daveris"
I like Bik's obituary

Did anybody else hear something?

I personally think the fact that it has an obituary is unfaithful to the original material Bikdark's class derived from. (http://tf2wiki.net/wiki/Spy)

The Your Eternal Reward was a silent killer, and the only ones who knew about the kills are supposed to be the killer, the victim, and any witnesses. The second you hear this, you immediately know that one of the people around you is a fake, and it kills the purpose of the weapon in the first place.

The Spy is a game of paranoia to allow distractions for sluggish disasters to plow through. You have to watch yourself all the time in order to stop an unseen flank in your system. A public obituary defeats the purpose of this.
Title: Re: [Expansion] Cutstuff Community Classes (v3b-h1)
Post by: xColdxFusionx on March 12, 2012, 11:50:21 PM
Quote from: "LlamaHombre"
Quote from: "Daveris"
I like Bik's obituary

Did anybody else hear something?

I personally think the fact that it has an obituary is unfaithful to the original material Bikdark's class derived from. (http://tf2wiki.net/wiki/Spy)

The Your Eternal Reward was a silent killer, and the only ones who knew about the kills are supposed to be the killer, the victim, and any witnesses. The second you hear this, you immediately know that one of the people around you is a fake, and it kills the purpose of the weapon in the first place.

The Spy is a game of paranoia to allow distractions for sluggish disasters to plow through. You have to watch yourself all the time in order to stop an unseen flank in your system. A public obituary defeats the purpose of this.

The alternative is a blank line. Still a dead giveaway in 80% of cases.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 01:38:38 AM
We could use some v3c! CSCC-v3c!! (http://www.mediafire.com/?7smsbwmhe4vuw9m)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 02:48:13 AM
What changed this time?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Ukiyama on March 13, 2012, 02:52:45 AM
Mainly the big nerfs to me that were needed >.>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 13, 2012, 04:01:09 PM
a custom skin*, HUD sprites,
Will get me in? Now, all I have to do is bang out a skin that'll probably be horribly mangled and a HUD...
Gah, I'll probably end up trying to convert something to 8-bit, as I lack in art, lol.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 04:08:55 PM
I had a silly idea. It's just a "cosmetic patch" I could make some day. I'd have to finish other projects first but i'll post this idea now: HATS.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 13, 2012, 04:17:51 PM
... Please let me know if you find a way to implement hats. Oddly enough, it would be a huge help for me.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 07:59:53 PM
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 08:10:54 PM
Quote from: "Laggy Blazko"
I had a silly idea. It's just a "cosmetic patch" I could make some day. I'd have to finish other projects first but i'll post this idea now: HATS.

...Oh my god that would be both silly and amazing. If you make this, send it to me.

Quote from: "Beed28"
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?

...I have no idea what could have caused this. Can you tell me which bots were on the field?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 08:17:21 PM
Quote from: "xColdxFusionx"
Quote from: "Beed28"
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?

...I have no idea what could have caused this. Can you tell me which bots were on the field?

I usually have xColdxFusionx, Beed28, and Michael712 out. The FPS seems to drop more often when I have Jelly World in Chaos Generator active, or in a stage with a lot of bouncy floors (Spring Man).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 08:26:15 PM
Quote from: "Beed28"
Quote from: "xColdxFusionx"
Quote from: "Beed28"
In instagib botmatches, my FPS seems to drop to unplayable levels the longer I play. What?

...I have no idea what could have caused this. Can you tell me which bots were on the field?

I usually have xColdxFusionx, Beed28, and Michael712 out. The FPS seems to drop more often when I have Jelly World in Chaos Generator active, or in a stage with a lot of bouncy floors (Spring Man).

It was probably because of the large quantities of laser beams flying around. Also bouncy floors could be part of the problem...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 08:30:53 PM
Jelly world's most likely the problem (nearly crashes on some stages when it starts)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 13, 2012, 08:59:14 PM
Need help with my special death animation.

Right now it just does lots of weird stuff. Everything seems to just fly strait to the top and not enter the death state at all. If the NOINTERACTION flag is there, then it disappears, but I want it to enter the death state. The 'M712DeathFX' works fine though.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 09:13:07 PM
quick question. Who's idea was it to buff the already OP beed bot?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 09:15:55 PM
Definitely not mine, that's for sure. I don't remember changing anything related to Beed recently.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 13, 2012, 09:27:44 PM
Quote from: "ice"
Jelly world's most likely the problem (nearly crashes on some stages when it starts)

I know about the "nearly crashes" thing at the start, it takes quite a while on maps with a lot of seperate map sectors, but after that, it's usually fine.

Quote from: "ice"
quick question. Who's idea was it to buff the already OP beed bot?

It must have happened when I changed the Shining Laser to require picking up weapon energy and shortened the windup to compensate. The bot doesn't require any to fire, and because of the shorter windup... ...yeah. He's pretty much CSCC's equivalent to an SNK Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss).

Anyway, I've been doing some tests. The FPS drop doesn't even seem to have anything to do with Jelly World or bouncy floors in paticilar. I've been doing a test on Cut Man's stage in instagib, and spawned 12 Beed28 bots. After a while, it did a number on my FPS, and after I removed all bots, it stablised again. I tried again with Michael712, and then even vanilla Mega Man (using the IG Metal Blade). Still the same result. FPS drops after a while, and restores after removing everyone.

And this was me testing with A_CheckPlayerDone added to the test classes (xCxFx, Beed28, Michael712, Megaman) which removes the invisible corpse dying players leave behind. Still getting FPS drops.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 09:37:20 PM
Quote from: "Michael712"
Need help with my special death animation.

Right now it just does lots of weird stuff. Everything seems to just fly strait to the top and not enter the death state at all. If the NOINTERACTION flag is there, then it disappears, but I want it to enter the death state. The 'M712DeathFX' works fine though.
(click to show/hide)
Why is the "nointeraction" flag there, again?
Also I'd usually use A_CustomMissile where you used A_spawnItemEx, but I don't think that would matter.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 13, 2012, 09:46:42 PM
Every single time I fire a railgun-type weapon it lags beacuse the particles are not 8-bit, they fade, and there's just too fucking many of them. That must be the problem for sure. And that's why I'm going to incorporate them into my new class idea. :twisted:
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 13, 2012, 09:48:07 PM
so, in order for me to be in this, i have to contribute something. seems fair, but what if i do a request and ask someone to make it for me? im not good at scripting/spriting :L wondering because i have a cool idea :3
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 13, 2012, 09:50:27 PM
Tell us your idea and some people might agree to contribute.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 13, 2012, 10:17:03 PM
Quote from: "Rozark"
so, in order for me to be in this, i have to contribute something. seems fair, but what if i do a request and ask someone to make it for me? im not good at scripting/spriting :L wondering because i have a cool idea :3

I wanted to, lol.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 10:17:55 PM
Did anyone notice M712 doesn't have horizontal weapon bars? (or I screwed the file while making the YD-CSCC patch)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 13, 2012, 10:54:27 PM
welp, here's another opinion list from me


ColdFusion: Loving the new skin. not much has changed at all scince last time. fine as is

Sinkman: same as last time, he's fine as is

King yamato: main fire reminds me of storm tornado, able to one shot megaman when he's standing still, but it's easy to walk out of and it's easy to dodge makeing it usefull in hallways, hard to use in wide open areas. Then comes the spear barrage. A tad difficult to use on bots so I can't really get a good estimate on how powerful it is. I guess he's fine as is though

FiniteZero: one thing always annoyed me about this class. sure he's moderately fast and has a spammy attack, but he cannot take a hit at all. His main attack is also a tad weird cause you have to actually aim it to hit meaning you're forced to stop to aim, not to mention the attack is extreamly weak meaning you'll probobly spend more time then you need shooting them while standing, and while you're stopping to try to hit someone, someone can just kill you in 2 hits from behind. It feels like either his speed, HP or his attack needs to be slightly buffed

Jack corvus: Same as before, only change needed is the fix the bot who can still pick up weapons

Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something

Gummyworms: No change except the shademan skin. fine as is

Chimeraman: No change. Fine as is

CutmanMike: I always found it annoying how you always fired the cutters whenever you respawn either accidently hitting someone, or alerting everyone of your presence. Only change I can think of is having you spawn with no ammo since that's basically what you're forced to do anyway

Laggy Blazko: no change from last time that I can see. Fine as is

Breve: no change from last, but there is an issue with the bot. In the version I sent in, breve didnt have a bot weapon because the stave cannon has alot of ammo and reloads extreamly fast. in the current bot weapon, he can not spam bombs at will. Changing the random to 5 or atleast have it set so once the ammo is full, it fires the bombs, then has a pause then goes to the cannon

Ice/Sparky: I made this class so I can't really give an oppinion on it

Beed: since day 1 the main thing I hated about this class is how vulnerable you are most of the time, the attacks use alot of ammo and if someone's chasing you spamming attacks at you, you're pretty much dead if you were caught firing as you'll have very few shots to cover youreself with. As for the bot, it just spams its attacks all day. Ironicly, the bot is a better fighter than a human player. atleast the bot can actually deal with you when you're attacking it. I dont even know what to suggest

Blaze: main issue with him is how much ammo you need to recharge. Sure weapon energy is everywhere. but 9 times out of 10, someone who wont even need weapon energy will walk over it and pick it up meaning if you run out of ammo, you're dead. God forbid if you try to use him in LMS.

Tsuki: The main and altfires are fine, but when he has the item, he becomes way too op at times, especially in DM situations where you can just jump into a crowd, send out a sentinel, spam the alt and die, rinse repeat, and the frags will pile on.

Fenga: I guess he's fine as he is

Troll: I like how the clones now look exactly like the actual class. I guess he's fine

Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?

TheBladeRoden: I like this class. A fairly decent damage and fire rate attack, and a good close range attack. I'd say he's perfect

Ukiyama: welp, this class is....different, I guess he's fine as is?

Travis: the 1st instance where you're forced to actually shoot weak shots on a hold weapon. Kinda awkward to rapidly click the fire button. other than that he's fine

Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)

Bikdark: pretty fun class to use. I guess he's fine as is
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 13, 2012, 11:00:56 PM
my idea:
skin: zero
main wep: zsaber, a 3 hit sword combo. saber sprites.
main 2 (switch weps): the buster gun he uses charges up to 3 or 4 levels. can hold onto a charge too, like the zx series. handgun buster/ charging sprites.
alt: dash.
taunt: WHAT ARE WE FIGHTING FOR?!?!?! (until i can think of a better one >_>)
instagib: a fully charged buster shot
death: na
power is to be adjusted accordingly.

Well, thats my idea :L i like it but again i cant script or sprite worth crap.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 13, 2012, 11:21:44 PM
Well no one ever said any nays or yays on my prior idea I'll try another:
Cosmetics:
Skin: Boulderman (mine)
Death: Normal
Offensive: All Rock/Ground Based weapons
Main Weapon: Boulder Cracker, Boulder Man jumps into the air and does a ground stomp which makes some boulders fly outward doing damage.
Alt: Boulder Roller, Boulder Man rolls fast straight ahead until he hits a wall, which he stuns himself for a moment when hitting the wall.
Secondary weapon: Boulder Toss, just throws a boulder forward doing low damage so he has something to use while waiting for the other weapons to reload.
Its Alt: Punch
Instagib: Does a ground pound that makes debre fall around him at a very low radius.
Defensive:
Speed: Low
Defense: High
Weakness: Water (Bubble Lead, Rain Flush, Water Wave, Danger Wrap?)

I can probably make frames needed and probably the huds.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 13, 2012, 11:42:28 PM
Quote from: "ice"
ColdFusion: Loving the new skin. not much has changed at all scince last time. fine as is
Thanks for the feedback!

Sinkman: same as last time, he's fine as is

King yamato: main fire reminds me of storm tornado, able to one shot megaman when he's standing still, but it's easy to walk out of and it's easy to dodge makeing it usefull in hallways, hard to use in wide open areas. Then comes the spear barrage. A tad difficult to use on bots so I can't really get a good estimate on how powerful it is. I guess he's fine as is though
Personally, I like what KY did with the new weapon.

FiniteZero: one thing always annoyed me about this class. sure he's moderately fast and has a spammy attack, but he cannot take a hit at all. His main attack is also a tad weird cause you have to actually aim it to hit meaning you're forced to stop to aim, not to mention the attack is extreamly weak meaning you'll probobly spend more time then you need shooting them while standing, and while you're stopping to try to hit someone, someone can just kill you in 2 hits from behind. It feels like either his speed, HP or his attack needs to be slightly buffed
Opinions are mixed on this one. Not sure what to do, honestly.

Jack corvus: Same as before, only change needed is the fix the bot who can still pick up weapons
JC's getting some tweaks for the next version, primarily messing with him ammo recharge to make him less "get kills or get screwed over."

Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?

Gummyworms: No change except the shademan skin. fine as is
Might do some switching around of some stats to make him more close-range oriented, but glad you like him.

Chimeraman: No change. Fine as is
Glad you like it!

CutmanMike: I always found it annoying how you always fired the cutters whenever you respawn either accidently hitting someone, or alerting everyone of your presence. Only change I can think of is having you spawn with no ammo since that's basically what you're forced to do anyway
His mainfire's getting tweaked a little. I might consider making him start with 27 ammo to prevent glitch throws.


Laggy Blazko: no change from last time that I can see. Fine as is
Still my favorite class, and he actually feels somewhat balanced now.

Breve: no change from last, but there is an issue with the bot. In the version I sent in, breve didnt have a bot weapon because the stave cannon has alot of ammo and reloads extreamly fast. in the current bot weapon, he can not spam bombs at will. Changing the random to 5 or atleast have it set so once the ammo is full, it fires the bombs, then has a pause then goes to the cannon
The botweapon will be changed. Thanks for the suggestion!

Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.

Beed: since day 1 the main thing I hated about this class is how vulnerable you are most of the time, the attacks use alot of ammo and if someone's chasing you spamming attacks at you, you're pretty much dead if you were caught firing as you'll have very few shots to cover youreself with. As for the bot, it just spams its attacks all day. Ironicly, the bot is a better fighter than a human player. atleast the bot can actually deal with you when you're attacking it. I dont even know what to suggest
Beed's class is a Catch-2822: Give him an ammo buff, and he'll be incredibly powerful and spammy. Don't do anything, and he's kind of a sitting duck. Looking for ideas on how to remedy this...

Blaze: main issue with him is how much ammo you need to recharge. Sure weapon energy is everywhere. but 9 times out of 10, someone who wont even need weapon energy will walk over it and pick it up meaning if you run out of ammo, you're dead. God forbid if you try to use him in LMS.
Other issue is that his weapons demolish everything. He's getting LMS regen and a few damage nerfs.

Tsuki: The main and altfires are fine, but when he has the item, he becomes way too op at times, especially in DM situations where you can just jump into a crowd, send out a sentinel, spam the alt and die, rinse repeat, and the frags will pile on.
Sentinel Wisp is absolutely freaking ridiculous, I agree. I mainly haven't fixed it yet because I've been too busy crushing bug. He may actually be getting a rework, though, so stay tuned!

Fenga: I guess he's fine as he is
Fenga is... Fenga. No further comment.

Troll: I like how the clones now look exactly like the actual class. I guess he's fine
Eh, I can't think of how I'd re-work him even if I could.

Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.

TheBladeRoden: I like this class. A fairly decent damage and fire rate attack, and a good close range attack. I'd say he's perfect
I'd say he's awesome, too. His death state makes me laugh every time.

Ukiyama: welp, this class is....different, I guess he's fine as is?
Oh lord, Uki's a pain to balance. I think I got it pretty close to right this time, though.

Travis: the 1st instance where you're forced to actually shoot weak shots on a hold weapon. Kinda awkward to rapidly click the fire button. other than that he's fine
He's supposed to be a melee-oriented class, but I'll probably tweak him. He IS really awkward to use.

Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.

Bikdark: pretty fun class to use. I guess he's fine as is
...Did anyone else hear that?


Quote from: "Rozark"
my idea:
skin: zero
main wep: zsaber, a 3 hit sword combo. saber sprites.
main 2 (switch weps): the buster gun he uses charges up to 3 or 4 levels. can hold onto a charge too, like the zx series. handgun buster/ charging sprites.
alt: dash.
taunt: WHAT ARE WE FIGHTING FOR?!?!?! (until i can think of a better one >_>)
instagib: a fully charged buster shot
death: na
power is to be adjusted accordingly.

Well, thats my idea :L i like it but again i cant script or sprite worth crap.

...Wait, people see you as Zero? I don't.

Quote from: "fortegigasgospel"
Well no one ever said any nays or yays on my prior idea I'll try another:
Cosmetics:
Skin: Boulderman (mine)
Death: Normal
Offensive: All Rock/Ground Based weapons
Main Weapon: Boulder Cracker, Boulder Man jumps into the air and does a ground stomp which makes some boulders fly outward doing damage.
Alt: Boulder Roller, Boulder Man rolls fast straight ahead until he hits a wall, which he stuns himself for a moment when hitting the wall.
Secondary weapon: Boulder Toss, just throws a boulder forward doing low damage so he has something to use while waiting for the other weapons to reload.
Its Alt: Punch
Instagib: Does a ground pound that makes debre fall around him at a very low radius.
Defensive:
Speed: Low
Defense: High
Weakness: Water (Bubble Lead, Rain Flush, Water Wave, Danger Wrap?)

I can probably make frames needed and probably the huds.

Sweet, a tank. I'm excited to see this one!

Next poster is a sevenspirator
Title: Also 900th post.
Post by: MasterXman on March 13, 2012, 11:52:09 PM
Sup. I've made Sevenspiracy.
GeminiMan MK.2
Armor: Same as Geminiman (Weakness: Snake)
Speed: Normal
Jump: Normal
Damage Type: Gemini
Role: Same as Geminiman
Weapon 1:  GeminiLaser MK.2 (Its GeminiLaser, with a charge function!) {The charge shot is a homing laser.}
Weapon 2: Ice Saber [With a shield!] (Its simple. Its a sword that freezes anyone it comes in contact with)
Skin: GeminiMan
Death something: The sword should spin and fly into the air and the shield should explode.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 13, 2012, 11:59:48 PM
One question: Do you at least feel like geminiman in the community?
Title: Re: Also 900th post.
Post by: xColdxFusionx on March 14, 2012, 12:05:19 AM
Quote from: "xxkirbysonicxx1"
Sup. I've made Sevenspiracy.
GeminiMan MK.2
Armor: Same as Geminiman (Weakness: Snake)
Speed: Fast (Fast enough for a hasterune effect)
Jump: High
Damage Type: Gemini
Role: Same as Geminiman
Weapon 1:  GeminiLaser MK.2 (Its GeminiLaser, with a charge function!) {The charge shot is a homing laser.}
Weapon 2: Ice Saber [With a shield!] (Its simple. Its a sword that freezes anyone it comes in contact with)
Skin: GeminiMan
Death something: The sword should spin and fly into the air and the shield should explode.

Oh, how original. I can't wait to see it in action!

...Oh, wait, yeah I can.

[REJECTED]
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 14, 2012, 12:09:28 AM
Btw decided to change once again... This is going to be the last one.

Name: Darkmath99
Armor: 1.10x
Resistance: Every metal/fire/explosive themed weapon
Weakness: Every wind/plant/light themed weapon
Speed: High
Jump: Normal
Role: Striker
Weapon 1 (Normal):
Katana Slash = A melee weapon, if hit from any side it deals 30 damage but if from behind it deals 50.
(Alt) Caltrops = Throws 5 caltrops in the ground, dealing 5 damage to players it passes by, stays for 5 seconds.
Weapon 2 (Ultimates):
Ignis Glados = The same katana but with fire around it, each slash deals 50 damage, but it from behind it deals 100, drains ammo over time.
(Alt) Triblast Fireshow = A rainflush-like attack that calls fire beams from the sky, deals 50 damage.
Instagib:
Ignis Interfectorem = The katana with a purple fire, it shots a purple fire ball now at an amazing speed.

Skin: Still thinking, Ringman atm
Death Animation: A fire beam falls and explodes the player.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 14, 2012, 12:16:13 AM
I'd better put out my idea before I start on anything further...


(click to show/hide)
Anyway, I'll get done as many sprites as I can, and get the HUDs...
Title: Surprise Sevenspiracy
Post by: xColdxFusionx on March 14, 2012, 12:18:31 AM
Quote from: "darkmath"
Btw decided to change once again... This is going to be the last one.

Name: Darkmath99
Armor: 1.10x
Resistance: Every metal/fire/explosive themed weapon
Weakness: Every wind/plant/light themed weapon
Speed: High
Jump: Normal
Role: Striker
Weapon 1 (Normal):
Katana Slash = A melee weapon, if hit from any side it deals 30 damage but if from behind it deals 50.
(Alt) Caltrops = Throws 5 caltrops in the ground, dealing 5 damage to players it passes by, stays for 5 seconds.
Weapon 2 (Ultimates):
Ignis Glados = The same katana but with fire around it, each slash deals 50 damage, but it from behind it deals 100, drains ammo over time.
(Alt) Triblast Fireshow = A rainflush-like attack that calls fire beams from the sky, deals 50 damage.
Instagib:
Ignis Interfectorem = The katana with a purple fire, it shots a purple fire ball now at an amazing speed.

Skin: Still thinking, Ringman atm
Death Animation: A fire beam falls and explodes the player.
...I'm sorry, how is this balanced?

[REJECTED]

Quote from: "Daveris"
I'd better put out my idea before I start on anything further...


(click to show/hide)
Anyway, I'll get done as many sprites as I can, and get the HUDs...

I like the idea. I'd have to see it in action before making my decision, though.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 14, 2012, 12:40:22 AM
So how 'bout this changes?

Armor: 1.70x
Speed: Meidum/High
Weapon 1 (Normal):
Katana Slash = A melee weapon, if hit from any side it deals 25 damage but if from behind it deals 40.
Weapon 2 (Ultimates):
Ignis Glados = The same katana but with fire around it, each slash deals 40 damage, but it from behind it deals 60, drains ammo over time.
(Alt) Triblast Fireshow = A rainflush-like attack that calls fire beams from the sky, deals 30 damage.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 14, 2012, 12:41:36 AM
So I guess I'll make the side views(Perhaps more...), the projectile sprites, and the HUDs...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Orange juice :l on March 14, 2012, 12:53:40 AM
I should put some MANLY into this mod

Class name: Communist Mage
Skin: Auto-Unknown
Armor: x0.7 (Oh shit, a tank)
Weakness: Water/ice stuff (I am secretly made of sodium)
Taunt: IT'S TIME
Mandatory gimmick: Ammo is a special resource gloriously entitled "Nerd Rage". Every point of damage taken increases this by 1, as well as generating 1 every 20 seconds. 20 Nerd Rage is consumed every time you score a frag.
Speed: .5 at 0 rage, 1.2 at 100 rage
Weapon 1: 65 damage hard knuckle, shooting slightly slower than normal hard knuckle at 0 rage and slightly slower than megabuster speed at 100.
Weapon 1 Alt: Charges at the enemy, going as fast/far as a charge kick. Does no damage but sends enemies scattering. 4 shots that recharge over 20 seconds.
Weapon 2: FISTS OF STEEL. Mainfire is a 20 damage jab that sends people flying away, altfire is a 80 damage hook/uppercut/whatever's easy to animate. If you stop firing for 5 seconds, you PUT UP YER DUKES which can absorb 50 damage as long as you don't fire. Recharges over a minute.

At 90 Nerd Rage, you obtain a "super weapon" item (only usable once per life, after a minimum of a 30 second lifespan if possibru to code), which selects one of these at random to replace weapon 2, giving you a "go back to fists" item:

The Satanic Soviet: Launches Atomic Fires in a blizzard attack formation after a charge of 5 seconds. One shot.
TreBULL: Uses an exit unit and summons a pre-buff treble sentry... that launches ballade crackers. Lasts 10 seconds.
Balanced weapon: 5 shots of the standard hard knuckle weapon... with magnet missile homing.

Obligatory obituaries:
Mainfire 1: X was rageabused by [Communist Mage].
Mainfire, weapon 2: X managed to not get shoved off the cliff by [Communist Mage].
Mainfire, weapon 2: X was rageslapped by [Communist Mage].
Satanic Soviet: X was redistributed by [Communist Mage]'s Satanic Soviet.
TreBULL: X was exploded by [Communist Mage]'s attack dog.
Balanced weapon: X was hunted down and punched by [Communist Mage]'s Balanced weapon.


Oh yeah and I have no actual work to back this up so if this idea doesn't get laughed down I'd have to work on that
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 14, 2012, 01:49:26 AM
Quote from: "Orange juice :l"
I should put some MANLY into this mod

Class name: Communist Mage
Skin: Auto-Unknown
Armor: x0.7 (Oh shit, a tank)
Weakness: Water/ice stuff (I am secretly made of sodium)
Taunt: IT'S TIME
Mandatory gimmick: Ammo is a special resource gloriously entitled "Nerd Rage". Every point of damage taken increases this by 1, as well as generating 1 every 20 seconds. 20 Nerd Rage is consumed every time you score a frag.
Speed: .5 at 0 rage, 1.2 at 100 rage
Weapon 1: 65 damage hard knuckle, shooting slightly slower than normal hard knuckle at 0 rage and slightly slower than megabuster speed at 100.
Weapon 1 Alt: Charges at the enemy, going as fast/far as a charge kick. Does no damage but sends enemies scattering. 4 shots that recharge over 20 seconds.
Weapon 2: FISTS OF STEEL. Mainfire is a 20 damage jab that sends people flying away, altfire is a 80 damage hook/uppercut/whatever's easy to animate. If you stop firing for 5 seconds, you PUT UP YER DUKES which can absorb 50 damage as long as you don't fire. Recharges over a minute.

At 90 Nerd Rage, you obtain a "super weapon" item (only usable once per life, after a minimum of a 30 second lifespan if possibru to code), which selects one of these at random to replace weapon 2, giving you a "go back to fists" item:

The Satanic Soviet: Launches Atomic Fires in a blizzard attack formation after a charge of 5 seconds. One shot.
TreBULL: Uses an exit unit and summons a pre-buff treble sentry... that launches ballade crackers. Lasts 10 seconds.
Balanced weapon: 5 shots of the standard hard knuckle weapon... with magnet missile homing.

Obligatory obituaries:
Mainfire 1: X was rageabused by [Communist Mage].
Mainfire, weapon 2: X managed to not get shoved off the cliff by [Communist Mage].
Mainfire, weapon 2: X was rageslapped by [Communist Mage].
Satanic Soviet: X was redistributed by [Communist Mage]'s Satanic Soviet.
TreBULL: X was exploded by [Communist Mage]'s attack dog.
Balanced weapon: X was hunted down and punched by [Communist Mage]'s Balanced weapon.


Oh yeah and I have no actual work to back this up so if this idea doesn't get laughed down I'd have to work on that

I'd most likely need to rebalance this damage-wise, but it's an amazing concept. Absolutely amazing.

Also probably rename some stuff to make it a little more Megaman-friendly, but it's still amazing.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 14, 2012, 02:23:51 AM
Quote from: "fortegigasgospel"
Well no one ever said any nays or yays on my prior idea I'll try another:
Cosmetics:
Skin: Boulderman (mine)
Death: Normal
Offensive: All Rock/Ground Based weapons
Main Weapon: Boulder Cracker, Boulder Man jumps into the air and does a ground stomp which makes some boulders fly outward doing damage.
Alt: Boulder Roller, Boulder Man rolls fast straight ahead until he hits a wall, which he stuns himself for a moment when hitting the wall.
Secondary weapon: Boulder Toss, just throws a boulder forward doing low damage so he has something to use while waiting for the other weapons to reload.
Its Alt: Punch
Instagib: Does a ground pound that makes debre fall around him at a very low radius.
Defensive:
Speed: Low
Defense: High
Weakness: Water (Bubble Lead, Rain Flush, Water Wave, Danger Wrap?)

I can probably make frames needed and probably the huds.

Sweet, a tank. I'm excited to see this one![/quote]

Oh right, he drops "Boulder Cracker" which fires an invisible (or very transparent) shoot straight down which when hits the ground sends rocks outward, which if possible the rocks are larger, stronger, and go farther the higher you are when the shoot is fired. (Such as Elec Man's map would make for a really big attack).  If not possible just have it set damage, size and distance.

Also, thanks for liking it. ^^;
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 14, 2012, 02:27:04 AM
Quote from: "Rozark"
my idea:
skin: zero
main wep: zsaber, a 3 hit sword combo. saber sprites.
main 2 (switch weps): the buster gun he uses charges up to 3 or 4 levels. can hold onto a charge too, like the zx series. handgun buster/ charging sprites.
alt: dash.
taunt: WHAT ARE WE FIGHTING FOR?!?!?! (until i can think of a better one >_>)
instagib: a fully charged buster shot
death: na
power is to be adjusted accordingly.

Well, thats my idea :L i like it but again i cant script or sprite worth crap.

So, since my idea wasnt shot down by coldfusion, anybody feel like helping me with this?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 14, 2012, 08:53:29 AM
@Orange Juice
I have some uppercut frames from Ice you can use during the PUT UP YER DUKES attack. I'll forward 'em to you if you want.

@ColdFusion
Would you mind if I made two classes? You don't have to accept it, I'm just curious if it's entirely "legal" as far as this mod goes.

also this
Quote from: "xColdxFusionx"
Quote from: "ice"
Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
HOLY FUCK YES DO IT NOW
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 14, 2012, 04:03:28 PM
Quote
Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
You could make a blob2 and have that come from the shots while the dieing animation shoots the non damaging ones. right now, he doesn't have much going for him, he's just that big slow moving guy that's a huge target whose ammo bar runs out fast when you're trying to get to a higher place and takes forever to reload

Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.
 Probably the +5 buffs you gave all the parts since the original. We could go back to that old idea I had. The attacks did the original damage and when the ball hits the ground, one spike is created on the impact sight

Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.
Yes, but he can also spam normal shots pretty fast too without having to stop

Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.
I wouldn't say good in every other catagory, defense is 1 above megaman, speed is 2 above megaman, and his attack power is kinda meh. His mario fireball attack is fine as you can get off alot of shots with it, but his fire shots are really lack luster. They only do 20 damage and split into weak 5 damage shots, and they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 14, 2012, 05:22:32 PM
Quote from: "ice"
they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
You can actually fire 3 shots at once with that attack. All you have to do is pause for a short time between one of the shots, then you'll have enough for three. I see what you mean though.

EDIT: I've found out the problem with the amour parts of my death animation flying strait to the ceiling. Turns out they used PLUS no gravity flag rather than minus. Still, the parts aren't dying when they collide with walls and floors. Not sure why. (Got rid of that nointeraction flag, so it's not that)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 14, 2012, 05:56:43 PM
I've come up with an idea that's more fun, effective, useful, and less gimmicky.

Name: Manibogi
Armor: 1.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: None
Jump: Normal
Damage type: Normal
Role: Last stand-er
Speed: 1.0-2.0 (see below)
Weapon dropped: Drill Bomb
Skin: Bass-RM7FC/Auto-Unknown (Haven't decided yet)
Skin color: Oil Slider's color
1st Wep: Compensator: Fires a big plasma shot that leaves a trail and explodes on contact with an enemy or surface. Damage is increased inversively proportional to his health only with this weapon, capping when his health is below 25%. Damage: 20-40
1st Wep Alt: Charge: Charges up the energy bar, which fills up in 3 seconds, and is fully drained when a shot is fired, no matter the amount of charge. Doesn't affect anything until it's filled up 100%. If a shot is fired at 100%, then it becomes a rail gun shot, doing set damage, no matter his health. Damage: 65
2nd Wep: Katana: A simple katana that slashes vertically. Speed is increased inversively proportional to his health only with this weapon, capping when his health is below 25%.
2nd Wep Alt: Kamikaze: Throws his katana away (which can then be picked up as ammo) and explodes, killing himself and anyone that's caught in it's radius in 1 hit. The radius is about as big as Chimera Man's Alt. Damage: 300
IG Wep: Super Compensator: Same as the compensator, no splash or power boost, but 1-hit kills. Damage: 300
IG Wep Alt: Super charge: Same as the normal charge, but fills up in 1.5 secs. Damage: 300
Special: Whenever he dies, his body does a generic Drill Bomb explosion, and his head pops out (as a missile, no gore) and proceeds to do the normal death explosion once it flies up high enough.

No damage with katana beacuse I don't know how to balance melee weapons, I know it should be 3-hit kill, though.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 14, 2012, 05:57:12 PM
Quote from: "Michael712"
Quote from: "ice"
they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
You can actually fire 3 shots at once with that attack. All you have to do is pause for a short time between one of the shots, then you'll have enough for three. I see what you mean though.

EDIT: I've found out the problem with the amour parts of my death animation flying strait to the ceiling. Turns out they used PLUS no gravity flag rather than minus. Still, the parts aren't dying when they collide with walls and floors. Not sure why. (Got rid of that nointeraction flag, so it's not that)

just make them 0 damage ripping projectiles, they'll pass through other players but still die after hitting the floor
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Orange juice :l on March 14, 2012, 06:42:20 PM
Also, Communist Mage's instagib should just be the Satanic Soviet but faster bullets
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 14, 2012, 07:20:48 PM
Fixed the death parts issue. I think it was in need of 'stop's at the end of the death states. Trying to send it now for CSCC 3D but mediafire is having trouble uploading right now.

(Included is a new death animation, slightly different death animations for instag/beam and mirror deaths, and a new taunt (yes, another one)).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 14, 2012, 08:09:06 PM
I won :lol:
(click to show/hide)
It's more of a proof-of-concept than anything, really. If anything, it will just be the same attack in 48 different colour schemes. I just want to prove that the whole "two-weapon limit" isn't limiting ANYONE who complain about lacking a third weapon slot. Anything's possible if you put yer mind to it, mate!

... Oh, and if you shamelessly dissect the code for Cyborg. That helps too.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fizzyman on March 14, 2012, 10:19:15 PM
I just found out about this about 3 days ago, its alot of fun... just wanted to say good job and keep up the good work! :D
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 15, 2012, 12:25:01 AM
Quote from: "ice"
Quote
Yellow devil: the blobs that come off of the cubes no longer do damage (I was hopeing that the damage of the blobs would of been buffed if anything) make the blobs atleast do 5 damage or something
He drops these same blobs when he dies. Do you really want him to suicide bomb you?
You could make a blob2 and have that come from the shots while the dieing animation shoots the non damaging ones. right now, he doesn't have much going for him, he's just that big slow moving guy that's a huge target whose ammo bar runs out fast when you're trying to get to a higher place and takes forever to reload
I might consider this...

Ice/Sparky: I made this class so I can't really give an oppinion on it
I personally think he's fun and interesting. He's getting a slight damage nerf or two because apparently Ice Ball can one-shot people, but other than that he's fine.
 Probably the +5 buffs you gave all the parts since the original. We could go back to that old idea I had. The attacks did the original damage and when the ball hits the ground, one spike is created on the impact sight
I changed it so that Ice Shards don't hit with both their base damage and the spikes.

Messatsu: A 20 damage spammy projectile + a instagib attack once enough of those shots hit someone..... really?
Good lord, the number of complaints I've been getting about Messatsu. My counter-argument: He's as fragile as FZ, and he has to stand still when he's using his Gou Hadouken spam shot. He may be getting some tweaks, but don't count on it too much unless it becomes a major problem.
Yes, but he can also spam normal shots pretty fast too without having to stop
Eh, I might change this. Depends on what others think.

Micheal: Only things I think feel off is the relitively low fire rate and how long it takes to recharge. Only changes I can think of is buff the number of shots of the spread fire to 4 per bar (it's ammo is odd as you can only fire twice and have ammo leftover like G-hold and the damage is kinda, meh) and have the attack of the other weapon recharge while firing as you will be doing alot of that (yes I am aware of the other weapon recharging faster when I have one selected)
Yeah, Michael's another one that's kind of awkward to balance. His slow RoF is supposed to be his weakness because he's kinda good in every other category.
I wouldn't say good in every other catagory, defense is 1 above megaman, speed is 2 above megaman, and his attack power is kinda meh. His mario fireball attack is fine as you can get off alot of shots with it, but his fire shots are really lack luster. They only do 20 damage and split into weak 5 damage shots, and they use 10 ammo while you only have 28 meaning after 2 shots you have 8 ammo leftover
I may give him a buff or two. Any other opinions?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 15, 2012, 12:38:22 AM
I figured out my slowdown problem.

The instagib death states do not give the victim the 999 CutterFlag items like the other death states do (although a few other classes lacked those as well). This is true with the vanilla Megaman player character as well. The 999 CutterFlag thing stops certain scripts, such as script 983 which bots use. Since they were not being given those CutterFlags, the scripts continued to run and build up, and then slaughters the FPS as a result.

I have made a change to the mod which stops this from happening by adding A_GiveInventory("CutterFlag",999) to everyone's death states.

http://www.sendspace.com/file/1bagcx (http://www.sendspace.com/file/1bagcx)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 15, 2012, 12:55:10 AM
Since you've already told everyone else, I'd like to know if my class got accepted/rejected/whatever.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:35:59 AM
erm.. idk what to say to that but..
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 02:51:31 AM
Quote from: "Grey1510"
Name : cuGrey
Armor : Double (Weakness Shields)
Speed : Triple
Jump : Triple
Role : A speedy class with good armor.

Description :
Weapon 1 : Rapid Fire (Bass Buster)
Alt 1 : Grey Shuriken (Shadow Blade)
Damage Type 1 : Cutter Damage

Weapon 2 : Shock Slash (Slash Claw)
Alt 2 : Mazio (Thunder Beam)
Damage Type 2 : Electric

Weapon Dropped : Metal Blade

Skin Used : Shadow Man
I'm just going to assume this will be rejected.
A: You are new and this was your first post, so no one knows who you are, you are brand new to the community.
B: It is VERY broken. You have take more hits, move faster and jump higher, you would need to do ridiculously low damage to balance it out.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:52:42 AM
you have put that well for me. thank your forte >_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 02:52:57 AM
actually, he has 2.0 armor values so he technically only has 50 HP.

Also, if new people play the classes, then isn't it the same situation as a new person having a class?
Two banned members have classes as well.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:54:38 AM
Quote from: "Korby"
actually, he has 2.0 armor values so he technically only has 50 HP.
referring to grey's double armor? or, something else im not aware of?

and for that whole classes/new people reference...
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 02:55:14 AM
Having more armor values in 8BDM is a bad thing, you die faster.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 02:57:30 AM
what about an armor value of 0 then? is that unstoppable?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Gummywormz on March 15, 2012, 03:14:39 AM
When bik backstabs me, he gets the old bass skin instead of shademan.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 03:22:05 AM
whatd he do?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 03:55:06 AM
no literaly, go to airman's stage, have a gummywormz bot running on a ledge, walk up behind it using Bikdark's 2nd weapon, watch the arm raise, then strike makeing you become Bass instead of shademan
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 03:58:43 AM
sounds like a random easter egg to me.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 06:00:07 AM
not a easter eg, it's exactly what it does, backstab someone, become them. But in Gummywormz's case, he uses the old bass skin instead of shademan
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 15, 2012, 12:37:38 PM
oh.. NEAT!   :D
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 15, 2012, 02:40:34 PM
Quote from: "Korby"
Also, if new people play the classes, then isn't it the same situation as a new person having a class?
Two banned members have classes as well.
In that case Coldy should take all three of mine. :lol:

... Oh, I'm also finishing a couple things with Rainbow Drill Man. I should have it ready relatively soon.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 06:05:20 PM
Might have to hold back the next release I'm afraid. For some reason Mediafire is having trouble uploading my file. It gets to about halfway and stops. Not sure what to do about it right now.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 07:48:06 PM
So I got this yesterday to see what it was like, and I found it to be plain, good fun. As the OP states, I need to make a full skin before submitting my class. However, instead of going through all that trouble to then have it rejected, I'd much rather post my class's stats first and see what everyone else thinks before I waste time. None of this is set in my mind though. Some modifications and/or changes might have to be done to it.

This takes ideas from a character I've had in mind for a while. What I have in mind is:

Name: Knuxman
Armor: 1.2x (Weaknesses: Electric, pointed [spears, needles] and Sound-based weapons.)
Speed: 1.4 times Megaman's
Jump: 1.5 times the normal one.
Damage Types: Normal, Wind, Light.
Role: Rush, disrupt and smack down.
Weapon Dropped: Hard Knuckle

Description:

Weapon Slot 1: Knux Masher - A close range punch that does 15 damage. Charge up one level for two punches (30 damage) and max level for a 3 punch combo (51 damage total, 17 for each). Each punch sends you forward a bit. Charging up however, slows you down. This is where your mobility comes in, along with your alt...

The damage from this is Normal damage, and it consumes no ammo from the bar (dark blue, and white in the middle).

Altfire: Breakthrough - dash forward with both arms extended using rocket powered shoes. Anyone caught in this gets sent flying upwards like Wind Storm Does. When used, it takes one second to charge up, emitting a sound which warns everyone nearby that they might be about to be smacked up into the air. The dash lasts for two seconds, after which you come to a halt.

This move consumes all of the ammo bar in two seconds, and you need to wait for a moment before it regenerates. Standing still or moving makes it regenerate at the same pace. It does Wind damage.

Light damage idea: When HP hits 20 or less, you gain an item which replaces the punch attack. Once used, it stays until you die or spectate.

Glove Blaster: Fires small red and blue laser pellets with the ROF of Bass Buster, and the precision of Mega Buster. Each pellet does from two to three damage, but the range is limited to medium distances. It also heats up if used too much.

Altifre: Same as above, but with both arms. This time around though, you fire both streams diagonally (cross streamed) and the attack heats up twice as fast. This replaces Breakthrough, so keep that in mind when planning a strategy!

Both of these have a new ammo bar (Dark Blue, and light Red in the middle), which rises as you hold down the fire or altfire key. If it reaches maximum, you will have to wait a cool down period until you can use it again.

Skin: Hardman, while I make one. Gonna take a while...
Damage Information:
Knux Masher: X was made into mashed robotatoes by Y's Knux Masher.
Breakthrough: X reached for the stars thanks to Y's Breakthrough.

Glove Blaster (both fire and alt): X came within range of Y's laser pellets.

Taunt: None as of yet, but I'm looking for a good one.

If I missed anything, please let me know. There are some places where I did not specify damage and other things because I'd much rather have it balanced out correctly. I'm not so good at balancing things, but that's why I said that this class could use some tweaking.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Beed28 on March 15, 2012, 08:30:36 PM
I'm making a consideration... I think I know a solution to my ammo problem... I'll change my skin colours to emerald green! (http://tvtropes.org/pmwiki/pmwiki.php/Main/ComicallyMissingThePoint)

Anyway, I've been wondering... if the player runs out of ammo, allow them to continue using Missile Barrage and Hyper Missiles, but with reduced abilities. Make Missile Barrage unable to home in, and make Hyper Missiles do half the normal damage. The player still cannot use Mirror Buster when out of ammo.

Also, I've been considering changing my colours from dark grey to emerald green, like in Rockman No Constancy (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2981).
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 08:52:44 PM
I had a crazy idea. What if each class had there own item that they can get from tango/treble, like tsuki can get the sentinel wisp, I get, like say, a smaller than player sized mecha dragon that shoots fire balls at a slow rate that lasts for about as long as treble then vanishes
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:12:34 PM
That is a crazy idea. It means faster classes have the upper hand in getting to said items.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:14:39 PM
Quote from: "Knux"
That is a crazy idea. It means faster classes have the upper hand in getting to said items.
Most of the classes have ungodly speed anyway.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:17:42 PM
Yeah, but I believe it would feel too impractical in any case. This is alright in KY classes where getting Beat with a robot master turns into a Magfly for the same effect, or Attack Item for hero classes because they already can have a lot of weapons. Taking away what limited little the classes have can also be a problem.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 09:21:00 PM
I said it was an idea, yeesh ;>_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:24:15 PM
Quote from: "Knux"
Yeah, but I believe it would feel too impractical in any case. This is alright in KY classes where getting Beat with a robot master turns into a Magfly for the same effect, or Attack Item for hero classes because they already can have a lot of weapons. Taking away what limited little the classes have can also be a problem.
Faster classes weaker item pick up.  Sentinel wisp can stay an autospawn one so he can't get another. Jack's wouldn't be all that useful due to his speed but YD's would be very useful because he is slow.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 09:26:26 PM
Well, if it's a general consensus that this is needed for balance in DM, it might probably be for the better.

Also Ice, you posted your idea and we're just discussing it! Nothing wrong with that, bro... D:
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 15, 2012, 09:32:06 PM
I know but still, it's just an idea, I'm not saying make it a thing. but yeah, atm the sentinel wisp is crazy in DM situations due to how you can "Gemini spam" with it with little effort, not to mention the fire bars cover a large area too. Though he can still use it without tango/treble in LMS.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 09:38:01 PM
I like the idea, but I don't think it should be like that for sentinel wisp. That should stay as is.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 09:42:41 PM
Ok posting from being on the CSCC Instagib server that was up, some of these instagibs are broken compared to others.  You have a bunch of class that use the metal blades, Ice/Spark who's is almost identical, then a bunch of classes with broken as hell instagibs.  2 ones that move fast and bounce around, and the quick laser that can be reaimed so creating a wall of shoots.  And Uki's which has a faster firing rate as long as you can click the fire button fast enough.

All the instagib weapons should be almost identical other then visual to keep all classes balanced in it.  Chimara and Troll have BOUNCING Instagib weapons, now think of that, its basicly instagib metal blades that bounce like napalm bombs, moving at IGmetalblade speed.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 15, 2012, 09:49:05 PM
That's why I added in a recharge to my force beam gun. Force beam gun is a broken weapon even compared to IGMetalblade, therefore it needed something to hold it back a little. I hoped that manually charged ammo bar would balanced it out well enough.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 15, 2012, 10:30:56 PM
Quote from: "Michael712"
That's why I added in a recharge to my force beam gun. Force beam gun is a broken weapon even compared to IGMetalblade, therefore it needed something to hold it back a little. I hoped that manually charged ammo bar would balanced it out well enough.
Ah ok that does balance it out, I was using Ice/Spark as usual so I just saw the quick running around using the laser.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 15, 2012, 11:04:10 PM
HD must've had infinite ammo, because you can spread that quickbeam all over the place. I got to 25 while 2nd had 8 or so.

Cold, your classes' Instagib is incredible!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 15, 2012, 11:05:44 PM
That Knux class sounds great! A strong-yet-expensive dash with a good close-range attack sounds balanced, fun, and unique to this mod. My only issue would be the Glove Pellet mainfire; rapid shots and accurate attacks do not warrant both a very limited firing window, gimped range, AND pitifully low damage. I'd suggest making the mainfire have unlimited range OR increasing the maximum shot time. The cross can still be mid-ranged though.

Looking at the suggestions, I also agree with the proposed addition of "class support items". I think it would really add an interesting level of gameplay to this mod.

Bouncing instagib weapons are fine in my opinion because they're original and they are useful for hitting enemies in lower levels, yet you lose the "high speed sniping" power of the traditional instagib weapon. As long as it doesn't move at lightspeed like other instagib weapons (read: SLOW IT THE FUCK DOWN) then I think it's great.

Actually, original instagib weapons are one of the highlights this mod has going for it. As long as there are a few balancing tweaks made (higher mobility / spread attacks move slower, hard-to-dodge attacks have to 2HKO or "combo" instead of one-shotting, etc) I say keep 'em in! Naysayers are just party poopers!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 15, 2012, 11:14:58 PM
Quote from: "SmashBroPlusB"
My only issue would be the Glove Pellet mainfire; rapid shots and accurate attacks do not warrant both a very limited firing window, gimped range, AND pitifully low damage. I'd suggest making the mainfire have unlimited range OR increasing the maximum shot time. The cross can still be mid-ranged though.
Please bear in mind it's an Item given at 20 HP or less. Who knows if you'll even have time to use it what with the lower armor setting and all.

Derp, you mean buffing something that can fire accurately and quickly? Well, maybe. The cool down period could be adjusted then, if that were to happen.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 15, 2012, 11:31:44 PM
The only problem I have with it is that it's ANOTHER Melee class.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 01:06:54 AM
Amusingly, Sinkman is a close range class. So, what's your point?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 16, 2012, 01:11:18 AM
Quote from: "Knux"
Amusingly, Sinkman is a close range class. So, what's your point?
Sinkman IS the melee class he's talking about. (I think)
BTW, you can't speedrun almost the entine campaign with him really fast. =P
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 01:36:24 AM
Sinkman was the second class added to the expansion, first if you don't count the one that was already there.
Since then, more than three other melee classes have been added. You are now proposing another.

That is all.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 16, 2012, 01:39:05 AM
Smash Man is also a melee but I'm holding off until Terminator support is added

I can see the point you're getting at Korby but we just love melee classes so much
I mean think about it, would you rather have five drastically different ways to punch a guy in the gonads
or would you rather have five similar "I have a straight shot that may or may not explode" attack classes

personally, I'm going with the 'nads :lol: so just PUT UP YER DUKES and take it like a man
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 01:59:02 AM
Because there's so many different ways to make a melee class.
"Oh, I know, I'll make the attack do (x) damage instead!"

To balance a Melee Class in a game where literally everything except Blazko is a projectile user, you have to make it fast and make its attacks super strong. To balance it being super strong, you have to lower its armor. Sound familiar?

Non-melee classes allow for MUCH more customization. If you want more melee classes, go play Ghouls.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 04:43:01 AM
Sinkman was the second class added to the expansion, first if you don't count the one that was already there.
Since then, more than three other melee classes have been added. You are now proposing another.

That is all.


Quite irrelevant. Just because you made a close range class doesn't mean I can't do one, too. If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously.

If you want more melee classes, go play Ghouls.

Uhh no. And if you think that's such a gradiose idea, do it yourself.
Title: Here we go again.
Post by: Korby on March 16, 2012, 05:45:26 AM
Quote from: "Knux"
gradiose
Grandiose.

Quote from: "Knux"
Just because you made a close range class doesn't mean I can't do one, too.
It's not that you CAN'T do one, it's that I would highly prefer if you DIDN'T. Melee classes are fun if you can differentiate them enough from each other, and, as I said, in a game where everything is projectiles, there's only so many ways you can make melee classes.

Quote from: "Knux"
If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously.
Unepic has Closecombatunit, MMX has Flame Mammoth, the Pantheon Classes would have at least two, Classes with SCIENCE has two, Enemy Classes has one, Project Jitterskull has TONS. Heck, the only classes projects that DON'T have melee classes are Touhou and Battle and Chase.

Of COURSE you don't see Melee CLASSES outside of CLASSES projects, Knux.

Quote from: "Knux"
Uhh no. And if you think that's such a gradiose idea, do it yourself.
I would, but no one hosts vanilla ghouls or Project Jitterskull.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 06:26:22 AM
It's not that you CAN'T do one, it's that I would highly prefer if you DIDN'T.

Well there you have it. In the end, it's up to ColdFusion to decide anyway regardless of what everyone else thinks, so yeah.

Unepic has Closecombatunit, MMX has Flame Mammoth, the Pantheon Classes would have at least two, Classes with SCIENCE has two, Enemy Classes has one, Project Jitterskull has TONS. Heck, the only classes projects that DON'T have melee classes are Touhou and Battle and Chase.

A list of barely, if not ever played anymore modes isn't helping your point. Whatever that is, anyway.

Of COURSE you don't see Melee CLASSES outside of CLASSES projects, Knux.

Well, no shit. You completely misread what I said. I said outside of KY, YD and RageRobo (which are RELEVANT mods because they are actually being played), not outside of ALL classes projects.

I would, but no one hosts vanilla ghouls or Project Jitterskull.

Oh okay. I don't care for that, either. *hint hint*
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 06:46:27 AM
Quote from: "Knux"
Well there you have it. In the end, it's up to ColdFusion to decide anyway regardless of what everyone else thinks, so yeah.
Correct.

Quote from: "Knux"
A list of barely, if not ever played anymore modes isn't helping your point. Whatever that is, anyway.
A list of mods that have close ranged classes that are not YD, KY, or Rage Robo.

Quote from: "Knux"
Well, no shit. You completely misread what I said. I said outside of KY, YD and RageRobo (which are RELEVANT mods because they are actually being played), not outside of ALL classes projects.
I think you're misunderstanding what I'm saying. I gave you a list of mods OUTSIDE of these "relevant" mods where melee classes are.
What you said: "If anything, close range classes are a rarity outside of YD classes, KY classes and Rage Robo. Get over yourself, seriously."
What I provided: Proof that close range classes are NOT a rarity outside of YD Classes, KY Classes, and Rage Robo.

Quote from: "Knux"
Oh okay. I don't care for that, either. *hint hint*
Alright, that's your opinion, even if it has nothing to do with the topic at hand.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 16, 2012, 11:01:14 AM
Putting in my opinion here

Melee classes are good and dandy, but we don't need too many of them as they generaly become fast characters, CF said "We dont want this becomeing a foot race". We have plenty of fast classes as it is (and plenty melee and fire classes), if there were no rules we'd have nothing but fast mostly melee fire classes. We have to try to keep this thing interesting. Too much of 1 thing kills varaity and makes things boring

Aaand just for the record Korby, Roll is a melee class in B&C but you still have a point
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 12:11:41 PM
Oh, thanks. I didn't remember Roll at the time.

So the ONLY classes project without a melee class that I remember is Touhou classes.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 06:03:35 PM
My Rockman DEM classes wont have a Melee class in it

Mediafire still isn't uploading. Should I try emailing it or something? if that's okay
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Korby on March 16, 2012, 06:14:10 PM
Have you tried Sendspace?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 06:56:13 PM
I only ever use Mediafire for uploading. Although Copy Robot did upload a skin recently with mediafire....I'l try putting all the new stuff in a separate smaller pk3. It might be because the server isn't liking them filesizes right now or i'm going over the nonexistant limit

EDIT: I tried putting the new files into it's own .pk3, but even though the file is 5 times smaller, it still fails while verifying. I'd rather not have to resort to another file upload site, but if that's the only possible option....
Title: Re: Here we go again.
Post by: xColdxFusionx on March 16, 2012, 08:27:03 PM
Quote from: "Korby"
I would, but no one hosts vanilla ghouls or Project Jitterskull.

Same.

...Project Jitterskull isn't even finished yet. Why are we bringing it up.

Quote from: "Knux"
Well, no shit. You completely misread what I said. I said outside of KY, YD and RageRobo (which are RELEVANT mods because they are actually being played), not outside of ALL classes projects.

He proved you wrong. Deal with it.

Knux is an interesting class idea and would be considered, but there are a lot of close-range classes in CSCC already...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 09:18:32 PM
Well, alright then Cold. Since it's you who said it, here's another take on it:
(click to show/hide)
So it's a slower than average class now, with a little bit more armor. You rely on that item for mobility at times, but it's not spammable and need to regenerate. The regeneration time could be adjusted as seen fit, along with other possible issues.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 16, 2012, 09:42:43 PM
My instag weapon needs changing a little. I'm not too happy with what it is right now. I'd prefer it if it was like the original that I sent, but if that's too powerful, then I think probably slowing me down when using it and making the ammo drain faster is a better option. That purple quickman hand needs to be there though, as I don't really like the currnet Megaman force beam hand.

Also how should I send the new files? Mediafire is kinda ruled out right now until I find out what's causing the problem.

Gotta start working on Trollman's class a lot faster now. i need those huds ice!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 16, 2012, 10:29:35 PM
Quote from: "Knux"
Well, alright then Cold. Since it's you who said it, here's another take on it:
(click to show/hide)
So it's a slower than average class now, with a little bit more armor. You rely on that item for mobility at times, but it's not spammable and need to regenerate. The regeneration time could be adjusted as seen fit, along with other possible issues.

I really like this! Seems like an interesting class.

I do have to wonder why people like dash attacks so much though...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 16, 2012, 10:34:13 PM
I wonder if it's possible to make it so that you can still turn while Breakthrough is charging up, then go straight only when it's executed?

Dash attacks are fun!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 17, 2012, 02:50:59 AM
Wow, Is Supahlad1514 actually posting a class for xColdxFusionx's CSCC classes so that it can be admired and played by the millions of people that will ever touch this mod. Oh, Pinch me I must be dreaming (but this is a good dream though!!! ^w^)


Ok, It's time to put my GREATEST plan evar into action!!!!

Name: SupahLAD1514
Armor: 1.0x (Megaman's defence) (Weakness: Rocks (Super arm, Power stone, etc.))
Speed: 0.80/1.00(Megaman's speed)
Jump: 2x normal (I don't know if this is too high but basically metalman's jump hight (For KY))
Damage Type: Electric
Role: Skill and timing mode
Weapon Dropped: knight crush

Description:

SupahLAD1514-Bombermode: This mode is the regular form for SupahLAD1514 which will be good for close range combat.

Primary Fire: SupahBomb- This attack is a version of the KY (or YD's) bombman's Hyper bomb throw with the same ammo usage (Only for KY) and same kind of arch, Radius and throwing speed, BUT! Instead of it making splash damage and exploding on contact it instead just hurts the opponent, Doing the same amount of damage as the regular bombman hyperbomb. If you are to click the primary fire button again it will explode and cause damage according to the regular hyperbomb. This is were timing your shot comes in. If the bomb misses the target it will remain stationary and clip to the ground (like a crash bomb). the maximum about of bombs you can plant is 2 until they all explode (after the third one hits the ground, or is thrown, which ever one is easier to do). This weapon looks like the hyperbomb but instead with spikes and electrical sparks surrounding it (I will be making the sprites for this). This weapon will have a green and yellow ammo bar.

Secondary Fire: Supahrang- This attack functions exactly like the original knight crush But, same as the primary weapon can explode if the player clicks the secondary fire again. This is a good tactic for finishing the opponent off But it will do less damage than the bombman explosion (probably around centeur flash damage). This attack does not consume ammo. This attack will be the knight crush but Green and with yellow sparks (again, leave the weapon sprite to me)

Skin: SupahLAD1514-1 (a skin i Made).

If you scroll up and use the Secondary Weapon (weapon slot 2) you will use SupahLAD jet form. This is NOT another class.

Armor: 1.5x (I don't know if this is quite right but basically Elecman's KY defence) (Weakness: Rocks (Super arm, Power stone, etc.))

Speed: 0.80/1.00(Basically, Elecman's KY speed)
Jump: 1x normal
Damage Type: Electric
Role: Pure Skill and Tactics mode
Weapon Dropped: Thunderbeam

Description: SupahLAD1514-JetMode: This is SupahLAD's alternate form which concenrates on speed and tactics (works best in duel or LMS situations)

Primary Fire: SupahLasar- This weapon functions exactly like the thunderbeam but doesn't fire them on the sides (like KY's Elecman) This attack has ammo consumption exactly the same as YD elecman. Uses the exact same Thunderbeam sprite (As in the shot) but is coloured green and yellow (I try to do it, but i can't make my promises on this one -w-). This weapon will have a green and yellow ammo bar.

Secondary Fire: Mouth Mines- This trap can be strategically placed to create traps for opponents to step on. If an opponent activates the mine it will stun them for a short period of time (about the time of a spark shot). It will do Spark shock damage and make the same sound if activated. This weapon will have a grey ammo bar and take 1/5 of the ammo bar per plan. The delay in planting's will be the same as the sparkshot (so basically the rate of fire). I will be making the sprite for this. The Sprite will look like the W on Lad's mouth (see where i'm getting at lWl)

(I don't know if it is possible for a class to switch skins when changing Weapons. But if so....)

Skin: SupahLAD1514-2 Jet (The one I made)

Damage Information:
SupahBomb- X went boom-boom thanks to Y's SupahBomb
Supahrang- X was defeated by Y's Supahrang
SupahLasar- X was Pwned by Y's SupahLasar
Mouth Mine- X stepped on Y's Mouth Mine

More Stuff: I've done the hud's for these Weapons already so that you don't have to ^w^. I will get to work on the actual attacks.

If I missed any details Please tell me. And, Um...... Thanks I guess TwT..........
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 04:09:44 AM
I finally finished my skin and HUD, I can PM it to you, xColdxFusionx I just wanted to see what you guys thought of my class.


Name: Fyone
Armor: 0.75x
Weakness: Water
Damage Type: Normal
Speed: Mildly Slow
Jump: Normal
Role: Power House
Weapon Dropped: Pharaoh Shot



Description:

Weapon 1:

Photon Cannon - A chargeable shot which is charged at the same speed as Pharaoh Shot and your given a notification the same way as Pharaoh Shot (a flashing ammo bar). Same damage as Pharaoh Shot and a smaller radius that always does the same damage (meaning does not need to be a direct hit unlike Pharaoh Shot). The inside of the cannon will flash when charging (exactly copied from MegaMan for less work). I will be PMing you the sprites for the shot as well.

Weapon 2:

Spread Cannon - A 5-projectile spread shot which is fired at a mildly fast rate with ammo comsumption (Fusion if you want you can choose the comsumption rate that you think is right) and recharges when not shooting (same, you can choose the recharging rate).

Instagib:

Spread Ultra Mega Cannon - Same as the Spread Cannon except with infinte ammo and OHKO damage.

Weapon 1&2 Alt:
Copter Flight - He flies like GyroMan from classes.

Skin: Fyone
Title: I don't care what Korby says I am doing it anyway
Post by: Hallan Parva on March 17, 2012, 03:08:36 PM
I need someone to give me their favorite attack from a fighting game. Involving nothing but fists and legs.

It's so I can finally finish off Smash Man's command list.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 03:11:02 PM
I would say hadoken, but you want a melee attack.

I'd say Shun Goku Satsu. Y'know, the one used in a lot of mugen characters.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 17, 2012, 03:16:01 PM
Falcon Punch or Ralf's (or Clark's) rapid Punches.
Not my favourites, but they would make good attacks.
Or Ryo's Exceed (the single punch), it would have tons of knockback.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 03:52:03 PM
my  NEW idea:
skin: morshu
main wep: hyper bomb BUT (see damage desc)
main wep 2: rope, a quick melee attack
alt: throws lamp oil, making it erupt in flames when a bomb explodes on it (alt only works when main wep 1 is equipped
taunt: lamp oil, rope, bombs! you buy it? its yours my friend! as long as you have enough rupees!
instagib: throws a piece of toast forward
death: na

Name: Rozark
Armor: .8x
Weakness: anything flammable
Speed: .6x
Jump: slightly lower than normal.
DamageType and information: (i dont understand this but..)
hyper bomb=damage 50 and thrown forward (it still has that delay before it explodes) lamp oil= spread shot similiar to oilman's charge shot for yd, but it shoots a yellowish orange blob instead of black. deals 10 damage when shot. when a bomb explodes and it is in flames on the floor, it does 66 damage. the rope is a quick melee attack (speed 2) that deals about 25 damage or so.
Role: the king of ytp
Weapon Dropped: hyper bomb

Well, thats my idea :L i like it but again i cant script or sprite worth crap, and could use help if you and your team want to.
if approved i could always adjust the stats.. again if i get help :L
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 05:06:36 PM
Rozark, I don't think you'll be accepted if you don't do anything towards your class.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:12:56 PM
i realize that, but spriting and coding are my weak points, thus im doomed to never being in this.  :L
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 05:20:22 PM
*digs out something from 20 pages back*

Here's my botchat that you forgot to include
(click to show/hide)

And I need some help with some coding
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:26:11 PM
Quote from: "Rozark"
i realize that, but spriting and coding are my weak points, thus im doomed to never being in this.  :L

Quoting myself, but just now thinking, what about a plan b?

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 05:28:20 PM
Well most of the difficulty in class making is in the weapon making. Making the class is the easy part, but the weapon isn't. Once you get the hang of weapon making and how the coding works (takes awhile) then you should be okay.

I would help, but I've got Trollman's class to finish and lots of other stuff.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 17, 2012, 05:45:31 PM
so, a weapon tutorial and a spriting tutorial. ik those exist. but what about things for the stats/combining it all together?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 06:09:54 PM
Quote from: "Michael712"

And I need some help with some coding
(click to show/hide)
http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
add some Z offset
IE: A_SpawnItemEx("TrollAmourCore",38,0,40, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)
(I don't know what "momx", "momy" and "momz" is)
Also maybe "TrollAmourCore" (ammour? LOL) Should have the NOGRAVITY flag.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 17, 2012, 06:37:32 PM
Quote from: "Laggy Blazko"
Quote from: "Michael712"

And I need some help with some coding
(click to show/hide)
http://zdoom.org/wiki/A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx)
add some Z offset
IE: A_SpawnItemEx("TrollAmourCore",38,0,40, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)
(I don't know what "momx", "momy" and "momz" is)
Also maybe "TrollAmourCore" (ammour? LOL) Should have the NOGRAVITY flag.
Working now. Thanks!
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 17, 2012, 07:25:31 PM
Quote from: "Fyone"
I finally finished my skin and HUD, I can PM it to you, xColdxFusionx I just wanted to see what you guys thought of my class.


Name: Fyone
Armor: 0.75x
Weakness: Water
Damage Type: Normal
Speed: Mildly Slow
Jump: Normal
Role: Power House
Weapon Dropped: Pharaoh Shot



Description:

Weapon 1:

Photon Cannon - A chargeable shot which is charged at the same speed as Pharaoh Shot and your given a notification the same way as Pharaoh Shot (a flashing ammo bar). Same damage as Pharaoh Shot and a smaller radius that always does the same damage (meaning does not need to be a direct hit unlike Pharaoh Shot). The inside of the cannon will flash when charging (exactly copied from MegaMan for less work). I will be PMing you the sprites for the shot as well.

Weapon 2:

Spread Cannon - A 5-projectile spread shot which is fired at a mildly fast rate with ammo comsumption (Fusion if you want you can choose the comsumption rate that you think is right) and recharges when not shooting (same, you can choose the recharging rate).

Instagib:

Spread Ultra Mega Cannon - Same as the Spread Cannon except with infinte ammo and OHKO damage.

Weapon 1&2 Alt:
Copter Flight - He flies like GyroMan from classes.

Skin: Fyone

Hey can someone tell me if this class is good and has a high chance of being accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 17, 2012, 08:49:06 PM
I asked that like 3 pages ago, to no avail.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 08:58:38 PM
Quote from: "Fyone"
Hey can someone tell me if this class is good and has a high chance of being accepted?
Well, I think only Cold Fusion can. :/
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 17, 2012, 10:43:35 PM
Quote from: "Michael712"
I'd say Shun Goku Satsu. Y'know, the one used in a lot of mugen characters.

You mean Lagless Hell Frag? [/shotdown]

Also, Messatsu already has Gou Hadoken. Both of your arguments are invalid.

Quote from: "Laggy Blazko"
(I don't know what "momx", "momy" and "momz" is)

momx = x speed (Left + Right)
momy = y speed (Forward + Back)
momz = z speed (Up + Down)

And now you know.

@Trollman: You should put those in. It prevents problems with the effect when you're moving.

Quote from: "Fyone"
Hey can someone tell me if this class is good and has a high chance of being accepted?

Unfortunately, it seems kind of bland. I'd prefer if you could make it a bit more unique. I'd also remove the Spread Cannon (It's not really needed).

Also, can someone tell me why we're all making two weapons? You don't need a second weapon.

Quote from: "Michael712"
Here's my botchat that you forgot to include

Whoops. I'll clean this thing up and add it in.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ice on March 17, 2012, 11:13:49 PM
@_@ I think I probobly might be part of the cause of the 2 weapon thing

ColdFusion: 1 weapon
Sinkman: 1 weapon
King Yamato: 1 weapon
Finite zero: 1 weapon
Jack Corvus: 1 weapon
Yellow Devil: assuming the 2nd one was because of the short range the blobs get so he'd have something to use for distance fighting
Gummywormz: 1 weapon
Chimeraman: 1 weapon
CutmanMike: 1 weapon
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammo
Breve: 1 weapon
Ice/Sparky: They're 2 robots with different weapons and stats in 1 character
Beed: ...I'm not really sure what's going on with his class
Blaze: He had a non renewable flamethrower and the original knife throw was a 2nd weapon to fall back on once out of ammo
Tsuki: 1 weapon
Fenga papit 1 weapon
Troll: 1 weapon
Messatsu: 1 weapon
TheBladeRoden: one for close range and 1 for long range
Ukiyama: Feels like a Sure why not thing
Travis: 1 weapon
Michael: the 2 weapons make him well suited in any situation though the ammo is low so I guess the 2nd one is used to fall back on once out of ammo and to recharge the other weapon
BikDark: Another Sure why not class, basicly YD's Shadowman meets the spy from TF2


wow...that's alot of 1 weapon classes, but yeah, alot of those classes with 2 weapons have a pretty solid reason for 2 of them (except blaze, the knife was something to fall back on but now that's gone), now people are just adding them cause they feel like the HAVE to have a 2nd one

Btw Anyone for a CSCC RM pack?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Ukiyama on March 17, 2012, 11:37:47 PM
Well as many people have already mentioned on the server, I could convert my stick into a item and then just have 1 weapon.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Laggy Blazko on March 17, 2012, 11:46:48 PM
Quote from: "ice"
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammo
When I made it the nadespam was supposed to be the main weapon and the gun was weak as hell because I thought abusing hitscan attacks would break mm8bdm. (I still think that a bit =P)
Quote from: "ice"
Btw Anyone for a CSCC RM pack?
What does that exactly mean? Fanmade robot masters?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 17, 2012, 11:56:05 PM
(click to show/hide)

How about my class, Is this accepted?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 17, 2012, 11:58:12 PM
Make it and send it to me and I'll consider it.

My only problem with it is the jet form it yet another speedster class...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 18, 2012, 12:11:45 AM
Quote from: "xColdxFusionx"
Make it and send it to me and I'll consider it.

My only problem with it is the jet form it yet another speedster class...

Hmmmm, Maybe i can change it

I will make the speed regular and make his defence and instead of having the mouth mines he can have a speed dash that makes him faster as his Alt fire. This dash can be used in the air to give him some gliding distance (like bass in the old YD classes). or if this is too much his defence can be lowered.
Title: Dont worry it's almost done
Post by: ice on March 18, 2012, 12:12:55 AM
Quote from: "Laggy Blazko"
Quote from: "ice"
Btw Anyone for a CSCC RM pack?
What does that exactly mean? Fanmade robot masters?

You know how in my original stage mode topic I made a pack of summon-able RMs? Basicly the classes in this mod will pretty much act as if they were in a megaman game (Ice and sparky being 2 different bots, and attacking with a pattern {Ice runs around shooting ice blades and occasionally dropping an Ice ball while Sparky runs and jumps all over the place stopping only to attack})

Only problems I can see with some classes is not really being based on a megamanish behavior
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 12:13:56 AM
Quote from: "MegaLAD1514"
Quote from: "xColdxFusionx"
Make it and send it to me and I'll consider it.

My only problem with it is the jet form it yet another speedster class...

Hmmmm, Maybe i can change it

I will make the speed regular and make his defence and instead of having the mouth mines he can have a speed dash that makes him faster as his Alt fire. This dash can be used in the air to give him some gliding distance (like bass in the old YD classes). or if this is too much his defence can be lowered.

I'll tweak the numbers later. It's an interesting idea.

Quote from: "ice"
You know how in my original stage mode topic I made a pack of summon-able RMs? Basicly in this the classes in this mod will pretty much act as if they were in a megaman game (Ice and sparky being 2 different bots, and attacking with a pattern {Ice runs around shooting ice blades and occasionally dropping an Ice ball while Sparky runs and jumps all over the place stopping only to attack})

Only problems I can see with some classes is not really being based on a megamanish behavior

If you can do this I would love you forever.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 01:02:13 AM
IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 18, 2012, 01:21:02 AM
Daveris told me to change the calss a little bit, so I did:
Armor: 1.30x
Speed: High
Jump: Normal
Weapon 1:
Bow= Deals 15 damage and arrows get stuck where they hit (except players), ammo is 15 and can be refilled by grabbing arrows back, if you kill a player you recover all arrows.
Throwing Daggers = Deals 20 damage and is fater than an arrow, has the ammo amount of 4, recovers the same way as arrows, except for the player part, you can get back daggers from energy capsules (small = 1, big = 3).
Weapon 2:
Hunting Dagger = Deals 25 damage and allows to climb walls.
Sneak Attack= Turns invisible until you attack, can be used again only after you frag, if you attack while invisible you will deal 10 more damage with ranged weapons or 15 more damage with melee.
Colors: Brown (Power Stone) and Green (Hyper Bomb)
Skin: Ringman (Working on an archer skin)
Title: Re: Dont worry it's almost done
Post by: Laggy Blazko on March 18, 2012, 01:30:45 AM
Quote from: "ice"
Quote from: "Laggy Blazko"
Quote from: "ice"
Btw Anyone for a CSCC RM pack?
What does that exactly mean? Fanmade robot masters?

You know how in my original stage mode topic I made a pack of summon-able RMs? Basicly the classes in this mod will pretty much act as if they were in a megaman game (Ice and sparky being 2 different bots, and attacking with a pattern {Ice runs around shooting ice blades and occasionally dropping an Ice ball while Sparky runs and jumps all over the place stopping only to attack})

Only problems I can see with some classes is not really being based on a megamanish behavior
Cool Idea. Also it would be great if every character had its own battle room.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fortegigasgospel on March 18, 2012, 01:40:32 AM
Quote from: "ice"
@_@ I think I probobly might be part of the cause of the 2 weapon thing

ColdFusion: 1 weapon
Sinkman: 1 weapon
King Yamato: 1 weapon
Finite zero: 1 weapon
Jack Corvus: 1 weapon
Yellow Devil: assuming the 2nd one was because of the short range the blobs get so he'd have something to use for distance fighting
Gummywormz: 1 weapon
Chimeraman: 1 weapon
CutmanMike: 1 weapon
Laggy Blazko: the gun uses non renewable ammo so the 2nd weapon was something to fall back on once you're out of ammo
Breve: 1 weapon
Ice/Sparky: They're 2 robots with different weapons and stats in 1 character
Beed: ...I'm not really sure what's going on with his class
Blaze: He had a non renewable flamethrower and the original knife throw was a 2nd weapon to fall back on once out of ammo
Tsuki: 1 weapon
Fenga papit 1 weapon
Troll: 1 weapon
Messatsu: 1 weapon
TheBladeRoden: one for close range and 1 for long range
Ukiyama: Feels like a Sure why not thing
Travis: 1 weapon
Michael: the 2 weapons make him well suited in any situation though the ammo is low so I guess the 2nd one is used to fall back on once out of ammo and to recharge the other weapon
BikDark: Another Sure why not class, basicly YD's Shadowman meets the spy from TF2


wow...that's alot of 1 weapon classes, but yeah, alot of those classes with 2 weapons have a pretty solid reason for 2 of them (except blaze, the knife was something to fall back on but now that's gone), now people are just adding them cause they feel like the HAVE to have a 2nd one

Btw Anyone for a CSCC RM pack?
I went with two because his primary is close range and its alt sends him until he hits a wall and is risky when there is a whole in his path, both using the same ammo bar, the second weapon as his fall back.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 03:16:44 AM
Quote from: "Manibogi"
IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.

I was originally going to wait until I got the finished class before I made my judgement, but this all-caps put me in a bad mood. It's not getting into v4, that's for sure.

Protip: If I don't say anything, I didn't think it stood out enough to warrant a comment, but I didn't reject it. Work on it and send it in and I'll take a look at it.

Quote from: "darkmath"
Daveris told me to change the calss a little bit, so I did:

So you turned it into the GvH hunter with a cloaking skill. I give you some points for creativity, but you lose them again for making both the main and alt on the first weapon almost identical...
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 18, 2012, 04:40:35 AM
Never played GvH, and was pretty much thinking about his 1st weapon altfire:
Net = THrows a net that travels a medium distance, traps the enemy making him unable to move and attack until he's attack.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 02:26:46 PM
Quote from: "xColdxFusionx"
Quote from: "Manibogi"
IS MY CLASS ACCEPTED, IF NOT, THEN WHAT COULD I CHANGE?
C'mon Coldy, I'm getting sick of this.

I was originally going to wait until I got the finished class before I made my judgement, but this all-caps put me in a bad mood. It's not getting into v4, that's for sure.

Protip: If I don't say anything, I didn't think it stood out enough to warrant a comment, but I didn't reject it. Work on it and send it in and I'll take a look at it.
Ok, sorry about freaking out, it's just that I didn't want to work on something that would most likely be rejected...again. I think an opinion about a class would be nice before it is worked out, oh wait, there's my problem, you comment on pretty much every class, wherever it's good or not, save for mine, what I'm getting really sick of is being ignored no matter what I do, unless I do something stupid/horrible, then everyone just wants to kill me. And this whole thing of "too bland, rejected" just reminds me of Jodar5, which pisses me off beyond belief.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Rozark on March 18, 2012, 02:29:50 PM
noone said anything about my first suggestion ^ (the zero one) and then i read the rules and saw that it cant be based off of other games. theres my reason >_>
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 18, 2012, 02:36:45 PM
He did, @page 78
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 03:37:35 PM
Hmm, will need to start thinking of an instagib weapon for my class...

In the meantime, I do believe I know what I want my taunt to be:

Quote
IT'S NO UUUSE!!!

Will let you know if I come up with any ideas. Also, why is it I don't drop my Solar Laser weapon when my class is killed? Simply wondering.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 18, 2012, 03:41:15 PM
Anyone know of a way to make the damage of an actor transfer to the player that spawned it? I'm trying to use a better tactic for Trollman's amour core that doesn't involve giving him weaker amour when that core gets hit, and instead make it's damage go to Trollman.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 04:06:59 PM
Quote from: "FiniteZero"
Hmm, will need to start thinking of an instagib weapon for my class...

It'll be interesting to see what you come up with, that's for sure.

Quote from: "FiniteZero"
In the meantime, I do believe I know what I want my taunt to be:

Quote
IT'S NO UUUSE!!!

I have a feeling JaxOf7 is probably going to ask for the same thing, and it fits his class better. Sorry.

Quote from: "FiniteZero"
Also, why is it I don't drop my Solar Laser weapon when my class is killed? Simply wondering.

I simply never got around to adding it. I'll add it to the next version.

Quote from: "Michael712"
Anyone know of a way to make the damage of an actor transfer to the player that spawned it? I'm trying to use a better tactic for Trollman's amour core that doesn't involve giving him weaker amour when that core gets hit, and instead make it's damage go to Trollman.

...Not sure that's possible without resulting in suicide messages. If you can pull it off I'd be interested to see it in action.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 11:18:28 PM
I have an idea, though I'm not 100% sure. It would be a sort of giant "F U" laser, but using it holds you in place, and you are completely blinded while it is in use. However, the laser does move quite fast.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 18, 2012, 11:49:52 PM
@FiniteZero: It sounds like a weaker version of what M712 has now...

Quote from: "Manibogi"
I've come up with an idea that's more fun, effective, useful, and less gimmicky.

Name: Manibogi
Armor: 1.0x
Weakness: Slicing attacks (Rolling cutter; Shadow blade; etc.): 2.0x Damage
Resistances: None
Jump: Normal
Damage type: Normal
Role: Last stand-er
Speed: 1.0-2.0 (see below)
Weapon dropped: Drill Bomb
Skin: Bass-RM7FC/Auto-Unknown (Haven't decided yet)
Skin color: Oil Slider's color
1st Wep: Compensator: Fires a big plasma shot that leaves a trail and explodes on contact with an enemy or surface. Damage is increased inversively proportional to his health only with this weapon, capping when his health is below 25%. Damage: 20-40
1st Wep Alt: Charge: Charges up the energy bar, which fills up in 3 seconds, and is fully drained when a shot is fired, no matter the amount of charge. Doesn't affect anything until it's filled up 100%. If a shot is fired at 100%, then it becomes a rail gun shot, doing set damage, no matter his health. Damage: 65
2nd Wep: Katana: A simple katana that slashes vertically. Speed is increased inversively proportional to his health only with this weapon, capping when his health is below 25%.
2nd Wep Alt: Kamikaze: Throws his katana away (which can then be picked up as ammo) and explodes, killing himself and anyone that's caught in it's radius in 1 hit. The radius is about as big as Chimera Man's Alt. Damage: 300
IG Wep: Super Compensator: Same as the compensator, no splash or power boost, but 1-hit kills. Damage: 300
IG Wep Alt: Super charge: Same as the normal charge, but fills up in 1.5 secs. Damage: 300
Special: Whenever he dies, his body does a generic Drill Bomb explosion, and his head pops out (as a missile, no gore) and proceeds to do the normal death explosion once it flies up high enough.

No damage with katana beacuse I don't know how to balance melee weapons, I know it should be 3-hit kill, though.

Holy mother of god I actually found it

I like the Mainfires. Not sure about the altfires, though. Perhaps the Compensator and Katana could be condensed into one weapon?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 18, 2012, 11:54:24 PM
Ah. I'll let you know when I think of something better.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 19, 2012, 12:30:44 AM
Doppelpost.

I think I have an idea. My attack launches me forward as I do a punch, then at the end of the dash I launch an energy wave of some sort, using Charge Kick sprites for the wave itself. But colors inverted, because inverted colors are kewl.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 19, 2012, 12:36:57 AM
I like the idea. Could you code it based on your altfire/Charge Kick?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: -FiniteZero- on March 19, 2012, 12:39:50 AM
Pa hap's, though I'll need help with the HUD.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Knux on March 19, 2012, 01:47:34 AM
I forgot to mention that I can't code at all. I might give it a shot if no one wants to make my class though, and learn stuff in the process (but that will take very long). Also, I forgot my instagib weapon:

Fissure Fist: Knuxman punches the ground and sends a wave of cracked floor which travels really quickly. It behaves like Fire Man's Fire Wave in classes, clipping up and down walls until it reaches the map's edge. It's decently wide and long, but it can be jumped over if seen coming. You can send one at a second, cool down the next, then repeat if you want. Note that you cannot move while pulling this move off, so don't spam it unless you're afar or because the map is small and there's no other choice. It emits a crackling sound when near, though that won't help as much as seeing it.

I can make my own sprites and HUD, though. That's not hard, but it sure is tedious. Derp!  :p
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Hallan Parva on March 19, 2012, 01:45:07 PM
Quote from: "xColdxFusionx"
Also, can someone tell me why we're all making two weapons? You don't need a second weapon.
THANK YOUUUUU, it's about time someone undertstands! :lol:

Really, if you put your mind to it you can get more than triple the attacks (http://www.cutstuff.net/forum/viewtopic.php?p=158937#p158937) from using only ONE weapon slot.

RAINBOW DRILL MAN COMING EARLY 2012
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 19, 2012, 04:58:23 PM
Quote from: "xColdxFusionx"
Holy mother of god I actually found it

I like the Mainfires. Not sure about the altfires, though. Perhaps the Compensator and Katana could be condensed into one weapon?
You... Couldn't find it? >_>
If that's the case then sorry, I take back everything I said.

If you mean the effects, then I don't think Quickman running around with a 3-hit kill Rocket Launcher would be a good idea. If you talk about making the Katana an Alt. fire, then there's the aforementioned problem, combined with the fact that you lose the main gimmick for the Compensator, and the Kamikaze, so, I won't be likely doing that, beacuse I don't want Mani to be Bladeroden2.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: fizzyman on March 19, 2012, 05:30:17 PM
Fizzyman
Armor: Normal
Speed: Normal
Jump: Normal
Weapon 1:
Soda Spill = Deals no damage, shoots a pool of soda on the floor (like oil mans attack only you dont slide on it) any enemy that walks on it is stuck in place for 3 seconds, can still turn and shoot just can't move due to being stuck to the floor with sticky soda (like at the movie theater).
Weapon 2:
Carbonation = Deals normal damage, shoots a bubble (like bubble mans weapon only slightly faster) uses a weapon meter that refills semi slowly.
Skin: Oilman (until I can get my own skin made)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Fyone on March 19, 2012, 06:55:58 PM
Hmm . . . I can't really think of a better attack than a charge attack since I can really see myself doin' well with a charge attack. Perhaps if it's OK, the charge shot could be more of a snipe than the Pharaoh Shot but you'll move back when shooting like the Hard Knuckle when you use it.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: xColdxFusionx on March 19, 2012, 09:54:31 PM
Quote from: "Manibogi"
If you mean the effects, then I don't think Quickman running around with a 3-hit kill Rocket Launcher would be a good idea. If you talk about making the Katana an Alt. fire, then there's the aforementioned problem, combined with the fact that you lose the main gimmick for the Compensator, and the Kamikaze, so, I won't be likely doing that, beacuse I don't want Mani to be Bladeroden2.

I meant making the Katana an altfire, yes. Also, I meant combining the two gimmicks into one weapon.

Quote from: "fizzyman"
Fizzyman
Armor: Normal
Speed: Normal
Jump: Normal
Weapon 1:
Soda Spill = Deals no damage, shoots a pool of soda on the floor (like oil mans attack only you dont slide on it) any enemy that walks on it is stuck in place for 3 seconds, can still turn and shoot just can't move due to being stuck to the floor with sticky soda (like at the movie theater).
Weapon 2:
Carbonation = Deals normal damage, shoots a bubble (like bubble mans weapon only slightly faster) uses a weapon meter that refills semi slowly.
Skin: Oilman (until I can get my own skin made)

It's a unique and pretty clever idea, I'll give it that. I'd like to see this in action.

Quote from: "Fyone"
Hmm . . . I can't really think of a better attack than a charge attack since I can really see myself doin' well with a charge attack. Perhaps if it's OK, the charge shot could be more of a snipe than the Pharaoh Shot but you'll move back when shooting like the Hard Knuckle when you use it.

...I suppose that could work for now. It's not that what you have is really a bad idea, it's just that it doesn't quite seem unique enough that people would be drawn to it. I'll tell you if I happen to come up with anything.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 19, 2012, 10:51:19 PM
Woah, fizzyman! I see you've been quite active!
On the other hand, I can't sprite to save my life.
Heck, all I tried was fusing the Icegon Dragon sprite with
some other sprites and reducing the color limit to 6. :/

Anyone care to take this up?
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: ? Manibogi ? on March 19, 2012, 11:59:27 PM
Quote from: "xColdxFusionx"
Quote from: "Manibogi"
If you mean the effects, then I don't think Quickman running around with a 3-hit kill Rocket Launcher would be a good idea. If you talk about making the Katana an Alt. fire, then there's the aforementioned problem, combined with the fact that you lose the main gimmick for the Compensator, and the Kamikaze, so, I won't be likely doing that, beacuse I don't want Mani to be Bladeroden2.

I meant making the Katana an altfire, yes. Also, I meant combining the two gimmicks into one weapon.
Then, I'll likely won't be doing that, it removes two gimmicks, in exchange for being OP. BTW, I haven't started this class yet, beacuse, in fact, I was going to re-do it from scratch before you told me it was fine. Now I might start doing some sprites for this.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Clayton on March 20, 2012, 01:13:29 AM
I have a suggestion for my class

Maybe if Supahlad gets hurt enough (a.k.a half health) he can activate his jet mode by item use (like KY brightman).

Let the jet mode have regular defence and mouth mines as normal

But this is just a possible idea, Maybe it would be cool if a class had a super mode.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: Davregis on March 20, 2012, 10:51:39 PM
My class isn't as original as I believed.

(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: SmashTheEchidna on March 20, 2012, 11:22:31 PM
Hey, I know I was supposed to be finishing the Gizmo Class to add into here and all. Sorry about that, I never got around to it. I've been so caught up in other stuff that I never got around to continuing it. Heck, I almost left the whole community, until a few months ago when I started playing again. (I still don't come around here much anymore, this being my first post in several months.)

I don't think Lio ever finished the weapon I requested from him, so..I'm gonna try and start over from scratch, maybe. I had a lot of plans for this class, which if they all worked, would have probably made Gizmo a bit over the top in comparison to all the other classes. I don't know if I'll keep most of the ideas that I had in mind, but I'll most likely try once I get him to be at least decently playable.
I'm not sure when exactly I'll get back to work on him. But seeing how I'm planning to make a video that requires the class to be in working condition, it might be soon.

I hope that once I'm finished with the class, (if that day ever comes :roll: ) I could still add him here in the CSCC Expansion.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: darkmath on March 21, 2012, 01:58:52 AM
Tought of my Instagib already:
Focused Shot = Aims for 3 seconds then shoots an arrow at lightspeed (which means 99 speed).
(Alt) Tapbomb = Explodes when an enemy walks on it, gains a charge of Tapbomb for every kill made with Focused Shot.

Sprites:
(http://i43.tinypic.com/2hd5vr5.png)
1st is the Tapbomb
2nd is the Arrows
3rd is the Net

The red line means where the line in Slumped should be in between.
Title: Re: [Expansion] Cutstuff Community Classes (v3c)
Post by: BiscuitSlash on March 21, 2012, 05:41:38 PM
Mr. Coldfusion I desperately need to send you the my updated class somehow! My Mediafire account has been acting reeaaaalllly faulty lately and I can't use it. That's my only way- nvm, I'm going to try sendspace for now.

But another thing. My instagib weapon needs slight changing. Right now I never use my own class on instagib mode, because of the fps view. That red and orange Megaman arm simply doesn't go well at all with the purple quickman amour I'm using. I'd prefer it if you used my original instag weapon I sent you, nerfing it if needed, but changing the HUD to the quickman one that I sent you is a must. (It's the one with the hand opening, like M712wep2)
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: xColdxFusionx on March 22, 2012, 09:11:26 PM
A lot of really cool new stuff this time around. Check it out! (http://www.mediafire.com/?gsl1a0t12r9xr0f)
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: Korby on March 22, 2012, 09:26:37 PM
Needs more changelog posted in the post.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 22, 2012, 09:38:20 PM
Go figure, everything breaks as soon as the damn thing gets released. ...I'm never doing last-minute fixes again... (http://www.mediafire.com/?7x980zwoiw8h397)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 22, 2012, 09:42:20 PM
So I am guessing Tsuki's mines are now up and running successfully online then
Title: Re: [Expansion] Cutstuff Community Classes (v3d)
Post by: BiscuitSlash on March 22, 2012, 09:43:15 PM
Finally! Cutstuff Community Class in 3D!!!

Glad to see those changes to my class added in too! Full approval!

EDIT: Hotfix already? k then
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 09:52:21 PM
3D?

Also, I see why you wanted players to drip after being hit by Sinkman. To make him able to "bikdark check."
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Magnet Dood on March 22, 2012, 09:53:23 PM
Korby

The version title

Looks cool; I guess I'll try it soon.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 09:56:01 PM
har har.

Wasn't there going to be a Lego class?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 22, 2012, 09:58:52 PM
Quote from: "Korby"
har har.

Wasn't there going to be a Lego class?

He'll be in v4a, along with whoever else gets their files in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 22, 2012, 10:09:42 PM
Here is my class XD.

Name: cgMcfrcgJcfacgkcf5cg3cf2
Armor: x1.5
Weakness: Thunder
Speed: x1
Jump: x3
1° Weapon: Water Wave
1° Weapon Alt: Aqua Ballon
2° Weapon: Ice Slasher
2° Weapon Alt: x10 Buble Lead Spread XD
Damage Type. Weapon 1: Water
Damage Type. Weapon 2: Ice/Water
Weapon Dropped: Aqua Balloon
Skin: Colton
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 22, 2012, 10:28:37 PM
I've been playing an instagib botmatch on the new version for a while and then had to quit when my FPS took an arrow to the knee. No seriously, my FPS just DIED. What the hell? :evil:

Also, Michael712's corpse sprite needs to be 8-bit (try SMB3, not SMW).
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 22, 2012, 10:39:58 PM
I have a small question. Will my class be added? I didn't see it neither on the approved list or the to be added list (And it was before on the approved list)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 22, 2012, 10:40:35 PM
Quote from: "MrJak532"
Here is my class XD.

Name: cgMcfrcgJcfacgkcf5cg3cf2
Armor: x1.5
Weakness: Thunder
Speed: x1
Jump: x3
1° Weapon: Water Wave
1° Weapon Alt: Aqua Ballon
2° Weapon: Ice Slasher
2° Weapon Alt: x10 Buble Lead Spread XD
Damage Type. Weapon 1: Water
Damage Type. Weapon 2: Ice/Water
Weapon Dropped: Aqua Balloon
Skin: Colton
Welcome to Cutstuff, sadly there isn't anything unique about your class, they are all in game weapons.

Also Ice said he'd help with my class' base, so I'll add anything that needs to be added to make it better once I know exactly everything I'll need.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Laggy Blazko on March 22, 2012, 11:24:25 PM
Quote from: "Trollman"
I have a small question. Will my class be added? I didn't see it neither on the approved list or the to be added list (And it was before on the approved list)
M712 was working on it.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 22, 2012, 11:25:36 PM
I wonder how many more people will use Sinkman after that gratuitous display of death and destruction.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 22, 2012, 11:27:16 PM
Quote from: "Laggy Blazko"
Quote from: "Trollman"
I have a small question. Will my class be added? I didn't see it neither on the approved list or the to be added list (And it was before on the approved list)
M712 was working on it.
I know, but it's not on the approved list anymore and it was before
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Rozark on March 22, 2012, 11:43:23 PM
-is wondering about the progress of my class-
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Davregis on March 22, 2012, 11:56:02 PM
Erm, my revised class...

Name:Daveris
Skin:Icegon Dragon (8-bit)
Armor-Normal
Speed-Normal
Jump-Slightly higher than normal with a glide effect
Weapon 1-Ice Pulse= Extremely fast shot, deals 15 damage w/no stun.
ALT-Refrain-Pauses for a brief moment. If he's attacked in this time, responds with a flurry of ice (think iceman alt on steroids)

Weapon 2-Tail Bomb=Sends out a ranged bouncing projectile. It stops and explodes after a moment for 20 damage
ALT-Slash-5 damage, knocks people away

Alternatively....
Take the ice pulse, give it a 5 damage buff for every successful Refrain and nix the alt
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 23, 2012, 01:01:40 AM
Gonna change somethingS in my class:
Class Changes=
•Everything will be normal (except Armor, which will be 1.15 instead of 1.30)
Weapon 1 Changes =
•Gonna make it chargable, 1st charge (weak shot) deals 10 damage and the hand don't push the arrow too much in the sprite, takes 2 seconds from 1st charge to 2nd charge, 2nd charge (medium shot) deals 15 damage and the hand push the arrow a bit more than the 1st charge in the sprite, takes 3 seconds to get from 2nd charge to 3rd charge, 3rd charge (strong shot) deals 20 damage and the hand push the arrow a bit more than the 2nd charge in the sprite.
•Gonna change the aim, when aiming, a red dot will apear in the center of the screen (http://i41.tinypic.com/oa6wqr.png).
Weapon 2 Changes =
•The knife is gonna deal 20 damage instead of 25.
•The stealth will stay for 10 seconds and will increase the damage by 15 instead of 10, and will increase move speed a little.
Instagib Changes =
•The weapons sprites are going to be the same as Weapon 1's, and can be charged, 1st charge kinda slow projectile speed, 2nd charge normal projectile speed and 3rd charge kinda fast projectile speed.
•The trap is gonna hit nearby enemies too, not only the one who walks on it, and it's explosion sprites is gonna be the same of Napalm Bomb.

Projectile Speeds:
Arrows =  40
Instagib Arrow 1 = 30
Instagib Arrow 2 = 40
Instagib Arrow 3 = 50

Also, projectiles are gonna be affected by gravity.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 02:12:40 AM
O its really? Thanks friend's of the community XD.
I'm glad you give me some tips to integrate into the community.
It's just recently that I have my account you know right?  :D
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Rozark on March 23, 2012, 02:20:42 AM
-that ackward moment when jax walks in- :o
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 02:59:48 AM
Know this weapons its perfect for my
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)

Can recomended another weapons for my class? only attacks of water and ice please XD
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 03:04:32 AM
Quote from: "MrJak532"
Know this weapons its perfect for my
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)

Can recomended another weapons for my class? only attacks of water and ice please XD
That weapon will be in the up in comming expansion of MI.  Water and Ice isn't too hard to think up, but you will be needing some more original weaponary.  Originality will certainly get your class into the mod.  See if you can think of anything water or ice based that isn't from any games.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 04:11:27 AM
Quote from: "fortegigasgospel"
Quote from: "MrJak532"
Know this weapons its perfect for my
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)

Can recomended another weapons for my class? only attacks of water and ice please XD
That weapon will be in the up in comming expansion of MI.  Water and Ice isn't too hard to think up, but you will be needing some more original weaponary.  Originality will certainly get your class into the mod.  See if you can think of anything water or ice based that isn't from any games.

you're right, but i like the water and ice, but i can change the weapons what you think of the Gyro Explosive one of my ideas from my fangame and the Color Lazer or energy shock and the infallible Gleam Flash:
tell me what you think?
Another weapons designed to my fangame
Mud Balloon
Disc Cutter
Geometric Crusher
Light Blaze
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 04:25:24 AM
Quote from: "MrJak532"
Quote from: "fortegigasgospel"
Quote from: "MrJak532"
Know this weapons its perfect for my
http://www.rockmanpm.com/?p=hacks/rockm ... atercutter (http://www.rockmanpm.com/?p=hacks/rockman4minusinfinity/weapons/watercutter)

Can recomended another weapons for my class? only attacks of water and ice please XD
That weapon will be in the up in comming expansion of MI.  Water and Ice isn't too hard to think up, but you will be needing some more original weaponary.  Originality will certainly get your class into the mod.  See if you can think of anything water or ice based that isn't from any games.

you're right, but i like the water and ice, but i can change the weapons what you think of the Gyro Explosive one of my ideas from my fangame and the Color Lazer or energy shock and the infallible Gleam Flash:
tell me what you think?
Another weapons designed to my fangame
Mud Balloon
Disc Cutter
Geometric Crusher
Light Blaze
I wasn't saying not to go with Ice and Water, I was saying to think of your own water and ice weapons, also these names do no good if you don't tell what any do.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 02:00:15 PM
My Class
Name:chHilmancf170499
Armour:1.0x(Weaknesses: AOE Weapons, Fire Weapons, Cutter Weapons)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Damage Type:Homing(Dark Missile), Light/Shield(Rainbow Reflector)
Role:Parkour Expert/Sniper Unit
Weapon Dropped:Time Stopper
Skin:Mega Man X(Colour Scheme: Blue and Yellow)

Weapons:

Weapon 1:Dark Missile(Dive Missile with Mega Buster's Power, Infinite Ammo, 3 onscreen at a time.)
Obituary:"%o was eliminated by %k's Dark Missile."

Weapon 2:Rainbow Reflector(Mirror Buster, Recovers faster with damage.)
Obituary:"%o was countered by %k's Rainbow Reflector."

player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps and intercepting. His Dark Missile has a homing capability while his Rainbow Reflector can counter most frontal damage.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 02:28:27 PM
Quote from: "Hilman170499"
My Class
Here is a bot chat to go with it:

[IntroStrings]
"/me teleports in"
"You may or may not lose."
"/me forms from blue shrapnel"
"/me feels tension"

[FragStrings]
"L:<"
"YEAH!"
"Whew. That was hard."
"ANNHIALATION! Correct me please."

[KilledStrings]
"STOP STEALING MY SHOW!"
"cgRciOcfY cdG chBctIV"
"SNAP!"
"/me explodes into blue shrapnel"
"At least you're not as bad as cdCc-."

[RareRoamingStrings]
"RUN FOR THE chHilc-s!"
"/me is happy that cdC c-is not here"
"Anyone up for Battle and Chase someday?"
"Scrollolololololololololo"

[RoamingStrings]
"/me blows his cricket whistle"
"Come on, I'm waiting."
"Take all the time you want."
"No sneak attacks okay?"
"Anyone knows how to beat cdCc-?"

[EnragedStrings]
"/me engages battle mode"
"/me WILL OBLITERATE YOU! BWAHAHAHA!"

[WinStrings]
"Coolface spam!!! L:< L:< L:< L:< L:<"
"Whew. Another round?"
"/me feels lucky."

[LoseStrings]
"WHY CAN'T I BEAT YOU!?"
"/me sings I Can't Beat cdC"
"Okay, I need to cchHil c-bro."
"/me turns vengeful against the winner"
"Oh, I gotta go!"
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 23, 2012, 02:55:16 PM
First off: Hello double post

Quote from: "Hilman170499"
(Weaknesses: AOE Weapons)
Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users

My mass is 30 as compared to everyone else's 9999, which was intentional
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 23, 2012, 03:22:43 PM
Quote from: "Lego"
First off: Hello double post

Quote from: "Hilman170499"
(Weaknesses: AOE Weapons)
Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users

My mass is 30 as compared to everyone else's 9999, which was intentional
Which kind of AOE? Way I see it AOE weapons are Centaur Flash, Flash Stopper, Gravity Hold and similar screen hitters. Explosives I would call "Splash Damage" weapons because they splash to hit things next to the target location.

Gonna use Starcraft as an example.  Psyonic Storm = AOE, hits the entire area.  Siege Tank = Splash, hits the target spot and everything next to it.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Ukiyama on March 23, 2012, 03:28:56 PM
Well in this game, the centaur flash, gravity hold, flash stopper, and rain flush all are "explosions" in the games eye so yea (if they do send lego flying I will lol)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 23, 2012, 05:09:43 PM
I was thinking of some weapons and the will see description below:

water network:
This weapon launches a network to play the enemy catches him and makes it move slower and take away his life see the target. has an effect similar to that of Spark Shock but in water XD.

Gel Ball:
This a rare weapon, launches a projectile fact gel and rebounts in a diferents direction at a given time is divided in 4 and exploits launching mini pieces of gel

ice spikes:
a weapon that throws ice spikes in different directions and speeds up As long as you are hold the shutter button
causing great damage to the target and paralyzing due to cold

Sheer Cold:
throws a curtain of ice if you destroy the enemy traps automatically.
This ice curtain has a long range Outreach but a very low speed giving perhaps a small chance of failure
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 05:59:23 PM
@Beed28 I did make an attempt to get it as 8-bit as I could. If you look at the original SMW sprite, you see lots of different colours (such as 3 different reds and blues) and no black outline. I changed it so that it only uses about 3 or 4 colours excluding black and white. The only thing I didn't do was use an NES purple-ish, but NES is racist to purple so I chose to ignore it. I like the SMW sprite a lot more than SMB3 ones, so I don't really want to change. (I think that corpse stays around for too long though, so that might need to be changed.

That flying out of the amour sprite was actually from a mugen character, not one that I made. I would have asked for permission, but there's no chance of me being able to do that from something made years ago. (If I was stealing, I would have said I got the sprite myself rather than saying it was from someone else).

@Trollman I'm still making it. I've done most of the Troll cannon and I just have to do the Troll sword and make that weakness core work properly (and the instagib weapon). Ice is making the huds for the Troll sword, so I'm waiting until that's done before I start properly coding it up.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Trollman on March 23, 2012, 06:01:51 PM
Quote from: "Michael712"
@Trollman I'm still making it. I've done most of the Troll cannon and I just have to do the Troll sword and make that weakness core work properly (and the instagib weapon). Ice is making the huds for the Troll sword, so I'm waiting until that's done before I start properly coding it up.
Oh, OK
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 06:24:28 PM
I've made various changes and bugfixes... should I send it to xColdxFusionx first?

Code: [Select]
//Change: Beed28's botchat has changed.
//Change: Beed28 can now shoot non-homing Missile Barages when out of ammo.
//Fix: A_GiveInventory("CutterFlag",999) added to every death state.
//Fix: Bass Upgrade now shows up correctly.
//Fix: Ending specific states has been restored to each class.
//Fix: When Drop Weapons is enabled, players killing Beed28 in very close proximity will no longer erroneously recive Magnet Missiles.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 23, 2012, 07:00:01 PM
Quote from: "Beed28"
Code: [Select]
//Fix: Ending specific states has been restored to each class.

Curses, Sinkman sliding his way to victory was hilarious.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 07:53:27 PM
I added two more changes. You can no longer select classes in the single player menu, and Gamma now takes damage from everything, and is automaticly defeated when downed.

EDIT: I forgot to say that I fixed an error in Michael712's botchat.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 08:22:22 PM
Quote from: "Beed28"
EDIT: I forgot to say that I fixed an error in Michael712's botchat.
My botchat has an error? What's that?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Beed28 on March 23, 2012, 08:42:54 PM
Quote from: "Michael712"
Quote from: "Beed28"
EDIT: I forgot to say that I fixed an error in Michael712's botchat.
My botchat has an error? What's that?

You put in [IntroSrtings]. It should have been [IntroStrings].
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 23, 2012, 08:49:11 PM
Quote from: "Beed28"
Quote from: "Michael712"
Quote from: "Beed28"
EDIT: I forgot to say that I fixed an error in Michael712's botchat.
My botchat has an error? What's that?

You put in [IntroSrtings]. It should have been [IntroStrings].
Ah. That was why my bot was never saying them in the OOS expansion. Always wondered why! Thanks!

EDIT: few things I noticed while playing offline
-I added a new taunt in the file I sent you and it's not in v3D. sorry abou all thetaunt changing, I should be the last one.
-Tsuki's bot isn't using his bot weapon
-Haven't tested much, but there might be a slight issue with uki's bot
-The firing animation for the HUD of the 2nd weapon in my class goes back to the original sprite and not the new one.
-I think the time that my corpse spends lying around is a bit too long. Might want to half it
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 23, 2012, 10:32:07 PM
Quote from: "fortegigasgospel"
Quote from: "Lego"
First off: Hello double post

Quote from: "Hilman170499"
(Weaknesses: AOE Weapons)
Second, this is kind of funny my class is just natively weak to AoE weapons because they are explosions, which because of my gimmick of ground-low mass, i get launched away from AoE and explosive users

My mass is 30 as compared to everyone else's 9999, which was intentional
Which kind of AOE? Way I see it AOE weapons are Centaur Flash, Flash Stopper, Gravity Hold and similar screen hitters. Explosives I would call "Splash Damage" weapons because they splash to hit things next to the target location.

Gonna use Starcraft as an example.  Psyonic Storm = AOE, hits the entire area.  Siege Tank = Splash, hits the target spot and everything next to it.

What I mean by AOE I mean The following Weapons: Flash Stopper, Rain Flush, Gravity Hold and Centaur Flash.

And yes, the explosion are "AOE". But several are called explosions. They are, however, not my class' weaknesses.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 23, 2012, 11:24:15 PM
Quote from: "Beed28"
I've made various changes and bugfixes... should I send it to xColdxFusionx first?

Code: [Select]
//Change: Beed28's botchat has changed.
//Change: Beed28 can now shoot non-homing Missile Barages when out of ammo.
//Fix: A_GiveInventory("CutterFlag",999) added to every death state.
//Fix: Bass Upgrade now shows up correctly.
//Fix: Ending specific states has been restored to each class.
//Fix: When Drop Weapons is enabled, players killing Beed28 in very close proximity will no longer erroneously recive Magnet Missiles.

Send it in! Fixes and changes are always welcome!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 24, 2012, 01:26:33 AM
Quote from: "Michael712"
@Trollman I'm still making it. I've done most of the Troll cannon and I just have to do the Troll sword and make that weakness core work properly (and the instagib weapon). Ice is making the huds for the Troll sword, so I'm waiting until that's done before I start properly coding it up.
@_@ Sorry I've been taking so long. I finally gotten a day off tomorrow so I'll try to get the sprites in by then

Edit: the sprites are done and GIOPGHOUIFHPOFW GAH! You forgot to give the ice blades and the lightning wave there damage types again. Is there any reason why you feel they shouldent have them?

Realized Uki and tsuki don't have bot weapons in the file
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 25, 2012, 03:14:06 PM
Bump for opinion list as noone's going to see an edit for a long while


Sinkman: Slightly speedy (though it might be cause the bots always strafe run but I cannot outrun him unless I use finite zero or jack), has a weapon more devastating than jack corvus's flamethrower, and slightly more armor than megaman. Something always felt odd about him

Finite zero: feels more useable now

Jack corvus: The sounds feel a tad weird, as for his new alt... so basically you took ice's alt and made it spread ALOT more. Seems a tad OP in small stages, though I guess getting killed in 2 hits from everything balanced that out

Cutmanmike: I kinda liked the old flameing hellfire cutter, but meh, I guess they're fine, though the cutter's sprite itself needs to be edited (looks at cutgoth's cutters)

Breve: MY GOD WHAT HAVE YOU DONE TO BREVE'S STAVE CANON!? It's practically unusable. The wind up worked for needleman cause he had 2 guns and the shots are more concentrated, and speeds up faster, breve's shots take a while to charge, and they're all over the place and once you finally get enough to get a good rate, you're out of ammo.

Blaze: Alright, we have the knife back!

Tsuki: well the new one is....interesting. He's basicly classes v1a shadowman who can create clones and drop invisable mines. not sure he he fares online but we'll eventually see

Uki: yes, what we totaly need, a more camp friendly version, yet the stratagy remains the same, use the trollnado to camp somewhere no one can see or reach, spam the meteors like iceman spammed his old alt, ???, profit, only difference is, it's much easier to do that

Michael: I was hopeing for a ammo increase if anything

Fusion bomb: not sure if nerfing the bombs really changed anything, if you have open GL, you're still untouchable while useing the jetpack while spamming the shots straight down at a software user

Chimeraman: Glad the fire rate on his instagib was reduced, the old one was way too easy to spam everywhere

Ice: if you're going to nerf the damage of the ball, at least have it spawn a spike at the center, right now, it's more of a minor inconvenience as the spikes will only spawn near the walls and they're rather easy to dodge. my original idea was to make the players use the mighty glacier more than the glass ninja, not the other way around
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 25, 2012, 04:32:04 PM
Quote from: "ice"
Jack corvus: The sounds feel a tad weird, as for his new alt... so basically you took ice's alt and made it spread ALOT more. Seems a tad OP in small stages, though I guess getting killed in 2 hits from everything balanced that out

He didn't take anything from you, he stole it from me  :ugeek:
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 06:57:11 PM
M712 will help me make my class if it is approved:

Name: chProto/cmMan
Armor: 1.3x (Weakness: None)
Jump: Normal
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt.  chProtocmDash- Holds ProtoShield in front and dashes, is instagib
2nd Weapon: chProtocmBuster2-  Like KY Classes BreakMan buster.
2nd Weapon Alt:  chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically

Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
2nd Weapon Dmg Type: No element
2nd Weapon Alt Dmg Type: No element
Weapon Dropped: ProtoShield (MM7)  

Skin: ProtoMan (with color alterations)
Title: Last application...finally
Post by: Davregis on March 25, 2012, 07:01:31 PM
Forget my previous ideas. The skin's not going to be made, so why make it? Either way, I'm known for being a Centaur-Mono outside of classes.
So...

Class Name: cpDaveris
Armor: 1.00
Speed: Normal
Jump: Normal
Role-Setup class
Skin:Centaur Man
Weapon-Swift Shot
-Fires a small projectile at lightning speeds (ideally IGMetalblade fast or slightly slower) for 15 damage. Shoots 2 a second. No stun or bar
Alt-Refrain
-Pauses briefly in "hurt" animation. If hit by an attack, boosts Swift Shot damage by 5,armor by 0.03, takes no damage, and teleports to a spawn.
IG-Centaur Buster shot

Wep1 Damage type- null
Weapon Dropped-CFlash..?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 25, 2012, 07:04:53 PM
Quote from: "Protoman01"
M712 will help me make my class if it is approved:

Name: chProto/cmMan
Armor: 1.3x (Weakness: None)
Jump: Normal
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt.  chProtocmDash- Holds ProtoShield in front and dashes, is instagib
2nd Weapon: chProtocmBuster2-  Like KY Classes BreakMan buster.
2nd Weapon Alt:  chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically

Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
2nd Weapon Dmg Type: No element
2nd Weapon Alt Dmg Type: No element
Weapon Dropped: ProtoShield (MM7)  

Skin: ProtoMan (with color alterations)

I would accept it, but it needs to be...

...Uh...

Not a Protoman clone and not have an OHK dash attack.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: fortegigasgospel on March 25, 2012, 08:27:04 PM
Quote from: "xColdxFusionx"
Quote from: "Protoman01"
M712 will help me make my class if it is approved:

Name: chProto/cmMan
Armor: 1.3x (Weakness: None)
Jump: Normal
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt.  chProtocmDash- Holds ProtoShield in front and dashes, is instagib
2nd Weapon: chProtocmBuster2-  Like KY Classes BreakMan buster.
2nd Weapon Alt:  chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically

Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
2nd Weapon Dmg Type: No element
2nd Weapon Alt Dmg Type: No element
Weapon Dropped: ProtoShield (MM7)  

Skin: ProtoMan (with color alterations)

I would accept it, but it needs to be...

...Uh...

Not a Protoman clone and not have an OHK dash attack.
His name is Protoman, wouldn't it make sense for it to be a Protoman clone class?  The standing still to Charge is different, the arc is new to him. Its like an alternate protoman for this class mod. Also he didn't say it had copy weps so it isn't a copy wep class.  Maybe make the instagib dash his instagib?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 08:56:07 PM
Quote from: "Protoman01"
M712 will help me make my class if it is approved:

Name: chProto/cmMancn0cv1
Armor: 1.3x (Weakness: None)
Jump: High
Speed: Normal
1st Weapon: chProtocmBuster - Is like Proto Upgrade , except you can charge it but it requires you to stand still while charging and a fully charged shot is like MM7 Bass' charge shot except the inside color is blue and not purple
1st Weapon Alt.  chProtocmDash- Holds ProtoShield in front and dashes, does big damage, requires ammo bar fillup, ammo bar fills up over time.
2nd Weapon: chProtocmBuster2-  Like KY Classes BreakMan buster.

1st Weapon Alt:  chArccmShot- Just like MM7 ProtoMan fight, makes an arc of 5 shots vertically

Weapon 1 Dmg Type: No element
Weapon 1 Alt Dmg Typer: No element
Damage info:
1st Weapon:  $_playerkilled was decimated by $_playerkilledby's chProto cmBuster
1st Weapon Alt:  $_playerkilled was Arc'd by $_playerkilledby's chProto cmArc
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.

Skin: ProtoMan (with color alterations)

Removed 2nd wep and dash.
Made 2nd wep's alt 1st wep's alt.
BTW there was never any copyweps.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 25, 2012, 09:16:39 PM
Quote from: "Protoman01"
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 25, 2012, 09:33:55 PM
So wait, if I ask somebody to make a class for me and they do it, does that count for the criteria in the first post?

I'll add my idea later.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Proto Man on March 25, 2012, 09:38:20 PM
Quote from: "Michael712"
Quote from: "Protoman01"
Weapon Dropped: ProtoShield (MM7)- turns copywep class my classes colors, and is able to hold the shield in front of the player, can only take a certain smount of damage before running out of ammo.
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.
Ok M712.  You can do that.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gummywormz on March 25, 2012, 09:51:41 PM
Quote from: "Michael712"
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.

Actually, making it take a certain amount of damage is easier.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 25, 2012, 10:59:26 PM
So, after learning that someone could code a class for someone else, I decided to look into this. So, I'll just throw this out there. If it's approved, I'll get the spriting done, but I still won't be able to code, so I'd need help with that part. Anybody who would want to could take a big ol' stab at it.
(click to show/hide)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 25, 2012, 11:48:19 PM
That is actually surprisingly clever. I'd be willing to accept it if it were made.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 26, 2012, 12:21:09 AM
Good to hear. I'll get the sprites going, but I'll need a coder. Like I said, I'll accept anyone's help.
(BTW, if there's a coder that needs a spriter, I could help with that)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 26, 2012, 12:27:25 AM
Quote from: "ice"
Sinkman: ...and slightly more armor than megaman.
Nope.

Anyway, I'll probably be lowering the ammo cost of his altfire, and maybe raising the ammo cost of the mainfire. I also want to make it move a bit faster so that it won't trail behind you if you're running, but that'll require some testing.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 01:20:37 AM
Alright, I'm putting up a class, if someone would like to try making it, let me know!
(click to show/hide)
Title: Re: Last application...finally
Post by: ice on March 26, 2012, 01:31:57 AM
Quote from: "Daveris"
Forget my previous ideas. The skin's not going to be made, so why make it? Either way, I'm known for being a Centaur-Mono outside of classes.
So...

Class Name: cpDaveris
Armor: 1.00
Speed: Normal
Jump: Normal
Role-Setup class
Skin:Centaur Man
Weapon-Swift Shot
-Fires a small projectile at lightning speeds (ideally IGMetalblade fast or slightly slower) for 15 damage. Shoots 2 a second. No stun or bar
Alt-Refrain
-Pauses briefly in "hurt" animation. If hit by an attack, boosts Swift Shot damage by 5,armor by 0.03, takes no damage, and teleports to a spawn.
IG-Centaur Buster shot

Wep1 Damage type- null
Weapon Dropped-CFlash..?
Aww, but I liked the other one (we need more ice classes)

If you can send me sprites of icegon or a pic, I might be able to make something
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 26, 2012, 01:54:19 AM
Quote from: "Human Destroyer"
Alright, I'm putting up a class, if someone would like to try making it, let me know!
(click to show/hide)

Points for clever second weapon, but the first weapon sounds suspiciously like Hard Knuckle <Class>, and we all know what a pain that was to balance...

Quote from: "ice"
Quote from: "Daveris"
Forget my previous ideas. The skin's not going to be made, so why make it? Either way, I'm known for being a Centaur-Mono outside of classes.
So...

Class Name: cpDaveris
Armor: 1.00
Speed: Normal
Jump: Normal
Role-Setup class
Skin:Centaur Man
Weapon-Swift Shot
-Fires a small projectile at lightning speeds (ideally IGMetalblade fast or slightly slower) for 15 damage. Shoots 2 a second. No stun or bar
Alt-Refrain
-Pauses briefly in "hurt" animation. If hit by an attack, boosts Swift Shot damage by 5,armor by 0.03, takes no damage, and teleports to a spawn.
IG-Centaur Buster shot

Wep1 Damage type- null
Weapon Dropped-CFlash..?
Aww, but I liked the other one (we need more ice classes)

If you can send me sprites of icegon or a pic, I might be able to make something

Dropping Centaur Flash would make Megaman obnoxiously OP. Also, permanent stacking buffs would probably end in exploitation and we don't want that. Perhaps something akin to Skull Rage would work better?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 26, 2012, 01:57:48 AM
Quote from: "Human Destroyer"
However, it also imparts Anchor Feet and doesn't work on Plant element attacks.
"however?" Anchor Feet is AWESOME! There is no wall you cannot scale via sliding!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 10:34:37 AM
Quote from: "Human Destroyer"
(click to show/hide)

Fixed some stuff. If this one isn't approved, I have another idea as backup.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 10:56:08 AM
That HD class sounds incredibly awesome. I like it!

Should've kept Anchor Feet, though. :lol:
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 10:58:08 AM
Quote from: "SmashBroPlusB"
That HD class sounds incredibly awesome. I like it!

Should've kept Anchor Feet, though. :lol:

The class itself still has Anchor Feet. I just didn't want to make the shield too OP.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 11:20:34 AM
Is there any way to remove the shield? Does it wear off after a certain time?

I'd sure be pissed if I suddenly lost jumping without any say in the matter, that's for sure.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: HD_ on March 26, 2012, 11:23:15 AM
Quote from: "SmashBroPlusB"
Is there any way to remove the shield? Does it wear off after a certain time?

I'd sure be pissed if I suddenly lost jumping without any say in the matter, that's for sure.

I'm thinking both. I'd say the use key would make it go away. (Hope ya binded it! ;))
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 26, 2012, 12:25:54 PM
Quote from: "Hilman170499"
My Class
Name:chHilmancf170499
Armour:1.0x(Weaknesses: AOE Weapons, Fire Weapons, Cutter Weapons)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Damage Type:Homing(Dark Missile), Light/Shield(Rainbow Reflector)
Role:Parkour Expert/Sniper Unit
Weapon Dropped:Time Stopper
Skin:Mega Man X(Colour Scheme: Blue and Yellow)

Weapons:

Weapon 1:Dark Missile(Dive Missile with Mega Buster's Power, Infinite Ammo, 3 onscreen at a time.)
Obituary:"%o was eliminated by %k's Dark Missile."

Weapon 2:Rainbow Reflector(Mirror Buster, Recovers faster with damage.)
Obituary:"%o was countered by %k's Rainbow Reflector."

player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps and intercepting. His Dark Missile has a homing capability while his Rainbow Reflector can counter most frontal damage.

Updates

Alt Weapon 1:Dark Hold(Time Stopper, only way to recover is to take a lot of damage.)

Alt Weapon 2:Light Spread(Shoots many small lasers that spread out.)

Instagib Weapon:Nuclear Ball(A bomb that glows green and works like the Ballade Cracker)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: BiscuitSlash on March 26, 2012, 04:14:39 PM
Quote from: "Gummywormz"
Quote from: "Michael712"
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.

Actually, making it take a certain amount of damage is easier.
Why's that? Make the pain state of the shield take the shield ammo away by 1 or 2 ammo each time. How'd it work with health?

I'd probably make it so that the shield doesn't regain ammo(?) and when it loses all it's health it breaks and you go back to default mega buster. Obviously it would have a lot of health if it couldn't be mended.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 26, 2012, 04:35:00 PM
Quote from: "Michael712"
Quote from: "Gummywormz"
Quote from: "Michael712"
The taking a certain amount of damage thing might be hard. I could do it after a certain amount of hits though.

Actually, making it take a certain amount of damage is easier.
Why's that? Make the pain state of the shield take the shield ammo away by 1 or 2 ammo each time. How'd it work with health?
KY Skull Man would like to have a word with you.

His new shield is directly based on how much HP damage it takes.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: MrJak532 on March 26, 2012, 05:06:39 PM
Now here it seems almost finished my class:
Name: cgMcfrcgJcfacgkcf5cg3cf2
Armor: x1.5
Weakness: Thunder
Speed: x1
Jump: x3
1° Weapon: Water Network:
1° Weapon Alt: Gel Ball
2° Weapon: Ice Spikes
2° Weapon Alt: Sheer Cold
Damage Type. Weapon 1: Water
Damage Type. Weapon 2: Ice/Water
Weapon Dropped: Gel Ball
Skin: Colton

A brief description of the weapons:
Water Network:
This weapon launches a network to play the enemy catches him and makes it move slower and take away his life see the target. has an effect similar to that of Spark Shock but in water XD.

Gel Ball:
This a rare weapon, launches a projectile fact gel and rebounts in a diferents direction at a given time is divided in 4 and exploits launching mini pieces of gel

Ice Spikes:
a weapon that throws ice spikes in different directions and speeds up As long as you are hold the shutter button
causing great damage to the target and paralyzing due to cold

Sheer Cold:
throws a curtain of ice if you destroy the enemy traps automatically.
This ice curtain has a long range Outreach but a very low speed giving perhaps a small chance of failure
There are two pictures of the sprite:

Note: The images are modified with paint
(http://s2.subirimagenes.com/imagen/previo/thump_7566986mi-sprite-1.png)
Here need flip the image, but is understood to be the secondary weapon, right?
(http://s2.subirimagenes.com/imagen/previo/thump_7566990mi-sprite-2.png)
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 26, 2012, 07:01:16 PM
Looks pretty interesting

also

Quote
You forgot to give the ice blades and the lightning wave there damage types again.

Ice: if you're going to nerf the damage of the ball, at least have it spawn a spike at the center, right now, it's more of a minor inconvenience as the spikes will only spawn near the walls and they're rather easy to dodge. my original idea was to make the players use the mighty glacier more than the glass ninja, not the other way around
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 26, 2012, 08:20:44 PM
Quote from: "ice"
Looks pretty interesting

also

Quote
You forgot to give the ice blades and the lightning wave there damage types again.

Ice: if you're going to nerf the damage of the ball, at least have it spawn a spike at the center, right now, it's more of a minor inconvenience as the spikes will only spawn near the walls and they're rather easy to dodge. my original idea was to make the players use the mighty glacier more than the glass ninja, not the other way around

I noticed this several times now and it has been fixed.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 26, 2012, 10:15:51 PM
Ok, I see my class still wasn't accepted, so, I gave a look in the main page to give a better look in what do you have to do to get your class accepted, so here is my new idea:
Armor: 1.00x
Speed: Medium
Jump: Medium
Damage Type:Fire/Wind (The Wind is actually "Wind" damage type, it throws enemies up)
Role: Striker/Support
Weapon 1:
Blaze Sinphony = Sends a wave of 3 fire projectiles (15 Damage each fire) that, if all hit a player, will send another wave for free.
Flares (Alt) = Deals 20 damage to enemies in front of the player, enemies that been hit by Blaze Sinphony in the last 3 seconds will explode dealing 10 bonus damage.
Weapon 2:
Corta-vento = Deals 15 damage to enemies in front of the player and knocks them back.
Tornado Hold = Creates a tornado that goes foward in a very low speed and rips through players, deals 40 damage to the first player it hits and 10 to the next players, died when hits a wall.
Skin: Suck at spriting, so you can use slashman
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 27, 2012, 12:12:37 AM
I've decided to forgo Smash Man for now (much to Korby's delight but I probably just disappointed Messatsu (http://tvtropes.org/pmwiki/pmwiki.php/Main/YourMileageMayVary)) and I am instead working on a SmashBro class. Instead of a command-list style of fighting, SmashBro will use the GvH patent-pending directional input system like Cyborg and Rainbow Drill Man. Yes, the class will still have a form of melee attack, but rest assured that there will also be plenty of long-range projectile options available to players.

I don't want to really SAY anything (well, except to Coldy but he already knows due to a PM) but rest assured, those who know me well will say the class really suits my personality, so to speak.

Quote from: "xColdxFusionx"
...Holy mother of god this made my day. You, sir, are a genius and I would love to see this class in action.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 27, 2012, 01:18:52 AM
Quote from: "SmashBroPlusB"
Quoth the Coldy, nevermore.

I know it's a quote, but you do realize "nevermore" is basically "no?"
Meaning that quote doesn't fit at all.
Title: because he obviously got the reference
Post by: Hallan Parva on March 27, 2012, 01:22:00 AM
darn it man I wanted to sound smart go away

but besides that what did you think of the actual mechanics

how well do you think it would work in CSCC or 8BDM in general
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 27, 2012, 01:33:33 AM
I think it has some serious potential. Certainly sounds infinitely more interesting than "Press LMB and RMB at the right times and occasionally switch weapons."
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: darkmath on March 27, 2012, 01:57:55 AM
Flares and Corta-vento doesn't use ammo

Burning Sinphony HUD:
(http://i44.tinypic.com/xo17cl.png)
Tornado Hold HUD:
(http://i40.tinypic.com/idawk0.png)

ACSs:
Code: [Select]
#DEFINE DARKMATH 1603
CreateTranslation (DARKMATH, 192:192=217:217, 198:198=167:167);
if(CheckWeapon("BurningSinphonyWep")==1){GiveInventory("BurningSinphonyAmmo",amount);}
if(CheckWeapon("TornadoWep")==1){GiveInventory("TornadoAmmo",amount);}

In projectiles, Burning Sinphony's sprites are Fire Storm's fireballs and Tornado Hold's sprites are Wind Storm's sprites
Still working on the hand and sword sprites.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Laggy Blazko on March 27, 2012, 02:23:14 AM
Damn, sorry. I think I won't be able to make that YD-CSCC patch this time. I have to change a lot of scripts and add something to every class' DECORATE definition.
I hope I can compensate that somehow.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 27, 2012, 10:56:04 AM
Hey Darkmath, when you finish those sword sprites do you mind sharing 'em with me?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Russel on March 27, 2012, 12:27:34 PM
Er...Tornado Hold? What is that? As in Tenguman's Megaman 8 weapon?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 27, 2012, 11:17:51 PM
Do you accept my class?

Refer to page 94, 95 & 98.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 12:23:36 AM
Quote from: "Hilman170499"
Do you accept my class?

Refer to page 94, 95 & 98.

Infinite Homing Buster Shots? Mirror Buster clone? You've gotta be kidding me...
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 28, 2012, 12:38:22 AM
Quote from: "xColdxFusionx"
Quote from: "Hilman170499"
Do you accept my class?

Refer to page 94, 95 & 98.

Infinite Homing Buster Shots? Mirror Buster clone? You've gotta be kidding me...

...
More updates?
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur, Cut, Metal, Shadow, Gyro, Tomahawk, Fire, Heat, Pharaoh, Flame)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Role:Parkour Expert
Weapon Dropped:Time Stopper
Skin:Mega Man X(Colour Scheme: Blue and Yellow)

Weapon 1:Hil Spread(A buster that when charged, it will fire a triple spread, the uncharged shot is as strong as Mega Buster while the charged shot is thrice the Mega Buster per shot, has 30 ammo, 3 used for each charged shot.)
Alt 1:Dark Hold(Time Stopper, requires a lot of damage to recover fully, needs to be full energy to use, will not recover overtime.)
Obituary:"%o was obliterated by one of %k's Hil Spread shots."
Damage Type:No Element

Weapon 2:Laser Spread(Shoots small lasers in several directions, uses a lot of ammo, ammo recovery is very slow.)
Alt 2:Light Bomb(A bomb, the explosion causes the Flash Stopper side effect.)
Obituary:"%o got sight damage from %k's Lasers."
Damage Type:Light

Instagib Weapon: Nuclear Beam(A little green laser that is very slow and has only 12 ammo. It shares the same sprites as Laser Spread, recovers very slowly.)
Obituary:"%o got eliminated by %k's Nuclear Laser."

player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps. He has a buster, that when charged will spread become powerful and bigger. He can freeze people assuming that he has ammo. He can also blind them and shoot a spread of lasers.

Sprites, HUDs and Botchats here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3
Hil spread shares the same sprites as Mega Buster and Charged Proto Buster.

Refer to page 94 and/or the pk3 given to see my botchat.

Is this better? Tell me when I made a factor that is less likely to get me into the CSCC.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 02:57:17 PM
Well...I suppose I could send in the beta version of the Gizmo Class for now. It doesn't have nearly everything I'd planned for it, but it's still playable...and not overpowered. (I think.)
There's some glitches and stuff that need ironing out and all, some things I'm not sure if I did properly, (WCOLORS, mainly.) but it should be okay. If I send it in and you fix the problems, do you think you could send it back so I can work on the next steps?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 03:26:19 PM
I suppose it depends on how much its done. The CSCC team could finish up yar class if ya like with the amount of manpower they have. Still, if stuff needs changes, they'll first ask ya what ya would like to be changed to or from. Judgin' by yar statement, I guess ya finish up a good portion of yar class.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 03:43:26 PM
Well, I still have a lot left I want to put into this class, but it's decently playable as it stands now. I managed to get a couple of the things working myself actually. I'm thinking that I'll send it in now for the upcoming version, and then work on the updates and upgrades for each new version.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 28, 2012, 08:16:45 PM
Scince the new one hasnt been released yet, could I send a edited copy of my class to you? Only changes will be that Ice and sparky will no longer share the same weaknesses (Ice will no longer be weak to rocks and sparky will no longer be weak to fire), not only would it make slightly more sense, it will also fix the problem where if you get a rune, like spread rune, changing the weapon wont remove it
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 08:19:31 PM
Speakin' of weaknesses, I think the current weaknesses could use a bit of clean up. Some don't have weaknesses, and that's fine, but those that do just have... odd values to them. Not quite sure how to say it though, but I'd like to discuss it with ya if the chance presents itself later.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 28, 2012, 08:31:35 PM
While we're on the subject, how hard is it to put in new damage types for this mod?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: ice on March 28, 2012, 08:57:49 PM
Eh, on second though, I'll leave it as it is for now, there's way too many fire classes and little to no earth classes meaning it's more worth it to be sparky 100% of the time, plus, with the current roster, he seems too OP with them
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Korby on March 28, 2012, 09:18:17 PM
Quote from: "SmashBroPlusB"
While we're on the subject, how hard is it to put in new damage types for this mod?

"damagetype: (anything)"
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SaviorSword on March 28, 2012, 10:01:27 PM
Ok, I admit that I was massively bored to make this list.
The list of approved/rejected/waitin' to be approved again folks. Classes that are waitin' for approval will be in their latest format.(This list starts from page 70).
What WOULD make my job easier is if ya actually place yar seal of approval instead of sayin' "hey I like that", but I digress. This list is for just organization I suppose.

fortegigasgospel
(click to show/hide)

Orange juice :l
(click to show/hide)

darkmath
(click to show/hide)

Manibogi
(click to show/hide)

Fyone
(click to show/hide)

MegaLAD1514
(click to show/hide)

Knux
(click to show/hide)

fizzyman
(click to show/hide)

Rozark
(click to show/hide)

MrJak532
(click to show/hide)

Human Destroyer
(click to show/hide)

Protoman01
(click to show/hide)

Daveris
(click to show/hide)


Now, I'd get the (dis)approve stamp and get ready to be stamp happy! A shorter list would be a lot friendly to manage.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 10:37:04 PM
Oh boy, stamping!

fortegigasgospel/Boulder Man: [APPROVED].
Communist Mage: [APPROVED]. This class is amazing.
darkmath: ...Err... I'm going to skip this one for now. It's certainly more balanced than the others, but it doesn't really have anything that makes  me want to play it.
Manibogi: ...I still need to brainstorm ideas with him.
Fyone: Still need to come up with ideas on what to change. There's nothing really unique or interesting here.
MegaLAD: Bomb Mode [APPROVED]. Leaving Jet Mode alone for now because it just feels too generic.
Knuxman: Feels slightly generic, but not bad. [APPROVED]
Fizzyman: The concept is interesting, and I'd love to see it in action. [APPROVED].
Rozark: [APPROVED].
MrJak532: Not a bad class, but not sure about the stats. I'll have to talk about it with Jak.
Human Destroyer: You posted the wrong version, but the new one has been [APPROVED].
Protoman01: Not sure if the second weapon is really necessary; perhaps Break Buster and Arc Shot could be implemented as part of the main charge?
Daveris: I'll have to discuss the Refrain mechanic with Daveris, but other than that seems fine. Not stamping it quite yet.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 10:57:21 PM
How much time left until the next release, again? I wanna know how much time I got left before I send my class in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 28, 2012, 10:58:31 PM
Quote from: "SmashTheEchidna"
How much time left until the next release, again? I wanna know how much time I got left before I send my class in.

Whenever I feel like it darnit!

However, you have plenty of time to send it in.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: SmashTheEchidna on March 28, 2012, 11:01:46 PM
Okay, that's all I needed to know. I can probably finish some of these weapons in that case.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 28, 2012, 11:04:35 PM
Do you accept my updated class:
Refer to page 100.
I'll keep fixing my class whenever I did something wrong.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 28, 2012, 11:26:39 PM
2 things... My class would be accepted if it is made, correct?
If so, I just about have the graphics ready, with the transparencies and all!

Secondly, the five damage types I have should be:

Fire
Water
Electricity
Plants/Wood
Rocks/Earth

If someone could give me the exact names of these damage types, I'd appreciate it. Can't screw that part up!
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hallan Parva on March 29, 2012, 12:56:37 AM
Quote from: "SmashBroPlusB"
While we're on the subject, how hard is it to put in new damage types for this mod?
I meant as in "adding the damage type to the other classes". There's a pretty exhaustive list already (and enough ACS to build a small mountain) so I was going to ask of the trouble of doing so before making my weapon "rely" on pain states.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: xColdxFusionx on March 29, 2012, 12:59:12 AM
Quote from: "SmashBroPlusB"
Quote from: "SmashBroPlusB"
While we're on the subject, how hard is it to put in new damage types for this mod?
I meant as in "adding the damage type to the other classes". There's a pretty exhaustive list already (and enough ACS to build a small mountain) so I was going to ask of the trouble of doing so before making my weapon "rely" on pain states.

We have to add the painstate to every class. In other words, avoid it if you can.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 01:04:08 AM
See my class on page 100.
Is that better than before?
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Gumballtoid on March 29, 2012, 01:20:05 AM
I have a .zip with all the sprites and other information (http://www.mediafire.com/?0zo8y5flc6417ie) if anybody would like to try making my class.
Transparencies are all done. You just need SLumpEd, or whatever you use.

Also, Hilman, that seems like quite an improvement over the last one to me. I just hope that you mean Jax's Time Bender and not THE Time Stopper.
Title: Re: [Expansion] Cutstuff Community Classes (v3d-h1)
Post by: Hilman170499 on March 29, 2012, 01:32:30 AM
More updates.
Name:chHilmancf170499
Armour:1.0x(Weaknesses: Bright, Gravity, Centaur, Cut, Metal, Shadow, Gyro, Tomahawk, Punk, Fire, Heat, Pharaoh, Flame)
Speed:1.25x Mega Man's Speed
Jump:2.0x Mega Man's Jump Height
Role:Parkour Expert
Weapon Dropped:Time Stopper
Skin:Mega Man X(Colour Scheme: Blue and Yellow)

Weapon 1:Hil Spread(A buster that when charged, it will fire a triple spread, the uncharged shot is as strong as Mega Buster while the charged shot is thrice the Mega Buster per shot, has 30 ammo, 3 used for each charged shot.)
Alt 1:Pertifier(It will stop anyone in the player's sight, effect will wear off when ammo runs out, will not recover overtime, requires a lot of damage to recover.)
Obituary:"%o was obliterated by one of %k's Hil Spread shots."
Damage Type:No Element

Weapon 2:Laser Spread(Shoots small lasers in several directions, uses a lot of ammo, ammo recovery is very slow, each shot is weak to balance the spread.)
Alt 2:Light Bomb(A bomb, the explosion causes the Flash Stopper side effect.)
Obituary:"%o got sight damage from %k's Lasers."
Damage Type:Light

Instagib Weapon: Nuclear Beam(A little green laser that is very slow and has only 12 ammo. It shares the same sprites as Laser Spread, recovers very slowly.)
Obituary:"%o got eliminated by %k's Nuclear Laser."

player.damagescreencolor "blue"
Death Animation:Explosion of blue shrapnel
Description:A class made for high jumps. He has a buster, that when charged will spread, become powerful and bigger. He can freeze people assuming that he has ammo. He can also blind them and shoot a spread of lasers.

Sprites, HUDs and Botchats still here
https://rapidshare.com/files/41286318/HILCSCCSPRS.pk3
Hil spread shares the same sprites as Mega Buster and Charged Proto Buster, Light Bomb is the multicoloured ball with a transparent circle around it, La